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

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/*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup spoutliner
2011-02-27 20:29:51 +00:00
*/
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_mempool.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_layer.h"
#include "BKE_outliner_treehash.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "WM_api.h"
#include "WM_message.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "GPU_framebuffer.h"
#include "outliner_intern.h"
#include "tree/tree_display.h"
static void outliner_main_region_init(wmWindowManager *wm, ARegion *region)
{
ListBase *lb;
wmKeyMap *keymap;
/* make sure we keep the hide flags */
region->v2d.scroll |= (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
region->v2d.scroll &= ~(V2D_SCROLL_LEFT | V2D_SCROLL_TOP); /* prevent any noise of past */
region->v2d.scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
region->v2d.scroll |= V2D_SCROLL_VERTICAL_HIDE;
region->v2d.align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_POS_Y);
region->v2d.keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
region->v2d.keeptot = V2D_KEEPTOT_STRICT;
region->v2d.minzoom = region->v2d.maxzoom = 1.0f;
UI_view2d_region_reinit(&region->v2d, V2D_COMMONVIEW_LIST, region->winx, region->winy);
/* own keymap */
keymap = WM_keymap_ensure(wm->defaultconf, "Outliner", SPACE_OUTLINER, 0);
WM_event_add_keymap_handler_v2d_mask(&region->handlers, keymap);
/* Add dropboxes */
lb = WM_dropboxmap_find("Outliner", SPACE_OUTLINER, RGN_TYPE_WINDOW);
WM_event_add_dropbox_handler(&region->handlers, lb);
}
static void outliner_main_region_draw(const bContext *C, ARegion *region)
{
View2D *v2d = &region->v2d;
/* clear */
UI_ThemeClearColor(TH_BACK);
draw_outliner(C);
/* reset view matrix */
UI_view2d_view_restore(C);
/* scrollers */
UI_view2d_scrollers_draw(v2d, NULL);
}
static void outliner_main_region_free(ARegion *UNUSED(region))
{
}
static void outliner_main_region_listener(const wmRegionListenerParams *params)
{
ScrArea *area = params->area;
ARegion *region = params->region;
wmNotifier *wmn = params->notifier;
SpaceOutliner *space_outliner = area->spacedata.first;
/* context changes */
switch (wmn->category) {
case NC_WM:
switch (wmn->data) {
case ND_LIB_OVERRIDE_CHANGED:
ED_region_tag_redraw(region);
break;
}
break;
case NC_SCENE:
switch (wmn->data) {
case ND_OB_ACTIVE:
case ND_OB_SELECT:
if (outliner_requires_rebuild_on_select_or_active_change(space_outliner)) {
ED_region_tag_redraw(region);
}
else {
ED_region_tag_redraw_no_rebuild(region);
}
break;
case ND_OB_VISIBLE:
case ND_OB_RENDER:
case ND_MODE:
case ND_KEYINGSET:
case ND_FRAME:
case ND_RENDER_OPTIONS:
case ND_SEQUENCER:
case ND_LAYER_CONTENT:
case ND_WORLD:
case ND_SCENEBROWSE:
ED_region_tag_redraw(region);
break;
case ND_LAYER:
/* Avoid rebuild if only the active collection changes */
if ((wmn->subtype == NS_LAYER_COLLECTION) && (wmn->action == NA_ACTIVATED)) {
ED_region_tag_redraw_no_rebuild(region);
break;
}
ED_region_tag_redraw(region);
break;
}
if (wmn->action == NA_EDITED) {
ED_region_tag_redraw_no_rebuild(region);
}
break;
case NC_OBJECT:
switch (wmn->data) {
case ND_TRANSFORM:
case ND_BONE_ACTIVE:
case ND_BONE_SELECT:
case ND_DRAW:
case ND_PARENT:
case ND_OB_SHADING:
ED_region_tag_redraw(region);
break;
case ND_CONSTRAINT:
/* all constraint actions now, for reordering */
ED_region_tag_redraw(region);
break;
case ND_MODIFIER:
/* all modifier actions now */
ED_region_tag_redraw(region);
break;
default:
/* Trigger update for NC_OBJECT itself */
ED_region_tag_redraw(region);
break;
}
break;
case NC_GROUP:
/* all actions now, todo: check outliner view mode? */
ED_region_tag_redraw(region);
break;
case NC_LAMP:
2019-02-27 12:02:02 +11:00
/* For updating light icons, when changing light type */
if (wmn->data == ND_LIGHTING_DRAW) {
ED_region_tag_redraw(region);
}
2012-05-07 17:56:30 +00:00
break;
case NC_SPACE:
if (wmn->data == ND_SPACE_OUTLINER) {
ED_region_tag_redraw(region);
}
2012-05-07 17:56:30 +00:00
break;
case NC_ID:
if (ELEM(wmn->action, NA_RENAME, NA_ADDED)) {
ED_region_tag_redraw(region);
}
break;
case NC_MATERIAL:
