This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
631 lines
16 KiB
C
631 lines
16 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) 2007 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/windowmanager/intern/wm_init_exit.c
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* \ingroup wm
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*
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* Manage initializing resources and correctly shutting down.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#ifdef WIN32
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# include <windows.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "DNA_genfile.h"
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#include "DNA_scene_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BLI_callbacks.h"
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#include "BLI_listbase.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BLO_writefile.h"
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#include "BKE_blender.h"
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#include "BKE_blender_undo.h"
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#include "BKE_context.h"
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#include "BKE_screen.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_global.h"
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#include "BKE_icons.h"
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#include "BKE_library.h"
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#include "BKE_library_remap.h"
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#include "BKE_main.h"
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#include "BKE_mball_tessellate.h"
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#include "BKE_node.h"
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#include "BKE_report.h"
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#include "BKE_font.h"
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#include "BKE_addon.h"
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#include "BKE_appdir.h"
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#include "BKE_sequencer.h" /* free seq clipboard */
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#include "BKE_material.h" /* clear_matcopybuf */
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#include "BKE_tracking.h" /* free tracking clipboard */
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#include "BKE_mask.h" /* free mask clipboard */
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#include "RE_engine.h"
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#include "RE_pipeline.h" /* RE_ free stuff */
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#ifdef WITH_PYTHON
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#include "BPY_extern.h"
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#endif
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#ifdef WITH_GAMEENGINE
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# include "BL_System.h"
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#endif
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#include "GHOST_Path-api.h"
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#include "GHOST_C-api.h"
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#include "RNA_define.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "wm_cursors.h"
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#include "wm_event_system.h"
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#include "wm.h"
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#include "wm_files.h"
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#include "wm_window.h"
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#include "ED_anim_api.h"
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#include "ED_armature.h"
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#include "ED_gpencil.h"
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#include "ED_keyframing.h"
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#include "ED_keyframes_edit.h"
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#include "ED_node.h"
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#include "ED_render.h"
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "ED_util.h"
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#include "UI_interface.h"
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#include "BLF_api.h"
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#include "BLT_lang.h"
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#include "GPU_buffers.h"
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#include "GPU_draw.h"
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#include "GPU_init_exit.h"
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#include "BKE_sound.h"
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#include "COM_compositor.h"
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#include "DEG_depsgraph.h"
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#ifdef WITH_OPENSUBDIV
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# include "BKE_subsurf.h"
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#endif
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static void wm_init_reports(bContext *C)
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{
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ReportList *reports = CTX_wm_reports(C);
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BLI_assert(!reports || BLI_listbase_is_empty(&reports->list));
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BKE_reports_init(reports, RPT_STORE);
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}
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static void wm_free_reports(bContext *C)
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{
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ReportList *reports = CTX_wm_reports(C);
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BKE_reports_clear(reports);
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}
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static void wm_undo_kill_callback(bContext *C)
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{
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WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
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}
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bool wm_start_with_console = false; /* used in creator.c */
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/* only called once, for startup */
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void WM_init(bContext *C, int argc, const char **argv)
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{
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if (!G.background) {
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wm_ghost_init(C); /* note: it assigns C to ghost! */
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wm_init_cursor_data();
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}
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GHOST_CreateSystemPaths();
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BKE_addon_pref_type_init();
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wm_operatortype_init();
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WM_menutype_init();
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WM_uilisttype_init();
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BKE_undo_callback_wm_kill_jobs_set(wm_undo_kill_callback);
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BKE_library_callback_free_window_manager_set(wm_close_and_free); /* library.c */
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BKE_library_callback_free_notifier_reference_set(WM_main_remove_notifier_reference); /* library.c */
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BKE_region_callback_free_manipulatormap_set(wm_manipulatormap_delete); /* screen.c */
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BKE_library_callback_remap_editor_id_reference_set(WM_main_remap_editor_id_reference); /* library.c */
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BKE_blender_callback_test_break_set(wm_window_testbreak); /* blender.c */
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BKE_spacedata_callback_id_remap_set(ED_spacedata_id_remap); /* screen.c */
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DEG_editors_set_update_cb(ED_render_id_flush_update,
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ED_render_scene_update,
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ED_render_scene_update_pre);
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ED_spacetypes_init(); /* editors/space_api/spacetype.c */
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ED_file_init(); /* for fsmenu */
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ED_node_init_butfuncs();
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BLF_init(11, U.dpi); /* Please update source/gamengine/GamePlayer/GPG_ghost.cpp if you change this */
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BLT_lang_init();
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/* Enforce loading the UI for the initial homefile */
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G.fileflags &= ~G_FILE_NO_UI;
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/* reports cant be initialized before the wm,
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* but keep before file reading, since that may report errors */
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wm_init_reports(C);
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/* get the default database, plus a wm */
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wm_homefile_read(C, NULL, G.factory_startup, false, NULL, NULL);
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BLT_lang_set(NULL);
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if (!G.background) {
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#ifdef WITH_INPUT_NDOF
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/* sets 3D mouse deadzone */
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WM_ndof_deadzone_set(U.ndof_deadzone);
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#endif
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GPU_init();
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GPU_set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
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GPU_set_linear_mipmap(true);
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GPU_set_anisotropic(U.anisotropic_filter);
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GPU_set_gpu_mipmapping(U.use_gpu_mipmap);
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#ifdef WITH_OPENSUBDIV
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BKE_subsurf_osd_init();
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#endif
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UI_init();
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}
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else {
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/* Note: Currently only inits icons, which we now want in background mode too
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* (scripts could use those in background processing...).
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* In case we do more later, we may need to pass a 'background' flag.
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* Called from 'UI_init' above */
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BKE_icons_init(1);
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}
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ED_spacemacros_init();
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/* note: there is a bug where python needs initializing before loading the
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* startup.blend because it may contain PyDrivers. It also needs to be after
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* initializing space types and other internal data.
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*
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* However cant redo this at the moment. Solution is to load python
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* before wm_homefile_read() or make py-drivers check if python is running.
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* Will try fix when the crash can be repeated. - campbell. */
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#ifdef WITH_PYTHON
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BPY_context_set(C); /* necessary evil */
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BPY_python_start(argc, argv);
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BPY_python_reset(C);
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#else
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(void)argc; /* unused */
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(void)argv; /* unused */
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#endif
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if (!G.background && !wm_start_with_console)
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GHOST_toggleConsole(3);
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clear_matcopybuf();
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ED_render_clear_mtex_copybuf();
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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wm_history_file_read();
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/* allow a path of "", this is what happens when making a new file */
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#if 0
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if (G.main->name[0] == 0)
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BLI_make_file_string("/", G.main->name, BKE_appdir_folder_default(), "untitled.blend");
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#endif
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BLI_strncpy(G.lib, G.main->name, FILE_MAX);
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#ifdef WITH_COMPOSITOR
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if (1) {
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extern void *COM_linker_hack;
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COM_linker_hack = COM_execute;
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}
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#endif
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/* load last session, uses regular file reading so it has to be in end (after init py etc) */
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if (U.uiflag2 & USER_KEEP_SESSION) {
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/* calling WM_recover_last_session(C, NULL) has been moved to creator.c */
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/* that prevents loading both the kept session, and the file on the command line */
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}
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else {
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/* note, logic here is from wm_file_read_post,
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* call functions that depend on Python being initialized. */
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/* normally 'wm_homefile_read' will do this,
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* however python is not initialized when called from this function.
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*
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* unlikely any handlers are set but its possible,
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* note that recovering the last session does its own callbacks. */
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CTX_wm_window_set(C, CTX_wm_manager(C)->windows.first);
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BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_VERSION_UPDATE);
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BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_LOAD_POST);
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wm_file_read_report(C);
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if (!G.background) {
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CTX_wm_window_set(C, NULL);
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}
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}
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}
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void WM_init_splash(bContext *C)
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{
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if ((U.uiflag & USER_SPLASH_DISABLE) == 0) {
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *prevwin = CTX_wm_window(C);
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if (wm->windows.first) {
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CTX_wm_window_set(C, wm->windows.first);
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WM_operator_name_call(C, "WM_OT_splash", WM_OP_INVOKE_DEFAULT, NULL);
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CTX_wm_window_set(C, prevwin);
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}
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}
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}
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bool WM_init_game(bContext *C)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *win;
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ScrArea *sa;
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ARegion *ar = NULL;
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Scene *scene = CTX_data_scene(C);
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if (!scene) {
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/* XXX, this should not be needed. */
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Main *bmain = CTX_data_main(C);
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scene = bmain->scene.first;
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}
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win = wm->windows.first;
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/* first to get a valid window */
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if (win)
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CTX_wm_window_set(C, win);
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sa = BKE_screen_find_big_area(CTX_wm_screen(C), SPACE_VIEW3D, 0);
