This time, it's a dedicated operator user has to run before saving the file. And it recursively check all IDs linked from each scene, therefore rendering materials etc. previews using a scene they are used in. Note the renderengine issue is not completely addressed this way (existing code for icon previews seems to ignore completely other engines, and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine as fallback, also you can get a material linked to an hidden object in a scene, etc.). Reviewers: sergey, campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D980
89 lines
2.7 KiB
C++
89 lines
2.7 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file UI_interface_icons.h
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* \ingroup editorui
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*/
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#ifndef __UI_INTERFACE_ICONS_H__
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#define __UI_INTERFACE_ICONS_H__
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struct bContext;
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struct ID;
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struct Image;
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struct ImBuf;
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struct World;
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struct Tex;
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struct Lamp;
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struct Material;
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struct PreviewImage;
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struct PointerRNA;
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typedef struct IconFile {
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struct IconFile *next, *prev;
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char filename[256]; /* FILE_MAXFILE size */
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int index;
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} IconFile;
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#define ICON_DEFAULT_HEIGHT 16
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#define ICON_DEFAULT_WIDTH 16
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#define ICON_DEFAULT_HEIGHT_SCALE ((int)(UI_UNIT_Y * 0.8f))
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#define ICON_DEFAULT_WIDTH_SCALE ((int)(UI_UNIT_X * 0.8f))
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#define PREVIEW_DEFAULT_HEIGHT 96
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/*
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* Resizable Icons for Blender
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*/
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void UI_icons_init(int first_dyn_id);
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int UI_icon_get_width(int icon_id);
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int UI_icon_get_height(int icon_id);
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void UI_id_icon_render(
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const struct bContext *C, struct Scene *scene, struct ID *id, const bool big, const bool use_job);
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void UI_icon_draw(float x, float y, int icon_id);
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void UI_icon_draw_preview(float x, float y, int icon_id);
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void UI_icon_draw_preview_aspect(float x, float y, int icon_id, float aspect);
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void UI_icon_draw_preview_aspect_size(float x, float y, int icon_id, float aspect, int size);
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void UI_icon_draw_aspect(float x, float y, int icon_id, float aspect, float alpha);
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void UI_icon_draw_aspect_color(float x, float y, int icon_id, float aspect, const float rgb[3]);
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void UI_icon_draw_size(float x, float y, int size, int icon_id, float alpha);
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void UI_icons_free(void);
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void UI_icons_free_drawinfo(void *drawinfo);
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struct ListBase *UI_iconfile_list(void);
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int UI_iconfile_get_index(const char *filename);
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struct PreviewImage *UI_icon_to_preview(int icon_id);
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int UI_rnaptr_icon_get(struct bContext *C, struct PointerRNA *ptr, int rnaicon, const bool big);
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#endif /* __UI_INTERFACE_ICONS_H__ */
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