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blender-archive/source/blender/blenkernel/BKE_layer.h
Sergey Sharybin 846d265a06 Split base flags on own and collection-defined
This allows to update base flags to a proper state then object's restriction
flags are changed, without requiring to re-evaluate an entire tree of flags.

Some old unused flags are were removed by this change, and also disabling
menu items might not work the same as before. This is something we can bring
back if it's really needed (the way how flags are handled did change since
that interface code was done anyway, so code was looking weird anyway).

Reviewers: brecht

Differential Revision: https://developer.blender.org/D4420
2019-02-28 16:35:12 +01:00

384 lines
17 KiB
C++

/*
* 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.
*/
#ifndef __BKE_LAYER_H__
#define __BKE_LAYER_H__
/** \file
* \ingroup bke
*/
#include "BKE_collection.h"
#include "DNA_listBase.h"
#include "DNA_scene_types.h"
#ifdef __cplusplus
extern "C" {
#endif
#define TODO_LAYER_OVERRIDE /* CollectionOverride */
#define TODO_LAYER_OPERATORS /* collection mamanger and property panel operators */
#define TODO_LAYER /* generic todo */
struct Base;
struct Collection;
struct Depsgraph;
struct ID;
struct IDProperty;
struct LayerCollection;
struct ListBase;
struct Main;
struct Object;
struct RenderEngine;
struct Scene;
struct View3D;
struct ViewLayer;
struct WorkSpace;
struct ViewLayer *BKE_view_layer_default_view(const struct Scene *scene);
struct ViewLayer *BKE_view_layer_default_render(const struct Scene *scene);
struct ViewLayer *BKE_view_layer_find(const struct Scene *scene, const char *layer_name);
struct ViewLayer *BKE_view_layer_add(struct Scene *scene, const char *name);
/* DEPRECATED */
struct ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const struct Scene *scene);
void BKE_view_layer_free(struct ViewLayer *view_layer);
void BKE_view_layer_free_ex(struct ViewLayer *view_layer, const bool do_id_user);
void BKE_view_layer_selected_objects_tag(struct ViewLayer *view_layer, const int tag);
struct Object *BKE_view_layer_camera_find(struct ViewLayer *view_layer);
struct ViewLayer *BKE_view_layer_find_from_collection(const struct Scene *scene, struct LayerCollection *lc);
struct Base *BKE_view_layer_base_find(struct ViewLayer *view_layer, struct Object *ob);
void BKE_view_layer_base_deselect_all(struct ViewLayer *view_layer);
void BKE_view_layer_base_select(struct Base *selbase);
void BKE_view_layer_base_select_and_set_active(struct ViewLayer *view_layer, struct Base *selbase);
void BKE_view_layer_copy_data(
struct Scene *scene_dst, const struct Scene *scene_src,
struct ViewLayer *view_layer_dst, const struct ViewLayer *view_layer_src,
const int flag);
void BKE_view_layer_rename(struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer, const char *name);
struct LayerCollection *BKE_layer_collection_get_active(struct ViewLayer *view_layer);
bool BKE_layer_collection_activate(struct ViewLayer *view_layer, struct LayerCollection *lc);
struct LayerCollection *BKE_layer_collection_activate_parent(struct ViewLayer *view_layer, struct LayerCollection *lc);
int BKE_layer_collection_count(struct ViewLayer *view_layer);
struct LayerCollection *BKE_layer_collection_from_index(struct ViewLayer *view_layer, const int index);
int BKE_layer_collection_findindex(struct ViewLayer *view_layer, const struct LayerCollection *lc);
void BKE_main_collection_sync(const struct Main *bmain);
void BKE_scene_collection_sync(const struct Scene *scene);
void BKE_layer_collection_sync(const struct Scene *scene, struct ViewLayer *view_layer);
void BKE_main_collection_sync_remap(const struct Main *bmain);
struct LayerCollection *BKE_layer_collection_first_from_scene_collection(
struct ViewLayer *view_layer, const struct Collection *collection);
bool BKE_view_layer_has_collection(
struct ViewLayer *view_layer, const struct Collection *collection);
bool BKE_scene_has_object(
struct Scene *scene, struct Object *ob);
/* selection and hiding */
bool BKE_layer_collection_objects_select(
struct ViewLayer *view_layer, struct LayerCollection *lc, bool deselect);
bool BKE_layer_collection_has_selected_objects(
struct ViewLayer *view_layer, struct LayerCollection *lc);
bool BKE_layer_collection_has_layer_collection(
struct LayerCollection *lc_parent, struct LayerCollection *lc_child);
