Files
test2/source/blender/src/butspace.c
Chris Want 5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00

806 lines
20 KiB
C

/**
* $Id:
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <time.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "blendef.h"
#include "MEM_guardedalloc.h"
#include "DNA_color_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "BKE_colortools.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_library.h"
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "BSE_drawview.h" // for do_viewbuttons.c .... hurms
#include "BSE_node.h"
#include "BIF_gl.h"
#include "BIF_graphics.h"
#include "BIF_keyval.h"
#include "BIF_interface.h"
#include "BIF_toolbox.h"
#include "BIF_space.h"
#include "BIF_screen.h"
#include "BIF_butspace.h"
#include "BSE_headerbuttons.h"
#include "BIF_previewrender.h"
#include "BIF_mywindow.h"
#include "BIF_glutil.h"
#include "BIF_resources.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "mydevice.h"
#include "butspace.h" // own module
/************************ function prototypes ***************************/
void drawbutspace(ScrArea *, void *);
/* Local vars ---------------------------------------------------------- */
short bgpicmode=0, near=1000, far=1000;
MTex emptytex;
MTex mtexcopybuf;
char texstr[20][12]= {"None" , "Clouds" , "Wood", "Marble", "Magic" , "Blend",
"Stucci", "Noise" , "Image", "Plugin", "EnvMap" , "Musgrave",
"Voronoi", "DistNoise", "", "", "", "", "", ""};
/* ---------------------------------------------------------------------- */
void test_idbutton_cb(void *namev, void *arg2)
{
char *name= namev;
test_idbutton(name+2);
}
void test_scriptpoin_but(char *name, ID **idpp)
{
ID *id;
id= G.main->text.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
*idpp= id;
return;
}
id= id->next;
}
*idpp= NULL;
}
void test_actionpoin_but(char *name, ID **idpp)
{
ID *id;
id= G.main->action.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
id_us_plus(id);
*idpp= id;
return;
}
id= id->next;
}
*idpp= NULL;
}
void test_obpoin_but(char *name, ID **idpp)
{
ID *id;
if(idpp == (ID **)&(emptytex.object)) {
error("You must add a texture first");
*idpp= 0;
return;
}
id= G.main->object.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
*idpp= id;
id_lib_extern(id); /* checks lib data, sets correct flag for saving then */
return;
}
id= id->next;
}
*idpp= NULL;
}
/* tests for an object of type OB_MESH */
void test_meshobpoin_but(char *name, ID **idpp)
{
ID *id;
id = G.main->object.first;
while(id) {
Object *ob = (Object *)id;
if(ob->type == OB_MESH && strcmp(name, id->name + 2) == 0) {
*idpp = id;
/* checks lib data, sets correct flag for saving then */
id_lib_extern(id);
return;
}
id = id->next;
}
*idpp = NULL;
}
void test_meshpoin_but(char *name, ID **idpp)
{
ID *id;
if( *idpp ) (*idpp)->us--;
id= G.main->mesh.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
*idpp= id;
id_us_plus(id);
return;
}
id= id->next;
}
*idpp= NULL;
}
void test_matpoin_but(char *name, ID **idpp)
{
ID *id;
