/* * ***** 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. * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** * */ /** \file blender/blenloader/intern/versioning_defaults.c * \ingroup blenloader */ #include "MEM_guardedalloc.h" #include "BLI_utildefines.h" #include "BLI_listbase.h" #include "BLI_math.h" #include "BLI_string.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "DNA_userdef_types.h" #include "DNA_object_types.h" #include "DNA_workspace_types.h" #include "BKE_layer.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_screen.h" #include "BLO_readfile.h" /** * Override values in in-memory startup.blend, avoids resaving for small changes. */ void BLO_update_defaults_userpref_blend(void) { /* default so DPI is detected automatically */ U.dpi = 0; U.ui_scale = 1.0f; #ifdef WITH_PYTHON_SECURITY /* use alternative setting for security nuts * otherwise we'd need to patch the binary blob - startup.blend.c */ U.flag |= USER_SCRIPT_AUTOEXEC_DISABLE; #else U.flag &= ~USER_SCRIPT_AUTOEXEC_DISABLE; #endif /* Ignore the theme saved in the blend file, * instead use the theme from 'userdef_default_theme.c' */ { bTheme *theme = U.themes.first; memcpy(theme, &U_theme_default, sizeof(bTheme)); } } /** * Update defaults in startup.blend, without having to save and embed the file. * This function can be emptied each time the startup.blend is updated. */ void BLO_update_defaults_startup_blend(Main *bmain) { for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) { const char *name = workspace->id.name + 2; if (STREQ(name, "2D Animation")) { workspace->object_mode = OB_MODE_GPENCIL_PAINT; } if (STREQ(name, "3D Animation")) { workspace->object_mode = OB_MODE_POSE; } else if (STREQ(name, "Texture Paint")) { workspace->object_mode = OB_MODE_TEXTURE_PAINT; } else if (STREQ(name, "Sculpting")) { workspace->object_mode = OB_MODE_SCULPT; } else if (STREQ(name, "UV Editing")) { workspace->object_mode = OB_MODE_EDIT; } } for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) { for (ScrArea *area = screen->areabase.first; area; area = area->next) { for (ARegion *ar = area->regionbase.first; ar; ar = ar->next) { /* Remove all stored panels, we want to use defaults (order, open/closed) as defined by UI code here! */ BKE_area_region_panels_free(&ar->panels); /* some toolbars have been saved as initialized, * we don't want them to have odd zoom-level or scrolling set, see: T47047 */ if (ELEM(ar->regiontype, RGN_TYPE_UI, RGN_TYPE_TOOLS, RGN_TYPE_TOOL_PROPS)) { ar->v2d.flag &= ~V2D_IS_INITIALISED; } } if (area->spacetype == SPACE_FILE) { SpaceFile *sfile = area->spacedata.first; if (sfile->params) { if (STREQ(screen->id.name, "SRDefault.003")) { /* Shading. */ sfile->params->filter = FILE_TYPE_FOLDER | FILE_TYPE_IMAGE; } else { /* Video Editing. */ sfile->params->filter = FILE_TYPE_FOLDER | FILE_TYPE_IMAGE | FILE_TYPE_MOVIE | FILE_TYPE_SOUND; } } } } } for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine)); scene->r.cfra = 1.0f; /* Don't enable compositing nodes. */ if (scene->nodetree) { ntreeFreeTree(scene->nodetree); MEM_freeN(scene->nodetree); scene->nodetree = NULL; scene->use_nodes = false; } /* Select only cube by default. */ for (ViewLayer *layer = scene->view_layers.first; layer; layer = layer->next) { for (Base *base = layer->object_bases.first; base; base = base->next) { if (STREQ(base->object->id.name + 2, "Cube")) { base->flag |= BASE_SELECTED; } else { base->flag &= ~BASE_SELECTED; } } BKE_layer_collection_sync(scene, layer); } } }