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ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
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/* if we have a valid 3D view */
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if (sa && ar) {
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ARegion *arhide;
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CTX_wm_area_set(C, sa);
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CTX_wm_region_set(C, ar);
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/* disable quad view */
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if (ar->alignment == RGN_ALIGN_QSPLIT)
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WM_operator_name_call(C, "SCREEN_OT_region_quadview", WM_OP_EXEC_DEFAULT, NULL);
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/* toolbox, properties panel and header are hidden */
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for (arhide = sa->regionbase.first; arhide; arhide = arhide->next) {
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if (arhide->regiontype != RGN_TYPE_WINDOW) {
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if (!(arhide->flag & RGN_FLAG_HIDDEN)) {
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ED_region_toggle_hidden(C, arhide);
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}
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}
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}
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/* full screen the area */
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if (!sa->full) {
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ED_screen_state_toggle(C, win, sa, SCREENMAXIMIZED);
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}
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/* Fullscreen */
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if ((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) {
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WM_operator_name_call(C, "WM_OT_window_fullscreen_toggle", WM_OP_EXEC_DEFAULT, NULL);
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wm_get_screensize(&ar->winrct.xmax, &ar->winrct.ymax);
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ar->winx = ar->winrct.xmax + 1;
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ar->winy = ar->winrct.ymax + 1;
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}
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else {
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GHOST_RectangleHandle rect = GHOST_GetClientBounds(win->ghostwin);
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ar->winrct.ymax = GHOST_GetHeightRectangle(rect);
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ar->winrct.xmax = GHOST_GetWidthRectangle(rect);
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ar->winx = ar->winrct.xmax + 1;
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ar->winy = ar->winrct.ymax + 1;
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GHOST_DisposeRectangle(rect);
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}
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WM_operator_name_call(C, "VIEW3D_OT_game_start", WM_OP_EXEC_DEFAULT, NULL);
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BKE_sound_exit();
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return true;
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}
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else {
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ReportTimerInfo *rti;
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BKE_report(&wm->reports, RPT_ERROR, "No valid 3D View found, game auto start is not possible");
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/* After adding the report to the global list, reset the report timer. */
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WM_event_remove_timer(wm, NULL, wm->reports.reporttimer);
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/* Records time since last report was added */
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wm->reports.reporttimer = WM_event_add_timer(wm, CTX_wm_window(C), TIMER, 0.02);
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rti = MEM_callocN(sizeof(ReportTimerInfo), "ReportTimerInfo");
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wm->reports.reporttimer->customdata = rti;
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return false;
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}
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}
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/* free strings of open recent files */
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static void free_openrecent(void)
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{
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struct RecentFile *recent;
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for (recent = G.recent_files.first; recent; recent = recent->next)
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MEM_freeN(recent->filepath);
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BLI_freelistN(&(G.recent_files));
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}
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#ifdef WIN32
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/* Read console events until there is a key event. Also returns on any error. */
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static void wait_for_console_key(void)
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{
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HANDLE hConsoleInput = GetStdHandle(STD_INPUT_HANDLE);
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if (!ELEM(hConsoleInput, NULL, INVALID_HANDLE_VALUE) && FlushConsoleInputBuffer(hConsoleInput)) {
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for (;;) {
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INPUT_RECORD buffer;
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DWORD ignored;
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if (!ReadConsoleInput(hConsoleInput, &buffer, 1, &ignored)) {
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break;
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}
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if (buffer.EventType == KEY_EVENT) {
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break;
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}
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}
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}
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}
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#endif
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/**
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* \note doesn't run exit() call #WM_exit() for that.
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*/
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void WM_exit_ext(bContext *C, const bool do_python)
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{
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wmWindowManager *wm = C ? CTX_wm_manager(C) : NULL;
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/* first wrap up running stuff, we assume only the active WM is running */