switch (wmn->data) {
case ND_SHADING_LINKS:
ED_region_tag_redraw_no_rebuild(region);
break;
}
break;
case NC_GEOM:
switch (wmn->data) {
case ND_VERTEX_GROUP:
case ND_DATA:
ED_region_tag_redraw(region);
break;
}
break;
case NC_ANIMATION:
switch (wmn->data) {
case ND_NLA_ACTCHANGE:
case ND_KEYFRAME:
ED_region_tag_redraw(region);
break;
case ND_ANIMCHAN:
Fix T84586: missing Outliner redraws for certain NLA operators Outliner display under 'Animation' > 'NLA Tracks' was not updating in the following cases: - adding strips - removing strips - duplicating strips (possibly to different track) - swapping strips - reordering tracks - changing strip order by translating - translating strips between tracks - renaming tracks In the case of deleting strips/tracks, this was also resulting in a use- after-free error in Outliner drawing code (this was reported specifically in T84586). Most of these operators already sent a ND_NLA|NA_EDITED notifier, but the Outliner is not listening to these. Listening to NA_EDITED is also not what we want since this also happens a lot in cases irrelevant to the Outliner. Now be a bit more specific and send ND_NLA|NA_ADDED / ND_NLA| NA_REMOVED or a new ND_NLA_ORDER (to distinguish from NA_EDITED 'only' - where a redraw is not neccessary) and listen to these from the Outliner. (note: places that were listening to ND_NLA|NA_EDITED before are also listening to NA_ADDED or NA_REMOVED, so changing NA_EDITED should not be a problem here) (note 2: for cases like swapping tracks/strips order, NA_ADDED or NA_REMOVED does not make sense, neither can we use NA_EDITED [since we dont want to listen to this], so in this case an additional ND_NLA_ORDER is now sent) (note 3: in nla transform code, this is now always sent on confirm. There are cases were the notifier would not be needed, but checking exactly all cases were it actually would be needed seems overkill [history of D10073 has example code to check if strips moved between tracks]) Maniphest Tasks: T84586 Differential Revision: https://developer.blender.org/D10073
2021-01-11 13:56:15 +01:00
if (ELEM(wmn->action, NA_SELECTED, NA_RENAME)) {
ED_region_tag_redraw(region);
}
break;
Fix T84586: missing Outliner redraws for certain NLA operators Outliner display under 'Animation' > 'NLA Tracks' was not updating in the following cases: - adding strips - removing strips - duplicating strips (possibly to different track) - swapping strips - reordering tracks - changing strip order by translating - translating strips between tracks - renaming tracks In the case of deleting strips/tracks, this was also resulting in a use- after-free error in Outliner drawing code (this was reported specifically in T84586). Most of these operators already sent a ND_NLA|NA_EDITED notifier, but the Outliner is not listening to these. Listening to NA_EDITED is also not what we want since this also happens a lot in cases irrelevant to the Outliner. Now be a bit more specific and send ND_NLA|NA_ADDED / ND_NLA| NA_REMOVED or a new ND_NLA_ORDER (to distinguish from NA_EDITED 'only' - where a redraw is not neccessary) and listen to these from the Outliner. (note: places that were listening to ND_NLA|NA_EDITED before are also listening to NA_ADDED or NA_REMOVED, so changing NA_EDITED should not be a problem here) (note 2: for cases like swapping tracks/strips order, NA_ADDED or NA_REMOVED does not make sense, neither can we use NA_EDITED [since we dont want to listen to this], so in this case an additional ND_NLA_ORDER is now sent) (note 3: in nla transform code, this is now always sent on confirm. There are cases were the notifier would not be needed, but checking exactly all cases were it actually would be needed seems overkill [history of D10073 has example code to check if strips moved between tracks]) Maniphest Tasks: T84586 Differential Revision: https://developer.blender.org/D10073
2021-01-11 13:56:15 +01:00
case ND_NLA:
if (ELEM(wmn->action, NA_ADDED, NA_REMOVED)) {
ED_region_tag_redraw(region);
}
break;
case ND_NLA_ORDER:
ED_region_tag_redraw(region);
break;
}
break;
case NC_GPENCIL:
if (ELEM(wmn->action, NA_EDITED, NA_SELECTED)) {
ED_region_tag_redraw(region);
}
break;