if( *idpp ) (*idpp)->us--;
id= G.main->mat.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
*idpp= id;
id_us_plus(id);
return;
}
id= id->next;
}
*idpp= NULL;
}
void test_scenepoin_but(char *name, ID **idpp)
{
ID *id;
if( *idpp ) (*idpp)->us--;
id= G.main->scene.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
*idpp= id;
id_us_plus(id);
return;
}
id= id->next;
}
*idpp= NULL;
}
void test_grouppoin_but(char *name, ID **idpp)
{
ID *id;
if( *idpp ) (*idpp)->us--;
id= G.main->group.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
*idpp= id;
id_us_plus(id);
return;
}
id= id->next;
}
*idpp= NULL;
}
void test_texpoin_but(char *name, ID **idpp)
{
ID *id;
if( *idpp ) (*idpp)->us--;
id= G.main->tex.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
*idpp= id;
id_us_plus(id);
return;
}
id= id->next;
}
*idpp= NULL;
}
void test_imapoin_but(char *name, ID **idpp)
{
ID *id;
if( *idpp ) (*idpp)->us--;
id= G.main->image.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
*idpp= id;
id_us_plus(id);
return;
}
id= id->next;
}
*idpp= NULL;
}
/* ----------- custom button group ---------------------- */
static void curvemap_buttons_zoom_in(void *cumap_v, void *unused)
{
CurveMapping *cumap = cumap_v;
float d;
/* we allow 20 times zoom */
if( (cumap->curr.xmax - cumap->curr.xmin) > 0.04f*(cumap->clipr.xmax - cumap->clipr.xmin) ) {
d= 0.1154f*(cumap->curr.xmax - cumap->curr.xmin);
cumap->curr.xmin+= d;
cumap->curr.xmax-= d;
d= 0.1154f*(cumap->curr.ymax - cumap->curr.ymin);
cumap->curr.ymin+= d;
cumap->curr.ymax-= d;
}
}
static void curvemap_buttons_zoom_out(void *cumap_v, void *unused)
{
CurveMapping *cumap = cumap_v;
float d, d1;
/* we allow 20 times zoom, but dont view outside clip */
if( (cumap->curr.xmax - cumap->curr.xmin) < 20.0f*(cumap->clipr.xmax - cumap->clipr.xmin) ) {
d= d1= 0.15f*(cumap->curr.xmax - cumap->curr.xmin);
if(cumap->flag & CUMA_DO_CLIP)
if(cumap->curr.xmin-d < cumap->clipr.xmin)
d1= cumap->curr.xmin - cumap->clipr.xmin;
cumap->curr.xmin-= d1;
d1= d;
if(cumap->flag & CUMA_DO_CLIP)
if(cumap->curr.xmax+d > cumap->clipr.xmax)
d1= -cumap->curr.xmax + cumap->clipr.xmax;
cumap->curr.xmax+= d1;
d= d1= 0.15f*(cumap->curr.ymax - cumap->curr.ymin);
if(cumap->flag & CUMA_DO_CLIP)
if(cumap->curr.ymin-d < cumap->clipr.ymin)
d1= cumap->curr.ymin - cumap->clipr.ymin;
cumap->curr.ymin-= d1;
d1= d;
if(cumap->flag & CUMA_DO_CLIP)
if(cumap->curr.ymax+d > cumap->clipr.ymax)
d1= -cumap->curr.ymax + cumap->clipr.ymax;
cumap->curr.ymax+= d1;
}
}
static void curvemap_buttons_setclip(void *cumap_v, void *unused)
{
CurveMapping *cumap = cumap_v;
curvemapping_changed(cumap, 0);
}
static void curvemap_buttons_delete(void *cumap_v, void *unused)
{
CurveMapping *cumap = cumap_v;
curvemap_remove(cumap->cm+cumap->cur, SELECT);
curvemapping_changed(cumap, 0);
}
/* NOTE: this is a block-menu, needs 0 events, otherwise the menu closes */
static uiBlock *curvemap_clipping_func(void *cumap_v)
{
CurveMapping *cumap = cumap_v;
uiBlock *block;
uiBut *bt;
