[Bf-blender-cvs] [da2d0fe43af] blender2.8: Merge branch 'master' into blender2.8

Campbell Barton noreply at git.blender.org
Fri Mar 2 04:41:45 CET 2018


Commit: da2d0fe43af030b5fe6e11226e7e691242f001aa
Author: Campbell Barton
Date:   Fri Mar 2 14:46:21 2018 +1100
Branches: blender2.8
https://developer.blender.org/rBda2d0fe43af030b5fe6e11226e7e691242f001aa

Merge branch 'master' into blender2.8

===================================================================



===================================================================

diff --cc source/blender/editors/include/ED_object.h
index 3e04c8ccc8e,91b93102814..6c53d24ef8c
--- a/source/blender/editors/include/ED_object.h
+++ b/source/blender/editors/include/ED_object.h
@@@ -217,6 -196,11 +214,10 @@@ void undo_push_lattice(struct bContext 
  
  void ED_lattice_flags_set(struct Object *obedit, int flag);
  
 -/* object_modes.c */
+ bool ED_object_mode_compat_test(const struct Object *ob, eObjectMode mode);
 -bool ED_object_mode_compat_set(struct bContext *C, struct Object *ob, eObjectMode mode, struct ReportList *reports);
++bool ED_object_mode_compat_set(struct bContext *C, struct WorkSpace *workspace, eObjectMode mode, struct ReportList *reports);
+ void ED_object_mode_toggle(struct bContext *C, eObjectMode mode);
+ 
  /* object_modifier.c */
  enum {
  	MODIFIER_APPLY_DATA = 1,
diff --cc source/blender/editors/object/object_edit.c
index ec81cdfdf69,84808817b94..db646472af5
--- a/source/blender/editors/object/object_edit.c
+++ b/source/blender/editors/object/object_edit.c
@@@ -365,10 -552,10 +365,10 @@@ void ED_object_editmode_enter(bContext 
  
  	/* note, when switching scenes the object can have editmode data but
  	 * not be scene->obedit: bug 22954, this avoids calling self eternally */
 -	if ((ob->restore_mode & OB_MODE_EDIT) == 0)
 -		ED_object_mode_toggle(C, ob->mode);
 +	if ((workspace->object_mode_restore & OB_MODE_EDIT) == 0)
- 		ED_object_toggle_modes(C, workspace->object_mode);
++		ED_object_mode_toggle(C, workspace->object_mode);
  
 -	ob->mode = OB_MODE_EDIT;
 +	workspace->object_mode = OB_MODE_EDIT;
  
  	if (ob->type == OB_MESH) {
  		BMEditMesh *em;
@@@ -1617,34 -1709,31 +1531,34 @@@ static int object_mode_set_exec(bContex
  		}
  	}
  	
- 	if (!ob || !object_mode_compat_test(ob, mode))
+ 	if (!ob || !ED_object_mode_compat_test(ob, mode))
  		return OPERATOR_PASS_THROUGH;
  
 -	if (ob->mode != mode) {
 +	if (workspace->object_mode != mode) {
  		/* we should be able to remove this call, each operator calls  */
 -		ED_object_mode_compat_set(C, ob, mode, op->reports);
 +		ED_object_mode_compat_set(C, workspace, mode, op->reports);
  	}
  
  	/* Exit current mode if it's not the mode we're setting */
 -	if (mode != OB_MODE_OBJECT && (ob->mode != mode || toggle)) {
 +	if (mode != OB_MODE_OBJECT && (workspace->object_mode != mode || toggle)) {
  		/* Enter new mode */
- 		ED_object_toggle_modes(C, mode);
+ 		ED_object_mode_toggle(C, mode);
  	}
  
