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blender-archive/source/blender/blenkernel/intern/workspace.c
Brecht Van Lommel 5876856f7b Properties: remove redundant settings from workspaces tab.
Use render settings and active view layer will be handled elsewhere.
Also change icon to not be confusing with render layers.

Probably we should get rid of the workspace tab entirely and do it in
the user preferences, but that's for later.
2018-04-26 16:37:59 +02:00

471 lines
14 KiB
C

/*
* ***** 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->owner_ids);
BLI_freelistN(&workspace->layouts);
}
/**
* 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);
}
}
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;
}
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);
}
/* Update / evaluate */
void BKE_workspace_update_tagged(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(depsgraph, bmain);
}
bool BKE_workspace_owner_id_check(
const WorkSpace *workspace, const char *owner_id)
{
if ((*owner_id == '\0') ||
((workspace->flags & WORKSPACE_USE_FILTER_BY_ORIGIN) == 0))
{
return true;
}
else {
/* we could use hash lookup, for now this list is highly under < ~16 items. */
return BLI_findstring(&workspace->owner_ids, owner_id, offsetof(wmOwnerID, name)) != NULL;
}
}