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blender-archive/source/blender/blenkernel/intern/workspace.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.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/workspace.c
* \ingroup bke
*/
/* allow accessing private members of DNA_workspace_types.h */
#define DNA_PRIVATE_WORKSPACE_ALLOW
#include <stdlib.h>
#include "BLI_utildefines.h"
#include "BLI_string.h"
#include "BLI_string_utf8.h"
#include "BLI_string_utils.h"
#include "BLI_listbase.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_object.h"
#include "BKE_workspace.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_workspace_types.h"
#include "DEG_depsgraph.h"
#include "MEM_guardedalloc.h"
/* -------------------------------------------------------------------- */
/* Internal utils */
static void workspace_layout_name_set(
WorkSpace *workspace, WorkSpaceLayout *layout, const char *new_name)
{
BLI_strncpy(layout->name, new_name, sizeof(layout->name));
BLI_uniquename(&workspace->layouts, layout, "Layout", '.', offsetof(WorkSpaceLayout, name), sizeof(layout->name));
}
/**
* This should only be used directly when it is to be expected that there isn't
* a layout within \a workspace that wraps \a screen. Usually - especially outside
* of BKE_workspace - #BKE_workspace_layout_find should be used!
*/
static WorkSpaceLayout *workspace_layout_find_exec(
const WorkSpace *workspace, const bScreen *screen)
{
return BLI_findptr(&workspace->layouts, screen, offsetof(WorkSpaceLayout, screen));
}
static void workspace_relation_add(
ListBase *relation_list, void *parent, void *data)
{
WorkSpaceDataRelation *relation = MEM_callocN(sizeof(*relation), __func__);
relation->parent = parent;
relation->value = data;
/* add to head, if we switch back to it soon we find it faster. */
BLI_addhead(relation_list, relation);
}
static void workspace_relation_remove(
ListBase *relation_list, WorkSpaceDataRelation *relation)
{
BLI_remlink(relation_list, relation);
MEM_freeN(relation);
}
static void workspace_relation_ensure_updated(
ListBase *relation_list, void *parent, void *data)
{
WorkSpaceDataRelation *relation = BLI_findptr(relation_list, parent, offsetof(WorkSpaceDataRelation, parent));
if (relation != NULL) {
relation->value = data;
/* reinsert at the head of the list, so that more commonly used relations are found faster. */
BLI_remlink(relation_list, relation);
BLI_addhead(relation_list, relation);
}
else {
/* no matching relation found, add new one */
workspace_relation_add(relation_list, parent, data);
}
}
static void *workspace_relation_get_data_matching_parent(
const ListBase *relation_list, const void *parent)
{
WorkSpaceDataRelation *relation = BLI_findptr(relation_list, parent, offsetof(WorkSpaceDataRelation, parent));
if (relation != NULL) {
return relation->value;
}
else {
return NULL;
}
}
static void workspace_relation_remove_from_value(
ListBase *relation_list, const void *value)
{
for (WorkSpaceDataRelation *relation = relation_list->first, *relation_next; relation; relation = relation_next) {
relation_next = relation->next;
if (relation->value == value) {
workspace_relation_remove(relation_list, relation);
}
}
}
/**
* Checks if \a screen is already used within any workspace. A screen should never be assigned to multiple
* WorkSpaceLayouts, but that should be ensured outside of the BKE_workspace module and without such checks.
* Hence, this should only be used as assert check before assigining a screen to a workspace.
*/
#ifndef NDEBUG
static bool workspaces_is_screen_used
#else
static bool UNUSED_FUNCTION(workspaces_is_screen_used)
#endif
(const Main *bmain, bScreen *screen)
{
for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) {
if (workspace_layout_find_exec(workspace, screen)) {
return true;
}
}
return false;
}
/* -------------------------------------------------------------------- */
/* Create, delete, init */
WorkSpace *BKE_workspace_add(Main *bmain, const char *name)
{
WorkSpace *new_workspace = BKE_libblock_alloc(bmain, ID_WS, name, 0);
return new_workspace;
}
/**
* The function that actually frees the workspace data (not workspace itself). It shouldn't be called
* directly, instead #BKE_workspace_remove should be, which calls this through #BKE_libblock_free then.