  	if (toggle) {
  		/* Special case for Object mode! */
 -		if (mode == OB_MODE_OBJECT && restore_mode == OB_MODE_OBJECT && ob->restore_mode != OB_MODE_OBJECT) {
 -			ED_object_mode_toggle(C, ob->restore_mode);
 +		if ((mode == OB_MODE_OBJECT) &&
 +		    (restore_mode == OB_MODE_OBJECT) &&
 +		    (workspace->object_mode_restore != OB_MODE_OBJECT))
 +		{
- 			ED_object_toggle_modes(C, workspace->object_mode_restore);
++			ED_object_mode_toggle(C, workspace->object_mode_restore);
  		}
 -		else if (ob->mode == mode) {
 +		else if (workspace->object_mode == mode) {
  			/* For toggling, store old mode so we know what to go back to */
 -			ob->restore_mode = restore_mode;
 +			workspace->object_mode_restore = restore_mode;
  		}
 -		else if (ob->restore_mode != OB_MODE_OBJECT && ob->restore_mode != mode) {
 -			ED_object_mode_toggle(C, ob->restore_mode);
 +		else if (!ELEM(workspace->object_mode_restore, mode, OB_MODE_OBJECT)) {
- 			ED_object_toggle_modes(C, workspace->object_mode_restore);
++			ED_object_mode_toggle(C, workspace->object_mode_restore);
  		}
  	}
  
