Revision: 17973
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17973
Author:   ton
Date:     2008-12-20 16:42:48 +0100 (Sat, 20 Dec 2008)

Log Message:
-----------
2.5

- View3D: selecting added. Note it nicely respects user preset, by using
  the keymap define SELECTMOUSE.
- Added missing initialize of default vector font, so text draws.

Modified Paths:
--------------
    branches/blender2.5/blender/source/blender/editors/include/ED_datafiles.h
    
branches/blender2.5/blender/source/blender/editors/space_view3d/view3d_edit.c
    
branches/blender2.5/blender/source/blender/editors/space_view3d/view3d_intern.h
    branches/blender2.5/blender/source/blender/editors/space_view3d/view3d_ops.c
    
branches/blender2.5/blender/source/blender/windowmanager/intern/wm_event_system.c

Modified: 
branches/blender2.5/blender/source/blender/editors/include/ED_datafiles.h
===================================================================
--- branches/blender2.5/blender/source/blender/editors/include/ED_datafiles.h   
2008-12-20 14:15:58 UTC (rev 17972)
+++ branches/blender2.5/blender/source/blender/editors/include/ED_datafiles.h   
2008-12-20 15:42:48 UTC (rev 17973)
@@ -41,7 +41,7 @@
 extern char datatoc_splash_jpg[];
 
 extern int datatoc_Bfont_size;
-extern char datatoc_Bfont;
+extern char datatoc_Bfont[];
 
 extern int datatoc_bfont_ttf_size;
 extern char datatoc_bfont_ttf[];

Modified: 
branches/blender2.5/blender/source/blender/editors/space_view3d/view3d_edit.c
===================================================================
--- 
branches/blender2.5/blender/source/blender/editors/space_view3d/view3d_edit.c   
    2008-12-20 14:15:58 UTC (rev 17972)
+++ 
branches/blender2.5/blender/source/blender/editors/space_view3d/view3d_edit.c   
    2008-12-20 15:42:48 UTC (rev 17973)
@@ -51,6 +51,7 @@
 
 #include "BKE_action.h"
 #include "BKE_context.h"
+#include "BKE_depsgraph.h"
 #include "BKE_object.h"
 #include "BKE_global.h"
 #include "BKE_scene.h"
@@ -893,7 +894,436 @@
        ot->poll= ED_operator_areaactive;
 }
 