block= uiNewBlock(&curarea->uiblocks, "curvemap_clipping_func", UI_EMBOSS, UI_HELV, curarea->win);
/* use this for a fake extra empy space around the buttons */
uiDefBut(block, LABEL, 0, "", -4, 16, 128, 106, NULL, 0, 0, 0, 0, "");
bt= uiDefButBitI(block, TOG, CUMA_DO_CLIP, 1, "Use Clipping",
0,100,120,18, &cumap->flag, 0.0, 0.0, 10, 0, "");
uiButSetFunc(bt, curvemap_buttons_setclip, cumap, NULL);
uiBlockBeginAlign(block);
uiDefButF(block, NUM, 0, "Min X ", 0,74,120,18, &cumap->clipr.xmin, -100.0, cumap->clipr.xmax, 10, 0, "");
uiDefButF(block, NUM, 0, "Min Y ", 0,56,120,18, &cumap->clipr.ymin, -100.0, cumap->clipr.ymax, 10, 0, "");
uiDefButF(block, NUM, 0, "Max X ", 0,38,120,18, &cumap->clipr.xmax, cumap->clipr.xmin, 100.0, 10, 0, "");
uiDefButF(block, NUM, 0, "Max Y ", 0,20,120,18, &cumap->clipr.ymax, cumap->clipr.ymin, 100.0, 10, 0, "");
uiBlockSetDirection(block, UI_RIGHT);
return block;
}
static void curvemap_tools_dofunc(void *cumap_v, int event)
{
CurveMapping *cumap = cumap_v;
CurveMap *cuma= cumap->cm+cumap->cur;
switch(event) {
case 0:
curvemap_reset(cuma, &cumap->clipr);
curvemapping_changed(cumap, 0);
break;
case 1:
cumap->curr= cumap->clipr;
break;
case 2: /* set vector */
curvemap_sethandle(cuma, 1);
curvemapping_changed(cumap, 0);
break;
case 3: /* set auto */
curvemap_sethandle(cuma, 0);
curvemapping_changed(cumap, 0);
break;
case 4: /* extend horiz */
cuma->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
curvemapping_changed(cumap, 0);
break;
case 5: /* extend extrapolate */
cuma->flag |= CUMA_EXTEND_EXTRAPOLATE;
curvemapping_changed(cumap, 0);
break;
}
addqueue(curarea->win, REDRAW, 1);
}
static uiBlock *curvemap_tools_func(void *cumap_v)
{
uiBlock *block;
short yco= 0, menuwidth=120;
block= uiNewBlock(&curarea->uiblocks, "curvemap_tools_func", UI_EMBOSSP, UI_HELV, curarea->win);
uiBlockSetButmFunc(block, curvemap_tools_dofunc, cumap_v);
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Reset View", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 1, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Vector Handle", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 2, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Auto Handle", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 3, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Extend Horizontal", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 4, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Extend Extrapolated", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 5, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Reset Curve", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockSetDirection(block, UI_RIGHT);
uiTextBoundsBlock(block, 50);
return block;
}
/* still unsure how this call evolves... we use labeltype for defining what curve-channels to show */
void curvemap_buttons(uiBlock *block, CurveMapping *cumap, char labeltype, short event, short redraw, rctf *rect)
{
uiBut *bt;
float dx, fy= rect->ymax-18.0f;
int icon;
short xco, yco;
yco= (short)(rect->ymax-18.0f);
