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blender-archive/source/blender/editors/space_outliner/outliner_edit.c

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/*
* ***** 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) 2004 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_outliner/outliner_edit.c
* \ingroup spoutliner
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_collection_types.h"
#include "DNA_ID.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_path_util.h"
#include "BLT_translation.h"
#include "BKE_animsys.h"
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
#include "BKE_collection.h"
#include "BKE_context.h"
#include "BKE_idcode.h"
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
#include "BKE_layer.h"
#include "BKE_library.h"
"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
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_outliner_treehash.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "../blenloader/BLO_readfile.h"
#include "ED_object.h"
#include "ED_outliner.h"
#include "ED_screen.h"
#include "ED_select_utils.h"
#include "ED_keyframing.h"
#include "ED_armature.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "GPU_material.h"
#include "outliner_intern.h"
/* ************************************************************** */
/* Highlight --------------------------------------------------- */
static int outliner_highlight_update(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
{
/* Drag and drop does own highlighting. */
wmWindowManager *wm = CTX_wm_manager(C);
if (wm->drags.first) {
return OPERATOR_PASS_THROUGH;
}
ARegion *ar = CTX_wm_region(C);
SpaceOops *soops = CTX_wm_space_outliner(C);
const float my = UI_view2d_region_to_view_y(&ar->v2d, event->mval[1]);
TreeElement *hovered_te = outliner_find_item_at_y(soops, &soops->tree, my);
bool changed = false;
if (!hovered_te || !(hovered_te->store_elem->flag & TSE_HIGHLIGHTED)) {
changed = outliner_flag_set(&soops->tree, TSE_HIGHLIGHTED | TSE_DRAG_ANY, false);
if (hovered_te) {
hovered_te->store_elem->flag |= TSE_HIGHLIGHTED;
changed = true;
}
}
if (changed) {
ED_region_tag_redraw_no_rebuild(ar);
}
return OPERATOR_PASS_THROUGH;
}
void OUTLINER_OT_highlight_update(wmOperatorType *ot)
{
ot->name = "Update Highlight";
ot->idname = "OUTLINER_OT_highlight_update";
ot->description = "Update the item highlight based on the current mouse position";
ot->invoke = outliner_highlight_update;
ot->poll = ED_operator_outliner_active;
}
/* Toggle Open/Closed ------------------------------------------- */
2014-02-03 18:55:59 +11:00
static int do_outliner_item_openclose(bContext *C, SpaceOops *soops, TreeElement *te, const bool all, const float mval[2])
{
2012-05-07 17:56:30 +00:00
if (mval[1] > te->ys && mval[1] < te->ys + UI_UNIT_Y) {
TreeStoreElem *tselem = TREESTORE(te);
/* all below close/open? */
if (all) {
tselem->flag &= ~TSE_CLOSED;
outliner_flag_set(&te->subtree, TSE_CLOSED, !outliner_flag_is_any_test(&te->subtree, TSE_CLOSED, 1));
}
else {
if (tselem->flag & TSE_CLOSED) tselem->flag &= ~TSE_CLOSED;
else tselem->flag |= TSE_CLOSED;
}
return 1;
}
2012-05-07 17:56:30 +00:00
for (te = te->subtree.first; te; te = te->next) {
if (do_outliner_item_openclose(C, soops, te, all, mval))
return 1;
}
return 0;
}
/* event can enterkey, then it opens/closes */
static int outliner_item_openclose(bContext *C, wmOperator *op, const wmEvent *event)
{
2012-05-07 17:56:30 +00:00
ARegion *ar = CTX_wm_region(C);
SpaceOops *soops = CTX_wm_space_outliner(C);
TreeElement *te;
float fmval[2];
2014-02-03 18:55:59 +11:00
const bool all = RNA_boolean_get(op->ptr, "all");
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &fmval[0], &fmval[1]);
2012-05-07 17:56:30 +00:00
for (te = soops->tree.first; te; te = te->next) {
if (do_outliner_item_openclose(C, soops, te, all, fmval))
break;
}
ED_region_tag_redraw(ar);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_item_openclose(wmOperatorType *ot)
{
2018-07-02 13:27:22 +02:00
ot->name = "Open/Close";
ot->idname = "OUTLINER_OT_item_openclose";
ot->description = "Toggle whether item under cursor is enabled or closed";
ot->invoke = outliner_item_openclose;
ot->poll = ED_operator_outliner_active;
RNA_def_boolean(ot->srna, "all", 1, "All", "Close or open all items");
}
/* -------------------------------------------------------------------- */
/** \name Object Mode Enter/Exit
* \{ */
static void item_object_mode_enter_exit(
bContext *C, ReportList *reports, Object *ob,
bool enter)
{
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *obact = OBACT(view_layer);
if ((ob->type != obact->type) || ID_IS_LINKED(ob->data)) {
return;
}
if (((ob->mode & obact->mode) != 0) == enter) {
return;
}
if (ob == obact) {
BKE_report(reports, RPT_WARNING, "Active object mode not changed");
return;
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (base == NULL) {
return;
}
Scene *scene = CTX_data_scene(C);
outliner_object_mode_toggle(C, scene, view_layer, base);
}
void item_object_mode_enter_cb(
bContext *C, ReportList *reports, Scene *UNUSED(scene), TreeElement *UNUSED(te),
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
Object *ob = (Object *)tselem->id;
item_object_mode_enter_exit(C, reports, ob, true);
}
void item_object_mode_exit_cb(
bContext *C, ReportList *reports, Scene *UNUSED(scene), TreeElement *UNUSED(te),
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
Object *ob = (Object *)tselem->id;
item_object_mode_enter_exit(C, reports, ob, false);
}
/** \} */
/* Rename --------------------------------------------------- */
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
static void do_item_rename(ARegion *ar, TreeElement *te, TreeStoreElem *tselem,
ReportList *reports)
{
bool add_textbut = false;
/* can't rename rna datablocks entries or listbases */
if (ELEM(tselem->type, TSE_RNA_STRUCT, TSE_RNA_PROPERTY, TSE_RNA_ARRAY_ELEM, TSE_ID_BASE, TSE_SCENE_OBJECTS_BASE)) {
2012-05-07 17:56:30 +00:00
/* do nothing */;
}
else if (ELEM(tselem->type, TSE_ANIM_DATA, TSE_NLA, TSE_DEFGROUP_BASE, TSE_CONSTRAINT_BASE, TSE_MODIFIER_BASE,
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
TSE_DRIVER_BASE, TSE_POSE_BASE, TSE_POSEGRP_BASE, TSE_R_LAYER_BASE, TSE_SCENE_COLLECTION_BASE,
TSE_VIEW_COLLECTION_BASE))
{
2012-05-07 17:56:30 +00:00
BKE_report(reports, RPT_WARNING, "Cannot edit builtin name");
}
else if (ELEM(tselem->type, TSE_SEQUENCE, TSE_SEQ_STRIP, TSE_SEQUENCE_DUP)) {
BKE_report(reports, RPT_WARNING, "Cannot edit sequence name");
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
else if (outliner_is_collection_tree_element(te)) {
Collection *collection = outliner_collection_from_tree_element(te);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
if (collection->flag & COLLECTION_IS_MASTER) {
BKE_report(reports, RPT_WARNING, "Cannot edit name of master collection");
}
else {
add_textbut = true;
}
}
else if (ID_IS_LINKED(tselem->id)) {
BKE_report(reports, RPT_WARNING, "Cannot edit external libdata");
}
else if (te->idcode == ID_LI && ((Library *)tselem->id)->parent) {
BKE_report(reports, RPT_WARNING, "Cannot edit the path of an indirectly linked library");
}
else {
add_textbut = true;
}
if (add_textbut) {
tselem->flag |= TSE_TEXTBUT;
ED_region_tag_redraw(ar);
}
}
void item_rename_cb(
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