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
case NC_SCREEN:
if (ELEM(wmn->data, ND_LAYOUTDELETE, ND_LAYER)) {
ED_region_tag_redraw(region);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
}
break;
case NC_MASK:
if (ELEM(wmn->action, NA_ADDED)) {
ED_region_tag_redraw(region);
}
break;
case NC_PAINTCURVE:
if (ELEM(wmn->action, NA_ADDED)) {
ED_region_tag_redraw(region);
}
break;
case NC_TEXT:
if (ELEM(wmn->action, NA_ADDED, NA_REMOVED)) {
ED_region_tag_redraw(region);
}
break;
}
}
static void outliner_main_region_message_subscribe(const wmRegionMessageSubscribeParams *params)
{
struct wmMsgBus *mbus = params->message_bus;
ScrArea *area = params->area;
ARegion *region = params->region;
SpaceOutliner *space_outliner = area->spacedata.first;
wmMsgSubscribeValue msg_sub_value_region_tag_redraw = {
.owner = region,
.user_data = region,
.notify = ED_region_do_msg_notify_tag_redraw,
};
if (ELEM(space_outliner->outlinevis, SO_VIEW_LAYER, SO_SCENES)) {
WM_msg_subscribe_rna_anon_prop(mbus, Window, view_layer, &msg_sub_value_region_tag_redraw);
}
}
/* ************************ header outliner area region *********************** */
/* add handlers, stuff you only do once or on area/region changes */
static void outliner_header_region_init(wmWindowManager *UNUSED(wm), ARegion *region)
{
ED_region_header_init(region);
}
static void outliner_header_region_draw(const bContext *C, ARegion *region)
{
ED_region_header(C, region);
}
static void outliner_header_region_free(ARegion *UNUSED(region))
{
}
static void outliner_header_region_listener(const wmRegionListenerParams *params)
{
ARegion *region = params->region;
wmNotifier *wmn = params->notifier;
/* context changes */
switch (wmn->category) {
case NC_SCENE:
if (wmn->data == ND_KEYINGSET) {
ED_region_tag_redraw(region);
}
break;
case NC_SPACE:
if (wmn->data == ND_SPACE_OUTLINER) {
ED_region_tag_redraw(region);
}
break;
}
}
/* ******************** default callbacks for outliner space ***************** */
static SpaceLink *outliner_create(const ScrArea *UNUSED(area), const Scene *UNUSED(scene))
{
ARegion *region;
SpaceOutliner *space_outliner;
space_outliner = MEM_callocN(sizeof(SpaceOutliner), "initoutliner");
space_outliner->spacetype = SPACE_OUTLINER;
space_outliner->filter_id_type = ID_GR;
space_outliner->show_restrict_flags = SO_RESTRICT_ENABLE | SO_RESTRICT_HIDE;
space_outliner->outlinevis = SO_VIEW_LAYER;
space_outliner->sync_select_dirty |= WM_OUTLINER_SYNC_SELECT_FROM_ALL;
space_outliner->flag = SO_SYNC_SELECT | SO_MODE_COLUMN;
/* header */
region = MEM_callocN(sizeof(ARegion), "header for outliner");
BLI_addtail(&space_outliner->regionbase, region);
region->regiontype = RGN_TYPE_HEADER;
region->alignment = (U.uiflag & USER_HEADER_BOTTOM) ? RGN_ALIGN_BOTTOM : RGN_ALIGN_TOP;
/* main region */
region = MEM_callocN(sizeof(ARegion), "main region for outliner");
BLI_addtail(&space_outliner->regionbase, region);
region->regiontype = RGN_TYPE_WINDOW;
return (SpaceLink *)space_outliner;
}
/* not spacelink itself */
static void outliner_free(SpaceLink *sl)
{
SpaceOutliner *space_outliner = (SpaceOutliner *)sl;
outliner_free_tree(&space_outliner->tree);
if (space_outliner->treestore) {
BLI_mempool_destroy(space_outliner->treestore);
}
UI Code Quality: Start refactoring Outliner tree building (using C++) This introduces a new C++ abstraction "tree-display" (in this commit named tree-view, renamed in a followup) to help constructing and managing the tree for the different display types (View Layer, Scene, Blender file, etc.). See https://developer.blender.org/D9499 for more context. Other developers approved this rather significantly different design approach there. ---- Motivation General problems with current design: * The Outliner tree building code is messy and hard to follow. * Hard-coded display mode checks are scattered over many places. * Data is passed around in rather unsafe ways (e.g. lots of `void *`). * There are no individually testable units. * Data-structure use is inefficient. The current Outliner code needs quite some untangling, the tree building seems like a good place to start. This and the followup commits tackle that. ---- Design Idea Idea is to have an