This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenkernel/intern/library_query.c

1120 lines
33 KiB
C
Raw Normal View History

/*
* ***** 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.
*
* The Original Code is Copyright (C) 2014 by Blender Foundation.
* All rights reserved.
*
* Contributor(s): Sergey Sharybin.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/library_query.c
* \ingroup bke
*/
#include <stdlib.h>
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
#include "MEM_guardedalloc.h"
2015-10-08 15:04:09 +02:00
#include "DNA_actuator_types.h"
#include "DNA_anim_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
2015-10-08 15:04:09 +02:00
#include "DNA_controller_types.h"
#include "DNA_group_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_meta_types.h"
#include "DNA_movieclip_types.h"
#include "DNA_mask_types.h"
#include "DNA_node_types.h"
#include "DNA_object_force.h"
2015-10-08 18:08:57 +11:00
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
2015-10-08 15:04:09 +02:00
#include "DNA_sensor_types.h"
#include "DNA_sequence_types.h"
#include "DNA_screen_types.h"
#include "DNA_speaker_types.h"
#include "DNA_sound_types.h"
#include "DNA_text_types.h"
#include "DNA_vfont_types.h"
#include "DNA_world_types.h"
#include "BLI_utildefines.h"
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
#include "BLI_listbase.h"
#include "BLI_ghash.h"
#include "BLI_linklist_stack.h"
#include "BKE_animsys.h"
#include "BKE_constraint.h"
#include "BKE_fcurve.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_particle.h"
2015-10-08 14:59:24 +02:00
#include "BKE_rigidbody.h"
2015-10-08 15:04:09 +02:00
#include "BKE_sca.h"
#include "BKE_sequencer.h"
#include "BKE_tracking.h"
#define FOREACH_FINALIZE _finalize
#define FOREACH_FINALIZE_VOID FOREACH_FINALIZE: (void)0
#define FOREACH_CALLBACK_INVOKE_ID_PP(_data, id_pp, cb_flag) \
if (!((_data)->status & IDWALK_STOP)) { \
const int _flag = (_data)->flag; \
ID *old_id = *(id_pp); \
const int callback_return = (_data)->callback((_data)->user_data, (_data)->self_id, id_pp, cb_flag | (_data)->cd_flag); \
if (_flag & IDWALK_READONLY) { \
BLI_assert(*(id_pp) == old_id); \
} \
if (old_id && (_flag & IDWALK_RECURSE)) { \
if (!BLI_gset_haskey((_data)->ids_handled, old_id)) { \
BLI_gset_add((_data)->ids_handled, old_id); \
if (!(callback_return & IDWALK_RET_STOP_RECURSION)) { \
BLI_LINKSTACK_PUSH((_data)->ids_todo, old_id); \
} \
} \
} \
if (callback_return & IDWALK_RET_STOP_ITER) { \
(_data)->status |= IDWALK_STOP; \
goto FOREACH_FINALIZE; \
} \
} \
else { \
goto FOREACH_FINALIZE; \
} ((void)0)
#define FOREACH_CALLBACK_INVOKE_ID(_data, id, cb_flag) \
{ \
CHECK_TYPE_ANY(id, ID *, void *); \
FOREACH_CALLBACK_INVOKE_ID_PP(_data, (ID **)&(id), cb_flag); \
} ((void)0)
#define FOREACH_CALLBACK_INVOKE(_data, id_super, cb_flag) \
{ \
CHECK_TYPE(&((id_super)->id), ID *); \
FOREACH_CALLBACK_INVOKE_ID_PP(_data, (ID **)&(id_super), cb_flag); \
} ((void)0)
/* status */
enum {
IDWALK_STOP = 1 << 0,
};
typedef struct LibraryForeachIDData {
ID *self_id;
int flag;
int cd_flag;
LibraryIDLinkCallback callback;
void *user_data;
int status;
/* To handle recursion. */
GSet *ids_handled; /* All IDs that are either already done, or still in ids_todo stack. */
BLI_LINKSTACK_DECLARE(ids_todo, ID *);
} LibraryForeachIDData;
2015-10-08 14:59:24 +02:00
static void library_foreach_rigidbodyworldSceneLooper(
struct RigidBodyWorld *UNUSED(rbw), ID **id_pointer, void *user_data, int cd_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cd_flag);
FOREACH_FINALIZE_VOID;
2015-10-08 14:59:24 +02:00
}
static void library_foreach_modifiersForeachIDLink(
void *user_data, Object *UNUSED(object), ID **id_pointer, int cd_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cd_flag);
FOREACH_FINALIZE_VOID;
}
static void library_foreach_constraintObjectLooper(bConstraint *UNUSED(con), ID **id_pointer,
bool is_reference, void *user_data)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