bContext *C, ReportList *reports, Scene *UNUSED(scene), TreeElement *te,
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
2012-05-07 17:56:30 +00:00
ARegion *ar = CTX_wm_region(C);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
do_item_rename(ar, te, tselem, reports);
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
static int do_outliner_item_rename(ReportList *reports, ARegion *ar, TreeElement *te,
const float mval[2])
{
2012-05-07 17:56:30 +00:00
if (mval[1] > te->ys && mval[1] < te->ys + UI_UNIT_Y) {
TreeStoreElem *tselem = TREESTORE(te);
/* click on name */
if (mval[0] > te->xs + UI_UNIT_X * 2 && mval[0] < te->xend) {
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
do_item_rename(ar, te, tselem, reports);
return 1;
}
return 0;
}
2012-05-07 17:56:30 +00:00
for (te = te->subtree.first; te; te = te->next) {
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
if (do_outliner_item_rename(reports, ar, te, mval)) return 1;
}
return 0;
}
static int outliner_item_rename(bContext *C, wmOperator *op, const wmEvent *event)
{
2012-05-07 17:56:30 +00:00
ARegion *ar = CTX_wm_region(C);
SpaceOops *soops = CTX_wm_space_outliner(C);
TreeElement *te;
float fmval[2];
bool changed = false;
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &fmval[0], &fmval[1]);
2012-05-07 17:56:30 +00:00
for (te = soops->tree.first; te; te = te->next) {
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
if (do_outliner_item_rename(op->reports, ar, te, fmval)) {
changed = true;
break;
}
}
return changed ? OPERATOR_FINISHED : OPERATOR_PASS_THROUGH;
}
void OUTLINER_OT_item_rename(wmOperatorType *ot)
{
2018-07-02 13:27:22 +02:00
ot->name = "Rename";
ot->idname = "OUTLINER_OT_item_rename";
ot->description = "Rename item under cursor";
ot->invoke = outliner_item_rename;
ot->poll = ED_operator_outliner_active;
}
/* ID delete --------------------------------------------------- */
"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 void id_delete(bContext *C, ReportList *reports, TreeElement *te, TreeStoreElem *tselem)
{
Main *bmain = CTX_data_main(C);
ID *id = tselem->id;
BLI_assert(te->idcode != 0 && id != NULL);
UNUSED_VARS_NDEBUG(te);
if (te->idcode == ID_LI && ((Library *)id)->parent != NULL) {
BKE_reportf(reports, RPT_WARNING, "Cannot delete indirectly linked library '%s'", id->name);
return;
}
"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
if (id->tag & LIB_TAG_INDIRECT) {
BKE_reportf(reports, RPT_WARNING, "Cannot delete indirectly linked id '%s'", id->name);
return;
}
else if (BKE_library_ID_is_indirectly_used(bmain, id) && ID_REAL_USERS(id) <= 1) {
BKE_reportf(reports, RPT_WARNING,
"Cannot delete id '%s', indirectly used data-blocks need at least one user",
"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->name);
return;
}
BKE_id_delete(bmain, id);
WM_event_add_notifier(C, NC_WINDOW, NULL);
}
void id_delete_cb(
"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
bContext *C, ReportList *reports, Scene *UNUSED(scene),
TreeElement *te, TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
"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_delete(C, reports, te, tselem);
}
static int outliner_id_delete_invoke_do(bContext *C, ReportList *reports, TreeElement *te, const float mval[2])
{
if (mval[1] > te->ys && mval[1] < te->ys + UI_UNIT_Y) {
TreeStoreElem *tselem = TREESTORE(te);
if (te->idcode != 0 && tselem->id) {
if (te->idcode == ID_LI && ((Library *)tselem->id)->parent) {
BKE_reportf(reports, RPT_ERROR_INVALID_INPUT,
"Cannot delete indirectly linked library '%s'", ((Library *)tselem->id)->filepath);
return OPERATOR_CANCELLED;
}
"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... :(
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id_delete(C, reports, te, tselem);
return OPERATOR_FINISHED;
}
}
else {
for (te = te->subtree.first; te; te = te->next) {
int ret;
if ((ret = outliner_id_delete_invoke_do(C, reports, te, mval))) {
return ret;
}
}
}
return 0;
}
static int outliner_id_delete_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
ARegion *ar = CTX_wm_region(C);
SpaceOops *soops = CTX_wm_space_outliner(C);
TreeElement *te;
float fmval[2];
BLI_assert(ar && soops);
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &fmval[0], &fmval[1]);
for (te = soops->tree.first; te; te = te->next) {
int ret;
if ((ret = outliner_id_delete_invoke_do(C, op->reports, te, fmval))) {
return ret;
}
}
return OPERATOR_CANCELLED;
}
void OUTLINER_OT_id_delete(wmOperatorType *ot)
{
ot->name = "Delete Data-Block";
ot->idname = "OUTLINER_OT_id_delete";
ot->description = "Delete the ID under cursor";
ot->invoke = outliner_id_delete_invoke;
ot->poll = ED_operator_outliner_active;
}
/* ID remap --------------------------------------------------- */
static int outliner_id_remap_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
SpaceOops *soops = CTX_wm_space_outliner(C);
const short id_type = (short)RNA_enum_get(op->ptr, "id_type");
ID *old_id = BLI_findlink(which_libbase(CTX_data_main(C), id_type), RNA_enum_get(op->ptr, "old_id"));
ID *new_id = BLI_findlink(which_libbase(CTX_data_main(C), id_type), RNA_enum_get(op->ptr, "new_id"));
/* check for invalid states */
if (soops == NULL) {
return OPERATOR_CANCELLED;
}
if (!(old_id && new_id && (old_id != new_id) && (GS(old_id->name) == GS(new_id->name)))) {
BKE_reportf(op->reports, RPT_ERROR_INVALID_INPUT, "Invalid old/new ID pair ('%s' / '%s')",
old_id ? old_id->name : "Invalid ID", new_id ? new_id->name : "Invalid ID");
return OPERATOR_CANCELLED;
}
if (ID_IS_LINKED(old_id)) {
BKE_reportf(op->reports, RPT_WARNING,
"Old ID '%s' is linked from a library, indirect usages of this data-block will not be remapped",
old_id->name);
}
BKE_libblock_remap(bmain, old_id, new_id,
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ID_REMAP_SKIP_INDIRECT_USAGE | ID_REMAP_SKIP_NEVER_NULL_USAGE);
BKE_main_lib_objects_recalc_all(bmain);
/* recreate dependency graph to include new objects */
DEG_relations_tag_update(bmain);
/* free gpu materials, some materials depend on existing objects,
* such as lamps so freeing correctly refreshes */
GPU_materials_free(bmain);
WM_event_add_notifier(C, NC_WINDOW, NULL);
return OPERATOR_FINISHED;
}
static bool outliner_id_remap_find_tree_element(bContext *C, wmOperator *op, ListBase *tree, const float y)
{
TreeElement *te;
for (te = tree->first; te; te = te->next) {
if (y > te->ys && y < te->ys + UI_UNIT_Y) {
TreeStoreElem *tselem = TREESTORE(te);
if (tselem->type == 0 && tselem->id) {
printf("found id %s (%p)!\n", tselem->id->name, tselem->id);
RNA_enum_set(op->ptr, "id_type", GS(tselem->id->name));
RNA_enum_set_identifier(C, op->ptr, "new_id", tselem->id->name + 2);
RNA_enum_set_identifier(C, op->ptr, "old_id", tselem->id->name + 2);
return true;
}
}
if (outliner_id_remap_find_tree_element(C, op, &te->subtree, y)) {
return true;
}
}
return false;
}
static int outliner_id_remap_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
SpaceOops *soops = CTX_wm_space_outliner(C);
ARegion *ar = CTX_wm_region(C);
float fmval[2];
if (!RNA_property_is_set(op->ptr, RNA_struct_find_property(op->ptr, "id_type"))) {
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &fmval[0], &fmval[1]);
outliner_id_remap_find_tree_element(C, op, &soops->tree, fmval[1]);
}
return WM_operator_props_dialog_popup(C, op, 200, 100);
}