abstract base class (`AbstractTreeDisplay`), and then sub-classes with the implementation for each display type (e.g. `TreeDisplayViewLayer`, `TreeDisplayDataAPI`, etc). The tree-display is kept alive until tree-rebuild as runtime data of the space, so that further queries based on the display type can be executed (e.g. "does the display support selection syncing?", "does it support restriction toggle columns?", etc.). New files are in a new `space_outliner/tree` sub-directory. With the new design, display modes become proper units, making them more maintainable, safer and testable. It should also be easier now to add new display modes.
2020-11-06 20:54:20 +01:00
if (space_outliner->runtime) {
outliner_tree_display_destroy(&space_outliner->runtime->tree_display);
if (space_outliner->runtime->treehash) {
BKE_outliner_treehash_free(space_outliner->runtime->treehash);
}
UI Code Quality: Start refactoring Outliner tree building (using C++) This introduces a new C++ abstraction "tree-display" (in this commit named tree-view, renamed in a followup) to help constructing and managing the tree for the different display types (View Layer, Scene, Blender file, etc.). See https://developer.blender.org/D9499 for more context. Other developers approved this rather significantly different design approach there. ---- Motivation General problems with current design: * The Outliner tree building code is messy and hard to follow. * Hard-coded display mode checks are scattered over many places. * Data is passed around in rather unsafe ways (e.g. lots of `void *`). * There are no individually testable units. * Data-structure use is inefficient. The current Outliner code needs quite some untangling, the tree building seems like a good place to start. This and the followup commits tackle that. ---- Design Idea Idea is to have an abstract base class (`AbstractTreeDisplay`), and then sub-classes with the implementation for each display type (e.g. `TreeDisplayViewLayer`, `TreeDisplayDataAPI`, etc). The tree-display is kept alive until tree-rebuild as runtime data of the space, so that further queries based on the display type can be executed (e.g. "does the display support selection syncing?", "does it support restriction toggle columns?", etc.). New files are in a new `space_outliner/tree` sub-directory. With the new design, display modes become proper units, making them more maintainable, safer and testable. It should also be easier now to add new display modes.
2020-11-06 20:54:20 +01:00
MEM_freeN(space_outliner->runtime);
}
}
/* spacetype; init callback */
UI Code Quality: Start refactoring Outliner tree building (using C++) This introduces a new C++ abstraction "tree-display" (in this commit named tree-view, renamed in a followup) to help constructing and managing the tree for the different display types (View Layer, Scene, Blender file, etc.). See https://developer.blender.org/D9499 for more context. Other developers approved this rather significantly different design approach there. ---- Motivation General problems with current design: * The Outliner tree building code is messy and hard to follow. * Hard-coded display mode checks are scattered over many places. * Data is passed around in rather unsafe ways (e.g. lots of `void *`). * There are no individually testable units. * Data-structure use is inefficient. The current Outliner code needs quite some untangling, the tree building seems like a good place to start. This and the followup commits tackle that. ---- Design Idea Idea is to have an abstract base class (`AbstractTreeDisplay`), and then sub-classes with the implementation for each display type (e.g. `TreeDisplayViewLayer`, `TreeDisplayDataAPI`, etc). The tree-display is kept alive until tree-rebuild as runtime data of the space, so that further queries based on the display type can be executed (e.g. "does the display support selection syncing?", "does it support restriction toggle columns?", etc.). New files are in a new `space_outliner/tree` sub-directory. With the new design, display modes become proper units, making them more maintainable, safer and testable. It should also be easier now to add new display modes.
2020-11-06 20:54:20 +01:00
static void outliner_init(wmWindowManager *UNUSED(wm), ScrArea *area)
{
UI Code Quality: Start refactoring Outliner tree building (using C++) This introduces a new C++ abstraction "tree-display" (in this commit named tree-view, renamed in a followup) to help constructing and managing the tree for the different display types (View Layer, Scene, Blender file, etc.). See https://developer.blender.org/D9499 for more context. Other developers approved this rather significantly different design approach there. ---- Motivation General problems with current design: * The Outliner tree building code is messy and hard to follow. * Hard-coded display mode checks are scattered over many places. * Data is passed around in rather unsafe ways (e.g. lots of `void *`). * There are no individually testable units. * Data-structure use is inefficient. The current Outliner code needs quite some untangling, the tree building seems like a good place to start. This and the followup commits tackle that. ---- Design Idea Idea is to have an abstract base class (`AbstractTreeDisplay`), and then sub-classes with the implementation for each display type (e.g. `TreeDisplayViewLayer`, `TreeDisplayDataAPI`, etc). The tree-display is kept alive until tree-rebuild as runtime data of the space, so that further queries based on the display type can be executed (e.g. "does the display support selection syncing?", "does it support restriction toggle columns?", etc.). New files are in a new `space_outliner/tree` sub-directory. With the new design, display modes become proper units, making them more maintainable, safer and testable. It should also be easier now to add new display modes.
2020-11-06 20:54:20 +01:00
SpaceOutliner *space_outliner = area->spacedata.first;
if (space_outliner->runtime == NULL) {
space_outliner->runtime = MEM_callocN(sizeof(*space_outliner->runtime),
"SpaceOutliner_Runtime");
}
}
static SpaceLink *outliner_duplicate(SpaceLink *sl)
{
SpaceOutliner *space_outliner = (SpaceOutliner *)sl;
SpaceOutliner *space_outliner_new = MEM_dupallocN(space_outliner);
BLI_listbase_clear(&space_outliner_new->tree);
space_outliner_new->treestore = NULL;
space_outliner_new->sync_select_dirty = WM_OUTLINER_SYNC_SELECT_FROM_ALL;
UI Code Quality: Start refactoring Outliner tree building (using C++) This introduces a new C++ abstraction "tree-display" (in this commit named tree-view, renamed in a followup) to help constructing and managing the tree for the different display types (View Layer, Scene, Blender file, etc.). See https://developer.blender.org/D9499 for more context. Other developers approved this rather significantly different design approach there. ---- Motivation General problems with current design: * The Outliner tree building code is messy and hard to follow. * Hard-coded display mode checks are scattered over many places. * Data is passed around in rather unsafe ways (e.g. lots of `void *`). * There are no individually testable units. * Data-structure use is inefficient. The current Outliner code needs quite some untangling, the tree building seems like a good place to start. This and the followup commits tackle that. ---- Design Idea Idea is to have an abstract base class (`AbstractTreeDisplay`), and then sub-classes with the implementation for each display type (e.g. `TreeDisplayViewLayer`, `TreeDisplayDataAPI`, etc). The tree-display is kept alive until tree-rebuild as runtime data of the space, so that further queries based on the display type can be executed (e.g. "does the display support selection syncing?", "does it support restriction toggle columns?", etc.). New files are in a new `space_outliner/tree` sub-directory. With the new design, display modes become proper units, making them more maintainable, safer and testable. It should also be easier now to add new display modes.