const int cd_flag = is_reference ? IDWALK_USER : IDWALK_NOP;
FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cd_flag);
FOREACH_FINALIZE_VOID;
}
2015-10-08 14:56:20 +02:00
static void library_foreach_particlesystemsObjectLooper(
ParticleSystem *UNUSED(psys), ID **id_pointer, void *user_data, int cd_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cd_flag);
FOREACH_FINALIZE_VOID;
2015-10-08 14:56:20 +02:00
}
2015-10-08 15:04:09 +02:00
static void library_foreach_sensorsObjectLooper(
bSensor *UNUSED(sensor), ID **id_pointer, void *user_data, int cd_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cd_flag);
FOREACH_FINALIZE_VOID;
2015-10-08 15:04:09 +02:00
}
static void library_foreach_controllersObjectLooper(
bController *UNUSED(controller), ID **id_pointer, void *user_data, int cd_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cd_flag);
FOREACH_FINALIZE_VOID;
2015-10-08 15:04:09 +02:00
}
static void library_foreach_actuatorsObjectLooper(
bActuator *UNUSED(actuator), ID **id_pointer, void *user_data, int cd_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cd_flag);
FOREACH_FINALIZE_VOID;
2015-10-08 15:04:09 +02:00
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
static void library_foreach_nla_strip(LibraryForeachIDData *data, NlaStrip *strip)
{
NlaStrip *substrip;
FOREACH_CALLBACK_INVOKE(data, strip->act, IDWALK_USER);
for (substrip = strip->strips.first; substrip; substrip = substrip->next) {
library_foreach_nla_strip(data, substrip);
}
FOREACH_FINALIZE_VOID;
}
static void library_foreach_animationData(LibraryForeachIDData *data, AnimData *adt)
{
FCurve *fcu;
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
NlaTrack *nla_track;
NlaStrip *nla_strip;
for (fcu = adt->drivers.first; fcu; fcu = fcu->next) {
ChannelDriver *driver = fcu->driver;
DriverVar *dvar;
for (dvar = driver->variables.first; dvar; dvar = dvar->next) {
/* only used targets */
DRIVER_TARGETS_USED_LOOPER(dvar)
{
FOREACH_CALLBACK_INVOKE_ID(data, dtar->id, IDWALK_NOP);
}
DRIVER_TARGETS_LOOPER_END
}
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
FOREACH_CALLBACK_INVOKE(data, adt->action, IDWALK_USER);
FOREACH_CALLBACK_INVOKE(data, adt->tmpact, IDWALK_USER);
for (nla_track = adt->nla_tracks.first; nla_track; nla_track = nla_track->next) {
for (nla_strip = nla_track->strips.first; nla_strip; nla_strip = nla_strip->next) {
library_foreach_nla_strip(data, nla_strip);
}
}
FOREACH_FINALIZE_VOID;
}
static void library_foreach_mtex(LibraryForeachIDData *data, MTex *mtex)
{
FOREACH_CALLBACK_INVOKE(data, mtex->object, IDWALK_NOP);
FOREACH_CALLBACK_INVOKE(data, mtex->tex, IDWALK_USER);
FOREACH_FINALIZE_VOID;
}
static void library_foreach_paint(LibraryForeachIDData *data, Paint *paint)
{
FOREACH_CALLBACK_INVOKE(data, paint->brush, IDWALK_USER);
FOREACH_CALLBACK_INVOKE(data, paint->palette, IDWALK_USER);
FOREACH_FINALIZE_VOID;
}
/**
* Loop over all of the ID's this datablock links to.
*
* \note: May be extended to be recursive in the future.
*/
void BKE_library_foreach_ID_link(ID *id, LibraryIDLinkCallback callback, void *user_data, int flag)
{
LibraryForeachIDData data;
int i;
if (flag & IDWALK_RECURSE) {
/* For now, recusion implies read-only. */
flag |= IDWALK_READONLY;
data.ids_handled = BLI_gset_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);
BLI_LINKSTACK_INIT(data.ids_todo);
}
else {
data.ids_handled = NULL;
}
data.flag = flag;
data.status = 0;
data.callback = callback;
data.user_data = user_data;
#define CALLBACK_INVOKE_ID(check_id, cb_flag) \
FOREACH_CALLBACK_INVOKE_ID(&data, check_id, cb_flag)
#define CALLBACK_INVOKE(check_id_super, cb_flag) \
FOREACH_CALLBACK_INVOKE(&data, check_id_super, cb_flag)
do {
data.self_id = id;
data.cd_flag = ID_IS_LINKED_DATABLOCK(id) ? IDWALK_INDIRECT_USAGE : 0;
AnimData *adt = BKE_animdata_from_id(id);
if (adt) {
library_foreach_animationData(&data, adt);
}
switch ((ID_Type)GS(id->name)) {
