Implements a basic, WIP version of the asset list. This is needed to give the asset view UI template asset reading and displaying functionality. See: * Asset System: Data Storage, Reading & UI Access - https://developer.blender.org/T88184 Especially the asset list internals should change. It uses the File/Asset Browser's `FileList` API, which isn't really meant for access from outside the File Browser. But as explained in T88184, it does a lot of the stuff we currently need, so we (Sybren Stüvel and I) decided to go this route for now. Work on a file-list rewrite which integrates well with the asset system started in the `asset-system-filelist` branch. Further includes: * Operator to reload the asset list. * New `bpy.types.AssetHandle.get_full_library_path()` function, which gets the full path of the asset via the asset-list. * Changes to preview loading to prevent the preview loading job to run eternally for asset views. File Browsers have this issue too, but should be fixed separately.
711 lines
19 KiB
C
711 lines
19 KiB
C
/*
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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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/** \file
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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 <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#ifdef _WIN32
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# define WIN32_LEAN_AND_MEAN
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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 "CLG_log.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_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_task.h"
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#include "BLI_threads.h"
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#include "BLI_timer.h"
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#include "BLI_utildefines.h"
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#include "BLO_undofile.h"
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#include "BLO_writefile.h"
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#include "BKE_blender.h"
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#include "BKE_blendfile.h"
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#include "BKE_callbacks.h"
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#include "BKE_context.h"
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#include "BKE_font.h"
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#include "BKE_global.h"
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#include "BKE_icons.h"
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#include "BKE_image.h"
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#include "BKE_keyconfig.h"
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#include "BKE_lib_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_scene.h"
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#include "BKE_screen.h"
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#include "BKE_sound.h"
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#include "BKE_addon.h"
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#include "BKE_appdir.h"
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#include "BKE_mask.h" /* free mask clipboard */
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#include "BKE_material.h" /* BKE_material_copybuf_clear */
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#include "BKE_studiolight.h"
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#include "BKE_tracking.h" /* free tracking clipboard */
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#include "RE_engine.h"
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#include "RE_pipeline.h" /* RE_ free stuff */
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#include "SEQ_clipboard.h" /* free seq clipboard */
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#include "IMB_thumbs.h"
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#ifdef WITH_PYTHON
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# include "BPY_extern.h"
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# include "BPY_extern_python.h"
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# include "BPY_extern_run.h"
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#endif
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#include "GHOST_C-api.h"
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#include "GHOST_Path-api.h"
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#include "RNA_define.h"
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#include "WM_api.h"
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#include "WM_message.h"
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#include "WM_types.h"
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#include "wm.h"
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#include "wm_cursors.h"
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#include "wm_event_system.h"
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#include "wm_files.h"
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#include "wm_platform_support.h"
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#include "wm_surface.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_asset.h"
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#include "ED_gpencil.h"
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#include "ED_keyframes_edit.h"
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#include "ED_keyframing.h"
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#include "ED_node.h"
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#include "ED_render.h"
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#include "ED_screen.h"
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#include "ED_space_api.h"
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#include "ED_undo.h"
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#include "ED_util.h"
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#include "BLF_api.h"
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#include "BLT_lang.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "GPU_context.h"
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#include "GPU_init_exit.h"
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#include "GPU_material.h"
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#include "BKE_sound.h"
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#include "BKE_subdiv.h"
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#include "COM_compositor.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "DRW_engine.h"
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_OPERATORS, "wm.operator");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_HANDLERS, "wm.handler");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_EVENTS, "wm.event");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_KEYMAPS, "wm.keymap");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_TOOLS, "wm.tool");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_MSGBUS_PUB, "wm.msgbus.pub");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_MSGBUS_SUB, "wm.msgbus.sub");
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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(wmWindowManager *wm)
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{
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BKE_reports_clear(&wm->reports);
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}
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static bool wm_start_with_console = false;
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void WM_init_state_start_with_console_set(bool value)
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{
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wm_start_with_console = value;
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}
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/**
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* Since we cannot know in advance if we will require the draw manager
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* context when starting blender in background mode (specially true with
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* scripts) we defer the ghost initialization the most as possible
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* so that it does not break anything that can run in headless mode (as in
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* without display server attached).
