Files
test/source/blender/editors/util/ed_util.cc
Falk David 1122a05cb6 VSE: Scene Selector & Scene Time Synchronization
Implements the proposed design (with some modifications) in #135058.

## Sequencer Scene

This adds a new property called `sequencer_scene` to workspaces. This scene is used
by the video sequence editors in the current workspace for their context.
This is a first step towards "detaching" the VSE from the active scene in the window.

Each sequencer timeline editor shows the sequencer scene that is being used.
By default, when no sequencer scene is selected, the timeline and preview are empty.

Pressing the "new" button will add a new scene and assign it to the sequencer
scene for the current workspace.

## Contextual Playback

Pressing `Space` (by default) for starting the animation playback is now contextual:
depending on the context (where your mouse cursor is), the scene that is played back
might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play"
in the 3D Viewport will play the _active scene_ of the window, while pressing "play"
in the sequencer will play the _sequencer scene_.

## Time & Scene Synchronization

Additionally, this adds a toggle called "Sync Active Scene".
With the property turned on, the active scene & scene time in the window will be
synced with the time & scene of the current scene strip in the sequencer.

Note that this is _not_ bi-directional. The sequencer can change the active scene
and map time, but it's not possible the other way around since it one can have
multiple strips using the same scene (+camera, and even time!).

Currently this setting is exposed in the footer of the sequencer timeline as well
as in the workspace settings.

This allows for one of the core concepts that the story tools projects aims at: Working
in a scene (e.g. in the 3D viewport) while also working with the edit
(in the sequencer timeline).

## Some technical notes

* Undoing while playback is running will now cancel playback. This is to avoid the timer,
   that points to the scene and viewlayer that are playing, to get de-synced after loading
   the memfile undo step.
* When the sequencer scene is not the same as the active scene, we ensure it has
   a depsgraph.
* Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped
   if that scene doesn't match the active one in the window. We now also check that it
   doesn't match the sequencer scene in the active workspace.
* When loading older files, we need to make sure that the active workspace in a window
   uses the active scene as the sequencer scene. This is to make sure that the file opens with
   the same sequences open.
* Tool settings are stored per scene. To make sure the sequencer uses the tool settings for
   the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members
   are overridden in the sequence editors.

Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00

484 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2008 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edutil
*/
#include <cmath>
#include <cstdlib>
#include <cstring>
#include "BLI_listbase.h"
#include "BLI_path_utils.hh"
#include "BLI_string_utf8.h"
#include "BLT_translation.hh"
#include "BKE_collection.hh"
#include "BKE_global.hh"
#include "BKE_layer.hh"
#include "BKE_lib_id.hh"
#include "BKE_lib_remap.hh"
#include "BKE_main.hh"
#include "BKE_material.hh"
#include "BKE_multires.hh"
#include "BKE_object.hh"
#include "BKE_packedFile.hh"
#include "BKE_paint.hh"
#include "BKE_scene.hh"
#include "BKE_screen.hh"
#include "BKE_undo_system.hh"
#include "DEG_depsgraph.hh"
#include "ED_armature.hh"
#include "ED_asset.hh"
#include "ED_gpencil_legacy.hh"
#include "ED_image.hh"
#include "ED_mesh.hh"
#include "ED_object.hh"
#include "ED_paint.hh"
#include "ED_screen.hh"
#include "ED_screen_types.hh"
#include "ED_sculpt.hh"
#include "ED_space_api.hh"
#include "ED_util.hh"
#include "ED_view3d.hh"
#include "UI_interface.hh"
#include "UI_interface_layout.hh"
#include "UI_resources.hh"
#include "RNA_access.hh"
#include "WM_api.hh"
#include "WM_types.hh"
/* ********* general editor util functions, not BKE stuff please! ********* */
void ED_editors_init_for_undo(Main *bmain)
{
wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
Scene *scene = WM_window_get_active_scene(win);
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
BKE_view_layer_synced_ensure(scene, view_layer);
Object *ob = BKE_view_layer_active_object_get(view_layer);
if (ob && (ob->mode & OB_MODE_TEXTURE_PAINT)) {
BKE_texpaint_slots_refresh_object(scene, ob);
ED_paint_proj_mesh_data_check(*scene, *ob, nullptr, nullptr, nullptr, nullptr);
}
/* Stop animation from playing.
* TODO: There might be a way to keep the animation from playing, but sad->scene and
* sad->view_layer pointers are outdated and would need to be updated somehow. */
bScreen *animscreen = ED_screen_animation_playing(wm);
if (animscreen && animscreen->animtimer) {
WM_event_timer_remove(wm, win, animscreen->animtimer);
animscreen->animtimer = nullptr;
}
/* UI Updates. */
/* Flag local View3D's to check and exit if they are empty. */
LISTBASE_FOREACH (bScreen *, screen, &bmain->screens) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (SpaceLink *, sl, &area->spacedata) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = reinterpret_cast<View3D *>(sl);
if (v3d->localvd) {
v3d->localvd->runtime.flag |= V3D_RUNTIME_LOCAL_MAYBE_EMPTY;
}
}
}
}
}
}
}
void ED_editors_init(bContext *C)
{
using namespace blender::ed;
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
wmWindowManager *wm = CTX_wm_manager(C);
/* This is called during initialization, so we don't want to store any reports */
ReportList *reports = CTX_wm_reports(C);
int reports_flag_prev = reports->flag & ~RPT_STORE;
std::swap(reports->flag, reports_flag_prev);
/* Don't do undo pushes when calling an operator. */
wm->op_undo_depth++;
/* toggle on modes for objects that were saved with these enabled. for
* e.g. linked objects we have to ensure that they are actually the
* active object in this scene. */
Object *obact = CTX_data_active_object(C);
LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
int mode = ob->mode;
if (mode == OB_MODE_OBJECT) {
continue;
}
if (BKE_object_has_mode_data(ob, eObjectMode(mode))) {
/* For multi-edit mode we may already have mode data. */
continue;
}
/* Reset object to Object mode, so that code below can properly re-switch it to its
* previous mode if possible, re-creating its mode data, etc. */
ID *ob_data = static_cast<ID *>(ob->data);
ob->mode = OB_MODE_OBJECT;
DEG_id_tag_update(&ob->id, ID_RECALC_SYNC_TO_EVAL);
/* Object mode is enforced if there is no active object, or if the active object's type is
* different. */
if (obact == nullptr || ob->type != obact->type) {
continue;
}
/* Object mode is enforced for non-editable data (or their obdata). */
if (!BKE_id_is_editable(bmain, &ob->id) ||
(ob_data != nullptr && !BKE_id_is_editable(bmain, ob_data)))
{
continue;
}
/* Pose mode is very similar to Object one, we can apply it even on objects not in current
* scene. */
if (mode == OB_MODE_POSE) {
ED_object_posemode_enter_ex(bmain, ob);
}
/* Other edit/paint/etc. modes are only settable for objects visible in active scene currently.
* Otherwise, they (and their obdata) may not be (fully) evaluated, which is mandatory for some
* modes like Sculpt.
* Ref. #98225. */
if (!BKE_collection_has_object_recursive(scene->master_collection, ob) ||
!BKE_scene_has_object(scene, ob) || (ob->visibility_flag & OB_HIDE_VIEWPORT) != 0)
