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/*
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* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*
* 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.
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*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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*/
2011-02-27 20:40:57 +00:00
/** \file blender/blenkernel/intern/library.c
* \ingroup bke
*/
/*
* Contains management of ID's and libraries
* allocate and free of all library data
*
*/
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#include <stdio.h>
#include <ctype.h>
#include <string.h>
#include <stdlib.h>
#include <stddef.h>
#include <assert.h>
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#include "MEM_guardedalloc.h"
/* all types are needed here, in order to do memory operations */
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
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#include "DNA_camera_types.h"
#include "DNA_group_types.h"
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#include "DNA_ipo_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_nla_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
#include "DNA_speaker_types.h"
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#include "DNA_sound_types.h"
#include "DNA_text_types.h"
#include "DNA_vfont_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_world_types.h"
#include "DNA_gpencil_types.h"
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#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
#include "BLI_utildefines.h"
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#include "BKE_animsys.h"
#include "BKE_context.h"
#include "BKE_library.h"
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#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_sound.h"
#include "BKE_object.h"
#include "BKE_screen.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_curve.h"
#include "BKE_mball.h"
#include "BKE_text.h"
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#include "BKE_texture.h"
#include "BKE_scene.h"
#include "BKE_icons.h"
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#include "BKE_image.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_world.h"
#include "BKE_font.h"
#include "BKE_group.h"
#include "BKE_lattice.h"
#include "BKE_armature.h"
#include "BKE_action.h"
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
#include "BKE_node.h"
#include "BKE_brush.h"
#include "BKE_idprop.h"
#include "BKE_particle.h"
#include "BKE_gpencil.h"
#include "BKE_fcurve.h"
#include "BKE_speaker.h"
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
2011-06-29 05:07:12 +00:00
#include "RNA_access.h"
#ifdef WITH_PYTHON
#include "BPY_extern.h"
#endif
#define MAX_IDPUP 60 /* was 24 */
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/* GS reads the memory pointed at in a specific ordering.
only use this definition, makes little and big endian systems
work fine, in conjunction with MAKE_ID */
/* from blendef: */
#define GS(a) (*((short *)(a)))
/* ************* general ************************ */
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void id_lib_extern(ID *id)
{
if(id) {
if(id->flag & LIB_INDIRECT) {
id->flag -= LIB_INDIRECT;
id->flag |= LIB_EXTERN;
}
}
}
void id_us_plus(ID *id)
{
if(id) {
id->us++;
if(id->flag & LIB_INDIRECT) {
id->flag -= LIB_INDIRECT;
id->flag |= LIB_EXTERN;
}
}
}
void id_us_min(ID *id)
{
if(id) {
if(id->us<2 && (id->flag & LIB_FAKEUSER))
id->us= 1;
else if(id->us<=0)
printf("ID user decrement error: %s \n", id->name);
else
id->us--;
}
}
int id_make_local(ID *id, int test)
{
if(id->flag & LIB_INDIRECT)
return 0;
switch(GS(id->name)) {
case ID_SCE:
return 0; /* not implemented */
case ID_LI:
return 0; /* can't be linked */
case ID_OB:
if(!test) make_local_object((Object*)id);
return 1;
case ID_ME:
if(!test) {
make_local_mesh((Mesh*)id);
make_local_key(((Mesh*)id)->key);
}
return 1;
case ID_CU:
if(!test) {
make_local_curve((Curve*)id);
make_local_key(((Curve*)id)->key);
}
return 1;
case ID_MB:
if(!test) make_local_mball((MetaBall*)id);
return 1;
case ID_MA:
if(!test) make_local_material((Material*)id);
return 1;
case ID_TE:
if(!test) make_local_texture((Tex*)id);
return 1;
case ID_IM:
return 0; /* not implemented */
case ID_LT:
if(!test) {
make_local_lattice((Lattice*)id);
make_local_key(((Lattice*)id)->key);
}
return 1;
case ID_LA:
if(!test) make_local_lamp((Lamp*)id);
return 1;
case ID_CA:
if(!test) make_local_camera((Camera*)id);
return 1;
case ID_SPK:
if(!test) make_local_speaker((Speaker*)id);
return 1;
