This adds `view_selected` (i.e. `NUMPAD_PERIOD`) when in edit mode of a grease pencil object. Pull Request: https://projects.blender.org/blender/blender/pulls/126448
229 lines
7.6 KiB
C++
229 lines
7.6 KiB
C++
/* SPDX-FileCopyrightText: 2008 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup spview3d
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*/
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#pragma once
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#include "ED_view3d.hh"
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/* internal exports only */
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struct ARegion;
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struct ARegionType;
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struct BoundBox;
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struct Depsgraph;
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struct Object;
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struct Scene;
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struct bContext;
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struct bContextDataResult;
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struct View3DCameraControl;
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struct wmGizmoGroupType;
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struct wmGizmoType;
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struct wmKeyConfig;
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struct wmOperatorType;
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/* `view3d_header.cc` */
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void VIEW3D_OT_toggle_matcap_flip(wmOperatorType *ot);
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/* `view3d_context.cc` */
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int view3d_context(const bContext *C, const char *member, bContextDataResult *result);
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/* `view3d_ops.cc` */
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void view3d_operatortypes();
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/* `view3d_edit.cc` */
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void VIEW3D_OT_zoom_camera_1_to_1(wmOperatorType *ot);
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void VIEW3D_OT_view_lock_clear(wmOperatorType *ot);
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void VIEW3D_OT_view_lock_to_active(wmOperatorType *ot);
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void VIEW3D_OT_view_center_camera(wmOperatorType *ot);
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void VIEW3D_OT_view_center_lock(wmOperatorType *ot);
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void VIEW3D_OT_view_persportho(wmOperatorType *ot);
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void VIEW3D_OT_navigate(wmOperatorType *ot);
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void VIEW3D_OT_camera_background_image_add(wmOperatorType *ot);
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void VIEW3D_OT_camera_background_image_remove(wmOperatorType *ot);
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void VIEW3D_OT_drop_world(wmOperatorType *ot);
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void VIEW3D_OT_clip_border(wmOperatorType *ot);
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void VIEW3D_OT_cursor3d(wmOperatorType *ot);
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void VIEW3D_OT_render_border(wmOperatorType *ot);
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void VIEW3D_OT_clear_render_border(wmOperatorType *ot);
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void VIEW3D_OT_toggle_shading(wmOperatorType *ot);
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void VIEW3D_OT_toggle_xray(wmOperatorType *ot);
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/* `view3d_draw.cc` */
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void view3d_main_region_draw(const bContext *C, ARegion *region);
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/**
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* Information drawn on top of the solid plates and composed data.
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*/
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void view3d_draw_region_info(const bContext *C, ARegion *region);
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void view3d_depths_rect_create(ARegion *region, rcti *rect, ViewDepths *r_d);
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/**
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* Utility function to find the closest Z value, use for auto-depth.
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*/
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float view3d_depth_near(ViewDepths *d);
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/* view3d_select.cc */
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void VIEW3D_OT_select(wmOperatorType *ot);
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void VIEW3D_OT_select_circle(wmOperatorType *ot);
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void VIEW3D_OT_select_box(wmOperatorType *ot);
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void VIEW3D_OT_select_lasso(wmOperatorType *ot);
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void VIEW3D_OT_select_menu(wmOperatorType *ot);
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void VIEW3D_OT_bone_select_menu(wmOperatorType *ot);
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/* `view3d_utils.cc` */
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/**
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* For home, center etc.
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*/
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void view3d_boxview_copy(ScrArea *area, ARegion *region);
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/**
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* Sync center/zoom view of region to others, for view transforms.
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*/
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void view3d_boxview_sync(ScrArea *area, ARegion *region);
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bool ED_view3d_boundbox_clip_ex(const RegionView3D *rv3d, const BoundBox *bb, float obmat[4][4]);
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bool ED_view3d_boundbox_clip(RegionView3D *rv3d, const BoundBox *bb);
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/* `view3d_view.cc` */
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void VIEW3D_OT_camera_to_view(wmOperatorType *ot);
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void VIEW3D_OT_camera_to_view_selected(wmOperatorType *ot);
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void VIEW3D_OT_object_as_camera(wmOperatorType *ot);
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void VIEW3D_OT_localview(wmOperatorType *ot);
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void VIEW3D_OT_localview_remove_from(wmOperatorType *ot);
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/**
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* \param rect: optional for picking (can be NULL).