{
continue;
}
if (mode == OB_MODE_EDIT) {
object::editmode_enter_ex(bmain, scene, ob, 0);
}
else if (mode & OB_MODE_ALL_SCULPT) {
if (obact == ob) {
if (mode == OB_MODE_SCULPT) {
blender::ed::sculpt_paint::object_sculpt_mode_enter(
*bmain, *depsgraph, *scene, *ob, true, reports);
}
else if (mode == OB_MODE_VERTEX_PAINT) {
ED_object_vpaintmode_enter_ex(*bmain, *depsgraph, *scene, *ob);
}
else if (mode == OB_MODE_WEIGHT_PAINT) {
ED_object_wpaintmode_enter_ex(*bmain, *depsgraph, *scene, *ob);
}
else {
BLI_assert_unreachable();
}
}
else {
/* Create data for non-active objects which need it for
* mode-switching but don't yet support multi-editing. */
if (mode & OB_MODE_ALL_SCULPT) {
ob->mode = mode;
BKE_object_sculpt_data_create(ob);
}
}
}
else {
/* TODO(@ideasman42): avoid operator calls. */
if (obact == ob) {
object::mode_set(C, eObjectMode(mode));
}
}
}
/* image editor paint mode */
if (scene) {
ED_space_image_paint_update(bmain, wm, scene);
}
/* Enforce a full redraw for the first time areas/regions get drawn. Further region init/refresh
* just triggers non-rebuild redraws (#RGN_DRAW_NO_REBUILD). Usually a full redraw would be
* triggered by a `NC_WM | ND_FILEREAD` notifier, but if a startup script calls an operator that
* redraws the window, notifiers are not handled before the operator runs. See #98461. */
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
const bScreen *screen = WM_window_get_active_screen(win);
ED_screen_areas_iter (win, screen, area) {
ED_area_tag_redraw(area);
}
}
asset::list::storage_tag_main_data_dirty();
std::swap(reports->flag, reports_flag_prev);
wm->op_undo_depth--;
}
void ED_editors_exit(Main *bmain, bool do_undo_system)
{
using namespace blender::ed;
if (!bmain) {
return;
}
/* Frees all edit-mode undo-steps. */
if (do_undo_system && G_MAIN->wm.first) {
wmWindowManager *wm = static_cast<wmWindowManager *>(G_MAIN->wm.first);
/* normally we don't check for null undo stack,
* do here since it may run in different context. */
if (wm->runtime->undo_stack) {
BKE_undosys_stack_destroy(wm->runtime->undo_stack);
wm->runtime->undo_stack = nullptr;
}
}
/* On undo, tag for update so the depsgraph doesn't use stale edit-mode data,
* this is possible when mixing edit-mode and memory-file undo.
*
* By convention, objects are not left in edit-mode - so this isn't often problem in practice,
* since exiting edit-mode will tag the objects too.
*
* However there is no guarantee the active object _never_ changes while in edit-mode.
* Python for example can do this, some callers to #object::base_activate
* don't handle modes either (doing so isn't always practical).
*
* To reproduce the problem where stale data is used, see: #84920. */
LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
if (object::editmode_free_ex(bmain, ob)) {
if (do_undo_system == false) {
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
}
}
}
/* global in meshtools... */
ED_mesh_mirror_spatial_table_end(nullptr);
ED_mesh_mirror_topo_table_end(nullptr);
}
bool ED_editors_flush_edits_for_object_ex(Main *bmain,
Object *ob,
bool for_render,
bool check_needs_flush)
{
using namespace blender::ed;
bool has_edited = false;
if (ob->mode & OB_MODE_SCULPT) {
/* Don't allow flushing while in the middle of a stroke (frees data in use).
* Auto-save prevents this from happening but scripts
* may cause a flush on saving: #53986. */
if (ob->sculpt != nullptr && ob->sculpt->cache == nullptr) {
if (check_needs_flush && !ob->sculpt->needs_flush_to_id) {
return false;
}
ob->sculpt->needs_flush_to_id = false;
/* flush multires changes (for sculpt) */
multires_flush_sculpt_updates(ob);
has_edited = true;
if (for_render) {
/* flush changes from dynamic topology sculpt */
BKE_sculptsession_bm_to_me_for_render(ob);
}
else {
/* Set reorder=false so that saving the file doesn't reorder
* the BMesh's elements */
BKE_sculptsession_bm_to_me(ob);
}
}
}
else if (ob->mode & OB_MODE_EDIT) {
char *needs_flush_ptr = BKE_object_data_editmode_flush_ptr_get(static_cast<ID *>(ob->data));
if (needs_flush_ptr != nullptr) {
if (check_needs_flush && (*needs_flush_ptr == 0)) {
return false;
}
*needs_flush_ptr = 0;
}
/* get editmode results */
has_edited = true;
object::editmode_load(bmain, ob);
}
return has_edited;
}
bool ED_editors_flush_edits_for_object(Main *bmain, Object *ob)
{
return ED_editors_flush_edits_for_object_ex(bmain, ob, false, false);
}
bool ED_editors_flush_edits_ex(Main *bmain, bool for_render, bool check_needs_flush)
{
bool has_edited = false;
/* loop through all data to find edit mode or object mode, because during
* exiting we might not have a context for edit object and multiple sculpt