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
case ID_LI:
{
Library *lib = (Library *) id;
CALLBACK_INVOKE(lib->parent, IDWALK_NOP);
break;
}
case ID_SCE:
{
Scene *scene = (Scene *) id;
ToolSettings *toolsett = scene->toolsettings;
SceneRenderLayer *srl;
Base *base;
CALLBACK_INVOKE(scene->camera, IDWALK_NOP);
CALLBACK_INVOKE(scene->world, IDWALK_USER);
CALLBACK_INVOKE(scene->set, IDWALK_NOP);
CALLBACK_INVOKE(scene->clip, IDWALK_USER);
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
if (scene->nodetree) {
/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_library_foreach_ID_link((ID *)scene->nodetree, callback, user_data, flag);
}
/* DO NOT handle scene->basact here, it's doubling with the loop over whole scene->base later,
* since basact is just a pointer to one of those items. */
CALLBACK_INVOKE(scene->obedit, IDWALK_NOP);
for (srl = scene->r.layers.first; srl; srl = srl->next) {
FreestyleModuleConfig *fmc;
FreestyleLineSet *fls;
if (srl->mat_override) {
CALLBACK_INVOKE(srl->mat_override, IDWALK_USER);
}
if (srl->light_override) {
CALLBACK_INVOKE(srl->light_override, IDWALK_USER);
}
for (fmc = srl->freestyleConfig.modules.first; fmc; fmc = fmc->next) {
if (fmc->script) {
CALLBACK_INVOKE(fmc->script, IDWALK_NOP);
}
}
for (fls = srl->freestyleConfig.linesets.first; fls; fls = fls->next) {
if (fls->group) {
CALLBACK_INVOKE(fls->group, IDWALK_USER);
}
if (fls->linestyle) {
CALLBACK_INVOKE(fls->linestyle, IDWALK_USER);
}
}
}
if (scene->ed) {
Sequence *seq;
SEQP_BEGIN(scene->ed, seq)
{
CALLBACK_INVOKE(seq->scene, IDWALK_NOP);
CALLBACK_INVOKE(seq->scene_camera, IDWALK_NOP);
CALLBACK_INVOKE(seq->clip, IDWALK_USER);
CALLBACK_INVOKE(seq->mask, IDWALK_USER);
CALLBACK_INVOKE(seq->sound, IDWALK_USER);
for (SequenceModifierData *smd = seq->modifiers.first; smd; smd = smd->next) {
CALLBACK_INVOKE(smd->mask_id, IDWALK_USER);
}
}
SEQ_END
}
CALLBACK_INVOKE(scene->gpd, IDWALK_USER);
for (base = scene->base.first; base; base = base->next) {
CALLBACK_INVOKE(base->object, IDWALK_USER);
}
if (toolsett) {
CALLBACK_INVOKE(toolsett->skgen_template, IDWALK_NOP);
CALLBACK_INVOKE(toolsett->particle.scene, IDWALK_NOP);
CALLBACK_INVOKE(toolsett->particle.object, IDWALK_NOP);
CALLBACK_INVOKE(toolsett->particle.shape_object, IDWALK_NOP);
library_foreach_paint(&data, &toolsett->imapaint.paint);
CALLBACK_INVOKE(toolsett->imapaint.stencil, IDWALK_USER);
CALLBACK_INVOKE(toolsett->imapaint.clone, IDWALK_USER);
CALLBACK_INVOKE(toolsett->imapaint.canvas, IDWALK_USER);
if (toolsett->vpaint) {
library_foreach_paint(&data, &toolsett->vpaint->paint);
}
if (toolsett->wpaint) {
library_foreach_paint(&data, &toolsett->wpaint->paint);
}
if (toolsett->sculpt) {
library_foreach_paint(&data, &toolsett->sculpt->paint);
CALLBACK_INVOKE(toolsett->sculpt->gravity_object, IDWALK_NOP);
}
if (toolsett->uvsculpt) {
library_foreach_paint(&data, &toolsett->uvsculpt->paint);
}
}
if (scene->rigidbody_world) {
BKE_rigidbody_world_id_loop(scene->rigidbody_world, library_foreach_rigidbodyworldSceneLooper, &data);
}
CALLBACK_INVOKE(scene->gm.dome.warptext, IDWALK_NOP);
break;
}
case ID_OB:
{
Object *object = (Object *) id;
ParticleSystem *psys;
/* Object is special, proxies make things hard... */
const int data_cd_flag = data.cd_flag;
const int proxy_cd_flag = (object->proxy || object->proxy_group) ? IDWALK_INDIRECT_USAGE : 0;
/* object data special case */
data.cd_flag |= proxy_cd_flag;
if (object->type == OB_EMPTY) {
/* empty can have NULL or Image */
CALLBACK_INVOKE_ID(object->data, IDWALK_USER);
}
else {
/* when set, this can't be NULL */
if (object->data) {
CALLBACK_INVOKE_ID(object->data, IDWALK_USER | IDWALK_NEVER_NULL);
}
}
data.cd_flag = data_cd_flag;
CALLBACK_INVOKE(object->parent, IDWALK_NOP);
CALLBACK_INVOKE(object->track, IDWALK_NOP);
/* object->proxy is refcounted, but not object->proxy_group... *sigh* */
CALLBACK_INVOKE(object->proxy, IDWALK_USER);
CALLBACK_INVOKE(object->proxy_group, IDWALK_NOP);
/* Special case!