void BKE_base_set_visible(struct Scene *scene, struct ViewLayer *view_layer, struct Base *base, bool extend);
bool BKE_layer_collection_isolate(struct Scene *scene, struct ViewLayer *view_layer, struct LayerCollection *lc, bool extend);
bool BKE_layer_collection_set_visible(struct ViewLayer *view_layer, struct LayerCollection *lc, const bool visible, const bool hierarchy);
/* evaluation */
void BKE_base_eval_flags(struct Base *base);
void BKE_layer_eval_view_layer_indexed(
struct Depsgraph *depsgraph,
struct Scene *scene,
int view_layer_index);
/* iterators */
typedef struct ObjectsVisibleIteratorData {
struct ViewLayer *view_layer;
struct View3D *v3d;
} ObjectsVisibleIteratorData;
void BKE_view_layer_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_selected_objects_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_selected_objects_iterator_end(BLI_Iterator *iter);
void BKE_view_layer_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_visible_objects_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_visible_objects_iterator_end(BLI_Iterator *iter);
void BKE_view_layer_selected_editable_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_selected_editable_objects_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_selected_editable_objects_iterator_end(BLI_Iterator *iter);
struct ObjectsInModeIteratorData {
int object_mode;
int object_type;
struct ViewLayer *view_layer;
struct View3D *v3d;
struct Base *base_active;
};
void BKE_view_layer_bases_in_mode_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_bases_in_mode_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_bases_in_mode_iterator_end(BLI_Iterator *iter);
void BKE_view_layer_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_selected_bases_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_selected_bases_iterator_end(BLI_Iterator *iter);
void BKE_view_layer_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_visible_bases_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_visible_bases_iterator_end(BLI_Iterator *iter);
#define FOREACH_SELECTED_OBJECT_BEGIN(_view_layer, _v3d, _instance) \
{ \
struct ObjectsVisibleIteratorData data_ = { \
.view_layer = _view_layer, \
.v3d = _v3d, \
}; \
ITER_BEGIN(BKE_view_layer_selected_objects_iterator_begin, \
BKE_view_layer_selected_objects_iterator_next, \
BKE_view_layer_selected_objects_iterator_end, \
&data_, Object *, _instance)
#define FOREACH_SELECTED_OBJECT_END \
ITER_END; \
} ((void)0)
#define FOREACH_SELECTED_EDITABLE_OBJECT_BEGIN(_view_layer, _v3d, _instance) \
{ \
struct ObjectsVisibleIteratorData data_ = { \
.view_layer = _view_layer, \
.v3d = _v3d, \
}; \
ITER_BEGIN(BKE_view_layer_selected_editable_objects_iterator_begin, \
BKE_view_layer_selected_editable_objects_iterator_next, \
BKE_view_layer_selected_editable_objects_iterator_end, \
&data_, Object *, _instance)
#define FOREACH_SELECTED_EDITABLE_OBJECT_END \
ITER_END; \
} ((void)0)
#define FOREACH_VISIBLE_OBJECT_BEGIN(_view_layer, _v3d, _instance) \
{ \
struct ObjectsVisibleIteratorData data_ = { \
.view_layer = _view_layer, \
.v3d = _v3d, \
}; \
ITER_BEGIN(BKE_view_layer_visible_objects_iterator_begin, \
BKE_view_layer_visible_objects_iterator_next, \
BKE_view_layer_visible_objects_iterator_end, \
&data_, Object *, _instance)
#define FOREACH_VISIBLE_OBJECT_END \
ITER_END; \
} ((void)0)
#define FOREACH_BASE_IN_MODE_BEGIN(_view_layer, _v3d, _object_type, _object_mode, _instance) \
{ \
struct ObjectsInModeIteratorData data_ = { \
.object_mode = _object_mode, \
.object_type = _object_type, \
.view_layer = _view_layer, \
.v3d = _v3d, \
.base_active = _view_layer->basact, \
}; \
ITER_BEGIN(BKE_view_layer_bases_in_mode_iterator_begin, \
BKE_view_layer_bases_in_mode_iterator_next, \
BKE_view_layer_bases_in_mode_iterator_end, \
&data_, Base *, _instance)
#define FOREACH_BASE_IN_MODE_END \
ITER_END; \
} ((void)0)
#define FOREACH_BASE_IN_EDIT_MODE_BEGIN(_view_layer, _v3d, _instance) \
FOREACH_BASE_IN_MODE_BEGIN(_view_layer, _v3d, -1, OB_MODE_EDIT, _instance)
#define FOREACH_BASE_IN_EDIT_MODE_END \
FOREACH_BASE_IN_MODE_END
#define FOREACH_OBJECT_IN_MODE_BEGIN(_view_layer, _v3d, _object_type, _object_mode, _instance) \
FOREACH_BASE_IN_MODE_BEGIN(_view_layer, _v3d, _object_type, _object_mode, _base) { \
Object *_instance = _base->object;
#define FOREACH_OBJECT_IN_MODE_END \
} FOREACH_BASE_IN_MODE_END
#define FOREACH_OBJECT_IN_EDIT_MODE_BEGIN(_view_layer, _v3d, _instance) \