static const EnumPropertyItem *outliner_id_itemf(bContext *C, PointerRNA *ptr, PropertyRNA *UNUSED(prop), bool *r_free)
{
EnumPropertyItem item_tmp = {0}, *item = NULL;
int totitem = 0;
int i = 0;
short id_type = (short)RNA_enum_get(ptr, "id_type");
ID *id = which_libbase(CTX_data_main(C), id_type)->first;
for (; id; id = id->next) {
item_tmp.identifier = item_tmp.name = id->name + 2;
item_tmp.value = i++;
RNA_enum_item_add(&item, &totitem, &item_tmp);
}
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
}
void OUTLINER_OT_id_remap(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Outliner ID data Remap";
ot->idname = "OUTLINER_OT_id_remap";
/* callbacks */
ot->invoke = outliner_id_remap_invoke;
ot->exec = outliner_id_remap_exec;
ot->poll = ED_operator_outliner_active;
ot->flag = 0;
prop = RNA_def_enum(ot->srna, "id_type", rna_enum_id_type_items, ID_OB, "ID Type", "");
RNA_def_property_translation_context(prop, BLT_I18NCONTEXT_ID_ID);
prop = RNA_def_enum(ot->srna, "old_id", DummyRNA_NULL_items, 0, "Old ID", "Old ID to replace");
RNA_def_property_enum_funcs_runtime(prop, NULL, NULL, outliner_id_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE | PROP_HIDDEN);
ot->prop = RNA_def_enum(ot->srna, "new_id", DummyRNA_NULL_items, 0,
"New ID", "New ID to remap all selected IDs' users to");
RNA_def_property_enum_funcs_runtime(ot->prop, NULL, NULL, outliner_id_itemf);
RNA_def_property_flag(ot->prop, PROP_ENUM_NO_TRANSLATE);
}
void id_remap_cb(
bContext *C, ReportList *UNUSED(reports), Scene *UNUSED(scene), TreeElement *UNUSED(te),
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
wmOperatorType *ot = WM_operatortype_find("OUTLINER_OT_id_remap", false);
PointerRNA op_props;
BLI_assert(tselem->id != NULL);
WM_operator_properties_create_ptr(&op_props, ot);
RNA_enum_set(&op_props, "id_type", GS(tselem->id->name));
RNA_enum_set_identifier(C, &op_props, "old_id", tselem->id->name + 2);
WM_operator_name_call_ptr(C, ot, WM_OP_INVOKE_DEFAULT, &op_props);
WM_operator_properties_free(&op_props);
}
/* Library relocate/reload --------------------------------------------------- */
static int lib_relocate(
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bContext *C, TreeElement *te, TreeStoreElem *tselem, wmOperatorType *ot, const bool reload)
{
PointerRNA op_props;
int ret = 0;
BLI_assert(te->idcode == ID_LI && tselem->id != NULL);
UNUSED_VARS_NDEBUG(te);
WM_operator_properties_create_ptr(&op_props, ot);
RNA_string_set(&op_props, "library", tselem->id->name + 2);
if (reload) {
Library *lib = (Library *)tselem->id;
char dir[FILE_MAXDIR], filename[FILE_MAX];
BLI_split_dirfile(lib->filepath, dir, filename, sizeof(dir), sizeof(filename));
printf("%s, %s\n", tselem->id->name, lib->filepath);
/* We assume if both paths in lib are not the same then lib->name was relative... */
RNA_boolean_set(&op_props, "relative_path", BLI_path_cmp(lib->filepath, lib->name) != 0);
RNA_string_set(&op_props, "directory", dir);
RNA_string_set(&op_props, "filename", filename);
ret = WM_operator_name_call_ptr(C, ot, WM_OP_EXEC_DEFAULT, &op_props);
}
else {
ret = WM_operator_name_call_ptr(C, ot, WM_OP_INVOKE_DEFAULT, &op_props);
}
WM_operator_properties_free(&op_props);
return ret;
}
static int outliner_lib_relocate_invoke_do(
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bContext *C, ReportList *reports, TreeElement *te, const float mval[2], const bool reload)
{
if (mval[1] > te->ys && mval[1] < te->ys + UI_UNIT_Y) {
TreeStoreElem *tselem = TREESTORE(te);
if (te->idcode == ID_LI && tselem->id) {
if (((Library *)tselem->id)->parent && !reload) {
BKE_reportf(reports, RPT_ERROR_INVALID_INPUT,
"Cannot relocate indirectly linked library '%s'", ((Library *)tselem->id)->filepath);
return OPERATOR_CANCELLED;
}
else {
wmOperatorType *ot = WM_operatortype_find(reload ? "WM_OT_lib_reload" : "WM_OT_lib_relocate", false);
return lib_relocate(C, te, tselem, ot, reload);
}
}
}
else {
for (te = te->subtree.first; te; te = te->next) {
int ret;
if ((ret = outliner_lib_relocate_invoke_do(C, reports, te, mval, reload))) {
return ret;
}
}
}
return 0;
}
static int outliner_lib_relocate_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
ARegion *ar = CTX_wm_region(C);
SpaceOops *soops = CTX_wm_space_outliner(C);
TreeElement *te;
float fmval[2];
BLI_assert(ar && soops);
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &fmval[0], &fmval[1]);
for (te = soops->tree.first; te; te = te->next) {
int ret;
if ((ret = outliner_lib_relocate_invoke_do(C, op->reports, te, fmval, false))) {
return ret;
}
}
return OPERATOR_CANCELLED;
}
void OUTLINER_OT_lib_relocate(wmOperatorType *ot)
{
ot->name = "Relocate Library";
ot->idname = "OUTLINER_OT_lib_relocate";
ot->description = "Relocate the library under cursor";
ot->invoke = outliner_lib_relocate_invoke;
ot->poll = ED_operator_outliner_active;
}
/* XXX This does not work with several items
* (it is only called once in the end, due to the 'deferred'
* filebrowser invocation through event system...). */
void lib_relocate_cb(
bContext *C, ReportList *UNUSED(reports), Scene *UNUSED(scene), TreeElement *te,
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
wmOperatorType *ot = WM_operatortype_find("WM_OT_lib_relocate", false);
lib_relocate(C, te, tselem, ot, false);
}
static int outliner_lib_reload_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
ARegion *ar = CTX_wm_region(C);
SpaceOops *soops = CTX_wm_space_outliner(C);
TreeElement *te;
float fmval[2];
BLI_assert(ar && soops);
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &fmval[0], &fmval[1]);
for (te = soops->tree.first; te; te = te->next) {
int ret;
if ((ret = outliner_lib_relocate_invoke_do(C, op->reports, te, fmval, true))) {
return ret;
}
}
return OPERATOR_CANCELLED;
}
void OUTLINER_OT_lib_reload(wmOperatorType *ot)
{
ot->name = "Reload Library";
ot->idname = "OUTLINER_OT_lib_reload";
ot->description = "Reload the library under cursor";
ot->invoke = outliner_lib_reload_invoke;
ot->poll = ED_operator_outliner_active;
}
void lib_reload_cb(
bContext *C, ReportList *UNUSED(reports), Scene *UNUSED(scene), TreeElement *te,
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
wmOperatorType *ot = WM_operatortype_find("WM_OT_lib_reload", false);
lib_relocate(C, te, tselem, ot, true);
}
/* ************************************************************** */
/* Setting Toggling Operators */
/* =============================================== */
/* Toggling Utilities (Exported) */
/* Apply Settings ------------------------------- */
static int outliner_count_levels(ListBase *lb, const int curlevel)
{
TreeElement *te;
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int level = curlevel, lev;
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for (te = lb->first; te; te = te->next) {
lev = outliner_count_levels(&te->subtree, curlevel + 1);
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if (lev > level) level = lev;
}
return level;
}
int outliner_flag_is_any_test(ListBase *lb, short flag, const int curlevel)
{
TreeElement *te;
TreeStoreElem *tselem;
int level;
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for (te = lb->first; te; te = te->next) {
tselem = TREESTORE(te);
if (tselem->flag & flag) return curlevel;
level = outliner_flag_is_any_test(&te->subtree, flag, curlevel + 1);
if (level) return level;
}
return 0;
}
/**
* Set or unset \a flag for all outliner elements in \a lb and sub-trees.