case ID_IP:
return 0; /* deprecated */
case ID_KE:
if(!test) make_local_key((Key*)id);
return 1;
case ID_WO:
if(!test) make_local_world((World*)id);
return 1;
case ID_SCR:
return 0; /* can't be linked */
case ID_VF:
return 0; /* not implemented */
case ID_TXT:
return 0; /* not implemented */
case ID_SCRIPT:
return 0; /* deprecated */
case ID_SO:
return 0; /* not implemented */
case ID_GR:
return 0; /* not implemented */
case ID_AR:
if(!test) make_local_armature((bArmature*)id);
return 1;
case ID_AC:
if(!test) make_local_action((bAction*)id);
return 1;
case ID_NT:
return 0; /* not implemented */
case ID_BR:
if(!test) make_local_brush((Brush*)id);
return 1;
case ID_PA:
if(!test) make_local_particlesettings((ParticleSettings*)id);
return 1;
case ID_WM:
return 0; /* can't be linked */
case ID_GD:
return 0; /* not implemented */
}
return 0;
}
int id_copy(ID *id, ID **newid, int test)
{
if(!test) *newid= NULL;
/* conventions:
* - make shallow copy, only this ID block
* - id.us of the new ID is set to 1 */
switch(GS(id->name)) {
case ID_SCE:
return 0; /* can't be copied from here */
case ID_LI:
return 0; /* can't be copied from here */
case ID_OB:
if(!test) *newid= (ID*)copy_object((Object*)id);
return 1;
case ID_ME:
if(!test) *newid= (ID*)copy_mesh((Mesh*)id);
return 1;
case ID_CU:
if(!test) *newid= (ID*)copy_curve((Curve*)id);
return 1;
case ID_MB:
if(!test) *newid= (ID*)copy_mball((MetaBall*)id);
return 1;
case ID_MA:
if(!test) *newid= (ID*)copy_material((Material*)id);
return 1;
case ID_TE:
if(!test) *newid= (ID*)copy_texture((Tex*)id);
return 1;
case ID_IM:
if(!test) *newid= (ID*)copy_image((Image*)id);
return 1;
case ID_LT:
if(!test) *newid= (ID*)copy_lattice((Lattice*)id);
return 1;
case ID_LA:
if(!test) *newid= (ID*)copy_lamp((Lamp*)id);
return 1;
case ID_SPK:
if(!test) *newid= (ID*)copy_speaker((Speaker*)id);
return 1;
case ID_CA:
if(!test) *newid= (ID*)copy_camera((Camera*)id);
return 1;
case ID_IP:
return 0; /* deprecated */
case ID_KE:
if(!test) *newid= (ID*)copy_key((Key*)id);
return 1;
case ID_WO:
if(!test) *newid= (ID*)copy_world((World*)id);
return 1;
case ID_SCR:
return 0; /* can't be copied from here */
case ID_VF:
return 0; /* not implemented */
case ID_TXT:
if(!test) *newid= (ID*)copy_text((Text*)id);
return 1;
case ID_SCRIPT:
return 0; /* deprecated */
case ID_SO:
return 0; /* not implemented */
case ID_GR:
if(!test) *newid= (ID*)copy_group((Group*)id);
return 1;
case ID_AR:
if(!test) *newid= (ID*)copy_armature((bArmature*)id);
return 1;
case ID_AC:
if(!test) *newid= (ID*)copy_action((bAction*)id);
return 1;
case ID_NT:
if(!test) *newid= (ID*)ntreeCopyTree((bNodeTree*)id);
return 1;
case ID_BR:
if(!test) *newid= (ID*)copy_brush((Brush*)id);
return 1;
case ID_PA:
if(!test) *newid= (ID*)psys_copy_settings((ParticleSettings*)id);
return 1;
case ID_WM:
return 0; /* can't be copied from here */
case ID_GD:
return 0; /* not implemented */
}
return 0;
}
int id_unlink(ID *id, int test)
{
Main *mainlib= G.main;
ListBase *lb;
switch(GS(id->name)) {
case ID_TXT:
if(test) return 1;
unlink_text(mainlib, (Text*)id);
break;
case ID_GR:
if(test) return 1;
unlink_group((Group*)id);
break;
case ID_OB:
if(test) return 1;
unlink_object((Object*)id);
break;
}
if(id->us == 0) {
if(test) return 1;
lb= which_libbase(mainlib, GS(id->name));
free_libblock(lb, id);
return 1;
}
return 0;
}
int id_single_user(bContext *C, ID *id, PointerRNA *ptr, PropertyRNA *prop)
{
ID *newid = NULL;
PointerRNA idptr;
if (id) {
/* if property isn't editable, we're going to have an extra block hanging around until we save */
if (RNA_property_editable(ptr, prop)) {
if (id_copy(id, &newid, 0) && newid) {
/* copy animation actions too */
BKE_copy_animdata_id_action(id);
/* us is 1 by convention, but RNA_property_pointer_set
will also incremement it, so set it to zero */
newid->us= 0;
/* assign copy */
RNA_id_pointer_create(newid, &idptr);
RNA_property_pointer_set(ptr, prop, idptr);
RNA_property_update(C, ptr, prop);
return 1;
}
}
}
return 0;
}
ListBase *which_libbase(Main *mainlib, short type)
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{
switch( type ) {
case ID_SCE:
return &(mainlib->scene);
case ID_LI:
return &(mainlib->library);
case ID_OB:
return &(mainlib->object);
case ID_ME:
return &(mainlib->mesh);
case ID_CU:
return &(mainlib->curve);
case ID_MB:
return &(mainlib->mball);
case ID_MA:
return &(mainlib->mat);
case ID_TE:
return &(mainlib->tex);
case ID_IM:
return &(mainlib->image);
case ID_LT:
return &(mainlib->latt);
case ID_LA:
return &(mainlib->lamp);
case ID_CA:
return &(mainlib->camera);
case ID_IP:
return &(mainlib->ipo);
case ID_KE:
return &(mainlib->key);