* Since this field is set/owned by 'user' of this ID (and not ID itself), it is only indirect usage
* if proxy object is linked... Twisted. */
if (object->proxy_from) {
data.cd_flag = ID_IS_LINKED_DATABLOCK(object->proxy_from) ? IDWALK_INDIRECT_USAGE : 0;
}
CALLBACK_INVOKE(object->proxy_from, IDWALK_NOP);
data.cd_flag = data_cd_flag;
CALLBACK_INVOKE(object->poselib, IDWALK_USER);
data.cd_flag |= proxy_cd_flag;
for (i = 0; i < object->totcol; i++) {
CALLBACK_INVOKE(object->mat[i], IDWALK_USER);
}
data.cd_flag = data_cd_flag;
CALLBACK_INVOKE(object->gpd, IDWALK_USER);
CALLBACK_INVOKE(object->dup_group, IDWALK_USER);
if (object->pd) {
CALLBACK_INVOKE(object->pd->tex, IDWALK_USER);
CALLBACK_INVOKE(object->pd->f_source, IDWALK_NOP);
}
/* Note that ob->effect is deprecated, so no need to handle it here. */
if (object->pose) {
bPoseChannel *pchan;
data.cd_flag |= proxy_cd_flag;
for (pchan = object->pose->chanbase.first; pchan; pchan = pchan->next) {
CALLBACK_INVOKE(pchan->custom, IDWALK_USER);
BKE_constraints_id_loop(&pchan->constraints, library_foreach_constraintObjectLooper, &data);
}
data.cd_flag = data_cd_flag;
}
2015-10-08 14:59:24 +02:00
if (object->rigidbody_constraint) {
CALLBACK_INVOKE(object->rigidbody_constraint->ob1, IDWALK_NOP);
CALLBACK_INVOKE(object->rigidbody_constraint->ob2, IDWALK_NOP);
}
if (object->lodlevels.first) {
LodLevel *level;
for (level = object->lodlevels.first; level; level = level->next) {
CALLBACK_INVOKE(level->source, IDWALK_NOP);
}
}
modifiers_foreachIDLink(object, library_foreach_modifiersForeachIDLink, &data);
BKE_constraints_id_loop(&object->constraints, library_foreach_constraintObjectLooper, &data);
for (psys = object->particlesystem.first; psys; psys = psys->next) {
BKE_particlesystem_id_loop(psys, library_foreach_particlesystemsObjectLooper, &data);
}
if (object->soft) {
CALLBACK_INVOKE(object->soft->collision_group, IDWALK_NOP);
if (object->soft->effector_weights) {
CALLBACK_INVOKE(object->soft->effector_weights->group, IDWALK_NOP);
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
}
BKE_sca_sensors_id_loop(&object->sensors, library_foreach_sensorsObjectLooper, &data);
BKE_sca_controllers_id_loop(&object->controllers, library_foreach_controllersObjectLooper, &data);
BKE_sca_actuators_id_loop(&object->actuators, library_foreach_actuatorsObjectLooper, &data);
break;
}
case ID_ME:
{
Mesh *mesh = (Mesh *) id;
CALLBACK_INVOKE(mesh->texcomesh, IDWALK_USER);
CALLBACK_INVOKE(mesh->key, IDWALK_USER);
for (i = 0; i < mesh->totcol; i++) {
CALLBACK_INVOKE(mesh->mat[i], IDWALK_USER);
}
/* XXX Really not happy with this - probably texface should rather use some kind of
* 'texture slots' and just set indices in each poly/face item - would also save some memory.