* \return if any flag was modified.
*/
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bool outliner_flag_set(ListBase *lb, short flag, short set)
{
TreeElement *te;
TreeStoreElem *tselem;
bool changed = false;
bool has_flag;
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for (te = lb->first; te; te = te->next) {
tselem = TREESTORE(te);
has_flag = (tselem->flag & flag);
if (set == 0) {
if (has_flag) {
tselem->flag &= ~flag;
changed = true;
}
}
2017-02-22 18:52:07 +01:00
else if (!has_flag) {
tselem->flag |= flag;
changed = true;
}
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changed |= outliner_flag_set(&te->subtree, flag, set);
}
return changed;
}
bool outliner_flag_flip(ListBase *lb, short flag)
{
TreeElement *te;
TreeStoreElem *tselem;
bool changed = false;
for (te = lb->first; te; te = te->next) {
tselem = TREESTORE(te);
tselem->flag ^= flag;
changed |= outliner_flag_flip(&te->subtree, flag);
}
return changed;
}
/* Restriction Columns ------------------------------- */
/* same check needed for both object operation and restrict column button func
* return 0 when in edit mode (cannot restrict view or select)
* otherwise return 1 */
int common_restrict_check(bContext *C, Object *ob)
{
/* Don't allow hide an object in edit mode,
* check the bug #22153 and #21609, #23977
*/
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Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit == ob) {
/* found object is hidden, reset */
if (ob->restrictflag & OB_RESTRICT_VIEW)
ob->restrictflag &= ~OB_RESTRICT_VIEW;
/* found object is unselectable, reset */
if (ob->restrictflag & OB_RESTRICT_SELECT)
ob->restrictflag &= ~OB_RESTRICT_SELECT;
return 0;
}
return 1;
}
/* =============================================== */
/* Outliner setting toggles */
/* Toggle Expanded (Outliner) ---------------------------------------- */
static int outliner_toggle_expanded_exec(bContext *C, wmOperator *UNUSED(op))
{
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SpaceOops *soops = CTX_wm_space_outliner(C);
ARegion *ar = CTX_wm_region(C);
if (outliner_flag_is_any_test(&soops->tree, TSE_CLOSED, 1))
outliner_flag_set(&soops->tree, TSE_CLOSED, 0);
else
outliner_flag_set(&soops->tree, TSE_CLOSED, 1);
ED_region_tag_redraw(ar);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_expanded_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Expand/Collapse All";
ot->idname = "OUTLINER_OT_expanded_toggle";
ot->description = "Expand/Collapse all items";
/* callbacks */
ot->exec = outliner_toggle_expanded_exec;
ot->poll = ED_operator_outliner_active;
/* no undo or registry, UI option */
}
/* Toggle Selected (Outliner) ---------------------------------------- */
static int outliner_select_all_exec(bContext *C, wmOperator *op)
{
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SpaceOops *soops = CTX_wm_space_outliner(C);
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
int action = RNA_enum_get(op->ptr, "action");
if (action == SEL_TOGGLE) {
action = outliner_flag_is_any_test(&soops->tree, TSE_SELECTED, 1) ? SEL_DESELECT : SEL_SELECT;
}
switch (action) {
case SEL_SELECT:
outliner_flag_set(&soops->tree, TSE_SELECTED, 1);
break;
case SEL_DESELECT:
outliner_flag_set(&soops->tree, TSE_SELECTED, 0);
break;
case SEL_INVERT:
outliner_flag_flip(&soops->tree, TSE_SELECTED);
break;
}
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
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WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
ED_region_tag_redraw_no_rebuild(ar);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_select_all(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Toggle Selected";
ot->idname = "OUTLINER_OT_select_all";
ot->description = "Toggle the Outliner selection of items";
/* callbacks */
ot->exec = outliner_select_all_exec;
ot->poll = ED_operator_outliner_active;
/* no undo or registry */
/* rna */
WM_operator_properties_select_all(ot);
}
/* ************************************************************** */
/* Hotkey Only Operators */
/* Show Active --------------------------------------------------- */
static void outliner_set_coordinates_element_recursive(SpaceOops *soops, TreeElement *te, int startx, int *starty)
{
TreeStoreElem *tselem = TREESTORE(te);
/* store coord and continue, we need coordinates for elements outside view too */
te->xs = (float)startx;
te->ys = (float)(*starty);
*starty -= UI_UNIT_Y;
if (TSELEM_OPEN(tselem, soops)) {
TreeElement *ten;
for (ten = te->subtree.first; ten; ten = ten->next) {
outliner_set_coordinates_element_recursive(soops, ten, startx + UI_UNIT_X, starty);
}
}
}
/* to retrieve coordinates with redrawing the entire tree */
Outliner Filtering System + Cleanup User notes: The outliner so far was a great system to handle the object oriented workflow we had in Blender prior to 2.8. However with the introduction of collections the bloated ammount of data we were exposed at a given time was eventually getting on the way of fully utilizing the outliner to manage collections and their objects. We hope that with this filtering system the user can put together the outliner with whichever options he or she seem fit for a given task. Features: * Collection filter: In case users are only focused on objects. * Object filter: Allow users to focus on collections only. * (Object) content filter: Modifiers, mesh, contrainst, materials, ... * (Object) children filter: Hide object children [1]. * Object State (visible, active, selected). * Compact header: hide search options under a search toggle. * Preserve scrolling position before/after filtering [2]. [1] - Note we still need to be able to tell if a children of an object is in a collection, or if the parent object is the only one in the collection. This in fact was one of the first motivations for this patch. But it is to be addressed separately now that we can at least hide children away. [2] - We look at the top-most collection in the outliner, and try to find it again after the filtering and make sure it is in the same position as before. This works nice now. But to work REALLY, REALLY nice we need to also store the previous filter options to be sure the element we try to keep on top was valid for both old and new filters. I would rather do this later though since this smell a lot like feature creeping ;) Remove no longer needed display options: * Current Scene (replaced by View Layer/Collections) * Visible (replaced by filter) * Selected (same) * Active (same) * Same Type (same-ish) How about All Scenes? I have a patch that will come next to replace the current behaviour and focus only on compositing. So basically stop showing the objects and show only view layers, their passes and collections, besides freestyle. Also, while at this I'm also reorganizing the menu to keep View Layer and Collections on top. Developer notes: * Unlike the per-object filtering, for collections we need to filter at tree creation time, to prevent duplication of objects in the outliner. Acknowledgements: Thanks Pablo Vazquez for helping testing, thinking some design questions together and pushing this to its final polished state as you see here. Thanks Sergey Sharybin and Julian Eisel for code review. Julian couldn't do a final review pass after I addressed his concerns. So blame is on me for any issue I may be introducing here. Sergey was the author of the "preserve scrolling position" idea. I'm happy with how it is working, thank you. Reviewers: sergey, Severin, venomgfx Subscribers: lichtwerk, duarteframos Differential Revision: https://developer.blender.org/D2992