*
* Should something like a bke_internal.h be added, this should go there!
*/
void BKE_workspace_free(WorkSpace *workspace)
{
BKE_workspace_relations_free(&workspace->hook_layout_relations);
BKE_workspace_relations_free(&workspace->scene_viewlayer_relations);
BLI_freelistN(&workspace->layouts);
BLI_freelistN(&workspace->transform_orientations);
BKE_viewrender_free(&workspace->view_render);
}
/**
* Remove \a workspace by freeing itself and its data. This is a higher-level wrapper that
* calls #BKE_workspace_free (through #BKE_libblock_free) to free the workspace data, and frees
* other data-blocks owned by \a workspace and its layouts (currently that is screens only).
*
* Always use this to remove (and free) workspaces. Don't free non-ID workspace members here.
*/
void BKE_workspace_remove(Main *bmain, WorkSpace *workspace)
{
for (WorkSpaceLayout *layout = workspace->layouts.first, *layout_next; layout; layout = layout_next) {
layout_next = layout->next;
BKE_workspace_layout_remove(bmain, workspace, layout);
}
BKE_libblock_free(bmain, workspace);
}
WorkSpaceInstanceHook *BKE_workspace_instance_hook_create(const Main *bmain)
{
WorkSpaceInstanceHook *hook = MEM_callocN(sizeof(WorkSpaceInstanceHook), __func__);
/* set an active screen-layout for each possible window/workspace combination */
for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) {
BKE_workspace_hook_layout_for_workspace_set(hook, workspace, workspace->layouts.first);
}
return hook;
}
void BKE_workspace_instance_hook_free(const Main *bmain, WorkSpaceInstanceHook *hook)
{
/* workspaces should never be freed before wm (during which we call this function) */
BLI_assert(!BLI_listbase_is_empty(&bmain->workspaces));
/* Free relations for this hook */
for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) {
for (WorkSpaceDataRelation *relation = workspace->hook_layout_relations.first, *relation_next;
relation;
relation = relation_next)
{
relation_next = relation->next;
if (relation->parent == hook) {
workspace_relation_remove(&workspace->hook_layout_relations, relation);
}
}
}
MEM_freeN(hook);
}
/**
* Add a new layout to \a workspace for \a screen.
*/
WorkSpaceLayout *BKE_workspace_layout_add(
WorkSpace *workspace,
bScreen *screen,
const char *name)
{
WorkSpaceLayout *layout = MEM_callocN(sizeof(*layout), __func__);
BLI_assert(!workspaces_is_screen_used(G.main, screen));
layout->screen = screen;
workspace_layout_name_set(workspace, layout, name);
BLI_addtail(&workspace->layouts, layout);
return layout;
}
void BKE_workspace_layout_remove(
Main *bmain,
WorkSpace *workspace, WorkSpaceLayout *layout)
{
BKE_libblock_free(bmain, BKE_workspace_layout_screen_get(layout));
BLI_freelinkN(&workspace->layouts, layout);
}
void BKE_workspace_relations_free(
ListBase *relation_list)
{
for (WorkSpaceDataRelation *relation = relation_list->first, *relation_next; relation; relation = relation_next) {
relation_next = relation->next;
workspace_relation_remove(relation_list, relation);
}
}
/* -------------------------------------------------------------------- */
/* General Utils */
void BKE_workspace_view_layer_remove_references(
const Main *bmain,
const ViewLayer *view_layer)
{
for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) {
workspace_relation_remove_from_value(&workspace->scene_viewlayer_relations, view_layer);
}
}
void BKE_workspace_transform_orientation_remove(
WorkSpace *workspace, TransformOrientation *orientation)
{
for (WorkSpaceLayout *layout = workspace->layouts.first; layout; layout = layout->next) {
BKE_screen_transform_orientation_remove(BKE_workspace_layout_screen_get(layout), workspace, orientation);
}
BLI_freelinkN(&workspace->transform_orientations, orientation);
}
TransformOrientation *BKE_workspace_transform_orientation_find(
const WorkSpace *workspace, const int index)
{
return BLI_findlink(&workspace->transform_orientations, index);
}
/**
* \return the index that \a orientation has within \a workspace's transform-orientation list or -1 if not found.