+/* ************************** mouse select ************************* */
 
+
+#define MAXPICKBUF      10000
+/* The max number of menu items in an object select menu */
+#define SEL_MENU_SIZE  22
+
+void set_active_base(Scene *scene, Base *base)
+{
+       Base *tbase;
+       
+       /* activating a non-mesh, should end a couple of modes... */
+//     if(base && base->object->type!=OB_MESH)
+// XXX         exit_paint_modes();
+       
+       /* sets scene->basact */
+       BASACT= base;
+       
+       if(base) {
+               
+               /* signals to buttons */
+//             redraw_test_buttons(base->object);
+               
+               /* signal to ipo */
+//             allqueue(REDRAWIPO, base->object->ipowin);
+               
+//             allqueue(REDRAWACTION, 0);
+//             allqueue(REDRAWNLA, 0);
+//             allqueue(REDRAWNODE, 0);
+               
+               /* signal to action */
+//             select_actionchannel_by_name(base->object->action, "Object", 1);
+               
+               /* disable temporal locks */
+               for(tbase=FIRSTBASE; tbase; tbase= tbase->next) {
+                       if(base!=tbase && (tbase->object->shapeflag & 
OB_SHAPE_TEMPLOCK)) {
+                               tbase->object->shapeflag &= ~OB_SHAPE_TEMPLOCK;
+                               DAG_object_flush_update(G.scene, tbase->object, 
OB_RECALC_DATA);
+                       }
+               }
+       }
+}
+
+
+/* simple API for object selection, rather than just using the flag
+  * this takes into account the 'restrict selection in 3d view' flag.
+  * deselect works always, the restriction just prevents selection */
+void select_base_v3d(Base *base, short mode)
+{
+       if (base) {
+               if (mode==BA_SELECT) {
+                       if (!(base->object->restrictflag & OB_RESTRICT_SELECT))
+                               if (mode==BA_SELECT) base->flag |= SELECT;
+               }
+               else if (mode==BA_DESELECT) {
+                       base->flag &= ~SELECT;
+               }
+       }
+}
+
+static void deselectall_except(Scene *scene, Base *b)   /* deselect all except 
b */
+{
+       Base *base;
+       
+       for(base= FIRSTBASE; base; base= base->next) {
+               if (base->flag & SELECT) {
+                       if(b!=base) {
+                               select_base_v3d(base, BA_DESELECT);
+                               base->object->flag= base->flag;
+                       }
+               }
+       }
+}
+
+static Base *mouse_select_menu(Scene *scene, ARegion *ar, View3D *v3d, 
unsigned int *buffer, int hits, short *mval)
+{
+       Base *baseList[SEL_MENU_SIZE]={NULL}; /*baseList is used to store all 
possible bases to bring up a menu */
+       Base *base;
+       short baseCount = 0;
+       char menuText[20 + SEL_MENU_SIZE*32] = "Select Object%t";       /* max 
ob name = 22 */
+       char str[32];
+       
+       for(base=FIRSTBASE; base; base= base->next) {
+               if (BASE_SELECTABLE(v3d, base)) {
+                       baseList[baseCount] = NULL;
+                       
+                       /* two selection methods, the CTRL select uses max dist 
of 15 */
+                       if(buffer) {
+                               int a;
+                               for(a=0; a<hits; a++) {
+                                       /* index was converted */
+                                       if(base->selcol==buffer[ (4 * a) + 3 ]) 
baseList[baseCount] = base;
+                               }
+                       }
+                       else {
+                               int temp, dist=15;
+                               
+                               project_short(ar, v3d, base->object->obmat[3], 
&base->sx);
+                               
+                               temp= abs(base->sx -mval[0]) + abs(base->sy 
-mval[1]);
+                               if(temp<dist ) baseList[baseCount] = base;
+                       }
+                       
+                       if(baseList[baseCount]) {
+                               if (baseCount < SEL_MENU_SIZE) {
+                                       baseList[baseCount] = base;
+                                       sprintf(str, "|%s %%x%d", 
base->object->id.name+2, baseCount+1);        /* max ob name == 22 */
+                                                       strcat(menuText, str);
+                                                       baseCount++;
+                               }
+                       }
+               }
+       }
+
+       if(baseCount<=1) return baseList[0];
+       else {
+               baseCount = -1; // XXX = pupmenu(menuText);
+               
+               if (baseCount != -1) { /* If nothing is selected then dont do 
anything */
+                       return baseList[baseCount-1];
+               }
+               else return NULL;
+       }
+}
+
+/* we want a select buffer with bones, if there are... */
+/* so check three selection levels and compare */
+static short mixed_bones_object_selectbuffer(Scene *scene, ARegion *ar, View3D 
*v3d, unsigned int *buffer, short *mval)
+{
+       rcti rect;
+       int offs;
+       short a, hits15, hits9=0, hits5=0;
+       short has_bones15=0, has_bones9=0, has_bones5=0;
+       
+       BLI_init_rcti(&rect, mval[0]-14, mval[0]+14, mval[1]-14, mval[1]+14);
+       hits15= view3d_opengl_select(scene, ar, v3d, buffer, MAXPICKBUF, &rect);
+       if(hits15>0) {
+               for(a=0; a<hits15; a++) if(buffer[4*a+3] & 0xFFFF0000) 
has_bones15= 1;
+               
+               offs= 4*hits15;
+               BLI_init_rcti(&rect, mval[0]-9, mval[0]+9, mval[1]-9, 
mval[1]+9);
+               hits9= view3d_opengl_select(scene, ar, v3d, buffer+offs, 
MAXPICKBUF-offs, &rect);
+               if(hits9>0) {
+                       for(a=0; a<hits9; a++) if(buffer[offs+4*a+3] & 
0xFFFF0000) has_bones9= 1;
+                       
+                       offs+= 4*hits9;
+                       BLI_init_rcti(&rect, mval[0]-5, mval[0]+5, mval[1]-5, 
mval[1]+5);
+                       hits5= view3d_opengl_select(scene, ar, v3d, 
buffer+offs, MAXPICKBUF-offs, &rect);
+                       if(hits5>0) {
+                               for(a=0; a<hits5; a++) if(buffer[offs+4*a+3] & 
0xFFFF0000) has_bones5= 1;
+                       }
+               }
+               
+               if(has_bones5) {
+                       offs= 4*hits15 + 4*hits9;
+                       memcpy(buffer, buffer+offs, 4*offs);
+                       return hits5;
+               }
+               if(has_bones9) {
+                       offs= 4*hits15;
+                       memcpy(buffer, buffer+offs, 4*offs);
+                       return hits9;
+               }
+               if(has_bones15) {
+                       return hits15;
+               }
+               
+               if(hits5>0) {
+                       offs= 4*hits15 + 4*hits9;
+                       memcpy(buffer, buffer+offs, 4*offs);
+                       return hits5;
+               }
+               if(hits9>0) {
+                       offs= 4*hits15;
+                       memcpy(buffer, buffer+offs, 4*offs);
+                       return hits9;
+               }
+               return hits15;
+       }
+       
+       return 0;
+}
+
+/* mval is region coords */
+static void mouse_select(Scene *scene, ARegion *ar, View3D *v3d, short *mval)
+{
+       Base *base, *startbase=NULL, *basact=NULL, *oldbasact=NULL;
+       unsigned int buffer[4*MAXPICKBUF];
+       int temp, a, dist=100;
+       short hits;
+       short ctrl=0, shift=0, alt=0;
+       
+       /* always start list from basact in wire mode */
+       startbase=  FIRSTBASE;
+       if(BASACT && BASACT->next) startbase= BASACT->next;
+       
+       /* This block uses the control key to make the object selected by its 
center point rather then its contents */
+       if(G.obedit==0 && ctrl) {
+               
+               /* note; shift+alt goes to group-flush-selecting */
+               if(alt && ctrl) 
+                       basact= mouse_select_menu(scene, ar, v3d, NULL, 0, 
mval);
+               else {