2018-01-19 11:39:54 -02:00
void outliner_set_coordinates(ARegion *ar, SpaceOops *soops)
{
TreeElement *te;
int starty = (int)(ar->v2d.tot.ymax) - UI_UNIT_Y;
for (te = soops->tree.first; te; te = te->next) {
outliner_set_coordinates_element_recursive(soops, te, 0, &starty);
}
}
/* return 1 when levels were opened */
static int outliner_open_back(TreeElement *te)
{
TreeStoreElem *tselem;
int retval = 0;
for (te = te->parent; te; te = te->parent) {
tselem = TREESTORE(te);
if (tselem->flag & TSE_CLOSED) {
tselem->flag &= ~TSE_CLOSED;
retval = 1;
}
}
return retval;
}
static int outliner_show_active_exec(bContext *C, wmOperator *UNUSED(op))
{
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SpaceOops *so = CTX_wm_space_outliner(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
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ARegion *ar = CTX_wm_region(C);
View2D *v2d = &ar->v2d;
TreeElement *te;
int xdelta, ytop;
Object *obact = OBACT(view_layer);
if (!obact)
return OPERATOR_CANCELLED;
te = outliner_find_id(so, &so->tree, &obact->id);
if (te != NULL && obact->type == OB_ARMATURE) {
/* traverse down the bone hierarchy in case of armature */
TreeElement *te_obact = te;
if (obact->mode & OB_MODE_POSE) {
bPoseChannel *pchan = CTX_data_active_pose_bone(C);
if (pchan) {
te = outliner_find_posechannel(&te_obact->subtree, pchan);
}
}
else if (obact->mode & OB_MODE_EDIT) {
EditBone *ebone = CTX_data_active_bone(C);
if (ebone) {
te = outliner_find_editbone(&te_obact->subtree, ebone);
}
}
}
if (te) {
/* open up tree to active object/bone */
if (outliner_open_back(te)) {
outliner_set_coordinates(ar, so);
}
/* make te->ys center of view */
ytop = te->ys + BLI_rcti_size_y(&v2d->mask) / 2;
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if (ytop > 0) ytop = 0;
v2d->cur.ymax = (float)ytop;
v2d->cur.ymin = (float)(ytop - BLI_rcti_size_y(&v2d->mask));
/* make te->xs ==> te->xend center of view */
xdelta = (int)(te->xs - v2d->cur.xmin);
v2d->cur.xmin += xdelta;
v2d->cur.xmax += xdelta;
}
ED_region_tag_redraw_no_rebuild(ar);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_show_active(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Show Active";
ot->idname = "OUTLINER_OT_show_active";
ot->description = "Open up the tree and adjust the view so that the active Object is shown centered";
/* callbacks */
ot->exec = outliner_show_active_exec;
ot->poll = ED_operator_outliner_active;
}
/* View Panning --------------------------------------------------- */
static int outliner_scroll_page_exec(bContext *C, wmOperator *op)
{
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ARegion *ar = CTX_wm_region(C);
int dy = BLI_rcti_size_y(&ar->v2d.mask);
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int up = 0;
if (RNA_boolean_get(op->ptr, "up"))
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up = 1;
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if (up == 0) dy = -dy;
ar->v2d.cur.ymin += dy;
ar->v2d.cur.ymax += dy;
ED_region_tag_redraw_no_rebuild(ar);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_scroll_page(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Scroll Page";
ot->idname = "OUTLINER_OT_scroll_page";
ot->description = "Scroll page up or down";
/* callbacks */
ot->exec = outliner_scroll_page_exec;
ot->poll = ED_operator_outliner_active;
/* properties */
prop = RNA_def_boolean(ot->srna, "up", 0, "Up", "Scroll up one page");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
/* Search ------------------------------------------------------- */
// TODO: probably obsolete now with filtering?
#if 0
/* find next element that has this name */
2012-05-31 18:40:06 +00:00
static TreeElement *outliner_find_name(SpaceOops *soops, ListBase *lb, char *name, int flags,
TreeElement *prev, int *prevFound)
{
TreeElement *te, *tes;
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for (te = lb->first; te; te = te->next) {
int found = outliner_filter_has_name(te, name, flags);
if (found) {
/* name is right, but is element the previous one? */
if (prev) {
if ((te != prev) && (*prevFound))
return te;
if (te == prev) {
*prevFound = 1;
}
}
else
return te;
}
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tes = outliner_find_name(soops, &te->subtree, name, flags, prev, prevFound);
if (tes) return tes;
}
/* nothing valid found */
return NULL;
}
static void outliner_find_panel(Scene *UNUSED(scene), ARegion *ar, SpaceOops *soops, int again, int flags)
{
ReportList *reports = NULL; // CTX_wm_reports(C);
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TreeElement *te = NULL;
TreeElement *last_find;
TreeStoreElem *tselem;
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int ytop, xdelta, prevFound = 0;
char name[sizeof(soops->search_string)];
/* get last found tree-element based on stored search_tse */
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last_find = outliner_find_tse(soops, &soops->search_tse);
/* determine which type of search to do */
if (again && last_find) {
/* no popup panel - previous + user wanted to search for next after previous */
BLI_strncpy(name, soops->search_string, sizeof(name));
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flags = soops->search_flags;
/* try to find matching element */
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te = outliner_find_name(soops, &soops->tree, name, flags, last_find, &prevFound);
if (te == NULL) {
/* no more matches after previous, start from beginning again */
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prevFound = 1;
te = outliner_find_name(soops, &soops->tree, name, flags, last_find, &prevFound);
}
}
else {
/* pop up panel - no previous, or user didn't want search after previous */
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name[0] = '\0';
2015-06-17 07:06:59 +10:00
// XXX if (sbutton(name, 0, sizeof(name) - 1, "Find: ") && name[0]) {
2012-10-26 04:14:10 +00:00
// te = outliner_find_name(soops, &soops->tree, name, flags, NULL, &prevFound);
// }
// else return; /* XXX RETURN! XXX */
}
/* do selection and reveal */
if (te) {
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tselem = TREESTORE(te);
if (tselem) {
/* expand branches so that it will be visible, we need to get correct coordinates */
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if (outliner_open_back(soops, te))
outliner_set_coordinates(ar, soops);
/* deselect all visible, and select found element */
outliner_flag_set(soops, &soops->tree, TSE_SELECTED, 0);
tselem->flag |= TSE_SELECTED;
/* make te->ys center of view */
ytop = (int)(te->ys + BLI_rctf_size_y(&ar->v2d.mask) / 2);
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if (ytop > 0) ytop = 0;
ar->v2d.cur.ymax = (float)ytop;
ar->v2d.cur.ymin = (float)(ytop - BLI_rctf_size_y(&ar->v2d.mask));
/* make te->xs ==> te->xend center of view */
xdelta = (int)(te->xs - ar->v2d.cur.xmin);
ar->v2d.cur.xmin += xdelta;
ar->v2d.cur.xmax += xdelta;
/* store selection */
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soops->search_tse = *tselem;