* Maybe a nice TODO for blender2.8? */
if (mesh->mtface || mesh->mtpoly) {
for (i = 0; i < mesh->pdata.totlayer; i++) {
if (mesh->pdata.layers[i].type == CD_MTEXPOLY) {
MTexPoly *txface = (MTexPoly *)mesh->pdata.layers[i].data;
for (int j = 0; j < mesh->totpoly; j++, txface++) {
CALLBACK_INVOKE(txface->tpage, IDWALK_USER_ONE);
}
}
}
for (i = 0; i < mesh->fdata.totlayer; i++) {
if (mesh->fdata.layers[i].type == CD_MTFACE) {
MTFace *tface = (MTFace *)mesh->fdata.layers[i].data;
for (int j = 0; j < mesh->totface; j++, tface++) {
CALLBACK_INVOKE(tface->tpage, IDWALK_USER_ONE);
}
}
}
}
break;
2015-10-08 18:08:57 +11:00
}
case ID_CU:
{
Curve *curve = (Curve *) id;
CALLBACK_INVOKE(curve->bevobj, IDWALK_NOP);
CALLBACK_INVOKE(curve->taperobj, IDWALK_NOP);
CALLBACK_INVOKE(curve->textoncurve, IDWALK_NOP);
CALLBACK_INVOKE(curve->key, IDWALK_USER);
for (i = 0; i < curve->totcol; i++) {
CALLBACK_INVOKE(curve->mat[i], IDWALK_USER);
}
CALLBACK_INVOKE(curve->vfont, IDWALK_USER);
CALLBACK_INVOKE(curve->vfontb, IDWALK_USER);
CALLBACK_INVOKE(curve->vfonti, IDWALK_USER);
CALLBACK_INVOKE(curve->vfontbi, IDWALK_USER);
break;
}
case ID_MB:
{
MetaBall *metaball = (MetaBall *) id;
for (i = 0; i < metaball->totcol; i++) {
CALLBACK_INVOKE(metaball->mat[i], IDWALK_USER);
}
break;
2015-10-08 18:08:57 +11:00
}
case ID_MA:
{
Material *material = (Material *) id;
for (i = 0; i < MAX_MTEX; i++) {
if (material->mtex[i]) {
library_foreach_mtex(&data, material->mtex[i]);
}
2015-10-08 18:08:57 +11:00
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
if (material->nodetree) {
/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_library_foreach_ID_link((ID *)material->nodetree, callback, user_data, flag);
}
CALLBACK_INVOKE(material->group, IDWALK_USER);
break;
2015-10-08 18:08:57 +11:00
}
case ID_TE:
{
Tex *texture = (Tex *) id;
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
if (texture->nodetree) {
/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_library_foreach_ID_link((ID *)texture->nodetree, callback, user_data, flag);
}
CALLBACK_INVOKE(texture->ima, IDWALK_USER);
if (texture->env) {
CALLBACK_INVOKE(texture->env->object, IDWALK_NOP);
CALLBACK_INVOKE(texture->env->ima, IDWALK_USER);
}
if (texture->pd)
CALLBACK_INVOKE(texture->pd->object, IDWALK_NOP);
if (texture->vd)
CALLBACK_INVOKE(texture->vd->object, IDWALK_NOP);
if (texture->ot)
CALLBACK_INVOKE(texture->ot->object, IDWALK_NOP);
break;
2015-10-08 14:56:20 +02:00
}
2015-10-08 15:04:09 +02:00
case ID_LT:
{
Lattice *lattice = (Lattice *) id;
CALLBACK_INVOKE(lattice->key, IDWALK_USER);
break;
}
case ID_LA:
{
Lamp *lamp = (Lamp *) id;
for (i = 0; i < MAX_MTEX; i++) {
if (lamp->mtex[i]) {
library_foreach_mtex(&data, lamp->mtex[i]);
}
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
if (lamp->nodetree) {
/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_library_foreach_ID_link((ID *)lamp->nodetree, callback, user_data, flag);
}
break;
}
case ID_CA:
{
Camera *camera = (Camera *) id;
CALLBACK_INVOKE(camera->dof_ob, IDWALK_NOP);
break;
}
case ID_KE:
{
/* XXX Only ID pointer from shapekeys is the 'from' one, which is not actually ID usage.
* Maybe we should even nuke it from here, not 100% sure yet...
* (see also foreach_libblock_id_users_callback).
*/
Key *key = (Key *) id;
CALLBACK_INVOKE_ID(key->from, IDWALK_NOP);
break;
}
case ID_SCR:
{
bScreen *screen = (bScreen *) id;
CALLBACK_INVOKE(screen->scene, IDWALK_USER_ONE);
break;
}
case ID_WO:
{
World *world = (World *) id;
for (i = 0; i < MAX_MTEX; i++) {
if (world->mtex[i]) {
library_foreach_mtex(&data, world->mtex[i]);
}
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
if (world->nodetree) {
/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_library_foreach_ID_link((ID *)world->nodetree, callback, user_data, flag);
}
break;
}
case ID_SPK:
{
Speaker *speaker = (Speaker *) id;
CALLBACK_INVOKE(speaker->sound, IDWALK_USER);
break;
}
case ID_GR:
{
Group *group = (Group *) id;
GroupObject *gob;
for (gob = group->gobject.first; gob; gob = gob->next) {
CALLBACK_INVOKE(gob->ob, IDWALK_USER_ONE);
}
break;
}
case ID_NT:
{
bNodeTree *ntree = (bNodeTree *) id;
bNode *node;
CALLBACK_INVOKE(ntree->gpd, IDWALK_USER);
for (node = ntree->nodes.first; node; node = node->next) {
CALLBACK_INVOKE_ID(node->id, IDWALK_USER);
}
break;
}
case ID_BR:
{
Brush *brush = (Brush *) id;
CALLBACK_INVOKE(brush->toggle_brush, IDWALK_NOP);
CALLBACK_INVOKE(brush->clone.image, IDWALK_NOP);
CALLBACK_INVOKE(brush->paint_curve, IDWALK_USER);
library_foreach_mtex(&data, &brush->mtex);