*/
int BKE_workspace_transform_orientation_get_index(
const WorkSpace *workspace, const TransformOrientation *orientation)
{
return BLI_findindex(&workspace->transform_orientations, orientation);
}
WorkSpaceLayout *BKE_workspace_layout_find(
const WorkSpace *workspace, const bScreen *screen)
{
WorkSpaceLayout *layout = workspace_layout_find_exec(workspace, screen);
if (layout) {
return layout;
}
printf("%s: Couldn't find layout in this workspace: '%s' screen: '%s'. "
"This should not happen!\n",
__func__, workspace->id.name + 2, screen->id.name + 2);
return NULL;
}
/**
* Find the layout for \a screen without knowing which workspace to look in.
* Can also be used to find the workspace that contains \a screen.
*
* \param r_workspace: Optionally return the workspace that contains the looked up layout (if found).
*/
WorkSpaceLayout *BKE_workspace_layout_find_global(
const Main *bmain, const bScreen *screen,
WorkSpace **r_workspace)
{
WorkSpaceLayout *layout;
if (r_workspace) {
*r_workspace = NULL;
}
for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) {
if ((layout = workspace_layout_find_exec(workspace, screen))) {
if (r_workspace) {
*r_workspace = workspace;
}
return layout;
}
}
return NULL;
}
/**
* Circular workspace layout iterator.
*
* \param callback: Custom function which gets executed for each layout. Can return false to stop iterating.
* \param arg: Custom data passed to each \a callback call.
*
* \return the layout at which \a callback returned false.
*/
WorkSpaceLayout *BKE_workspace_layout_iter_circular(
const WorkSpace *workspace, WorkSpaceLayout *start,
bool (*callback)(const WorkSpaceLayout *layout, void *arg),
void *arg, const bool iter_backward)
{
WorkSpaceLayout *iter_layout;
if (iter_backward) {
LISTBASE_CIRCULAR_BACKWARD_BEGIN(&workspace->layouts, iter_layout, start)
{
if (!callback(iter_layout, arg)) {
return iter_layout;
}
}
LISTBASE_CIRCULAR_BACKWARD_END(&workspace->layouts, iter_layout, start);
}
else {
LISTBASE_CIRCULAR_FORWARD_BEGIN(&workspace->layouts, iter_layout, start)
{
if (!callback(iter_layout, arg)) {
return iter_layout;
}
}
LISTBASE_CIRCULAR_FORWARD_END(&workspace->layouts, iter_layout, start)
}
return NULL;
}
/* -------------------------------------------------------------------- */
/* Getters/Setters */
WorkSpace *BKE_workspace_active_get(WorkSpaceInstanceHook *hook)
{
return hook->active;
}
void BKE_workspace_active_set(WorkSpaceInstanceHook *hook, WorkSpace *workspace)
{
hook->active = workspace;
if (workspace) {
WorkSpaceLayout *layout = workspace_relation_get_data_matching_parent(&workspace->hook_layout_relations, hook);
if (layout) {
hook->act_layout = layout;
}
}
}
WorkSpaceLayout *BKE_workspace_active_layout_get(const WorkSpaceInstanceHook *hook)
{
return hook->act_layout;
}
void BKE_workspace_active_layout_set(WorkSpaceInstanceHook *hook, WorkSpaceLayout *layout)
{
hook->act_layout = layout;
}
bScreen *BKE_workspace_active_screen_get(const WorkSpaceInstanceHook *hook)
{
return hook->act_layout->screen;
}
void BKE_workspace_active_screen_set(WorkSpaceInstanceHook *hook, WorkSpace *workspace, bScreen *screen)
{
/* we need to find the WorkspaceLayout that wraps this screen */
WorkSpaceLayout *layout = BKE_workspace_layout_find(hook->active, screen);
BKE_workspace_hook_layout_for_workspace_set(hook, workspace, layout);
}
Base *BKE_workspace_active_base_get(const WorkSpace *workspace, const Scene *scene)
{
ViewLayer *view_layer = BKE_workspace_view_layer_get(workspace, scene);
return view_layer->basact;
}
ListBase *BKE_workspace_transform_orientations_get(WorkSpace *workspace)
{
return &workspace->transform_orientations;
}
ViewLayer *BKE_workspace_view_layer_get(const WorkSpace *workspace, const Scene *scene)
{
return workspace_relation_get_data_matching_parent(&workspace->scene_viewlayer_relations, scene);
}
void BKE_workspace_view_layer_set(WorkSpace *workspace, ViewLayer *layer, Scene *scene)
{
workspace_relation_ensure_updated(&workspace->scene_viewlayer_relations, scene, layer);
}
ListBase *BKE_workspace_layouts_get(WorkSpace *workspace)
{
return &workspace->layouts;
}
const char *BKE_workspace_layout_name_get(const WorkSpaceLayout *layout)
{
return layout->name;
}
void BKE_workspace_layout_name_set(WorkSpace *workspace, WorkSpaceLayout *layout, const char *new_name)
{
workspace_layout_name_set(workspace, layout, new_name);
}
bScreen *BKE_workspace_layout_screen_get(const WorkSpaceLayout *layout)
{
return layout->screen;
}
void BKE_workspace_layout_screen_set(WorkSpaceLayout *layout, bScreen *screen)
{
layout->screen = screen;
}
WorkSpaceLayout *BKE_workspace_hook_layout_for_workspace_get(
const WorkSpaceInstanceHook *hook, const WorkSpace *workspace)
{
return workspace_relation_get_data_matching_parent(&workspace->hook_layout_relations, hook);
}
void BKE_workspace_hook_layout_for_workspace_set(
WorkSpaceInstanceHook *hook, WorkSpace *workspace, WorkSpaceLayout *layout)
{
hook->act_layout = layout;
workspace_relation_ensure_updated(&workspace->hook_layout_relations, hook, layout);
}
/**
* Get the render engine of a workspace, to be used in the viewport.
*/
ViewRender *BKE_workspace_view_render_get(WorkSpace *workspace)
{
return &workspace->view_render;
}
/* Flags */
bool BKE_workspace_use_scene_settings_get(const WorkSpace *workspace)
{
return (workspace->flags & WORKSPACE_USE_SCENE_SETTINGS) != 0;
}
void BKE_workspace_use_scene_settings_set(WorkSpace *workspace, bool value)
{
if (value) {
workspace->flags |= WORKSPACE_USE_SCENE_SETTINGS;
}
else {
workspace->flags &= ~WORKSPACE_USE_SCENE_SETTINGS;
}
}
/* Update / evaluate */
void BKE_workspace_update_tagged(struct EvaluationContext *eval_ctx,
Main *bmain,
WorkSpace *workspace,
Scene *scene)
{
ViewLayer *view_layer = BKE_workspace_view_layer_get(workspace, scene);
struct Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene,
view_layer,
true);
BKE_scene_graph_update_tagged(eval_ctx, depsgraph, bmain, scene, view_layer);
}
void BKE_workspace_update_object_mode(
struct EvaluationContext *eval_ctx,
WorkSpace *workspace)
{
/* TODO(campbell): Investigate how this should work exactly,
* for now without this 'bmain->eval_ctx' is never set. */
eval_ctx->object_mode = workspace->object_mode;
}
Object *BKE_workspace_edit_object(WorkSpace *workspace, Scene *scene)
{
if (workspace->object_mode & OB_MODE_EDIT) {
ViewLayer *view_layer = BKE_workspace_view_layer_get(workspace, scene);
if (view_layer) {
Object *obedit = OBACT(view_layer);
if (obedit) {
BLI_assert(BKE_object_is_in_editmode(obedit));
return obedit;
}
}
}
return NULL;
}