BLI_strncpy(soops->search_string, name, sizeof(soops->search_string));
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soops->search_flags = flags;
/* redraw */
ED_region_tag_redraw_no_rebuild(ar);
}
}
else {
/* no tree-element found */
BKE_reportf(reports, RPT_WARNING, "Not found: %s", name);
}
}
#endif
/* Show One Level ----------------------------------------------- */
/* helper function for Show/Hide one level operator */
static void outliner_openclose_level(ListBase *lb, int curlevel, int level, int open)
{
TreeElement *te;
TreeStoreElem *tselem;
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for (te = lb->first; te; te = te->next) {
tselem = TREESTORE(te);
if (open) {
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if (curlevel <= level) tselem->flag &= ~TSE_CLOSED;
}
else {
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if (curlevel >= level) tselem->flag |= TSE_CLOSED;
}
outliner_openclose_level(&te->subtree, curlevel + 1, level, open);
}
}
static int outliner_one_level_exec(bContext *C, wmOperator *op)
{
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SpaceOops *soops = CTX_wm_space_outliner(C);
ARegion *ar = CTX_wm_region(C);
2014-02-03 18:55:59 +11:00
const bool add = RNA_boolean_get(op->ptr, "open");
int level;
level = outliner_flag_is_any_test(&soops->tree, TSE_CLOSED, 1);
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if (add == 1) {
if (level) outliner_openclose_level(&soops->tree, 1, level, 1);
}
else {
if (level == 0) level = outliner_count_levels(&soops->tree, 0);
if (level) outliner_openclose_level(&soops->tree, 1, level - 1, 0);
}
ED_region_tag_redraw(ar);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_show_one_level(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Show/Hide One Level";
ot->idname = "OUTLINER_OT_show_one_level";
ot->description = "Expand/collapse all entries by one level";
/* callbacks */
ot->exec = outliner_one_level_exec;
ot->poll = ED_operator_outliner_active;
/* no undo or registry, UI option */
/* properties */
prop = RNA_def_boolean(ot->srna, "open", 1, "Open", "Expand all entries one level deep");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
/* Show Hierarchy ----------------------------------------------- */
/* helper function for tree_element_shwo_hierarchy() - recursively checks whether subtrees have any objects*/
static int subtree_has_objects(ListBase *lb)
{
TreeElement *te;
TreeStoreElem *tselem;
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for (te = lb->first; te; te = te->next) {
tselem = TREESTORE(te);
if (tselem->type == 0 && te->idcode == ID_OB) return 1;
if (subtree_has_objects(&te->subtree)) return 1;
}
return 0;
}
/* recursive helper function for Show Hierarchy operator */
static void tree_element_show_hierarchy(Scene *scene, SpaceOops *soops, ListBase *lb)
{
TreeElement *te;
TreeStoreElem *tselem;
/* open all object elems, close others */
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for (te = lb->first; te; te = te->next) {
tselem = TREESTORE(te);
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if (tselem->type == 0) {
if (te->idcode == ID_SCE) {
if (tselem->id != (ID *)scene) tselem->flag |= TSE_CLOSED;
else tselem->flag &= ~TSE_CLOSED;
}
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else if (te->idcode == ID_OB) {
if (subtree_has_objects(&te->subtree)) tselem->flag &= ~TSE_CLOSED;
else tselem->flag |= TSE_CLOSED;
}
}
else {
tselem->flag |= TSE_CLOSED;
}
if (TSELEM_OPEN(tselem, soops)) {
tree_element_show_hierarchy(scene, soops, &te->subtree);
}
}
}
/* show entire object level hierarchy */
static int outliner_show_hierarchy_exec(bContext *C, wmOperator *UNUSED(op))
{
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SpaceOops *soops = CTX_wm_space_outliner(C);
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
/* recursively open/close levels */
tree_element_show_hierarchy(scene, soops, &soops->tree);
ED_region_tag_redraw(ar);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_show_hierarchy(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Show Hierarchy";
ot->idname = "OUTLINER_OT_show_hierarchy";
ot->description = "Open all object entries and close all others";
/* callbacks */
ot->exec = outliner_show_hierarchy_exec;
ot->poll = ED_operator_outliner_active; // TODO: shouldn't be allowed in RNA views...
/* no undo or registry, UI option */
}
/* ************************************************************** */
/* ANIMATO OPERATIONS */
/* KeyingSet and Driver Creation - Helper functions */
/* specialized poll callback for these operators to work in Datablocks view only */
2018-07-02 11:47:00 +02:00
static bool ed_operator_outliner_datablocks_active(bContext *C)
{
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ScrArea *sa = CTX_wm_area(C);
if ((sa) && (sa->spacetype == SPACE_OUTLINER)) {
SpaceOops *so = CTX_wm_space_outliner(C);
return (so->outlinevis == SO_DATA_API);
}
return 0;
}
/* Helper func to extract an RNA path from selected tree element
* NOTE: the caller must zero-out all values of the pointers that it passes here first, as
* this function does not do that yet
*/
static void tree_element_to_path(TreeElement *te, TreeStoreElem *tselem,
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ID **id, char **path, int *array_index, short *flag, short *UNUSED(groupmode))
{
ListBase hierarchy = {NULL, NULL};
LinkData *ld;
TreeElement *tem, *temnext, *temsub;
TreeStoreElem *tse /* , *tsenext */ /* UNUSED */;
PointerRNA *ptr, *nextptr;
PropertyRNA *prop;
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char *newpath = NULL;
/* optimize tricks:
2018-11-14 12:53:15 +11:00
* - Don't do anything if the selected item is a 'struct', but arrays are allowed
*/
if (tselem->type == TSE_RNA_STRUCT)
return;
/* Overview of Algorithm:
2018-11-14 12:53:15 +11:00
* 1. Go up the chain of parents until we find the 'root', taking note of the
* levels encountered in reverse-order (i.e. items are added to the start of the list
* for more convenient looping later)
* 2. Walk down the chain, adding from the first ID encountered
* (which will become the 'ID' for the KeyingSet Path), and build a
* path as we step through the chain
*/
/* step 1: flatten out hierarchy of parents into a flat chain */
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for (tem = te->parent; tem; tem = tem->parent) {
ld = MEM_callocN(sizeof(LinkData), "LinkData for tree_element_to_path()");
ld->data = tem;
BLI_addhead(&hierarchy, ld);
}
2012-05-31 18:40:06 +00:00
/* step 2: step down hierarchy building the path
* (NOTE: addhead in previous loop was needed so that we can loop like this) */
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for (ld = hierarchy.first; ld; ld = ld->next) {
/* get data */
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tem = (TreeElement *)ld->data;
tse = TREESTORE(tem);
ptr = &tem->rnaptr;
prop = tem->directdata;
/* check if we're looking for first ID, or appending to path */
if (*id) {
/* just 'append' property to path
2012-05-31 18:40:06 +00:00
* - to prevent memory leaks, we must write to newpath not path, then free old path + swap them
*/
if (tse->type == TSE_RNA_PROPERTY) {
if (RNA_property_type(prop) == PROP_POINTER) {
/* for pointer we just append property name */