case ID_WO:
return &(mainlib->world);
case ID_SCR:
return &(mainlib->screen);
case ID_VF:
return &(mainlib->vfont);
case ID_TXT:
return &(mainlib->text);
case ID_SCRIPT:
return &(mainlib->script);
case ID_SPK:
return &(mainlib->speaker);
2002-10-12 11:37:38 +00:00
case ID_SO:
return &(mainlib->sound);
case ID_GR:
return &(mainlib->group);
case ID_AR:
return &(mainlib->armature);
case ID_AC:
return &(mainlib->action);
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
case ID_NT:
return &(mainlib->nodetree);
case ID_BR:
return &(mainlib->brush);
case ID_PA:
return &(mainlib->particle);
case ID_WM:
return &(mainlib->wm);
case ID_GD:
return &(mainlib->gpencil);
2002-10-12 11:37:38 +00:00
}
return NULL;
2002-10-12 11:37:38 +00:00
}
/* Flag all ids in listbase */
void flag_listbase_ids(ListBase *lb, short flag, short value)
{
ID *id;
if (value) {
for(id= lb->first; id; id= id->next) id->flag |= flag;
} else {
flag = ~flag;
for(id= lb->first; id; id= id->next) id->flag &= flag;
}
}
/* Flag all ids in listbase */
void flag_all_listbases_ids(short flag, short value)
{
ListBase *lbarray[MAX_LIBARRAY];
int a;
a= set_listbasepointers(G.main, lbarray);
while(a--) flag_listbase_ids(lbarray[a], flag, value);
}
void recalc_all_library_objects(Main *main)
{
Object *ob;
/* flag for full recalc */
for(ob=main->object.first; ob; ob=ob->id.next)
if(ob->id.lib)
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
}
/* note: MAX_LIBARRAY define should match this code */
2002-10-12 11:37:38 +00:00
int set_listbasepointers(Main *main, ListBase **lb)
{
int a = 0;
/* BACKWARDS! also watch order of free-ing! (mesh<->mat), first items freed last.
* This is important because freeing data decreases usercounts of other datablocks,
* if this data is its self freed it can crash. */
lb[a++]= &(main->ipo);
lb[a++]= &(main->action); // xxx moved here to avoid problems when freeing with animato (aligorith)
lb[a++]= &(main->key);
lb[a++]= &(main->gpencil); /* referenced by nodes, objects, view, scene etc, before to free after. */
lb[a++]= &(main->nodetree);
lb[a++]= &(main->image);
lb[a++]= &(main->tex);
lb[a++]= &(main->mat);
lb[a++]= &(main->vfont);
2002-10-12 11:37:38 +00:00
/* Important!: When adding a new object type,
* the specific data should be inserted here
*/
lb[a++]= &(main->armature);
2002-10-12 11:37:38 +00:00
lb[a++]= &(main->mesh);
lb[a++]= &(main->curve);
lb[a++]= &(main->mball);
2002-10-12 11:37:38 +00:00
lb[a++]= &(main->latt);
lb[a++]= &(main->lamp);
lb[a++]= &(main->camera);
lb[a++]= &(main->speaker);
lb[a++]= &(main->text);
lb[a++]= &(main->sound);
lb[a++]= &(main->group);
lb[a++]= &(main->brush);
lb[a++]= &(main->script);
lb[a++]= &(main->particle);
lb[a++]= &(main->world);
lb[a++]= &(main->screen);
lb[a++]= &(main->object);
lb[a++]= &(main->scene);
lb[a++]= &(main->library);
Merge of trunk into blender 2.5: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
lb[a++]= &(main->wm);
lb[a]= NULL;
return a;
2002-10-12 11:37:38 +00:00
}
/* *********** ALLOC AND FREE *****************
2002-10-12 11:37:38 +00:00
free_libblock(ListBase *lb, ID *id )
provide a list-basis and datablock, but only ID is read
2002-10-12 11:37:38 +00:00
void *alloc_libblock(ListBase *lb, type, name)
inserts in list and returns a new ID
2002-10-12 11:37:38 +00:00
***************************** */
static ID *alloc_libblock_notest(short type)
{
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
ID *id= NULL;
2002-10-12 11:37:38 +00:00
switch( type ) {
case ID_SCE:
id= MEM_callocN(sizeof(Scene), "scene");
break;
case ID_LI:
id= MEM_callocN(sizeof(Library), "library");
break;
case ID_OB:
id= MEM_callocN(sizeof(Object), "object");
break;
case ID_ME:
id= MEM_callocN(sizeof(Mesh), "mesh");
break;
case ID_CU:
id= MEM_callocN(sizeof(Curve), "curve");
break;
case ID_MB:
id= MEM_callocN(sizeof(MetaBall), "mball");
break;
case ID_MA:
id= MEM_callocN(sizeof(Material), "mat");
break;
case ID_TE:
id= MEM_callocN(sizeof(Tex), "tex");
break;
case ID_IM:
id= MEM_callocN(sizeof(Image), "image");
break;
case ID_LT:
id= MEM_callocN(sizeof(Lattice), "latt");
break;
case ID_LA:
id= MEM_callocN(sizeof(Lamp), "lamp");
break;
case ID_CA:
id= MEM_callocN(sizeof(Camera), "camera");
break;
case ID_IP:
id= MEM_callocN(sizeof(Ipo), "ipo");
break;
case ID_KE:
id= MEM_callocN(sizeof(Key), "key");
break;
case ID_WO:
id= MEM_callocN(sizeof(World), "world");
break;
case ID_SCR:
id= MEM_callocN(sizeof(bScreen), "screen");
break;
case ID_VF:
id= MEM_callocN(sizeof(VFont), "vfont");
break;
case ID_TXT:
id= MEM_callocN(sizeof(Text), "text");
break;
case ID_SCRIPT:
//XXX id= MEM_callocN(sizeof(Script), "script");