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*/
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static bool opengl_is_init = false;
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void WM_init_opengl(void)
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{
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/* must be called only once */
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BLI_assert(opengl_is_init == false);
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if (G.background) {
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/* Ghost is still not init elsewhere in background mode. */
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wm_ghost_init(NULL);
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}
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/* Needs to be first to have an ogl context bound. */
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DRW_opengl_context_create();
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GPU_init();
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GPU_pass_cache_init();
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opengl_is_init = true;
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}
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static void sound_jack_sync_callback(Main *bmain, int mode, double time)
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{
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/* Ugly: Blender doesn't like it when the animation is played back during rendering. */
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if (G.is_rendering) {
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return;
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}
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wmWindowManager *wm = bmain->wm.first;
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LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
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Scene *scene = WM_window_get_active_scene(window);
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if ((scene->audio.flag & AUDIO_SYNC) == 0) {
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continue;
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}
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ViewLayer *view_layer = WM_window_get_active_view_layer(window);
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Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer);
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if (depsgraph == NULL) {
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continue;
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}
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BKE_sound_lock();
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Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
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BKE_sound_jack_scene_update(scene_eval, mode, time);
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BKE_sound_unlock();
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}
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}
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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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BKE_sound_jack_sync_callback_set(sound_jack_sync_callback);
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}
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GHOST_CreateSystemPaths();
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BKE_addon_pref_type_init();
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BKE_keyconfig_pref_type_init();
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wm_operatortype_init();
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wm_operatortypes_register();
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WM_paneltype_init(); /* Lookup table only. */
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WM_menutype_init();
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WM_uilisttype_init();
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wm_gizmotype_init();
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wm_gizmogrouptype_init();
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ED_undosys_type_init();
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BKE_library_callback_free_notifier_reference_set(
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WM_main_remove_notifier_reference); /* lib_id.c */
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BKE_region_callback_free_gizmomap_set(wm_gizmomap_remove); /* screen.c */
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BKE_region_callback_refresh_tag_gizmomap_set(WM_gizmomap_tag_refresh);
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BKE_library_callback_remap_editor_id_reference_set(
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WM_main_remap_editor_id_reference); /* lib_id.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, ED_render_scene_update);
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ED_spacetypes_init(); /* editors/space_api/spacetype.c */
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ED_node_init_butfuncs();
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BLF_init();
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BLT_lang_init();
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/* Must call first before doing any '.blend' file reading,
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* since versioning code may create new IDs... See T57066. */
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BLT_lang_set(NULL);
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/* Init icons before reading .blend files for preview icons, which can
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* get triggered by the depsgraph. This is also done in background mode
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* for scripts that do background processing with preview icons. */
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BKE_icons_init(BIFICONID_LAST);
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/* reports can't 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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WM_msgbus_types_init();
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/* get the default database, plus a wm */
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bool is_factory_startup = true;
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const bool use_data = true;
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const bool use_userdef = true;
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/* Studio-lights needs to be init before we read the home-file,
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* otherwise the versioning cannot find the default studio-light. */
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BKE_studiolight_init();
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BLI_assert((G.fileflags & G_FILE_NO_UI) == 0);
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wm_homefile_read(C,
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NULL,
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G.factory_startup,
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false,
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use_data,
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use_userdef,
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NULL,
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WM_init_state_app_template_get(),
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&is_factory_startup);
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/* Call again to set from userpreferences... */
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BLT_lang_set(NULL);
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/* For fsMenu. Called here so can include user preference paths if needed. */
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ED_file_init();
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/* That one is generated on demand, we need to be sure it's clear on init. */
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IMB_thumb_clear_translations();
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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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WM_init_opengl();
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if (!WM_platform_support_perform_checks()) {
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exit(-1);
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}
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UI_init();
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}
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BKE_subdiv_init();
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ED_spacemacros_init();
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/* NOTE(campbell): 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 can't 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. */
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#ifdef WITH_PYTHON
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BPY_python_start(C, 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) {
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if (wm_start_with_console) {
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GHOST_toggleConsole(1);
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}
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else {
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GHOST_toggleConsole(3);
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}
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}
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BKE_material_copybuf_clear();
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ED_render_clear_mtex_copybuf();
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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 (BKE_main_blendfile_path_from_global()[0] == '\0') {
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BLI_join_dirfile(
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G_MAIN->name, sizeof(G_MAIN->name), BKE_appdir_folder_default(), "untitled.blend");
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}
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#endif
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BLI_strncpy(G.lib, BKE_main_blendfile_path_from_global(), sizeof(G.lib));
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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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{
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Main *bmain = CTX_data_main(C);
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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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BKE_callback_exec_null(bmain, BKE_CB_EVT_VERSION_UPDATE);
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BKE_callback_exec_null(bmain, BKE_CB_EVT_LOAD_POST);
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if (is_factory_startup) {
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BKE_callback_exec_null(bmain, BKE_CB_EVT_LOAD_FACTORY_STARTUP_POST);
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}
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wm_file_read_report(C, bmain);
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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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/* free strings of open recent files */
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static void free_openrecent(void)
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{
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LISTBASE_FOREACH (RecentFile *, recent, &G.recent_files) {
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MEM_freeN(recent->filepath);
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}
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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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static int wm_exit_handler(bContext *C, const wmEvent *event, void *userdata)
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{
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WM_exit(C);
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UNUSED_VARS(event, userdata);
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return WM_UI_HANDLER_BREAK;
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}
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/**
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* Cause a delayed #WM_exit()
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* call to avoid leaking memory when trying to exit from within operators.
