Refactor: Remove BKE_XXX_localize(), in favor of using regular ID copying code.

Besides the NodeTree case (which remains unchanged), the localize code
is only used in one place (to generate previews of shading data-blocks).

This commit introduces a new `LIB_ID_CREATE_LOCAL` option for ID
creation/copying, which essentially implements the behavior of the
removed `BKE_XXX_localize()` functions into regular mainstream ID copy
code. When this option is set:
- new ID is tagged with `LIB_TAG_LOCALIZED`;
- Some ID copying callbacks have specific behaviors, mainly the root
  nodetree of shading IDs gets duplicated with specialized
  `ntreeLocalize()` function.

Note that I would not consider getting rid of `ntreeLocalize` for now,
this function is recursive, which should ideally never happen within ID
management copying code (this introduces all kind of complications).

No behavioral change expected from this commit.
This commit is contained in:
2020-10-06 17:43:12 +02:00
parent 94f91827f8
commit 874cf52c10
11 changed files with 67 additions and 145 deletions

View File

@@ -325,7 +325,13 @@ static World *preview_get_localized_world(ShaderPreview *sp, World *world)
if (sp->worldcopy != NULL) {
return sp->worldcopy;
}
sp->worldcopy = BKE_world_localize(world);
ID *id_copy;
BKE_id_copy_ex(NULL,
&world->id,
&id_copy,
LIB_ID_CREATE_LOCAL | LIB_ID_COPY_LOCALIZE | LIB_ID_COPY_NO_ANIMDATA);
sp->worldcopy = (World *)id_copy;
BLI_addtail(&sp->pr_main->worlds, sp->worldcopy);
return sp->worldcopy;
}
@@ -339,13 +345,16 @@ static ID *duplicate_ids(ID *id)
switch (GS(id->name)) {
case ID_MA:
return (ID *)BKE_material_localize((Material *)id);
case ID_TE:
return (ID *)BKE_texture_localize((Tex *)id);
case ID_LA:
return (ID *)BKE_light_localize((Light *)id);
case ID_WO:
return (ID *)BKE_world_localize((World *)id);
case ID_WO: {
ID *id_copy;
BKE_id_copy_ex(NULL,
id,
&id_copy,
LIB_ID_CREATE_LOCAL | LIB_ID_COPY_LOCALIZE | LIB_ID_COPY_NO_ANIMDATA);
return id_copy;
}
case ID_IM:
case ID_BR:
case ID_SCR: