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blender-archive/source/blender/blenkernel/BKE_collection.h
Dalai Felinto c7c070c2ec Collections: Operator to duplicate a collection
When duplicating a layer collection directly linked to the view layer we copy
the collection and link it.

For all the not directly linked layer collectionns, we try to sync the layer
collection flags, overrides, ...

Also we make sure the new collection is right after the original collection.

We also expose this in RNA, via collection.duplicate().
2018-02-02 12:25:05 -02:00

109 lines
4.9 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.
*
* Contributor(s): Dalai Felinto
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_COLLECTION_H__
#define __BKE_COLLECTION_H__
/** \file blender/blenkernel/BKE_collection.h
* \ingroup bke
*/
#include "BLI_ghash.h"
#include "BLI_iterator.h"
#include "DNA_listBase.h"
#ifdef __cplusplus
extern "C" {
#endif
struct Base;
struct BLI_Iterator;
struct Group;
struct ID;
struct LayerCollection;
struct Main;
struct Object;
struct Scene;
struct SceneCollection;
struct SceneCollection *BKE_collection_add(
struct ID *owner_id, struct SceneCollection *sc_parent, const int type, const char *name);
bool BKE_collection_remove(struct ID *owner_id, struct SceneCollection *sc);
void BKE_collection_copy_data(struct SceneCollection *sc_dst, struct SceneCollection *sc_src, const int flag);
struct SceneCollection *BKE_collection_duplicate(struct ID *owner_id, struct SceneCollection *scene_collection);
struct SceneCollection *BKE_collection_master(const struct ID *owner_id);
void BKE_collection_rename(const struct Scene *scene, struct SceneCollection *sc, const char *name);
void BKE_collection_master_free(struct ID *owner_id, const bool do_id_user);
bool BKE_collection_object_add(const struct ID *owner_id, struct SceneCollection *sc, struct Object *object);
void BKE_collection_object_add_from(struct Scene *scene, struct Object *ob_src, struct Object *ob_dst);
bool BKE_collection_object_remove(struct Main *bmain, struct ID *owner_id, struct SceneCollection *sc, struct Object *object, const bool free_us);
bool BKE_collections_object_remove(struct Main *bmain, struct ID *owner_id, struct Object *object, const bool free_us);
void BKE_collection_object_move(struct ID *owner_id, struct SceneCollection *sc_dst, struct SceneCollection *sc_src, struct Object *ob);
struct Group *BKE_collection_group_create(struct Main *bmain, struct Scene *scene, struct LayerCollection *lc);
void BKE_collection_reinsert_after(const struct Scene *scene, struct SceneCollection *sc_reinsert, struct SceneCollection *sc_after);
void BKE_collection_reinsert_into(struct SceneCollection *sc_reinsert, struct SceneCollection *sc_into);
bool BKE_collection_move_above(const struct ID *owner_id, struct SceneCollection *sc_dst, struct SceneCollection *sc_src);
bool BKE_collection_move_below(const struct ID *owner_id, struct SceneCollection *sc_dst, struct SceneCollection *sc_src);
bool BKE_collection_move_into(const struct ID *owner_id, struct SceneCollection *sc_dst, struct SceneCollection *sc_src);
typedef void (*BKE_scene_objects_Cb)(struct Object *ob, void *data);
typedef void (*BKE_scene_collections_Cb)(struct SceneCollection *ob, void *data);
void BKE_scene_collections_callback(struct Scene *scene, BKE_scene_collections_Cb callback, void *data);
void BKE_scene_objects_callback(struct Scene *scene, BKE_scene_objects_Cb callback, void *data);
/* iterators */
void BKE_scene_collections_iterator_begin(struct BLI_Iterator *iter, void *data_in);
void BKE_scene_collections_iterator_next(struct BLI_Iterator *iter);
void BKE_scene_collections_iterator_end(struct BLI_Iterator *iter);
void BKE_scene_objects_iterator_begin(struct BLI_Iterator *iter, void *data_in);
void BKE_scene_objects_iterator_next(struct BLI_Iterator *iter);
void BKE_scene_objects_iterator_end(struct BLI_Iterator *iter);
#define FOREACH_SCENE_COLLECTION(_id, _instance) \
ITER_BEGIN(BKE_scene_collections_iterator_begin, \
BKE_scene_collections_iterator_next, \
BKE_scene_collections_iterator_end, \
_id, SceneCollection *, _instance)
#define FOREACH_SCENE_COLLECTION_END \
ITER_END
#define FOREACH_SCENE_OBJECT(scene, _instance) \
ITER_BEGIN(BKE_scene_objects_iterator_begin, \
BKE_scene_objects_iterator_next, \
BKE_scene_objects_iterator_end, \
scene, Object *, _instance)
#define FOREACH_SCENE_OBJECT_END \
ITER_END
#ifdef __cplusplus
}
#endif
#endif /* __BKE_COLLECTION_H__ */