FOREACH_BASE_IN_EDIT_MODE_BEGIN(_view_layer, _v3d, _base) { \
Object *_instance = _base->object;
#define FOREACH_OBJECT_IN_EDIT_MODE_END \
} FOREACH_BASE_IN_EDIT_MODE_END
#define FOREACH_SELECTED_BASE_BEGIN(view_layer, _instance) \
ITER_BEGIN(BKE_view_layer_selected_bases_iterator_begin, \
BKE_view_layer_selected_bases_iterator_next, \
BKE_view_layer_selected_bases_iterator_end, \
view_layer, Base *, _instance)
#define FOREACH_SELECTED_BASE_END \
ITER_END
#define FOREACH_VISIBLE_BASE_BEGIN(_view_layer, _v3d, _instance) \
{ \
struct ObjectsVisibleIteratorData data_ = { \
.view_layer = _view_layer, \
.v3d = _v3d, \
}; \
ITER_BEGIN(BKE_view_layer_visible_bases_iterator_begin, \
BKE_view_layer_visible_bases_iterator_next, \
BKE_view_layer_visible_bases_iterator_end, \
&data_, Base *, _instance)
#define FOREACH_VISIBLE_BASE_END \
ITER_END; \
} ((void)0)
#define FOREACH_OBJECT_BEGIN(view_layer, _instance) \
{ \
Object *_instance; \
Base *_base; \
for (_base = (view_layer)->object_bases.first; _base; _base = _base->next) { \
_instance = _base->object;
#define FOREACH_OBJECT_END \
} \
} ((void)0)
#define FOREACH_OBJECT_FLAG_BEGIN(scene, _view_layer, _v3d, flag, _instance) \
{ \
IteratorBeginCb func_begin; \
IteratorCb func_next, func_end; \
void *data_in; \
struct ObjectsVisibleIteratorData data_ = { \
.view_layer = _view_layer, \
.v3d = _v3d, \
}; \
\
if (flag == SELECT) { \
func_begin = &BKE_view_layer_selected_objects_iterator_begin; \
func_next = &BKE_view_layer_selected_objects_iterator_next; \
func_end = &BKE_view_layer_selected_objects_iterator_end; \
data_in = &data_; \
} \
else { \
func_begin = BKE_scene_objects_iterator_begin; \
func_next = BKE_scene_objects_iterator_next; \
func_end = BKE_scene_objects_iterator_end; \
data_in = (scene); \
} \
ITER_BEGIN(func_begin, func_next, func_end, data_in, Object *, _instance)
#define FOREACH_OBJECT_FLAG_END \
ITER_END; \
} ((void)0)
/* layer_utils.c */
struct ObjectsInModeParams {
int object_mode;
uint no_dup_data : 1;
bool (*filter_fn)(struct Object *ob, void *user_data);
void *filter_userdata;
};
Base **BKE_view_layer_array_from_bases_in_mode_params(
struct ViewLayer *view_layer, struct View3D *v3d, uint *r_len,
const struct ObjectsInModeParams *params);
struct Object **BKE_view_layer_array_from_objects_in_mode_params(
struct ViewLayer *view_layer, struct View3D *v3d, uint *len,
const struct ObjectsInModeParams *params);
#define BKE_view_layer_array_from_objects_in_mode(view_layer, v3d, r_len, ...) \
BKE_view_layer_array_from_objects_in_mode_params( \
view_layer, v3d, r_len, \
&(const struct ObjectsInModeParams)__VA_ARGS__)
#define BKE_view_layer_array_from_bases_in_mode(view_layer, v3d, r_len, ...) \
BKE_view_layer_array_from_bases_in_mode_params( \
view_layer, v3d, r_len, \
&(const struct ObjectsInModeParams)__VA_ARGS__)
bool BKE_view_layer_filter_edit_mesh_has_uvs(struct Object *ob, void *user_data);
bool BKE_view_layer_filter_edit_mesh_has_edges(struct Object *ob, void *user_data);
/* Utility macros that wrap common args (add more as needed). */
#define BKE_view_layer_array_from_objects_in_edit_mode(view_layer, v3d, r_len) \
BKE_view_layer_array_from_objects_in_mode( \
view_layer, v3d, r_len, { \
.object_mode = OB_MODE_EDIT});
#define BKE_view_layer_array_from_bases_in_edit_mode(view_layer, v3d, r_len) \
BKE_view_layer_array_from_bases_in_mode( \
view_layer, v3d, r_len, { \
.object_mode = OB_MODE_EDIT});
#define BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, v3d, r_len) \
BKE_view_layer_array_from_objects_in_mode( \
view_layer, v3d, r_len, { \
.object_mode = OB_MODE_EDIT, \
.no_dup_data = true});
#define BKE_view_layer_array_from_bases_in_edit_mode_unique_data(view_layer, v3d, r_len) \
BKE_view_layer_array_from_bases_in_mode( \
view_layer, v3d, r_len, { \
.object_mode = OB_MODE_EDIT, \
.no_dup_data = true});
#define BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs(view_layer, v3d, r_len) \
BKE_view_layer_array_from_objects_in_mode( \
view_layer, v3d, r_len, { \
.object_mode = OB_MODE_EDIT, \
.no_dup_data = true, \
.filter_fn = BKE_view_layer_filter_edit_mesh_has_uvs});
#define BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, v3d, r_len, mode) \
BKE_view_layer_array_from_objects_in_mode( \
view_layer, v3d, r_len, { \
.object_mode = mode, \
.no_dup_data = true});
#ifdef __cplusplus
}
#endif
#endif /* __BKE_LAYER_H__ */