library_foreach_mtex(&data, &brush->mask_mtex);
break;
}
case ID_PA:
{
ParticleSettings *psett = (ParticleSettings *) id;
CALLBACK_INVOKE(psett->dup_group, IDWALK_NOP);
CALLBACK_INVOKE(psett->dup_ob, IDWALK_NOP);
CALLBACK_INVOKE(psett->bb_ob, IDWALK_NOP);
CALLBACK_INVOKE(psett->collision_group, IDWALK_NOP);
for (i = 0; i < MAX_MTEX; i++) {
if (psett->mtex[i]) {
library_foreach_mtex(&data, psett->mtex[i]);
}
}
if (psett->effector_weights) {
CALLBACK_INVOKE(psett->effector_weights->group, IDWALK_NOP);
}
if (psett->pd) {
CALLBACK_INVOKE(psett->pd->tex, IDWALK_USER);
CALLBACK_INVOKE(psett->pd->f_source, IDWALK_NOP);
}
if (psett->pd2) {
CALLBACK_INVOKE(psett->pd2->tex, IDWALK_USER);
CALLBACK_INVOKE(psett->pd2->f_source, IDWALK_NOP);
}
if (psett->boids) {
BoidState *state;
BoidRule *rule;
for (state = psett->boids->states.first; state; state = state->next) {
for (rule = state->rules.first; rule; rule = rule->next) {
if (rule->type == eBoidRuleType_Avoid) {
BoidRuleGoalAvoid *gabr = (BoidRuleGoalAvoid *)rule;
CALLBACK_INVOKE(gabr->ob, IDWALK_NOP);
}
else if (rule->type == eBoidRuleType_FollowLeader) {
BoidRuleFollowLeader *flbr = (BoidRuleFollowLeader *)rule;
CALLBACK_INVOKE(flbr->ob, IDWALK_NOP);
}
}
}
}
break;
}
case ID_MC:
{
MovieClip *clip = (MovieClip *) id;
MovieTracking *tracking = &clip->tracking;
MovieTrackingObject *object;
MovieTrackingTrack *track;
MovieTrackingPlaneTrack *plane_track;
CALLBACK_INVOKE(clip->gpd, IDWALK_USER);
for (track = tracking->tracks.first; track; track = track->next) {
CALLBACK_INVOKE(track->gpd, IDWALK_USER);
}
for (object = tracking->objects.first; object; object = object->next) {
for (track = object->tracks.first; track; track = track->next) {
CALLBACK_INVOKE(track->gpd, IDWALK_USER);
}
}
for (plane_track = tracking->plane_tracks.first; plane_track; plane_track = plane_track->next) {
CALLBACK_INVOKE(plane_track->image, IDWALK_USER);
}
break;
}
case ID_MSK:
{
Mask *mask = (Mask *) id;
MaskLayer *mask_layer;
for (mask_layer = mask->masklayers.first; mask_layer; mask_layer = mask_layer->next) {
MaskSpline *mask_spline;
for (mask_spline = mask_layer->splines.first; mask_spline; mask_spline = mask_spline->next) {
for (i = 0; i < mask_spline->tot_point; i++) {
MaskSplinePoint *point = &mask_spline->points[i];
CALLBACK_INVOKE_ID(point->parent.id, IDWALK_USER);
}
}
}
break;
}
case ID_LS:
{
FreestyleLineStyle *linestyle = (FreestyleLineStyle *) id;
LineStyleModifier *lsm;
for (i = 0; i < MAX_MTEX; i++) {
if (linestyle->mtex[i]) {
library_foreach_mtex(&data, linestyle->mtex[i]);
}
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
if (linestyle->nodetree) {
/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_library_foreach_ID_link((ID *)linestyle->nodetree, callback, user_data, flag);
}
for (lsm = linestyle->color_modifiers.first; lsm; lsm = lsm->next) {
if (lsm->type == LS_MODIFIER_DISTANCE_FROM_OBJECT) {
LineStyleColorModifier_DistanceFromObject *p = (LineStyleColorModifier_DistanceFromObject *)lsm;
if (p->target) {
CALLBACK_INVOKE(p->target, IDWALK_NOP);
}
}
}
for (lsm = linestyle->alpha_modifiers.first; lsm; lsm = lsm->next) {
if (lsm->type == LS_MODIFIER_DISTANCE_FROM_OBJECT) {
LineStyleAlphaModifier_DistanceFromObject *p = (LineStyleAlphaModifier_DistanceFromObject *)lsm;
if (p->target) {
CALLBACK_INVOKE(p->target, IDWALK_NOP);
}
}
}
for (lsm = linestyle->thickness_modifiers.first; lsm; lsm = lsm->next) {
if (lsm->type == LS_MODIFIER_DISTANCE_FROM_OBJECT) {
LineStyleThicknessModifier_DistanceFromObject *p = (LineStyleThicknessModifier_DistanceFromObject *)lsm;
if (p->target) {
CALLBACK_INVOKE(p->target, IDWALK_NOP);
}
}
}
break;
}
/* Nothing needed for those... */
case ID_IM:
case ID_VF:
case ID_TXT:
case ID_SO:
case ID_AR:
case ID_AC:
case ID_GD:
case ID_WM:
case ID_PAL:
case ID_PC:
case ID_CF:
break;
/* Deprecated. */
case ID_IP:
break;
}
} while ((id = (flag & IDWALK_RECURSE) ? BLI_LINKSTACK_POP(data.ids_todo) : NULL));
FOREACH_FINALIZE:
if (data.ids_handled) {
BLI_gset_free(data.ids_handled, NULL);
BLI_LINKSTACK_FREE(data.ids_todo);
}
2014-03-31 05:44:32 +11:00
#undef CALLBACK_INVOKE_ID
#undef CALLBACK_INVOKE
}
#undef FOREACH_CALLBACK_INVOKE_ID
#undef FOREACH_CALLBACK_INVOKE
/**
* re-usable function, use when replacing ID's
*/
void BKE_library_update_ID_link_user(ID *id_dst, ID *id_src, const int cd_flag)
{
if (cd_flag & IDWALK_USER) {
id_us_min(id_src);
id_us_plus(id_dst);
}
else if (cd_flag & IDWALK_USER_ONE) {
id_us_ensure_real(id_dst);
}
}
/**
* Say whether given \a id_type_owner can use (in any way) a datablock of \a id_type_used.