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*/
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void wm_exit_schedule_delayed(const bContext *C)
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{
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/* What we do here is a little bit hacky, but quite simple and doesn't require bigger
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* changes: Add a handler wrapping WM_exit() to cause a delayed call of it. */
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wmWindow *win = CTX_wm_window(C);
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/* Use modal UI handler for now.
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* Could add separate WM handlers or so, but probably not worth it. */
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WM_event_add_ui_handler(C, &win->modalhandlers, wm_exit_handler, NULL, NULL, 0);
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WM_event_add_mousemove(win); /* ensure handler actually gets called */
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}
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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_ex(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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if (!G.background) {
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struct MemFile *undo_memfile = wm->undo_stack ?
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ED_undosys_stack_memfile_get_active(wm->undo_stack) :
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NULL;
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if (undo_memfile != NULL) {
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/* save the undo state as quit.blend */
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Main *bmain = CTX_data_main(C);
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char filename[FILE_MAX];
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bool has_edited;
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const int fileflags = G.fileflags & ~G_FILE_COMPRESS;
|
|
|
|
BLI_join_dirfile(filename, sizeof(filename), BKE_tempdir_base(), BLENDER_QUIT_FILE);
|
|
|
|
has_edited = ED_editors_flush_edits(bmain);
|
|
|
|
if ((has_edited &&
|
|
BLO_write_file(
|
|
bmain, filename, fileflags, &(const struct BlendFileWriteParams){0}, NULL)) ||
|
|
(BLO_memfile_write_file(undo_memfile, filename))) {
|
|
printf("Saved session recovery to '%s'\n", filename);
|
|
}
|
|
}
|
|
}
|
|
|
|
WM_jobs_kill_all(wm);
|
|
|
|
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
|
|
CTX_wm_window_set(C, win); /* needed by operator close callbacks */
|
|
WM_event_remove_handlers(C, &win->handlers);
|
|
WM_event_remove_handlers(C, &win->modalhandlers);
|
|
ED_screen_exit(C, win, WM_window_get_active_screen(win));
|
|
}
|
|
|
|
if (!G.background) {
|
|
if ((U.pref_flag & USER_PREF_FLAG_SAVE) && ((G.f & G_FLAG_USERPREF_NO_SAVE_ON_EXIT) == 0)) {
|
|
if (U.runtime.is_dirty) {
|
|
BKE_blendfile_userdef_write_all(NULL);
|
|
}
|
|
}
|
|
/* Free the callback data used on file-open
|
|
* (will be set when a recover operation has run). */
|
|
wm_test_autorun_revert_action_set(NULL, NULL);
|
|
}
|
|
}
|
|
|
|
#if defined(WITH_PYTHON) && !defined(WITH_PYTHON_MODULE)
|
|
/* Without this, we there isn't a good way to manage false-positive resource leaks
|
|
* where a #PyObject references memory allocated with guarded-alloc, T71362.
|
|
*
|
|
* This allows add-ons to free resources when unregistered (which is good practice anyway).
|
|
*
|
|
* Don't run this code when built as a Python module as this runs when Python is in the
|
|
* process of shutting down, where running a snippet like this will crash, see T82675.
