This PR updates the VSE strip modifiers interface. It now uses the same design as the object modifiers. Changes: * Except for the "Mask Input" subpanel, the modifier UIs are unchanged. * Modifiers can now be rearranged using drag & drop. * Additionally, there is now an active strip modifier. This is exposed though python via `strip.modifiers.active`. This is in part for !139634 which needs the concept of an active modifier. Notes: * The `modifier.cc` file included all the implementation of all modifiers. With the addition of a another new callback in this PR, this file was getting quite big so I split everything out into individual files for all modifiers. The modifiers are getting registered at launch. * The modifier panels are getting added using a UI template (`template_strip_modifiers`) very similar to the object modifiers. Pull Request: https://projects.blender.org/blender/blender/pulls/145367
170 lines
4.1 KiB
C++
170 lines
4.1 KiB
C++
/* SPDX-FileCopyrightText: 2019 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "blendfile_loading_base_test.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_appdir.hh"
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#include "BKE_blender.hh"
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#include "BKE_callbacks.hh"
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#include "BKE_context.hh"
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#include "BKE_global.hh"
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#include "BKE_idtype.hh"
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#include "BKE_image.hh"
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#include "BKE_layer.hh"
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#include "BKE_lib_id.hh"
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#include "BKE_main.hh"
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#include "BKE_mball_tessellate.hh"
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#include "BKE_modifier.hh"
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#include "BKE_node.hh"
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#include "BKE_scene.hh"
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#include "BKE_vfont.hh"
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#include "BLF_api.hh"
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#include "BLI_listbase.h"
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#include "BLI_path_utils.hh"
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#include "BLI_threads.h"
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#include "BLO_readfile.hh"
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#include "DEG_depsgraph.hh"
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#include "DEG_depsgraph_build.hh"
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#include "DNA_genfile.h" /* for DNA_sdna_current_init() */
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#include "DNA_windowmanager_types.h"
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#include "IMB_imbuf.hh"
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#include "ED_datafiles.h"
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#include "RNA_define.hh"
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#include "SEQ_modifier.hh"
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#include "WM_api.hh"
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#include "wm.hh"
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#include "CLG_log.h"
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void BlendfileLoadingBaseTest::SetUpTestCase()
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{
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testing::Test::SetUpTestCase();
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/* Minimal code to make loading a blendfile and constructing a depsgraph not crash, copied from
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* main() in creator.c. */
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CLG_init();
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BLI_threadapi_init();
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DNA_sdna_current_init();
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BKE_blender_globals_init();
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BKE_idtype_init();
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BKE_appdir_init();
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IMB_init();
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BKE_modifier_init();
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blender::seq::modifiers_init();
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DEG_register_node_types();
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RNA_init();
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blender::bke::node_system_init();
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BKE_callback_global_init();
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BKE_vfont_builtin_register(datatoc_bfont_pfb, datatoc_bfont_pfb_size);
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BLF_init();
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BKE_blender_globals_main_replace(BKE_main_new());
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G.background = true;
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G.factory_startup = true;
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/* Allocate a dummy window manager. The real window manager will try and load Python scripts from
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* the release directory, which it won't be able to find. */
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ASSERT_EQ(G.main->wm.first, nullptr);
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wmWindowManager *wm = BKE_id_new<wmWindowManager>(G.main, "WMdummy");
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wm->runtime = MEM_new<blender::bke::WindowManagerRuntime>(__func__);
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}
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void BlendfileLoadingBaseTest::TearDownTestCase()
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{
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/* Copied from WM_exit_ex() in wm_init_exit.cc, and cherry-picked those lines that match the
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* allocation/initialization done in SetUpTestCase(). */
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BKE_blender_free();
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RNA_exit();
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BLF_exit();
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DEG_free_node_types();
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DNA_sdna_current_free();
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BLI_threadapi_exit();
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BKE_blender_atexit();
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BKE_tempdir_session_purge();
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BKE_appdir_exit();
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CLG_exit();
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testing::Test::TearDownTestCase();
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}
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void BlendfileLoadingBaseTest::TearDown()
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{
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BKE_mball_cubeTable_free();
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blendfile_free();
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depsgraph_free();
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testing::Test::TearDown();
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}
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bool BlendfileLoadingBaseTest::blendfile_load(const char *filepath)
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{
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const std::string &test_assets_dir = blender::tests::flags_test_asset_dir();
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if (test_assets_dir.empty()) {
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return false;
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}
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char abspath[FILE_MAX];
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BLI_path_join(abspath, sizeof(abspath), test_assets_dir.c_str(), filepath);
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BlendFileReadReport bf_reports = {};
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bfile = BLO_read_from_file(abspath, BLO_READ_SKIP_NONE, &bf_reports);
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if (bfile == nullptr) {
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ADD_FAILURE() << "Unable to load file '" << filepath << "' from test assets dir '"
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<< test_assets_dir << "'";
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return false;
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}
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/* Make sure that all view_layers in the file are synced. Depsgraph can make a copy of the whole
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* scene, which will fail when one view layer isn't synced. */
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LISTBASE_FOREACH (ViewLayer *, view_layer, &bfile->curscene->view_layers) {
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BKE_view_layer_synced_ensure(bfile->curscene, view_layer);
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}
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return true;
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}
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void BlendfileLoadingBaseTest::blendfile_free()
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{
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if (bfile == nullptr) {
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return;
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}
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BLO_blendfiledata_free(bfile);
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bfile = nullptr;
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}
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void BlendfileLoadingBaseTest::depsgraph_create(eEvaluationMode depsgraph_evaluation_mode)
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{
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depsgraph = DEG_graph_new(
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bfile->main, bfile->curscene, bfile->cur_view_layer, depsgraph_evaluation_mode);
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DEG_graph_build_from_view_layer(depsgraph);
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BKE_scene_graph_update_tagged(depsgraph, bfile->main);
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}
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void BlendfileLoadingBaseTest::depsgraph_free()
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{
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if (depsgraph == nullptr) {
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return;
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}
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DEG_graph_free(depsgraph);
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depsgraph = nullptr;
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}
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