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
192 lines
8.2 KiB
C
192 lines
8.2 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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_SCENE_H__
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#define __BKE_SCENE_H__
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/** \file BKE_scene.h
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* \ingroup bke
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* \since March 2001
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* \author nzc
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct AviCodecData;
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struct BaseLegacy;
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struct EvaluationContext;
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struct Main;
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struct Object;
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struct Base;
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struct QuicktimeCodecData;
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struct RenderData;
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struct SceneRenderLayer;
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struct Scene;
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struct SceneCollection;
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struct SceneLayer;
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struct UnitSettings;
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struct Main;
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typedef enum eSceneCopyMethod {
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SCE_COPY_NEW = 0,
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SCE_COPY_EMPTY = 1,
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SCE_COPY_LINK_OB = 2,
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SCE_COPY_LINK_DATA = 3,
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SCE_COPY_FULL = 4,
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} eSceneCopyMethod;
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/* Use as the contents of a 'for' loop: for (SETLOOPER(...)) { ... */
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#define SETLOOPER(_sce_basis, _sce_iter, _base) \
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_sce_iter = _sce_basis, _base = _setlooper_base_step(&_sce_iter, NULL); \
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_base; \
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_base = _setlooper_base_step(&_sce_iter, _base)
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struct Base *_setlooper_base_step(struct Scene **sce_iter, struct Base *base);
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void free_avicodecdata(struct AviCodecData *acd);
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void free_qtcodecdata(struct QuicktimeCodecData *acd);
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void BKE_scene_free(struct Scene *sce);
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void BKE_scene_init(struct Scene *sce);
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struct Scene *BKE_scene_add(struct Main *bmain, const char *name);
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void BKE_scene_remove_rigidbody_object(struct Scene *scene, struct Object *ob);
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/* base functions */
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struct BaseLegacy *BKE_scene_base_find_by_name(struct Scene *scene, const char *name);
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struct BaseLegacy *BKE_scene_base_find(struct Scene *scene, struct Object *ob);
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struct BaseLegacy *BKE_scene_base_add(struct Scene *sce, struct Object *ob);
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void BKE_scene_base_unlink(struct Scene *sce, struct BaseLegacy *base);
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void BKE_scene_base_deselect_all(struct Scene *sce);
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void BKE_scene_base_select(struct Scene *sce, struct BaseLegacy *selbase);
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/* Scene base iteration function.
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* Define struct here, so no need to bother with alloc/free it.
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*/
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typedef struct SceneBaseIter {
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struct ListBase *duplilist;
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struct DupliObject *dupob;
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float omat[4][4];
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struct Object *dupli_refob;
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int phase;
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} SceneBaseIter;
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int BKE_scene_base_iter_next(struct EvaluationContext *eval_ctx, struct SceneBaseIter *iter,
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struct Scene **scene, int val, struct BaseLegacy **base, struct Object **ob);
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void BKE_scene_base_flag_to_objects(struct SceneLayer *sl);
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void BKE_scene_base_flag_from_objects(struct Scene *scene);
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void BKE_scene_base_flag_sync_from_base(struct BaseLegacy *base);
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void BKE_scene_base_flag_sync_from_object(struct BaseLegacy *base);
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void BKE_scene_object_base_flag_sync_from_base(struct Base *base);
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void BKE_scene_object_base_flag_sync_from_object(struct Base *base);
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void BKE_scene_set_background(struct Main *bmain, struct Scene *sce);
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struct Scene *BKE_scene_set_name(struct Main *bmain, const char *name);
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struct Scene *BKE_scene_copy(struct Main *bmain, struct Scene *sce, int type);
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void BKE_scene_groups_relink(struct Scene *sce);
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void BKE_scene_make_local(struct Main *bmain, struct Scene *sce, const bool lib_local);
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struct Scene *BKE_scene_find_from_collection(const struct Main *bmain, const struct SceneCollection *scene_collection);
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struct Object *BKE_scene_camera_find(struct Scene *sc);
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#ifdef DURIAN_CAMERA_SWITCH