2020-11-06 20:54:20 +01:00
if (space_outliner->runtime) {
space_outliner_new->runtime = MEM_dupallocN(space_outliner->runtime);
space_outliner_new->runtime->tree_display = NULL;
space_outliner_new->runtime->treehash = NULL;
UI Code Quality: Start refactoring Outliner tree building (using C++) This introduces a new C++ abstraction "tree-display" (in this commit named tree-view, renamed in a followup) to help constructing and managing the tree for the different display types (View Layer, Scene, Blender file, etc.). See https://developer.blender.org/D9499 for more context. Other developers approved this rather significantly different design approach there. ---- Motivation General problems with current design: * The Outliner tree building code is messy and hard to follow. * Hard-coded display mode checks are scattered over many places. * Data is passed around in rather unsafe ways (e.g. lots of `void *`). * There are no individually testable units. * Data-structure use is inefficient. The current Outliner code needs quite some untangling, the tree building seems like a good place to start. This and the followup commits tackle that. ---- Design Idea Idea is to have an abstract base class (`AbstractTreeDisplay`), and then sub-classes with the implementation for each display type (e.g. `TreeDisplayViewLayer`, `TreeDisplayDataAPI`, etc). The tree-display is kept alive until tree-rebuild as runtime data of the space, so that further queries based on the display type can be executed (e.g. "does the display support selection syncing?", "does it support restriction toggle columns?", etc.). New files are in a new `space_outliner/tree` sub-directory. With the new design, display modes become proper units, making them more maintainable, safer and testable. It should also be easier now to add new display modes.
2020-11-06 20:54:20 +01:00
}
return (SpaceLink *)space_outliner_new;
}
static void outliner_id_remap(ScrArea *UNUSED(area), SpaceLink *slink, ID *old_id, ID *new_id)
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
{
SpaceOutliner *space_outliner = (SpaceOutliner *)slink;
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
/* Some early out checks. */
if (!TREESTORE_ID_TYPE(old_id)) {
return; /* ID type is not used by outilner... */
}
if (space_outliner->search_tse.id == old_id) {
space_outliner->search_tse.id = new_id;
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
}
if (space_outliner->treestore) {
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
TreeStoreElem *tselem;
BLI_mempool_iter iter;
bool changed = false;
BLI_mempool_iternew(space_outliner->treestore, &iter);
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
while ((tselem = BLI_mempool_iterstep(&iter))) {
if (tselem->id == old_id) {
tselem->id = new_id;
changed = true;
}
}
/* Note that the Outliner may not be the active editor of the area, and hence not initialized.
* So runtime data might not have been created yet. */
if (space_outliner->runtime && space_outliner->runtime->treehash && changed) {
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
/* rebuild hash table, because it depends on ids too */
/* postpone a full rebuild because this can be called many times on-free */
space_outliner->storeflag |= SO_TREESTORE_REBUILD;
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
}
}
}
static void outliner_deactivate(struct ScrArea *area)
{
/* Remove hover highlights */
SpaceOutliner *space_outliner = area->spacedata.first;
outliner_flag_set(&space_outliner->tree, TSE_HIGHLIGHTED_ANY, false);
ED_region_tag_redraw_no_rebuild(BKE_area_find_region_type(area, RGN_TYPE_WINDOW));
}
/* only called once, from space_api/spacetypes.c */
void ED_spacetype_outliner(void)
{
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SpaceType *st = MEM_callocN(sizeof(SpaceType), "spacetype time");
ARegionType *art;
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st->spaceid = SPACE_OUTLINER;
strncpy(st->name, "Outliner", BKE_ST_MAXNAME);
st->create = outliner_create;
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st->free = outliner_free;
st->init = outliner_init;
st->duplicate = outliner_duplicate;
st->operatortypes = outliner_operatortypes;
st->keymap = outliner_keymap;
st->dropboxes = outliner_dropboxes;
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
st->id_remap = outliner_id_remap;
st->deactivate = outliner_deactivate;
st->context = outliner_context;
/* regions: main window */
art = MEM_callocN(sizeof(ARegionType), "spacetype outliner region");
art->regionid = RGN_TYPE_WINDOW;
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_VIEW2D;
art->init = outliner_main_region_init;
art->draw = outliner_main_region_draw;
art->free = outliner_main_region_free;
art->listener = outliner_main_region_listener;
art->message_subscribe = outliner_main_region_message_subscribe;
BLI_addhead(&st->regiontypes, art);
/* regions: header */
art = MEM_callocN(sizeof(ARegionType), "spacetype outliner header region");
art->regionid = RGN_TYPE_HEADER;
2012-05-07 17:56:30 +00:00
art->prefsizey = HEADERY;
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_VIEW2D | ED_KEYMAP_HEADER;
art->init = outliner_header_region_init;
art->draw = outliner_header_region_draw;
art->free = outliner_header_region_free;
art->listener = outliner_header_region_listener;
BLI_addhead(&st->regiontypes, art);
BKE_spacetype_register(st);
}