2016-07-19 10:23:26 +10:00
*
* This is a 'simplified' abstract version of #BKE_library_foreach_ID_link() above, quite useful to reduce
* useless iterations in some cases.
*/
bool BKE_library_idtype_can_use_idtype(const short id_type_owner, const short id_type_used)
{
if (id_type_used == ID_AC) {
return id_type_can_have_animdata(id_type_owner);
}
switch (id_type_owner) {
case ID_LI:
return ELEM(id_type_used, ID_LI);
case ID_SCE:
return (ELEM(id_type_used, ID_OB, ID_WO, ID_SCE, ID_MC, ID_MA, ID_GR, ID_TXT,
ID_LS, ID_MSK, ID_SO, ID_GD, ID_BR, ID_PAL, ID_IM, ID_NT) ||
BKE_library_idtype_can_use_idtype(ID_NT, id_type_used));
case ID_OB:
/* Could be the following, but simpler to just always say 'yes' here. */
#if 0
return ELEM(id_type_used, ID_ME, ID_CU, ID_MB, ID_LT, ID_SPK, ID_AR, ID_LA, ID_CA, /* obdata */
ID_OB, ID_MA, ID_GD, ID_GR, ID_TE, ID_PA, ID_TXT, ID_SO, ID_MC, ID_IM, ID_AC
/* + constraints, modifiers and game logic ID types... */);
#else
return true;
#endif
case ID_ME:
return ELEM(id_type_used, ID_ME, ID_KE, ID_MA);
case ID_CU:
return ELEM(id_type_used, ID_OB, ID_KE, ID_MA, ID_VF);
case ID_MB:
return ELEM(id_type_used, ID_MA);
case ID_MA:
return (ELEM(id_type_used, ID_TE, ID_GR) || BKE_library_idtype_can_use_idtype(ID_NT, id_type_used));
case ID_TE:
return (ELEM(id_type_used, ID_IM, ID_OB) || BKE_library_idtype_can_use_idtype(ID_NT, id_type_used));
case ID_LT:
return ELEM(id_type_used, ID_KE);
case ID_LA:
return (ELEM(id_type_used, ID_TE) || BKE_library_idtype_can_use_idtype(ID_NT, id_type_used));
case ID_CA:
return ELEM(id_type_used, ID_OB);
case ID_KE:
return ELEM(id_type_used, ID_ME, ID_CU, ID_LT); /* Warning! key->from, could be more types in future? */
case ID_SCR:
return ELEM(id_type_used, ID_SCE);
case ID_WO:
return (ELEM(id_type_used, ID_TE) || BKE_library_idtype_can_use_idtype(ID_NT, id_type_used));
case ID_SPK:
return ELEM(id_type_used, ID_SO);
case ID_GR:
return ELEM(id_type_used, ID_OB);
case ID_NT:
/* Could be the following, but node.id has no type restriction... */
#if 0
return ELEM(id_type_used, ID_GD /* + node.id types... */);
#else
return true;
#endif
case ID_BR:
return ELEM(id_type_used, ID_BR, ID_IM, ID_PC, ID_TE);
case ID_PA:
return ELEM(id_type_used, ID_OB, ID_GR, ID_TE);
case ID_MC:
return ELEM(id_type_used, ID_GD, ID_IM);
case ID_MSK:
return ELEM(id_type_used, ID_MC); /* WARNING! mask->parent.id, not typed. */
case ID_LS:
return (ELEM(id_type_used, ID_TE, ID_OB) || BKE_library_idtype_can_use_idtype(ID_NT, id_type_used));
default:
return false;
}
}
/* ***** ID users iterator. ***** */
typedef struct IDUsersIter {
ID *id;
ListBase *lb_array[MAX_LIBARRAY];
int lb_idx;
ID *curr_id;
int count_direct, count_indirect; /* Set by callback. */
} IDUsersIter;
static int foreach_libblock_id_users_callback(void *user_data, ID *self_id, ID **id_p, int cb_flag)
{
IDUsersIter *iter = user_data;
/* XXX This is actually some kind of hack...