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/* modal handlers are on window level freed, others too? */
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/* note; same code copied in wm_files.c */
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if (C && wm) {
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wmWindow *win;
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if (!G.background) {
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if ((U.uiflag2 & USER_KEEP_SESSION) || BKE_undo_is_valid(NULL)) {
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/* save the undo state as quit.blend */
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char filename[FILE_MAX];
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bool has_edited;
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int fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_AUTOPLAY | G_FILE_HISTORY);
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BLI_make_file_string("/", filename, BKE_tempdir_base(), BLENDER_QUIT_FILE);
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has_edited = ED_editors_flush_edits(C, false);
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if ((has_edited && BLO_write_file(CTX_data_main(C), filename, fileflags, NULL, NULL)) ||
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BKE_undo_save_file(filename))
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{
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printf("Saved session recovery to '%s'\n", filename);
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}
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}
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}
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WM_jobs_kill_all(wm);
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for (win = wm->windows.first; win; win = win->next) {
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CTX_wm_window_set(C, win); /* needed by operator close callbacks */
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WM_event_remove_handlers(C, &win->handlers);
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WM_event_remove_handlers(C, &win->modalhandlers);
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ED_screen_exit(C, win, WM_window_get_active_screen(win));
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}
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}
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BKE_addon_pref_type_free();
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wm_operatortype_free();
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wm_dropbox_free();
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|
WM_menutype_free();
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|
WM_uilisttype_free();
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/* all non-screen and non-space stuff editors did, like editmode */
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|
if (C)
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|
ED_editors_exit(C);
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|
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// XXX
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|
// BIF_GlobalReebFree();
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|
// BIF_freeRetarget();
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|
BIF_freeTemplates(C);
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free_openrecent();
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|
BKE_mball_cubeTable_free();
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|
|
|
/* render code might still access databases */
|
|
RE_FreeAllRender();
|
|
RE_engines_exit();
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ED_preview_free_dbase(); /* frees a Main dbase, before BKE_blender_free! */
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|
|
if (C && wm)
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|
wm_free_reports(C); /* before BKE_blender_free! - since the ListBases get freed there */
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|
BKE_sequencer_free_clipboard(); /* sequencer.c */
|
|
BKE_tracking_clipboard_free();
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|
BKE_mask_clipboard_free();
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|
BKE_vfont_clipboard_free();
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|
|
|
#ifdef WITH_COMPOSITOR
|
|
COM_deinitialize();
|
|
#endif
|
|
|
|
BKE_blender_free(); /* blender.c, does entire library and spacetypes */
|
|
// free_matcopybuf();
|
|
ANIM_fcurves_copybuf_free();
|
|
ANIM_drivers_copybuf_free();
|
|
ANIM_driver_vars_copybuf_free();
|
|
ANIM_fmodifiers_copybuf_free();
|
|
ED_gpencil_anim_copybuf_free();
|
|
ED_gpencil_strokes_copybuf_free();
|
|
BKE_node_clipboard_clear();
|
|
|
|
/* free manipulator-maps after freeing blender, so no deleted data get accessed during cleaning up of areas */
|
|
wm_manipulatormaptypes_free();
|
|
|
|
BLF_exit();
|
|
|
|
#ifdef WITH_INTERNATIONAL
|
|
BLF_free_unifont();
|
|
BLF_free_unifont_mono();
|
|
BLT_lang_free();
|
|
#endif
|
|
|
|
ANIM_keyingset_infos_exit();
|
|
|
|
// free_txt_data();
|
|
|
|
|
|
#ifdef WITH_PYTHON
|
|
/* option not to close python so we can use 'atexit' */
|
|
if (do_python && ((C == NULL) || CTX_py_init_get(C))) {
|
|
/* XXX - old note */
|
|
/* before BKE_blender_free so py's gc happens while library still exists */
|
|
/* needed at least for a rare sigsegv that can happen in pydrivers */
|
|
|
|
/* Update for blender 2.5, move after BKE_blender_free because blender now holds references to PyObject's
|
|
* so decref'ing them after python ends causes bad problems every time
|
|
* the pyDriver bug can be fixed if it happens again we can deal with it then */
|
|
BPY_python_end();
|
|
}
|
|
#else
|
|
(void)do_python;
|
|
#endif
|
|
|
|
if (!G.background) {
|
|
#ifdef WITH_OPENSUBDIV
|
|
BKE_subsurf_osd_cleanup();
|
|
#endif
|
|
|
|
GPU_global_buffer_pool_free();
|
|
GPU_free_unused_buffers();
|
|
|
|
GPU_exit();
|
|
}
|
|
|
|
BKE_undo_reset();
|
|
|
|
ED_file_exit(); /* for fsmenu */
|
|
|
|
UI_exit();
|
|
BKE_blender_userdef_free_data(&U);
|
|
|
|
RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */
|
|
|
|
wm_ghost_exit();
|
|
|
|
CTX_free(C);
|
|
#ifdef WITH_GAMEENGINE
|
|
SYS_DeleteSystem(SYS_GetSystem());
|
|
#endif
|
|
|
|
GHOST_DisposeSystemPaths();
|
|
|
|
DNA_sdna_current_free();
|
|
|
|
BLI_threadapi_exit();
|
|
|
|
/* No need to call this early, rather do it late so that other pieces of Blender using sound may exit cleanly,
|
|
* see also T50676. */
|
|
BKE_sound_exit();
|
|
|
|
BKE_blender_atexit();
|
|
|
|
if (MEM_get_memory_blocks_in_use() != 0) {
|
|
size_t mem_in_use = MEM_get_memory_in_use() + MEM_get_memory_in_use();
|
|
printf("Error: Not freed memory blocks: %u, total unfreed memory %f MB\n",
|
|
MEM_get_memory_blocks_in_use(),
|
|
(double)mem_in_use / 1024 / 1024);
|
|
MEM_printmemlist();
|
|
}
|
|
wm_autosave_delete();
|
|
|
|
BKE_tempdir_session_purge();
|
|
}
|
|
|
|
void WM_exit(bContext *C)
|
|
{
|
|
WM_exit_ext(C, 1);
|
|
|
|
printf("\nBlender quit\n");
|
|
|
|
#ifdef WIN32
|
|
/* ask user to press a key when in debug mode */
|
|
if (G.debug & G_DEBUG) {
|
|
printf("Press any key to exit . . .\n\n");
|
|
wait_for_console_key();
|
|
}
|
|
#endif
|
|
|
|
exit(G.is_break == true);
|
|
}
|