break;
case ID_SPK:
id= MEM_callocN(sizeof(Speaker), "speaker");
break;
2002-10-12 11:37:38 +00:00
case ID_SO:
id= MEM_callocN(sizeof(bSound), "sound");
break;
case ID_GR:
id= MEM_callocN(sizeof(Group), "group");
2002-10-12 11:37:38 +00:00
break;
case ID_AR:
id = MEM_callocN(sizeof(bArmature), "armature");
break;
case ID_AC:
id = MEM_callocN(sizeof(bAction), "action");
2002-10-12 11:37:38 +00:00
break;
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
case ID_NT:
id = MEM_callocN(sizeof(bNodeTree), "nodetree");
break;
case ID_BR:
id = MEM_callocN(sizeof(Brush), "brush");
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
break;
case ID_PA:
id = MEM_callocN(sizeof(ParticleSettings), "ParticleSettings");
break;
case ID_WM:
id = MEM_callocN(sizeof(wmWindowManager), "Window manager");
break;
case ID_GD:
id = MEM_callocN(sizeof(bGPdata), "Grease Pencil");
break;
2002-10-12 11:37:38 +00:00
}
return id;
}
/* used everywhere in blenkernel and text.c */
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
void *alloc_libblock(ListBase *lb, short type, const char *name)
2002-10-12 11:37:38 +00:00
{
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
ID *id= NULL;
2002-10-12 11:37:38 +00:00
id= alloc_libblock_notest(type);
if(id) {
BLI_addtail(lb, id);
id->us= 1;
id->icon_id = 0;
2002-10-12 11:37:38 +00:00
*( (short *)id->name )= type;
new_id(lb, id, name);
/* alphabetic insterion: is in new_id */
2002-10-12 11:37:38 +00:00
}
return id;
}
/* by spec, animdata is first item after ID */
/* and, trust that BKE_animdata_from_id() will only find AnimData for valid ID-types */
static void id_copy_animdata(ID *id, const short do_action)
{
AnimData *adt= BKE_animdata_from_id(id);
if (adt) {
IdAdtTemplate *iat = (IdAdtTemplate *)id;
iat->adt= BKE_copy_animdata(iat->adt, do_action); /* could be set to FALSE, need to investigate */
}
}
/* material nodes use this since they are not treated as libdata */
void copy_libblock_data(ID *id, const ID *id_from, const short do_action)
{
if (id_from->properties)
id->properties = IDP_CopyProperty(id_from->properties);
/* the duplicate should get a copy of the animdata */
id_copy_animdata(id, do_action);
}
/* used everywhere in blenkernel */
2002-10-12 11:37:38 +00:00
void *copy_libblock(void *rt)
{
ID *idn, *id;
ListBase *lb;
char *cp, *cpn;
size_t idn_len;
2002-10-12 11:37:38 +00:00
id= rt;
lb= which_libbase(G.main, GS(id->name));
2002-10-12 11:37:38 +00:00
idn= alloc_libblock(lb, GS(id->name), id->name+2);
assert(idn != NULL);
2002-10-12 11:37:38 +00:00
idn_len= MEM_allocN_len(idn);
if(idn_len - sizeof(ID) > 0) {
cp= (char *)id;
cpn= (char *)idn;
memcpy(cpn+sizeof(ID), cp+sizeof(ID), idn_len - sizeof(ID));
}
id->newid= idn;
idn->flag |= LIB_NEW;
copy_libblock_data(idn, id, FALSE);
2002-10-12 11:37:38 +00:00
return idn;
}
static void free_library(Library *UNUSED(lib))
2002-10-12 11:37:38 +00:00
{
/* no freeing needed for libraries yet */
2002-10-12 11:37:38 +00:00
}
static void (*free_windowmanager_cb)(bContext *, wmWindowManager *)= NULL;
void set_free_windowmanager_cb(void (*func)(bContext *C, wmWindowManager *) )
{
free_windowmanager_cb= func;
}
static void animdata_dtar_clear_cb(ID *UNUSED(id), AnimData *adt, void *userdata)
{
ChannelDriver *driver;
FCurve *fcu;
/* find the driver this belongs to and update it */
for (fcu=adt->drivers.first; fcu; fcu=fcu->next) {
driver= fcu->driver;
if (driver) {
DriverVar *dvar;
for (dvar= driver->variables.first; dvar; dvar= dvar->next) {
DRIVER_TARGETS_USED_LOOPER(dvar)
{
if (dtar->id == userdata)
dtar->id= NULL;
}
DRIVER_TARGETS_LOOPER_END
}
}
}
}
/* used in headerbuttons.c image.c mesh.c screen.c sound.c and library.c */
2002-10-12 11:37:38 +00:00
void free_libblock(ListBase *lb, void *idv)
{
ID *id= idv;
#ifdef WITH_PYTHON
BPY_id_release(id);
#endif
switch( GS(id->name) ) { /* GetShort from util.h */
2002-10-12 11:37:38 +00:00
case ID_SCE:
free_scene((Scene *)id);
break;
case ID_LI:
free_library((Library *)id);
break;
case ID_OB:
free_object((Object *)id);
break;
case ID_ME:
free_mesh((Mesh *)id);
break;
case ID_CU:
free_curve((Curve *)id);
break;
case ID_MB:
free_mball((MetaBall *)id);
break;
case ID_MA:
free_material((Material *)id);
break;
case ID_TE:
free_texture((Tex *)id);
break;
case ID_IM:
free_image((Image *)id);
break;
case ID_LT:
free_lattice((Lattice *)id);
break;
case ID_LA:
free_lamp((Lamp *)id);
break;
case ID_CA:
free_camera((Camera*) id);
break;
case ID_IP:
free_ipo((Ipo *)id);
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break;
case ID_KE:
free_key((Key *)id);
break;
case ID_WO:
free_world((World *)id);
break;
case ID_SCR:
free_screen((bScreen *)id);