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newpath = RNA_path_append(*path, ptr, prop, 0, NULL);
}
else if (RNA_property_type(prop) == PROP_COLLECTION) {
char buf[128], *name;
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temnext = (TreeElement *)(ld->next->data);
2012-10-26 04:14:10 +00:00
/* tsenext = TREESTORE(temnext); */ /* UNUSED */
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nextptr = &temnext->rnaptr;
name = RNA_struct_name_get_alloc(nextptr, buf, sizeof(buf), NULL);
if (name) {
/* if possible, use name as a key in the path */
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newpath = RNA_path_append(*path, NULL, prop, 0, name);
if (name != buf)
MEM_freeN(name);
}
else {
/* otherwise use index */
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int index = 0;
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for (temsub = tem->subtree.first; temsub; temsub = temsub->next, index++)
if (temsub == temnext)
break;
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newpath = RNA_path_append(*path, NULL, prop, index, NULL);
}
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ld = ld->next;
}
}
if (newpath) {
if (*path) MEM_freeN(*path);
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*path = newpath;
newpath = NULL;
}
}
else {
/* no ID, so check if entry is RNA-struct, and if that RNA-struct is an ID datablock to extract info from */
if (tse->type == TSE_RNA_STRUCT) {
2012-05-31 18:40:06 +00:00
/* ptr->data not ptr->id.data seems to be the one we want,
* since ptr->data is sometimes the owner of this ID? */
if (RNA_struct_is_ID(ptr->type)) {
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*id = (ID *)ptr->data;
/* clear path */
if (*path) {
MEM_freeN(*path);
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path = NULL;
}
}
}
}
}
/* step 3: if we've got an ID, add the current item to the path */
if (*id) {
/* add the active property to the path */
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ptr = &te->rnaptr;
prop = te->directdata;
/* array checks */
if (tselem->type == TSE_RNA_ARRAY_ELEM) {
/* item is part of an array, so must set the array_index */
2012-05-07 17:56:30 +00:00
*array_index = te->index;
}
else if (RNA_property_array_check(prop)) {
/* entire array was selected, so keyframe all */
*flag |= KSP_FLAG_WHOLE_ARRAY;
}
/* path */
2012-05-07 17:56:30 +00:00
newpath = RNA_path_append(*path, NULL, prop, 0, NULL);
if (*path) MEM_freeN(*path);
2012-05-07 17:56:30 +00:00
*path = newpath;
}
/* free temp data */
BLI_freelistN(&hierarchy);
}
/* =============================================== */
/* Driver Operations */
/* These operators are only available in databrowser mode for now, as
* they depend on having RNA paths and/or hierarchies available.
*/
enum {
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DRIVERS_EDITMODE_ADD = 0,
DRIVERS_EDITMODE_REMOVE,
} /*eDrivers_EditModes*/;
/* Utilities ---------------------------------- */
/* Recursively iterate over tree, finding and working on selected items */
static void do_outliner_drivers_editop(SpaceOops *soops, ListBase *tree, ReportList *reports, short mode)
{
TreeElement *te;
TreeStoreElem *tselem;
2012-05-07 17:56:30 +00:00
for (te = tree->first; te; te = te->next) {
tselem = TREESTORE(te);
/* if item is selected, perform operation */
if (tselem->flag & TSE_SELECTED) {
2012-05-07 17:56:30 +00:00
ID *id = NULL;
char *path = NULL;
int array_index = 0;
short flag = 0;
short groupmode = KSP_GROUP_KSNAME;
/* check if RNA-property described by this selected element is an animatable prop */
2012-05-31 18:40:06 +00:00
if (ELEM(tselem->type, TSE_RNA_PROPERTY, TSE_RNA_ARRAY_ELEM) &&
RNA_property_animateable(&te->rnaptr, te->directdata))
{
/* get id + path + index info from the selected element */
tree_element_to_path(te, tselem,
2012-05-07 17:56:30 +00:00
&id, &path, &array_index, &flag, &groupmode);
}
/* only if ID and path were set, should we perform any actions */
if (id && path) {
short dflags = CREATEDRIVER_WITH_DEFAULT_DVAR;
int arraylen = 1;
/* array checks */
if (flag & KSP_FLAG_WHOLE_ARRAY) {
/* entire array was selected, so add drivers for all */
2012-05-07 17:56:30 +00:00
arraylen = RNA_property_array_length(&te->rnaptr, te->directdata);
}
else
2012-05-07 17:56:30 +00:00
arraylen = array_index;
/* we should do at least one step */
if (arraylen == array_index)
arraylen++;
/* for each array element we should affect, add driver */
for (; array_index < arraylen; array_index++) {
/* action depends on mode */
switch (mode) {
case DRIVERS_EDITMODE_ADD:
{
/* add a new driver with the information obtained (only if valid) */
ANIM_add_driver(reports, id, path, array_index, dflags, DRIVER_TYPE_PYTHON);
break;
}
case DRIVERS_EDITMODE_REMOVE:
{
/* remove driver matching the information obtained (only if valid) */
ANIM_remove_driver(reports, id, path, array_index, dflags);
break;
}
}
}
/* free path, since it had to be generated */
MEM_freeN(path);
}
}
/* go over sub-tree */
2012-04-29 15:47:02 +00:00
if (TSELEM_OPEN(tselem, soops))
do_outliner_drivers_editop(soops, &te->subtree, reports, mode);
}
}
/* Add Operator ---------------------------------- */
static int outliner_drivers_addsel_exec(bContext *C, wmOperator *op)
{
2012-05-07 17:56:30 +00:00
SpaceOops *soutliner = CTX_wm_space_outliner(C);
/* check for invalid states */
if (soutliner == NULL)
return OPERATOR_CANCELLED;
/* recursively go into tree, adding selected items */
do_outliner_drivers_editop(soutliner, &soutliner->tree, op->reports, DRIVERS_EDITMODE_ADD);
/* send notifiers */
2012-05-07 17:56:30 +00:00
WM_event_add_notifier(C, NC_ANIMATION | ND_FCURVES_ORDER, NULL); // XXX
return OPERATOR_FINISHED;
}
void OUTLINER_OT_drivers_add_selected(wmOperatorType *ot)
{
/* api callbacks */
ot->idname = "OUTLINER_OT_drivers_add_selected";
ot->name = "Add Drivers for Selected";
ot->description = "Add drivers to selected items";
/* api callbacks */
ot->exec = outliner_drivers_addsel_exec;
ot->poll = ed_operator_outliner_datablocks_active;
/* flags */
2012-05-07 17:56:30 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* Remove Operator ---------------------------------- */
static int outliner_drivers_deletesel_exec(bContext *C, wmOperator *op)
{
2012-05-07 17:56:30 +00:00
SpaceOops *soutliner = CTX_wm_space_outliner(C);
/* check for invalid states */
if (soutliner == NULL)
return OPERATOR_CANCELLED;
/* recursively go into tree, adding selected items */
do_outliner_drivers_editop(soutliner, &soutliner->tree, op->reports, DRIVERS_EDITMODE_REMOVE);
/* send notifiers */
WM_event_add_notifier(C, ND_KEYS, NULL); // XXX
return OPERATOR_FINISHED;
}
void OUTLINER_OT_drivers_delete_selected(wmOperatorType *ot)
{
/* identifiers */
ot->idname = "OUTLINER_OT_drivers_delete_selected";
ot->name = "Delete Drivers for Selected";
ot->description = "Delete drivers assigned to selected items";
/* api callbacks */
ot->exec = outliner_drivers_deletesel_exec;
ot->poll = ed_operator_outliner_datablocks_active;
/* flags */
2012-05-07 17:56:30 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* =============================================== */
/* Keying Set Operations */
/* These operators are only available in databrowser mode for now, as
* they depend on having RNA paths and/or hierarchies available.