/* curve choice options + tools/settings, 8 icons + spacer */
dx= (rect->xmax-rect->xmin)/(9.0f);
uiBlockBeginAlign(block);
if(labeltype=='v') { /* vector */
xco= (short)rect->xmin;
if(cumap->cm[0].curve)
uiDefButI(block, ROW, redraw, "X", xco, yco+2, dx, 16, &cumap->cur, 0.0, 0.0, 0.0, 0.0, "");
xco= (short)(rect->xmin+1.0f*dx);
if(cumap->cm[1].curve)
uiDefButI(block, ROW, redraw, "Y", xco, yco+2, dx, 16, &cumap->cur, 0.0, 1.0, 0.0, 0.0, "");
xco= (short)(rect->xmin+2.0f*dx);
if(cumap->cm[2].curve)
uiDefButI(block, ROW, redraw, "Z", xco, yco+2, dx, 16, &cumap->cur, 0.0, 2.0, 0.0, 0.0, "");
}
else if(labeltype=='c') { /* color */
xco= (short)rect->xmin;
if(cumap->cm[3].curve)
uiDefButI(block, ROW, redraw, "C", xco, yco+2, dx, 16, &cumap->cur, 0.0, 3.0, 0.0, 0.0, "");
xco= (short)(rect->xmin+1.0f*dx);
if(cumap->cm[0].curve)
uiDefButI(block, ROW, redraw, "R", xco, yco+2, dx, 16, &cumap->cur, 0.0, 0.0, 0.0, 0.0, "");
xco= (short)(rect->xmin+2.0f*dx);
if(cumap->cm[1].curve)
uiDefButI(block, ROW, redraw, "G", xco, yco+2, dx, 16, &cumap->cur, 0.0, 1.0, 0.0, 0.0, "");
xco= (short)(rect->xmin+3.0f*dx);
if(cumap->cm[2].curve)
uiDefButI(block, ROW, redraw, "B", xco, yco+2, dx, 16, &cumap->cur, 0.0, 2.0, 0.0, 0.0, "");
}
/* else no channels ! */
uiBlockEndAlign(block);
xco= (short)(rect->xmin+4.5f*dx);
uiBlockSetEmboss(block, UI_EMBOSSN);
bt= uiDefIconBut(block, BUT, redraw, ICON_ZOOMIN, xco, yco, dx, 14, NULL, 0.0, 0.0, 0.0, 0.0, "Zoom in");
uiButSetFunc(bt, curvemap_buttons_zoom_in, cumap, NULL);
xco= (short)(rect->xmin+5.25f*dx);
bt= uiDefIconBut(block, BUT, redraw, ICON_ZOOMOUT, xco, yco, dx, 14, NULL, 0.0, 0.0, 0.0, 0.0, "Zoom out");
uiButSetFunc(bt, curvemap_buttons_zoom_out, cumap, NULL);
xco= (short)(rect->xmin+6.0f*dx);
bt= uiDefIconBlockBut(block, curvemap_tools_func, cumap, event, ICON_MODIFIER, xco, yco, dx, 18, "Tools");
xco= (short)(rect->xmin+7.0f*dx);
if(cumap->flag & CUMA_DO_CLIP) icon= ICON_CLIPUV_HLT; else icon= ICON_CLIPUV_DEHLT;
bt= uiDefIconBlockBut(block, curvemap_clipping_func, cumap, event, icon, xco, yco, dx, 18, "Clipping Options");
xco= (short)(rect->xmin+8.0f*dx);
bt= uiDefIconBut(block, BUT, event, ICON_X, xco, yco, dx, 18, NULL, 0.0, 0.0, 0.0, 0.0, "Delete points");
uiButSetFunc(bt, curvemap_buttons_delete, cumap, NULL);
uiBlockSetEmboss(block, UI_EMBOSS);
uiDefBut(block, BUT_CURVE, event, "",
rect->xmin, rect->ymin, rect->xmax-rect->xmin, fy-rect->ymin,
cumap, 0.0f, 1.0f, 0, 0, "");
}
/* --------------------------------- */
/* nodes have button callbacks, that can draw in butspace too. need separate handling */
static void do_node_buts(unsigned short event)
{
Material *ma;
/* all operations default on active material layer here */
/* but this also gets called for lamp and world... */
ma= G.buts->lockpoin;
if(ma && GS(ma->id.name)==ID_MA)
ma = editnode_get_active_material(ma);
else
ma= NULL;
if(event>=B_NODE_EXEC) {
if(ma) end_render_material(ma); /// temporal... 3d preview
BIF_preview_changed(ID_MA);
allqueue(REDRAWNODE, 0);