break;
case ID_VF:
free_vfont((VFont *)id);
break;
case ID_TXT:
free_text((Text *)id);
break;
case ID_SCRIPT:
//XXX free_script((Script *)id);
break;
case ID_SPK:
free_speaker((Speaker *)id);
break;
2002-10-12 11:37:38 +00:00
case ID_SO:
sound_free((bSound*)id);
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break;
case ID_GR:
free_group_objects((Group *)id);
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break;
case ID_AR:
free_armature((bArmature *)id);
break;
case ID_AC:
free_action((bAction *)id);
2002-10-12 11:37:38 +00:00
break;
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
case ID_NT:
ntreeFreeTree((bNodeTree *)id);
break;
case ID_BR:
free_brush((Brush *)id);
break;
case ID_PA:
psys_free_settings((ParticleSettings *)id);
break;
case ID_WM:
if(free_windowmanager_cb)
free_windowmanager_cb(NULL, (wmWindowManager *)id);
break;
case ID_GD:
free_gpencil_data((bGPdata *)id);
break;
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}
if (id->properties) {
IDP_FreeProperty(id->properties);
MEM_freeN(id->properties);
}
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BLI_remlink(lb, id);
/* this ID may be a driver target! */
BKE_animdata_main_cb(G.main, animdata_dtar_clear_cb, (void *)id);
MEM_freeN(id);
2002-10-12 11:37:38 +00:00
}
void free_libblock_us(ListBase *lb, void *idv) /* test users */
{
ID *id= idv;
id->us--;
if(id->us<0) {
if(id->lib) printf("ERROR block %s %s users %d\n", id->lib->name, id->name, id->us);
else printf("ERROR block %s users %d\n", id->name, id->us);
}
if(id->us==0) {
if( GS(id->name)==ID_OB ) unlink_object((Object *)id);
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free_libblock(lb, id);
}
}
void free_main(Main *mainvar)
{
/* also call when reading a file, erase all, etc */
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ListBase *lbarray[MAX_LIBARRAY];
int a;
a= set_listbasepointers(mainvar, lbarray);
while(a--) {
ListBase *lb= lbarray[a];
ID *id;
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
while ( (id= lb->first) ) {
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free_libblock(lb, id);
}
}
MEM_freeN(mainvar);
}
/* ***************** ID ************************ */
ID *find_id(const char *type, const char *name) /* type: "OB" or "MA" etc */
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{
ListBase *lb= which_libbase(G.main, GS(type));
return BLI_findstring(lb, name, offsetof(ID, name) + 2);
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}
More node goodies! First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-29 18:08:01 +00:00
static void get_flags_for_id(ID *id, char *buf)
{
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int isfake= id->flag & LIB_FAKEUSER;
More node goodies! First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-29 18:08:01 +00:00
int isnode=0;
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/* Writeout the flags for the entry, note there
* is a small hack that writes 5 spaces instead
* of 4 if no flags are displayed... this makes
* things usually line up ok - better would be
* to have that explicit, oh well - zr
*/
More node goodies! First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-29 18:08:01 +00:00
if(GS(id->name)==ID_MA)
isnode= ((Material *)id)->use_nodes;
if(GS(id->name)==ID_TE)
isnode= ((Tex *)id)->use_nodes;
More node goodies! First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-29 18:08:01 +00:00
2002-10-12 11:37:38 +00:00
if (id->us<0)
sprintf(buf, "-1W ");
More node goodies! First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-29 18:08:01 +00:00
else if (!id->lib && !isfake && id->us && !isnode)
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sprintf(buf, " ");
More node goodies! First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-29 18:08:01 +00:00
else if(isnode)
sprintf(buf, "%c%cN%c ", id->lib?'L':' ', isfake?'F':' ', (id->us==0)?'O':' ');
2002-10-12 11:37:38 +00:00
else
sprintf(buf, "%c%c%c ", id->lib?'L':' ', isfake?'F':' ', (id->us==0)?'O':' ');
}
#define IDPUP_NO_VIEWER 1
static void IDnames_to_dyn_pupstring(DynStr *pupds, ListBase *lb, ID *link, short *nr, int hideflag)
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{
int i, nids= BLI_countlist(lb);
if (nr) *nr= -1;
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if (nr && nids>MAX_IDPUP) {
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BLI_dynstr_append(pupds, "DataBrowse %x-2");
*nr= -2;
2002-10-12 11:37:38 +00:00
} else {
ID *id;
for (i=0, id= lb->first; id; id= id->next, i++) {
char buf[32];
if (nr && id==link) *nr= i+1;
if (U.uiflag & USER_HIDE_DOT && id->name[2]=='.')