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struct Object *BKE_scene_camera_switch_find(struct Scene *scene); // DURIAN_CAMERA_SWITCH
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#endif
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int BKE_scene_camera_switch_update(struct Scene *scene);
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char *BKE_scene_find_marker_name(struct Scene *scene, int frame);
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char *BKE_scene_find_last_marker_name(struct Scene *scene, int frame);
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/* checks for cycle, returns 1 if it's all OK */
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bool BKE_scene_validate_setscene(struct Main *bmain, struct Scene *sce);
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float BKE_scene_frame_get(const struct Scene *scene);
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float BKE_scene_frame_get_from_ctime(const struct Scene *scene, const float frame);
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void BKE_scene_frame_set(struct Scene *scene, double cfra);
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/* ** Scene evaluation ** */
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void BKE_scene_update_tagged(struct EvaluationContext *eval_ctx, struct Main *bmain, struct Scene *sce);
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void BKE_scene_update_for_newframe(struct EvaluationContext *eval_ctx, struct Main *bmain, struct Scene *sce);
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struct SceneRenderLayer *BKE_scene_add_render_layer(struct Scene *sce, const char *name);
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bool BKE_scene_remove_render_layer(struct Main *main, struct Scene *scene, struct SceneRenderLayer *srl);
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struct SceneRenderView *BKE_scene_add_render_view(struct Scene *sce, const char *name);
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bool BKE_scene_remove_render_view(struct Scene *scene, struct SceneRenderView *srv);
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/* render profile */
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int get_render_subsurf_level(const struct RenderData *r, int level, bool for_render);
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int get_render_child_particle_number(const struct RenderData *r, int num, bool for_render);
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int get_render_shadow_samples(const struct RenderData *r, int samples);
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float get_render_aosss_error(const struct RenderData *r, float error);
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bool BKE_scene_use_new_shading_nodes(const struct Scene *scene);
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bool BKE_scene_use_shading_nodes_custom(struct Scene *scene);
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bool BKE_scene_use_world_space_shading(struct Scene *scene);
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bool BKE_scene_use_spherical_stereo(struct Scene *scene);
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bool BKE_scene_uses_blender_internal(const struct Scene *scene);
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bool BKE_scene_uses_blender_game(const struct Scene *scene);
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bool BKE_scene_uses_blender_eevee(const struct Scene *scene);
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void BKE_scene_disable_color_management(struct Scene *scene);
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bool BKE_scene_check_color_management_enabled(const struct Scene *scene);
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bool BKE_scene_check_rigidbody_active(const struct Scene *scene);
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int BKE_scene_num_threads(const struct Scene *scene);
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int BKE_render_num_threads(const struct RenderData *r);
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double BKE_scene_unit_scale(const struct UnitSettings *unit, const int unit_type, double value);
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/* multiview */
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bool BKE_scene_multiview_is_stereo3d(const struct RenderData *rd);
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bool BKE_scene_multiview_is_render_view_active(const struct RenderData *rd, const struct SceneRenderView *srv);
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bool BKE_scene_multiview_is_render_view_first(const struct RenderData *rd, const char *viewname);
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bool BKE_scene_multiview_is_render_view_last(const struct RenderData *rd, const char *viewname);
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int BKE_scene_multiview_num_views_get(const struct RenderData *rd);
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struct SceneRenderView *BKE_scene_multiview_render_view_findindex(const struct RenderData *rd, const int view_id);
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const char *BKE_scene_multiview_render_view_name_get(const struct RenderData *rd, const int view_id);
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int BKE_scene_multiview_view_id_get(const struct RenderData *rd, const char *viewname);
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void BKE_scene_multiview_filepath_get(struct SceneRenderView *srv, const char *filepath, char *r_filepath);
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void BKE_scene_multiview_view_filepath_get(const struct RenderData *rd, const char *filepath, const char *view, char *r_filepath);
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const char *BKE_scene_multiview_view_suffix_get(const struct RenderData *rd, const char *viewname);
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const char *BKE_scene_multiview_view_id_suffix_get(const struct RenderData *rd, const int view_id);
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void BKE_scene_multiview_view_prefix_get(struct Scene *scene, const char *name, char *rprefix, const char **rext);
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void BKE_scene_multiview_videos_dimensions_get(const struct RenderData *rd, const size_t width, const size_t height, size_t *r_width, size_t *r_height);
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int BKE_scene_multiview_num_videos_get(const struct RenderData *rd);
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#ifdef __cplusplus
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}
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#endif
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#endif
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