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*/
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void view3d_winmatrix_set(const Depsgraph *depsgraph,
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ARegion *region,
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const View3D *v3d,
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const rcti *rect);
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/**
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* Sets #RegionView3D.viewmat
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*
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* \param depsgraph: Depsgraph.
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* \param scene: Scene for camera and cursor location.
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* \param v3d: View 3D space data.
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* \param rv3d: 3D region which stores the final matrices.
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* \param rect_scale: Optional 2D scale argument,
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* Use when displaying a sub-region, eg: when #view3d_winmatrix_set takes a 'rect' argument.
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*
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* \note don't set windows active in here, is used by renderwin too.
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*/
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void view3d_viewmatrix_set(const Depsgraph *depsgraph,
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const Scene *scene,
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const View3D *v3d,
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RegionView3D *rv3d,
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const float rect_scale[2]);
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/* Called in `transform_ops.cc`, on each regeneration of key-maps. */
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/* `view3d_placement.cc` */
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void viewplace_modal_keymap(wmKeyConfig *keyconf);
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/* `view3d_buttons.cc` */
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void VIEW3D_OT_object_mode_pie_or_toggle(wmOperatorType *ot);
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void view3d_buttons_register(ARegionType *art);
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/* `view3d_camera_control.cc` */
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/**
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* Creates a #View3DCameraControl handle and sets up
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* the view for first-person style navigation.
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*/
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View3DCameraControl *ED_view3d_cameracontrol_acquire(Depsgraph *depsgraph,
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Scene *scene,
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View3D *v3d,
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RegionView3D *rv3d);
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/**
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* Updates cameras from the `rv3d` values, optionally auto-keyframing.
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*/
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void ED_view3d_cameracontrol_update(
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View3DCameraControl *vctrl, bool use_autokey, bContext *C, bool do_rotate, bool do_translate);
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/**
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* Release view control.
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*
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* \param restore: Sets the view state to the values that were set
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* before #ED_view3d_control_acquire was called.
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*/
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void ED_view3d_cameracontrol_release(View3DCameraControl *vctrl, bool restore);
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/**
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* Returns the object which is being manipulated or NULL.
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*/
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Object *ED_view3d_cameracontrol_object_get(View3DCameraControl *vctrl);
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/* `view3d_snap.cc` */
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/**
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* Calculates the bounding box corners (min and max) for \a obedit.
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* The returned values are in global space.
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*/
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bool ED_view3d_minmax_verts(const Scene *scene, Object *obedit, float min[3], float max[3]);
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void VIEW3D_OT_snap_selected_to_grid(wmOperatorType *ot);
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void VIEW3D_OT_snap_selected_to_cursor(wmOperatorType *ot);
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void VIEW3D_OT_snap_selected_to_active(wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_grid(wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_center(wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_selected(wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_active(wmOperatorType *ot);
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/* `view3d_placement.cc` */
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void VIEW3D_OT_interactive_add(wmOperatorType *ot);
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/* space_view3d.cc */
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extern "C" const char *view3d_context_dir[]; /* doc access */
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/* view3d_widgets.c */
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void VIEW3D_GGT_light_spot(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_light_point(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_light_area(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_light_target(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_camera(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_camera_view(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_force_field(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_empty_image(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_armature_spline(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_navigate(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_mesh_preselect_elem(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_mesh_preselect_edgering(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_tool_generic_handle_normal(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_tool_generic_handle_free(wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_geometry_nodes(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_ruler(wmGizmoGroupType *gzgt);
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void VIEW3D_GT_ruler_item(wmGizmoType *gzt);
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void VIEW3D_OT_ruler_add(wmOperatorType *ot);
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void VIEW3D_OT_ruler_remove(wmOperatorType *ot);
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void VIEW3D_GT_navigate_rotate(wmGizmoType *gzt);
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void VIEW3D_GGT_placement(wmGizmoGroupType *gzgt);
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/* workaround for trivial but noticeable camera bug caused by imprecision
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* between view border calculation in 2D/3D space, workaround for bug #28037.
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* without this define we get the old behavior which is to try and align them
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* both which _mostly_ works fine, but when the camera moves beyond ~1000 in
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* any direction it starts to fail */
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#define VIEW3D_CAMERA_BORDER_HACK
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#ifdef VIEW3D_CAMERA_BORDER_HACK
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extern uchar view3d_camera_border_hack_col[3];
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extern bool view3d_camera_border_hack_test;
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#endif
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