continue;
if (hideflag & IDPUP_NO_VIEWER)
if (GS(id->name)==ID_IM)
if ( ((Image *)id)->source==IMA_SRC_VIEWER )
continue;
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get_flags_for_id(id, buf);
BLI_dynstr_append(pupds, buf);
BLI_dynstr_append(pupds, id->name+2);
BLI_snprintf(buf, sizeof(buf), "%%x%d", i+1);
BLI_dynstr_append(pupds, buf);
More node goodies! First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-29 18:08:01 +00:00
/* icon */
switch(GS(id->name))
{
case ID_MA: /* fall through */
case ID_TE: /* fall through */
case ID_IM: /* fall through */
case ID_WO: /* fall through */
case ID_LA: /* fall through */
BLI_snprintf(buf, sizeof(buf), "%%i%d", BKE_icon_getid(id) );
BLI_dynstr_append(pupds, buf);
break;
default:
break;
}
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if(id->next)
BLI_dynstr_append(pupds, "|");
}
}
}
/* used by headerbuttons.c buttons.c editobject.c editseq.c */
/* if nr==NULL no MAX_IDPUP, this for non-header browsing */
void IDnames_to_pupstring(const char **str, const char *title, const char *extraops, ListBase *lb, ID *link, short *nr)
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{
DynStr *pupds= BLI_dynstr_new();
if (title) {
BLI_dynstr_append(pupds, title);
BLI_dynstr_append(pupds, "%t|");
}
if (extraops) {
BLI_dynstr_append(pupds, extraops);
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if (BLI_dynstr_get_len(pupds))
BLI_dynstr_append(pupds, "|");
}
IDnames_to_dyn_pupstring(pupds, lb, link, nr, 0);
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*str= BLI_dynstr_get_cstring(pupds);
BLI_dynstr_free(pupds);
}
/* skips viewer images */
void IMAnames_to_pupstring(const char **str, const char *title, const char *extraops, ListBase *lb, ID *link, short *nr)
{
DynStr *pupds= BLI_dynstr_new();
if (title) {
BLI_dynstr_append(pupds, title);
BLI_dynstr_append(pupds, "%t|");
}
if (extraops) {
BLI_dynstr_append(pupds, extraops);
if (BLI_dynstr_get_len(pupds))
BLI_dynstr_append(pupds, "|");
}
IDnames_to_dyn_pupstring(pupds, lb, link, nr, IDPUP_NO_VIEWER);
*str= BLI_dynstr_get_cstring(pupds);
BLI_dynstr_free(pupds);
}
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static void sort_alpha_id(ListBase *lb, ID *id)
{
ID *idtest;
/* insert alphabetically */
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if(lb->first!=lb->last) {
BLI_remlink(lb, id);
idtest= lb->first;
while(idtest) {
if(BLI_strcasecmp(idtest->name, id->name)>0 || idtest->lib) {
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BLI_insertlinkbefore(lb, idtest, id);
break;
}
idtest= idtest->next;
}
/* as last */
if(idtest==NULL) {
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BLI_addtail(lb, id);
}
}
}
/*
* Check to see if there is an ID with the same name as 'name'.
* Returns the ID if so, if not, returns NULL
*/
static ID *is_dupid(ListBase *lb, ID *id, const char *name)
{
ID *idtest=NULL;
for( idtest = lb->first; idtest; idtest = idtest->next ) {
/* if idtest is not a lib */
if( id != idtest && idtest->lib == NULL ) {
/* do not test alphabetic! */
/* optimized */
if( idtest->name[2] == name[0] ) {
if(strcmp(name, idtest->name+2)==0) break;
}
}
}
return idtest;
}
/*
* Check to see if an ID name is already used, and find a new one if so.