* Issue is, only ID pointer from shapekeys is the 'from' one, which is not actually ID usage.
* Maybe we should even nuke it from BKE_library_foreach_ID_link, not 100% sure yet...
*/
if (GS(self_id->name) == ID_KE) {
return IDWALK_RET_NOP;
}
if (*id_p && (*id_p == iter->id)) {
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
#if 0
printf("%s uses %s (refcounted: %d, userone: %d, used_one: %d, used_one_active: %d, indirect_usage: %d)\n",
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
iter->curr_id->name, iter->id->name, (cb_flag & IDWALK_USER) ? 1 : 0, (cb_flag & IDWALK_USER_ONE) ? 1 : 0,
(iter->id->tag & LIB_TAG_EXTRAUSER) ? 1 : 0, (iter->id->tag & LIB_TAG_EXTRAUSER_SET) ? 1 : 0,
(cb_flag & IDWALK_INDIRECT_USAGE) ? 1 : 0);
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
#endif
if (cb_flag & IDWALK_INDIRECT_USAGE) {
iter->count_indirect++;
}
else {
iter->count_direct++;
}
}
return IDWALK_RET_NOP;
}
/**
* Return the number of times given \a id_user uses/references \a id_used.
*
* \note This only checks for pointer references of an ID, shallow usages (like e.g. by RNA paths, as done
* for FCurves) are not detected at all.
*
* \param id_user the ID which is supposed to use (reference) \a id_used.
* \param id_used the ID which is supposed to be used (referenced) by \a id_user.
* \return the number of direct usages/references of \a id_used by \a id_user.
*/
int BKE_library_ID_use_ID(ID *id_user, ID *id_used)
{
IDUsersIter iter;
/* We do not care about iter.lb_array/lb_idx here... */
iter.id = id_used;
iter.curr_id = id_user;
iter.count_direct = iter.count_indirect = 0;
BKE_library_foreach_ID_link(iter.curr_id, foreach_libblock_id_users_callback, (void *)&iter, IDWALK_NOP);
return iter.count_direct + iter.count_indirect;
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
}
static bool library_ID_is_used(Main *bmain, void *idv, const bool check_linked)
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
{
IDUsersIter iter;
ListBase *lb_array[MAX_LIBARRAY];
ID *id = idv;
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
int i = set_listbasepointers(bmain, lb_array);
bool is_defined = false;
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
iter.id = id;
iter.count_direct = iter.count_indirect = 0;
while (i-- && !is_defined) {
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
ID *id_curr = lb_array[i]->first;
if (!id_curr || !BKE_library_idtype_can_use_idtype(GS(id_curr->name), GS(id->name))) {
continue;
}
for (; id_curr && !is_defined; id_curr = id_curr->next) {
if (id_curr == id) {
/* We are not interested in self-usages (mostly from drivers or bone constraints...). */
continue;
}
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
iter.curr_id = id_curr;
BKE_library_foreach_ID_link(
id_curr, foreach_libblock_id_users_callback, &iter, IDWALK_NOP);
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
is_defined = ((check_linked ? iter.count_indirect : iter.count_direct) != 0);
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
}
}
return is_defined;
}
/**
* Check whether given ID is used locally (i.e. by another non-linked ID).
*/
bool BKE_library_ID_is_locally_used(Main *bmain, void *idv)
{
return library_ID_is_used(bmain, idv, false);
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
}
/**
* Check whether given ID is used indirectly (i.e. by another linked ID).
*/
bool BKE_library_ID_is_indirectly_used(Main *bmain, void *idv)
{
return library_ID_is_used(bmain, idv, true);
}
/**
* Combine \a BKE_library_ID_is_locally_used() and \a BKE_library_ID_is_indirectly_used() in a single call.
*/
void BKE_library_ID_test_usages(Main *bmain, void *idv, bool *is_used_local, bool *is_used_linked)
{
IDUsersIter iter;
ListBase *lb_array[MAX_LIBARRAY];
ID *id = idv;
int i = set_listbasepointers(bmain, lb_array);
bool is_defined = false;
iter.id = id;
iter.count_direct = iter.count_indirect = 0;
while (i-- && !is_defined) {
ID *id_curr = lb_array[i]->first;
if (!id_curr || !BKE_library_idtype_can_use_idtype(GS(id_curr->name), GS(id->name))) {
continue;
}
for (; id_curr && !is_defined; id_curr = id_curr->next) {
if (id_curr == id) {
/* We are not interested in self-usages (mostly from drivers or bone constraints...). */
continue;
}
iter.curr_id = id_curr;
BKE_library_foreach_ID_link(id_curr, foreach_libblock_id_users_callback, &iter, IDWALK_NOP);
is_defined = (iter.count_direct != 0 && iter.count_indirect != 0);
}
}
*is_used_local = (iter.count_direct != 0);
*is_used_linked = (iter.count_indirect != 0);
}