+                       base= startbase;
+                       while(base) {
+                               if (BASE_SELECTABLE(v3d, base)) {
+                                       project_short(ar, v3d, 
base->object->obmat[3], &base->sx);
+                                       
+                                       temp= abs(base->sx -mval[0]) + 
abs(base->sy -mval[1]);
+                                       if(base==BASACT) temp+=10;
+                                       if(temp<dist ) {
+                                               
+                                               dist= temp;
+                                               basact= base;
+                                       }
+                               }
+                               base= base->next;
+                               
+                               if(base==0) base= FIRSTBASE;
+                               if(base==startbase) break;
+                       }
+               }
+       }
+       else {
+               /* if objects have posemode set, the bones are in the same 
selection buffer */
+               
+               hits= mixed_bones_object_selectbuffer(scene, ar, v3d, buffer, 
mval);
+               
+               if(hits>0) {
+                       int has_bones= 0;
+                       
+                       for(a=0; a<hits; a++) if(buffer[4*a+3] & 0xFFFF0000) 
has_bones= 1;
+
+                       /* note; shift+alt goes to group-flush-selecting */
+                       if(has_bones==0 && (alt)) 
+                               basact= mouse_select_menu(scene, ar, v3d, 
buffer, hits, mval);
+                       else {
+                               static short lastmval[2]={-100, -100};
+                               int donearest= 0;
+                               
+                               /* define if we use solid nearest select or not 
*/
+                               if(v3d->drawtype>OB_WIRE) {
+                                       donearest= 1;
+                                       if( ABS(mval[0]-lastmval[0])<3 && 
ABS(mval[1]-lastmval[1])<3) {
+                                               if(!has_bones)  /* hrms, if 
theres bones we always do nearest */
+                                                       donearest= 0;
+                                       }
+                               }
+                               lastmval[0]= mval[0]; lastmval[1]= mval[1];
+                               
+                               if(donearest) {
+                                       unsigned int min= 0xFFFFFFFF;
+                                       int selcol= 0, notcol=0;
+                                       
+
+                                       if(has_bones) {
+                                               /* we skip non-bone hits */
+                                               for(a=0; a<hits; a++) {
+                                                       if( min > buffer[4*a+1] 
&& (buffer[4*a+3] & 0xFFFF0000) ) {
+                                                               min= 
buffer[4*a+1];
+                                                               selcol= 
buffer[4*a+3] & 0xFFFF;
+                                                       }
+                                               }
+                                       }
+                                       else {
+                                               /* only exclude active object 
when it is selected... */
+                                               if(BASACT && (BASACT->flag & 
SELECT) && hits>1) notcol= BASACT->selcol; 
+                                       
+                                               for(a=0; a<hits; a++) {
+                                                       if( min > buffer[4*a+1] 
&& notcol!=(buffer[4*a+3] & 0xFFFF)) {
+                                                               min= 
buffer[4*a+1];
+                                                               selcol= 
buffer[4*a+3] & 0xFFFF;
+                                                       }
+                                               }
+                                       }
+
+                                       base= FIRSTBASE;
+                                       while(base) {
+                                               if(base->lay & v3d->lay) {
+                                                       
if(base->selcol==selcol) break;
+                                               }
+                                               base= base->next;
+                                       }
+                                       if(base) basact= base;
+                               }
+                               else {
+                                       
+                                       base= startbase;
+                                       while(base) {
+                                               /* skip objects with select 
restriction, to prevent prematurely ending this loop
+                                                * with an un-selectable choice 
*/
+                                               if (base->object->restrictflag 
& OB_RESTRICT_SELECT) {
+                                                       base=base->next;
+                                                       if(base==NULL) base= 
FIRSTBASE;
+                                                       if(base==startbase) 
break;
+                                               }
+                                       
+                                               if(base->lay & v3d->lay) {
+                                                       for(a=0; a<hits; a++) {
+                                                               if(has_bones) {
+                                                                       /* skip 
non-bone objects */
+                                                                       
if((buffer[4*a+3] & 0xFFFF0000)) {
+                                                                               
if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
+                                                                               
        basact= base;
+                                                                       }
+                                                               }
+                                                               else {
+                                                                       
if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
+                                                                               
basact= base;
+                                                               }
+                                                       }
+                                               }
+                                               
+                                               if(basact) break;
+                                               
+                                               base= base->next;
+                                               if(base==NULL) base= FIRSTBASE;
+                                               if(base==startbase) break;
+                                       }
+                               }
+                       }
+                       
+                       if(has_bones && basact) {
+                               if(0) {// XXX do_pose_selectbuffer(basact, 
buffer, hits) ) {    /* then bone is found */
+                               
+                                       /* we make the armature selected: 
+                                          not-selected active object in 
posemode won't work well for tools */
+                                       basact->flag|= SELECT;
+                                       basact->object->flag= basact->flag;
+                                       
+                                       /* in weightpaint, we use selected bone 
to select vertexgroup, so no switch to new active object */

@@ Diff output truncated at 10240 characters. @@

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