* Return 1 if created a new name (returned in name).
*
* Normally the ID that's being check is already in the ListBase, so ID *id
* points at the new entry. The Python Library module needs to know what
* the name of a datablock will be before it is appended; in this case ID *id
* id is NULL;
*/
static int check_for_dupid(ListBase *lb, ID *id, char *name)
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{
ID *idtest;
int nr= 0, nrtest, a, left_len;
char left[32], leftest[32], in_use[32];
/* make sure input name is terminated properly */
/* if( strlen(name) > 21 ) name[21]= 0; */
/* removed since this is only ever called from one place - campbell */
while (1) {
/* phase 1: id already exists? */
idtest = is_dupid(lb, id, name);
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/* if there is no double, done */
if( idtest == NULL ) return 0;
/* we have a dup; need to make a new name */
/* quick check so we can reuse one of first 32 ids if vacant */
memset(in_use, 0, sizeof(in_use));
/* get name portion, number portion ("name.number") */
left_len= BLI_split_name_num(left, &nr, name, '.');
/* if new name will be too long, truncate it */
if(nr > 999 && left_len > 16) {
left[16]= 0;
left_len= 16;
}
else if(left_len > 17) {
left[17]= 0;
left_len= 17;
}
for(idtest= lb->first; idtest; idtest= idtest->next) {
if( (id != idtest) &&
(idtest->lib == NULL) &&
(*name == *(idtest->name+2)) &&
(strncmp(name, idtest->name+2, left_len)==0) &&
(BLI_split_name_num(leftest, &nrtest, idtest->name+2, '.') == left_len)
) {
if(nrtest < sizeof(in_use))
in_use[nrtest]= 1; /* mark as used */
if(nr <= nrtest)
nr= nrtest+1; /* track largest unused */
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}
}
/* decide which value of nr to use */
for(a=0; a < sizeof(in_use); a++) {
if(a>=nr) break; /* stop when we've check up to biggest */
if( in_use[a]==0 ) { /* found an unused value */
nr = a;
break;
}
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}
/* If the original name has no numeric suffix,
* rather than just chopping and adding numbers,
* shave off the end chars until we have a unique name.
* Check the null terminators match as well so we dont get Cube.000 -> Cube.00 */
if (nr==0 && name[left_len]== '\0') {
int len = left_len-1;
idtest= is_dupid(lb, id, name);
while (idtest && len> 1) {
name[len--] = '\0';
idtest= is_dupid(lb, id, name);
}
if (idtest == NULL) return 1;
/* otherwise just continue and use a number suffix */
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}
if(nr > 999 && left_len > 16) {
/* this would overflow name buffer */
left[16] = 0;
/* left_len = 16; */ /* for now this isnt used again */
memcpy(name, left, sizeof(char) * 17);
continue;
}
/* this format specifier is from hell... */
BLI_snprintf(name, sizeof(id->name) - 2,"%s.%.3d", left, nr);
return 1;
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}
}
/*
* Only for local blocks: external en indirect blocks already have a
* unique ID.
*
* return 1: created a new name
*/
int new_id(ListBase *lb, ID *id, const char *tname)
{
int result;
char name[MAX_ID_NAME-2];
/* if library, don't rename */
if(id->lib) return 0;
/* if no libdata given, look up based on ID */
if(lb==NULL) lb= which_libbase(G.main, GS(id->name));
/* if no name given, use name of current ID
* else make a copy (tname args can be const) */
if(tname==NULL)
tname= id->name+2;
strncpy(name, tname, sizeof(name)-1);
/* if result > 21, strncpy don't put the final '\0' to name.
* easier to assign each time then to check if its needed */
name[sizeof(name)-1]= 0;
if(name[0] == '\0') {
/* disallow empty names */
strcpy(name, ID_FALLBACK_NAME);
}
else {
/* disallow non utf8 chars,
* the interface checks for this but new ID's based on file names dont */
BLI_utf8_invalid_strip(name, strlen(name));
}
result = check_for_dupid(lb, id, name);
strcpy(id->name+2, name);
/* This was in 2.43 and previous releases
* however all data in blender should be sorted, not just duplicate names
* sorting should not hurt, but noting just incause it alters the way other
* functions work, so sort every time */
/* if( result )
sort_alpha_id(lb, id);*/
sort_alpha_id(lb, id);
return result;
}
/* next to indirect usage in read/writefile also in editobject.c scene.c */
void clear_id_newpoins(void)
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{
ListBase *lbarray[MAX_LIBARRAY];
ID *id;
int a;
a= set_listbasepointers(G.main, lbarray);
while(a--) {
id= lbarray[a]->first;
while(id) {
id->newid= NULL;
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id->flag &= ~LIB_NEW;
id= id->next;
}
}
}
/* only for library fixes */
static void image_fix_relative_path(Image *ima)
{
if(ima->id.lib==NULL) return;
if(strncmp(ima->name, "//", 2)==0) {
BLI_path_abs(ima->name, ima->id.lib->filepath);
BLI_path_rel(ima->name, G.main->name);
}
}
#define LIBTAG(a) if(a && a->id.lib) {a->id.flag &=~LIB_INDIRECT; a->id.flag |= LIB_EXTERN;}
static void lib_indirect_test_id(ID *id, Library *lib)
{
if(id->lib) {
/* datablocks that were indirectly related are now direct links
* without this, appending data that has a link to other data will fail to write */
if(lib && id->lib->parent == lib) {
id_lib_extern(id);
}
return;
}
if(GS(id->name)==ID_OB) {
Object *ob= (Object *)id;
bActionStrip *strip;
Mesh *me;
int a;
// XXX old animation system! --------------------------------------
for (strip=ob->nlastrips.first; strip; strip=strip->next){
LIBTAG(strip->object);
LIBTAG(strip->act);
LIBTAG(strip->ipo);
}
// XXX: new animation system needs something like this?