* objects can exist at the same time */
LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
has_edited |= ED_editors_flush_edits_for_object_ex(bmain, ob, for_render, check_needs_flush);
}
bmain->is_memfile_undo_flush_needed = false;
return has_edited;
}
bool ED_editors_flush_edits(Main *bmain)
{
return ED_editors_flush_edits_ex(bmain, false, false);
}
/* ***** XXX: functions are using old blender names, cleanup later ***** */
void apply_keyb_grid(
bool shift, bool ctrl, float *val, float fac1, float fac2, float fac3, int invert)
{
/* fac1 is for 'nothing', fac2 for CTRL, fac3 for SHIFT */
if (invert) {
ctrl = !ctrl;
}
if (ctrl && shift) {
if (fac3 != 0.0f) {
*val = fac3 * floorf(*val / fac3 + 0.5f);
}
}
else if (ctrl) {
if (fac2 != 0.0f) {
*val = fac2 * floorf(*val / fac2 + 0.5f);
}
}
else {
if (fac1 != 0.0f) {
*val = fac1 * floorf(*val / fac1 + 0.5f);
}
}
}
void unpack_menu(bContext *C,
const char *opname,
const char *id_name,
const char *abs_name,
const char *folder,
PackedFile *pf)
{
Main *bmain = CTX_data_main(C);
PointerRNA props_ptr;
uiPopupMenu *pup;
uiLayout *layout;
char line[FILE_MAX + 100];
wmOperatorType *ot = WM_operatortype_find(opname, true);
const char *blendfile_path = BKE_main_blendfile_path(bmain);
pup = UI_popup_menu_begin(C, IFACE_("Unpack File"), ICON_NONE);
layout = UI_popup_menu_layout(pup);
props_ptr = layout->op(
ot, IFACE_("Remove Pack"), ICON_NONE, blender::wm::OpCallContext::ExecDefault, UI_ITEM_NONE);
RNA_enum_set(&props_ptr, "method", PF_REMOVE);
RNA_string_set(&props_ptr, "id", id_name);
if (blendfile_path[0] != '\0') {
char local_name[FILE_MAXDIR + FILE_MAX], fi[FILE_MAX];
BLI_path_split_file_part(abs_name, fi, sizeof(fi));
BLI_path_join(local_name, sizeof(local_name), "//", folder, fi);
if (!STREQ(abs_name, local_name)) {
switch (BKE_packedfile_compare_to_file(blendfile_path, local_name, pf)) {
case PF_CMP_NOFILE:
SNPRINTF_UTF8(line, IFACE_("Create %s"), local_name);
props_ptr = layout->op(
ot, line, ICON_NONE, blender::wm::OpCallContext::ExecDefault, UI_ITEM_NONE);
RNA_enum_set(&props_ptr, "method", PF_WRITE_LOCAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
case PF_CMP_EQUAL:
SNPRINTF_UTF8(line, IFACE_("Use %s (identical)"), local_name);
props_ptr = layout->op(
ot, line, ICON_NONE, blender::wm::OpCallContext::ExecDefault, UI_ITEM_NONE);
RNA_enum_set(&props_ptr, "method", PF_USE_LOCAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
case PF_CMP_DIFFERS:
SNPRINTF_UTF8(line, IFACE_("Use %s (differs)"), local_name);
props_ptr = layout->op(
ot, line, ICON_NONE, blender::wm::OpCallContext::ExecDefault, UI_ITEM_NONE);
RNA_enum_set(&props_ptr, "method", PF_USE_LOCAL);
RNA_string_set(&props_ptr, "id", id_name);
SNPRINTF_UTF8(line, IFACE_("Overwrite %s"), local_name);
props_ptr = layout->op(
ot, line, ICON_NONE, blender::wm::OpCallContext::ExecDefault, UI_ITEM_NONE);
RNA_enum_set(&props_ptr, "method", PF_WRITE_LOCAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
}
}
}
switch (BKE_packedfile_compare_to_file(blendfile_path, abs_name, pf)) {
case PF_CMP_NOFILE:
SNPRINTF_UTF8(line, IFACE_("Create %s"), abs_name);
props_ptr = layout->op(
ot, line, ICON_NONE, blender::wm::OpCallContext::ExecDefault, UI_ITEM_NONE);
RNA_enum_set(&props_ptr, "method", PF_WRITE_ORIGINAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
case PF_CMP_EQUAL:
SNPRINTF_UTF8(line, IFACE_("Use %s (identical)"), abs_name);
props_ptr = layout->op(
ot, line, ICON_NONE, blender::wm::OpCallContext::ExecDefault, UI_ITEM_NONE);
RNA_enum_set(&props_ptr, "method", PF_USE_ORIGINAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
case PF_CMP_DIFFERS:
SNPRINTF_UTF8(line, IFACE_("Use %s (differs)"), abs_name);
props_ptr = layout->op(
ot, line, ICON_NONE, blender::wm::OpCallContext::ExecDefault, UI_ITEM_NONE);
RNA_enum_set(&props_ptr, "method", PF_USE_ORIGINAL);
RNA_string_set(&props_ptr, "id", id_name);
SNPRINTF_UTF8(line, IFACE_("Overwrite %s"), abs_name);
props_ptr = layout->op(
ot, line, ICON_NONE, blender::wm::OpCallContext::ExecDefault, UI_ITEM_NONE);
RNA_enum_set(&props_ptr, "method", PF_WRITE_ORIGINAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
}
UI_popup_menu_end(C, pup);
}
void ED_spacedata_id_remap(ScrArea *area,
SpaceLink *sl,
const blender::bke::id::IDRemapper &mappings)
{
SpaceType *st = BKE_spacetype_from_id(sl->spacetype);
if (st && st->id_remap) {
st->id_remap(area, sl, mappings);
}
}
void ED_spacedata_id_remap_single(ScrArea *area, SpaceLink *sl, ID *old_id, ID *new_id)
{
SpaceType *st = BKE_spacetype_from_id(sl->spacetype);
if (st && st->id_remap) {
blender::bke::id::IDRemapper mappings;
mappings.add(old_id, new_id);
st->id_remap(area, sl, mappings);
}
}