allqueue(REDRAWBUTSSHADING, 0);
}
}
void do_butspace(unsigned short event)
{
SpaceButs *buts;
/* redraw windows of the same type? */
buts= curarea->spacedata.first;
if(buts->mainb==CONTEXT_SCENE) allqueue(REDRAWBUTSSCENE, curarea->win);
if(buts->mainb==CONTEXT_OBJECT) allqueue(REDRAWBUTSOBJECT, curarea->win);
if(buts->mainb==CONTEXT_SHADING) allqueue(REDRAWBUTSSHADING, curarea->win);
if(buts->mainb==CONTEXT_EDITING) allqueue(REDRAWBUTSEDIT, curarea->win);
if(buts->mainb==CONTEXT_SCRIPT) allqueue(REDRAWBUTSSCRIPT, curarea->win);
if(buts->mainb==CONTEXT_LOGIC) allqueue(REDRAWBUTSLOGIC, curarea->win);
if (event <=50){
do_global_buttons2(event);
}
else if(event<=100) {
do_global_buttons(event);
}
else if(event < 1000) {
do_headerbuttons(event);
}
else if(event<=B_VIEWBUTS) {
do_viewbuts(event);
}
else if(event<=B_LAMPBUTS) {
do_lampbuts(event);
}
else if(event<=B_MATBUTS) {
do_matbuts(event);
}
else if(event<=B_TEXBUTS) {
do_texbuts(event);
}
else if(event<=B_ANIMBUTS) {
do_object_panels(event);
}
else if(event<=B_WORLDBUTS) {
do_worldbuts(event);
}
else if(event<=B_RENDERBUTS) {
do_render_panels(event); // buttons_scene.c
}
else if(event<=B_SEQUENCERBUTS) {
do_sequencer_panels(event);
}
else if(event<=B_COMMONEDITBUTS) {
do_common_editbuts(event);
}
else if(event<=B_MESHBUTS) {
do_meshbuts(event);
}
else if(event<=B_VGROUPBUTS) {
do_vgroupbuts(event);
}
else if(event<=B_CURVEBUTS) {
do_curvebuts(event);
}
else if(event<=B_FONTBUTS) {
do_fontbuts(event);
}
else if(event<=B_ARMBUTS) {
do_armbuts(event);
}
else if(event<=B_CAMBUTS) {
do_cambuts(event);
}
else if(event<=B_MBALLBUTS) {
do_mballbuts(event);
}
else if(event<=B_LATTBUTS) {
do_latticebuts(event);
}
else if(event<=B_GAMEBUTS) {
do_logic_buts(event); // buttons_logic.c
}
else if(event<=B_FPAINTBUTS) {
do_fpaintbuts(event);
}
else if(event<=B_RADIOBUTS) {
do_radiobuts(event);
}
else if(event<=B_SCRIPTBUTS) {
do_scriptbuts(event);
}
else if(event<=B_SOUNDBUTS) {
do_soundbuts(event);
}
else if(event<=B_CONSTRAINTBUTS) {
do_constraintbuts(event);
}
else if(event<=B_UVAUTOCALCBUTS) {
do_uvcalculationbuts(event);
}
else if(event<=B_EFFECTSBUTS) {
do_effects_panels(event);
}
else if(event<=B_MODIFIER_BUTS) {
extern void do_modifier_panels(unsigned short event);
do_modifier_panels(event);
}
else if(event<=B_NODE_BUTS) {
do_node_buts(event);
}
else if(event==REDRAWVIEW3D) allqueue(event, 1); // 1=do header too
else if(event>REDRAWVIEW3D) allqueue(event, 0);
}
static void butspace_context_switch(SpaceButs *buts, Object *new)
{
// change type automatically
if(new) {
int tab= buts->tab[CONTEXT_SHADING];
if(tab == TAB_SHADING_WORLD) {
if(new->type==OB_CAMERA);
else if(new->type==OB_LAMP) {
buts->tab[CONTEXT_SHADING]= TAB_SHADING_LAMP;
}
else buts->tab[CONTEXT_SHADING]= TAB_SHADING_MAT;
}
else if(tab == TAB_SHADING_TEX) {
if(new->type==OB_LAMP) buts->texfrom= 2;
else if(new->type==OB_CAMERA) buts->texfrom= 1;
else buts->texfrom= 0;
}
else if(tab == TAB_SHADING_RAD) {
}
else if(new->type==OB_CAMERA) {