|
|
* Instead use the `atexit` module, installed by #BPY_python_start */
|
|
BPY_run_string_eval(C, (const char *[]){"addon_utils", NULL}, "addon_utils.disable_all()");
|
|
#endif
|
|
|
|
BLI_timer_free();
|
|
|
|
WM_paneltype_clear();
|
|
|
|
BKE_addon_pref_type_free();
|
|
BKE_keyconfig_pref_type_free();
|
|
BKE_materials_exit();
|
|
|
|
wm_operatortype_free();
|
|
wm_surfaces_free();
|
|
wm_dropbox_free();
|
|
WM_menutype_free();
|
|
WM_uilisttype_free();
|
|
|
|
/* all non-screen and non-space stuff editors did, like editmode */
|
|
if (C) {
|
|
Main *bmain = CTX_data_main(C);
|
|
ED_editors_exit(bmain, true);
|
|
}
|
|
|
|
ED_undosys_type_free();
|
|
|
|
free_openrecent();
|
|
|
|
BKE_mball_cubeTable_free();
|
|
|
|
/* render code might still access databases */
|
|
RE_FreeAllRender();
|
|
RE_engines_exit();
|
|
|
|
ED_preview_free_dbase(); /* frees a Main dbase, before BKE_blender_free! */
|
|
ED_assetlist_storage_exit();
|
|
|
|
if (wm) {
|
|
/* Before BKE_blender_free! - since the ListBases get freed there. */
|
|
wm_free_reports(wm);
|
|
}
|
|
|
|
SEQ_clipboard_free(); /* sequencer.c */
|
|
BKE_tracking_clipboard_free();
|
|
BKE_mask_clipboard_free();
|
|
BKE_vfont_clipboard_free();
|
|
BKE_node_clipboard_free();
|
|
|
|
#ifdef WITH_COMPOSITOR
|
|
COM_deinitialize();
|
|
#endif
|
|
|
|
BKE_subdiv_exit();
|
|
|
|
if (opengl_is_init) {
|
|
BKE_image_free_unused_gpu_textures();
|
|
}
|
|
|
|
BKE_blender_free(); /* blender.c, does entire library and spacetypes */
|
|
// BKE_material_copybuf_free();
|
|
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();
|
|
|
|
/* free gizmo-maps after freeing blender,
|
|
* so no deleted data get accessed during cleaning up of areas. */
|
|
wm_gizmomaptypes_free();
|
|
wm_gizmogrouptype_free();
|
|
wm_gizmotype_free();
|
|
|
|
BLF_exit();
|
|
|
|
if (opengl_is_init) {
|
|
DRW_opengl_context_enable_ex(false);
|
|
GPU_pass_cache_free();
|
|
GPU_exit();
|
|
DRW_opengl_context_disable_ex(false);
|
|
DRW_opengl_context_destroy();
|
|
}
|
|
|
|
#ifdef WITH_INTERNATIONAL
|
|
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))) {
|
|
/* NOTE: (old note)
|
|
* before BKE_blender_free so Python's garbage-collection happens while library still exists.
|
|
* Needed at least for a rare crash that can happen in python-drivers.
|
|
*
|
|
* Update for Blender 2.5, move after #BKE_blender_free because Blender now holds references
|
|
* to #PyObject's so #Py_DECREF'ing them after Python ends causes bad problems every time
|
|
* the python-driver bug can be fixed if it happens again we can deal with it then. */
|
|
BPY_python_end();
|
|
}
|
|
#else
|
|
(void)do_python;
|
|
#endif
|
|
|
|
ED_file_exit(); /* for fsmenu */
|
|
|
|
UI_exit();
|
|
BKE_blender_userdef_data_free(&U, false);
|
|
|
|
RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */
|
|
|
|
GPU_backend_exit();
|
|
|
|
wm_ghost_exit();
|
|
|
|
CTX_free(C);
|
|
|
|
GHOST_DisposeSystemPaths();
|
|
|
|
DNA_sdna_current_free();
|
|
|
|
BLI_threadapi_exit();
|
|
BLI_task_scheduler_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_appdir_exit();
|
|
CLG_exit();
|
|
|
|
BKE_blender_atexit();
|
|
|
|
wm_autosave_delete();
|
|
|
|
BKE_tempdir_session_purge();
|
|
}
|
|
|
|
/**
|
|
* \brief Main exit function to close Blender ordinarily.
|
|
* \note Use #wm_exit_schedule_delayed() to close Blender from an operator.
|
|
* Might leak memory otherwise.
|
|
*/
|
|
void WM_exit(bContext *C)
|
|
{
|
|
WM_exit_ex(C, true);
|
|
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* Needed for cases when operators are re-registered
|
|
* (when operator type pointers are stored).
|
|
*/
|
|
void WM_script_tag_reload(void)
|
|
{
|
|
UI_interface_tag_script_reload();
|
|
}
|