diff --cc source/blender/editors/object/object_modes.c
index 00000000000,fda342f8a4d..3dd496336ce
mode 000000,100644..100644
--- a/source/blender/editors/object/object_modes.c
+++ b/source/blender/editors/object/object_modes.c
@@@ -1,0 -1,138 +1,140 @@@
+ /*
+  * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+  *
+  * Contributor(s): Blender Foundation, 2002-2008 full recode
+  *
+  * ***** END GPL LICENSE BLOCK *****
+  */
+ 
+ /** \file blender/editors/object/object_modes.c
+  *  \ingroup edobj
+  *
+  * General utils to handle mode switching,
+  * actual mode switching logic is per-object type.
+  */
+ 
+ #include "DNA_object_types.h"
+ #include "DNA_scene_types.h"
++#include "DNA_workspace_types.h"
+ 
+ #include "BLI_utildefines.h"
+ 
+ #include "BKE_context.h"
+ #include "BKE_report.h"
+ 
+ #include "WM_api.h"
+ #include "WM_types.h"
+ 
+ #include "ED_object.h"
+ 
+ static const char *object_mode_op_string(eObjectMode mode)
+ {
+ 	if (mode & OB_MODE_EDIT)
+ 		return "OBJECT_OT_editmode_toggle";
+ 	if (mode == OB_MODE_SCULPT)
+ 		return "SCULPT_OT_sculptmode_toggle";
+ 	if (mode == OB_MODE_VERTEX_PAINT)
+ 		return "PAINT_OT_vertex_paint_toggle";
+ 	if (mode == OB_MODE_WEIGHT_PAINT)
+ 		return "PAINT_OT_weight_paint_toggle";
+ 	if (mode == OB_MODE_TEXTURE_PAINT)
+ 		return "PAINT_OT_texture_paint_toggle";
+ 	if (mode == OB_MODE_PARTICLE_EDIT)
+ 		return "PARTICLE_OT_particle_edit_toggle";
+ 	if (mode == OB_MODE_POSE)
+ 		return "OBJECT_OT_posemode_toggle";
+ 	if (mode == OB_MODE_GPENCIL)
+ 		return "GPENCIL_OT_editmode_toggle";
+ 	return NULL;
+ }
+ 
+ /**
+  * Checks the mode to be set is compatible with the object
+  * should be made into a generic function
+  */
+ bool ED_object_mode_compat_test(const Object *ob, eObjectMode mode)
+ {
+ 	if (ob) {
+ 		if (mode == OB_MODE_OBJECT)
+ 			return true;
+ 		else if (mode == OB_MODE_GPENCIL)
+ 			return true; /* XXX: assume this is the case for now... */
+ 
+ 		switch (ob->type) {
+ 			case OB_MESH:
+ 				if (mode & (OB_MODE_EDIT | OB_MODE_SCULPT | OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT |
+ 				            OB_MODE_TEXTURE_PAINT | OB_MODE_PARTICLE_EDIT))
+ 				{
+ 					return true;
+ 				}
+ 				break;
+ 			case OB_CURVE:
+ 			case OB_SURF:
+ 			case OB_FONT:
+ 			case OB_MBALL:
+ 				if (mode & (OB_MODE_EDIT))
+ 					return true;
+ 				break;
+ 			case OB_LATTICE:
+ 				if (mode & (OB_MODE_EDIT | OB_MODE_WEIGHT_PAINT))
+ 					return true;
+ 				break;
+ 			case OB_ARMATURE:
+ 				if (mode & (OB_MODE_EDIT | OB_MODE_POSE))
+ 					return true;
+ 				break;
+ 		}
+ 	}
+ 
+ 	return false;
+ }
+ 
 -
+ /**
+  * Sets the mode to a compatible state (use before entering the mode).
+  *
+  * This is so each mode's exec function can call
+  */
 -bool ED_object_mode_compat_set(bContext *C, Object *ob, eObjectMode mode, ReportList *reports)
++bool ED_object_mode_compat_set(bContext *C, WorkSpace *workspace, eObjectMode mode, ReportList *reports)
+ {
+ 	bool ok;
 -	if (!ELEM(ob->mode, mode, OB_MODE_OBJECT)) {
 -		const char *opstring = object_mode_op_string(ob->mode);
++	if (!ELEM(workspace->object_mode, mode, OB_MODE_OBJECT)) {
++		const char *opstring = object_mode_op_string(workspace->object_mode);
++
+ 		WM_operator_name_call(C, opstring, WM_OP_EXEC_REGION_WIN, NULL);
 -		ok = ELEM(ob->mode, mode, OB_MODE_OBJECT);
++		ok = ELEM(workspace->object_mode, mode, OB_MODE_OBJECT);
+ 		if (!ok) {
+ 			wmOperatorType *ot = WM_operatortype_find(opstring, false);
+ 			BKE_reportf(reports, RPT_ERROR, "Unable to execute '%s', error changing modes", ot->name);
+ 		}
+ 	}
+ 	else {
+ 		ok = true;
+ 	}
+ 
+ 	return ok;
+ }
+ 
+ void ED_object_mode_toggle(bContext *C, eObjectMode mode)
+ {
+ 	if (mode != OB_MODE_OBJECT) {
+ 		const char *opstring = object_mode_op_string(mode);
++
+ 		if (opstring) {
+ 			WM_operator_name_call(C, opstring, WM_OP_EXEC_REGION_WIN, NULL);
+ 		}
+ 	}
+ }
diff --cc source/blender/editors/util/ed_util.c
index 562ba2c42b3,57ff8b6db01..7a5b8bfbda1
--- a/source/blender/editors/util/ed_util.c
+++ b/source/blender/editors/util/ed_util.c
@@@ -103,33 -98,16 +103,33 @@@ void ED_editors_init(bContext *C
  	/* toggle on modes for objects that were saved with these enabled. for
  	 * e.g. linked objects we have to ensure that they are actually the
  	 * active object in this scene. */
 -	for (ob = bmain->object.first; ob; ob = ob->id.next) {
 -		int mode = ob->mode;
 -
 -		if (!ELEM(mode, OB_MODE_OBJECT, OB_MODE_POSE)) {
 -			ob->mode = OB_MODE_OBJECT;
 -			data = ob->data;
 -
 -			if (ob == obact && !ID_IS_LINKED(ob) && !(data && ID_IS_LINKED(data)))
 -				ED_object_mode_toggle(C, mode);
 +	{
 +		wmWindow *win_orig = CTX_wm_window(C);
 +		CTX_wm_window_set(C, NULL);
 +		for (wmWindow *win = wm->windows.first; win; win = win->next) {
 +			WorkSpace *workspace = WM_window_get_active_workspace(win);
 +			Scene *scene = WM_window_get_active_scene(win);
 +			ViewLayer *view_layer = BKE_view_layer_from_workspace_get(scene, workspace);
 +			Object *obact = view_layer ? OBACT(view_layer) : NULL;
 +			eObjectMode object_mode = workspace->object_mode;
 +			workspace->object_mode = OB_MODE_OBJECT;
 +			if (view_layer && obact) {
 +				const ID *data = obact->data;
 +				if (!ELEM(object_mode, OB_MODE_OBJECT, OB_MODE_POSE)) {
 +					if (!ID_IS_LINKED(obact) && !(data && ID_IS_LINKED(data))) {
 +						CTX_wm_window_set(C, win);
- 						ED_object_toggle_modes(C, object_mode);
++						ED_object_mode_toggle(C, object_mode);
 +						CTX_wm_window_set(C, NULL);
 +					}
 +				}
 +				else if (object_mode == OB_MODE_POSE) {
 +					if (!ID_IS_LINKED(obact) && (obact->type == OB_ARMATURE)) {
 +						workspace->object_mode = object_mode;
 +					}
 +				}
 +			}
  		}
 +		CTX_wm_window_set(C, win_orig);
  	}
  
  	/* image editor paint mode */



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