*/
enum {
2012-05-07 17:56:30 +00:00
KEYINGSET_EDITMODE_ADD = 0,
KEYINGSET_EDITMODE_REMOVE,
} /*eKeyingSet_EditModes*/;
/* Utilities ---------------------------------- */
/* find the 'active' KeyingSet, and add if not found (if adding is allowed) */
// TODO: should this be an API func?
static KeyingSet *verify_active_keyingset(Scene *scene, short add)
{
2012-05-07 17:56:30 +00:00
KeyingSet *ks = NULL;
/* sanity check */
if (scene == NULL)
return NULL;
/* try to find one from scene */
if (scene->active_keyingset > 0)
2012-05-07 17:56:30 +00:00
ks = BLI_findlink(&scene->keyingsets, scene->active_keyingset - 1);
/* add if none found */
// XXX the default settings have yet to evolve
2012-05-07 17:56:30 +00:00
if ((add) && (ks == NULL)) {
ks = BKE_keyingset_add(&scene->keyingsets, NULL, NULL, KEYINGSET_ABSOLUTE, 0);
scene->active_keyingset = BLI_listbase_count(&scene->keyingsets);
}
return ks;
}
/* Recursively iterate over tree, finding and working on selected items */
static void do_outliner_keyingset_editop(SpaceOops *soops, KeyingSet *ks, ListBase *tree, short mode)
{
TreeElement *te;
TreeStoreElem *tselem;
2012-05-07 17:56:30 +00:00
for (te = tree->first; te; te = te->next) {
tselem = TREESTORE(te);
/* if item is selected, perform operation */
if (tselem->flag & TSE_SELECTED) {
2012-05-07 17:56:30 +00:00
ID *id = NULL;
char *path = NULL;
int array_index = 0;
short flag = 0;
short groupmode = KSP_GROUP_KSNAME;
/* check if RNA-property described by this selected element is an animatable prop */
2012-05-31 18:40:06 +00:00
if (ELEM(tselem->type, TSE_RNA_PROPERTY, TSE_RNA_ARRAY_ELEM) &&
RNA_property_animateable(&te->rnaptr, te->directdata))
{
/* get id + path + index info from the selected element */
tree_element_to_path(te, tselem,
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&id, &path, &array_index, &flag, &groupmode);
}
/* only if ID and path were set, should we perform any actions */
if (id && path) {
/* action depends on mode */
switch (mode) {
case KEYINGSET_EDITMODE_ADD:
{
/* add a new path with the information obtained (only if valid) */
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/* TODO: what do we do with group name?
* for now, we don't supply one, and just let this use the KeyingSet name */
BKE_keyingset_add_path(ks, id, NULL, path, array_index, flag, groupmode);
ks->active_path = BLI_listbase_count(&ks->paths);
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break;
}
case KEYINGSET_EDITMODE_REMOVE:
{
/* find the relevant path, then remove it from the KeyingSet */
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KS_Path *ksp = BKE_keyingset_find_path(ks, id, NULL, path, array_index, groupmode);
if (ksp) {
/* free path's data */
BKE_keyingset_free_path(ks, ksp);
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ks->active_path = 0;
}
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break;
}
}
/* free path, since it had to be generated */
MEM_freeN(path);
}
}
/* go over sub-tree */
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if (TSELEM_OPEN(tselem, soops))
do_outliner_keyingset_editop(soops, ks, &te->subtree, mode);
}
}
/* Add Operator ---------------------------------- */
static int outliner_keyingset_additems_exec(bContext *C, wmOperator *op)
{
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SpaceOops *soutliner = CTX_wm_space_outliner(C);
Scene *scene = CTX_data_scene(C);
KeyingSet *ks = verify_active_keyingset(scene, 1);
/* check for invalid states */
if (ks == NULL) {
BKE_report(op->reports, RPT_ERROR, "Operation requires an active keying set");
return OPERATOR_CANCELLED;
}
if (soutliner == NULL)
return OPERATOR_CANCELLED;
/* recursively go into tree, adding selected items */
do_outliner_keyingset_editop(soutliner, ks, &soutliner->tree, KEYINGSET_EDITMODE_ADD);
/* send notifiers */
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WM_event_add_notifier(C, NC_SCENE | ND_KEYINGSET, NULL);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_keyingset_add_selected(wmOperatorType *ot)
{
/* identifiers */
ot->idname = "OUTLINER_OT_keyingset_add_selected";
ot->name = "Keying Set Add Selected";
ot->description = "Add selected items (blue-gray rows) to active Keying Set";
/* api callbacks */
ot->exec = outliner_keyingset_additems_exec;
ot->poll = ed_operator_outliner_datablocks_active;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* Remove Operator ---------------------------------- */
static int outliner_keyingset_removeitems_exec(bContext *C, wmOperator *UNUSED(op))
{
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SpaceOops *soutliner = CTX_wm_space_outliner(C);
Scene *scene = CTX_data_scene(C);
KeyingSet *ks = verify_active_keyingset(scene, 1);
/* check for invalid states */
if (soutliner == NULL)
return OPERATOR_CANCELLED;
/* recursively go into tree, adding selected items */
do_outliner_keyingset_editop(soutliner, ks, &soutliner->tree, KEYINGSET_EDITMODE_REMOVE);
/* send notifiers */
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WM_event_add_notifier(C, NC_SCENE | ND_KEYINGSET, NULL);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_keyingset_remove_selected(wmOperatorType *ot)
{
/* identifiers */
ot->idname = "OUTLINER_OT_keyingset_remove_selected";
ot->name = "Keying Set Remove Selected";
ot->description = "Remove selected items (blue-gray rows) from active Keying Set";
/* api callbacks */
ot->exec = outliner_keyingset_removeitems_exec;
ot->poll = ed_operator_outliner_datablocks_active;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ************************************************************** */
/* ORPHANED DATABLOCKS */
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static bool ed_operator_outliner_id_orphans_active(bContext *C)
{
ScrArea *sa = CTX_wm_area(C);
if ((sa) && (sa->spacetype == SPACE_OUTLINER)) {
SpaceOops *so = CTX_wm_space_outliner(C);
return (so->outlinevis == SO_ID_ORPHANS);
}
return 0;
}
/* Purge Orphans Operator --------------------------------------- */
static int outliner_orphans_purge_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(evt))
{
/* present a prompt to informing users that this change is irreversible */
return WM_operator_confirm_message(C, op,
"Purging unused data-blocks cannot be undone and saves to current .blend file. "
"Click here to proceed...");
}
static int outliner_orphans_purge_exec(bContext *C, wmOperator *UNUSED(op))
{
/* Firstly, ensure that the file has been saved,
* so that the latest changes since the last save
* are retained...
*/
WM_operator_name_call(C, "WM_OT_save_mainfile", WM_OP_EXEC_DEFAULT, NULL);
/* Now, reload the file to get rid of the orphans... */
WM_operator_name_call(C, "WM_OT_revert_mainfile", WM_OP_EXEC_DEFAULT, NULL);
return OPERATOR_FINISHED;
}
void OUTLINER_OT_orphans_purge(wmOperatorType *ot)
{
/* identifiers */
ot->idname = "OUTLINER_OT_orphans_purge";
ot->name = "Purge All";
ot->description = "Clear all orphaned data-blocks without any users from the file "
"(cannot be undone, saves to current .blend file)";
/* callbacks */
ot->invoke = outliner_orphans_purge_invoke;
ot->exec = outliner_orphans_purge_exec;
ot->poll = ed_operator_outliner_id_orphans_active;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}