buts->tab[CONTEXT_SHADING]= TAB_SHADING_WORLD;
}
else if(new->type==OB_LAMP) {
buts->tab[CONTEXT_SHADING]= TAB_SHADING_LAMP;
}
else {
buts->tab[CONTEXT_SHADING]= TAB_SHADING_MAT;
}
}
}
/* new active object */
void redraw_test_buttons(Object *new)
{
ScrArea *sa;
SpaceButs *buts;
sa= G.curscreen->areabase.first;
while(sa) {
if(sa->spacetype==SPACE_BUTS) {
buts= sa->spacedata.first;
if(ELEM5(buts->mainb, CONTEXT_OBJECT, CONTEXT_EDITING, CONTEXT_SHADING, CONTEXT_LOGIC, CONTEXT_SCRIPT)) {
addqueue(sa->win, REDRAW, 1);
buts->re_align= 1;
if(new && buts->mainb==CONTEXT_SHADING) {
/* does node previews too... */
BIF_preview_changed(ID_TE);
}
}
// always do context switch
if(new) butspace_context_switch(buts, new);
}
sa= sa->next;
}
}
/* callback */
void drawbutspace(ScrArea *sa, void *spacedata)
{
ID *id, *idfrom;
SpaceButs *sbuts= sa->spacedata.first;
View2D *v2d= &sbuts->v2d;
float col[3];
int tab, align=0;
/* context */
buttons_active_id(&id, &idfrom);
G.buts->lockpoin= id;
myortho2(v2d->cur.xmin, v2d->cur.xmax, v2d->cur.ymin, v2d->cur.ymax);
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
uiSetButLock(G.scene->id.lib!=0, ERROR_LIBDATA_MESSAGE);
uiFreeBlocksWin(&sa->uiblocks, sa->win);
/* select the context to be drawn, per contex/tab the actual context is tested */
switch(sbuts->mainb) {
case CONTEXT_SCENE:
tab= sbuts->tab[CONTEXT_SCENE];
if(tab== TAB_SCENE_RENDER)
render_panels();
else if(tab == TAB_SCENE_SEQUENCER)
sequencer_panels();
else if(tab == TAB_SCENE_ANIM)
anim_panels();
else if(tab == TAB_SCENE_SOUND)
sound_panels();
break;
case CONTEXT_OBJECT:
tab= sbuts->tab[CONTEXT_OBJECT];
if(tab==TAB_OBJECT_OBJECT)
object_panels();
else if(tab==TAB_OBJECT_PHYSICS)
physics_panels();
else if(tab==TAB_OBJECT_PARTICLE)
particle_panels();
break;
case CONTEXT_SHADING:
tab= sbuts->tab[CONTEXT_SHADING];
if(tab==TAB_SHADING_MAT)
material_panels();
else if(tab==TAB_SHADING_LAMP)
lamp_panels();
else if(tab==TAB_SHADING_WORLD)
world_panels();
else if(tab==TAB_SHADING_RAD)
radio_panels();
else if(tab==TAB_SHADING_TEX)
texture_panels();
break;
case CONTEXT_EDITING:
/* no tabs */
editing_panels();
break;
case CONTEXT_SCRIPT:
script_panels();
break;
case CONTEXT_LOGIC:
/* no tabs */
logic_buts();
break;
}
uiClearButLock();
/* when align changes, also do this for new panels */
/* don't always align, this function is called during AnmatePanels too */
if(sbuts->align)
if(sbuts->re_align || sbuts->mainbo!=sbuts->mainb || sbuts->tabo!=sbuts->tab[sbuts->mainb])
align= 1;
uiDrawBlocksPanels(sa, align);
/* since panels give different layouts, we have to make sure v2d.tot matches */
uiMatchPanel_view2d(sa);
sbuts->re_align= 0;
// also for memory for finding which texture you'd like to see
sbuts->mainbo= sbuts->mainb;
sbuts->tabo= sbuts->tab[sbuts->mainb];
myortho2(-0.375, (float)(sa->winx)-0.375, -0.375, (float)(sa->winy)-0.375);
draw_area_emboss(sa);
myortho2(v2d->cur.xmin, v2d->cur.xmax, v2d->cur.ymin, v2d->cur.ymax);
/* always in end */
sa->win_swap= WIN_BACK_OK;
}