for(a=0; a<ob->totcol; a++) {
LIBTAG(ob->mat[a]);
}
LIBTAG(ob->dup_group);
LIBTAG(ob->proxy);
me= ob->data;
LIBTAG(me);
}
}
void tag_main_lb(ListBase *lb, const short tag)
{
ID *id;
if(tag) {
for(id= lb->first; id; id= id->next) {
id->flag |= LIB_DOIT;
}
}
else {
for(id= lb->first; id; id= id->next) {
id->flag &= ~LIB_DOIT;
}
}
}
void tag_main_idcode(struct Main *mainvar, const short type, const short tag)
{
ListBase *lb= which_libbase(mainvar, type);
tag_main_lb(lb, tag);
}
void tag_main(struct Main *mainvar, const short tag)
{
ListBase *lbarray[MAX_LIBARRAY];
int a;
a= set_listbasepointers(mainvar, lbarray);
while(a--) {
tag_main_lb(lbarray[a], tag);
}
}
/* if lib!=NULL, only all from lib local */
void all_local(Library *lib, int untagged_only)
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{
ListBase *lbarray[MAX_LIBARRAY], tempbase={NULL, NULL};
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ID *id, *idn;
int a;
a= set_listbasepointers(G.main, lbarray);
while(a--) {
id= lbarray[a]->first;
while(id) {
id->newid= NULL;
idn= id->next; /* id is possibly being inserted again */
/* The check on the second line (LIB_PRE_EXISTING) is done so its
* possible to tag data you dont want to be made local, used for
* appending data, so any libdata already linked wont become local
* (very nasty to discover all your links are lost after appending)
* */
if(id->flag & (LIB_EXTERN|LIB_INDIRECT|LIB_NEW) &&
(untagged_only==0 || !(id->flag & LIB_PRE_EXISTING)))
{
if(lib==NULL || id->lib==lib) {
id->flag &= ~(LIB_EXTERN|LIB_INDIRECT|LIB_NEW);
if(id->lib) {
/* relative file patch */
if(GS(id->name)==ID_IM)
image_fix_relative_path((Image *)id);
id->lib= NULL;
new_id(lbarray[a], id, NULL); /* new_id only does it with double names */
sort_alpha_id(lbarray[a], id);
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}
}
}
id= idn;
}
/* patch2: make it aphabetically */
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while( (id=tempbase.first) ) {
BLI_remlink(&tempbase, id);
BLI_addtail(lbarray[a], id);
new_id(lbarray[a], id, NULL);
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}
}
/* patch 3: make sure library data isn't indirect falsely... */
a= set_listbasepointers(G.main, lbarray);
while(a--) {
for(id= lbarray[a]->first; id; id=id->next)
lib_indirect_test_id(id, lib);
}
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}
void test_idbutton(char *name)
{
/* called from buttons: when name already exists: call new_id */
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ListBase *lb;
ID *idtest;
lb= which_libbase(G.main, GS(name-2) );
if(lb==NULL) return;
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/* search for id */
idtest= BLI_findstring(lb, name, offsetof(ID, name) + 2);
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if(idtest) if( new_id(lb, idtest, name)==0 ) sort_alpha_id(lb, idtest);
}
void text_idbutton(struct ID *id, char *text)
{
if(id) {
if(GS(id->name)==ID_SCE)
strcpy(text, "SCE: ");
else if(GS(id->name)==ID_SCR)
strcpy(text, "SCR: ");
else if(GS(id->name)==ID_MA && ((Material*)id)->use_nodes)
strcpy(text, "NT: ");
else {
text[0]= id->name[0];
text[1]= id->name[1];
text[2]= ':';
text[3]= ' ';
text[4]= 0;
}
}
else {
text[0]= '\0';
}
}
void rename_id(ID *id, const char *name)
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{
ListBase *lb;
BLI_strncpy(id->name+2, name, sizeof(id->name)-2);
lb= which_libbase(G.main, GS(id->name) );
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new_id(lb, id, name);
}
void name_uiprefix_id(char *name, ID *id)
{
name[0] = id->lib ? 'L':' ';
name[1] = id->flag & LIB_FAKEUSER ? 'F': (id->us==0)?'0':' ';
name[2] = ' ';
strcpy(name+3, id->name+2);
}