Replace the use of the `LIB_TAG_DOIT` flag which cwas used to only process each object data ID once with a Set. Return the objects or bases in a Vector. Now we only iterate over the view layers bases once instead of three times. Pull Request: https://projects.blender.org/blender/blender/pulls/119788
148 lines
5.4 KiB
C++
148 lines
5.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup editors
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*/
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#pragma once
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#include "BLI_compiler_attrs.h"
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#include "BLI_sys_types.h"
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#include "BLI_vector.hh"
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struct Base;
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struct CLG_LogRef;
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struct Object;
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struct Scene;
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struct MemFile;
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struct UndoStack;
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struct ViewLayer;
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struct bContext;
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struct wmOperator;
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struct wmOperatorType;
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struct wmWindowManager;
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/* undo.c */
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/**
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* Run from the main event loop, basic checks that undo is left in a correct state.
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*/
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bool ED_undo_is_state_valid(bContext *C);
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void ED_undo_group_begin(bContext *C);
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void ED_undo_group_end(bContext *C);
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void ED_undo_push(bContext *C, const char *str);
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void ED_undo_push_op(bContext *C, wmOperator *op);
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void ED_undo_grouped_push(bContext *C, const char *str);
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void ED_undo_grouped_push_op(bContext *C, wmOperator *op);
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void ED_undo_pop_op(bContext *C, wmOperator *op);
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void ED_undo_pop(bContext *C);
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void ED_undo_redo(bContext *C);
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void ED_OT_undo(wmOperatorType *ot);
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void ED_OT_undo_push(wmOperatorType *ot);
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void ED_OT_redo(wmOperatorType *ot);
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void ED_OT_undo_redo(wmOperatorType *ot);
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void ED_OT_undo_history(wmOperatorType *ot);
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/**
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* UI callbacks should call this rather than calling WM_operator_repeat() themselves.
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*/
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int ED_undo_operator_repeat(bContext *C, wmOperator *op);
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/**
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* Convenience since UI callbacks use this mostly.
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*/
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void ED_undo_operator_repeat_cb(bContext *C, void *arg_op, void *arg_unused);
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void ED_undo_operator_repeat_cb_evt(bContext *C, void *arg_op, int arg_unused);
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/**
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* Name optionally, function used to check for operator redo panel.
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*/
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bool ED_undo_is_valid(const bContext *C, const char *undoname);
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bool ED_undo_is_memfile_compatible(const bContext *C);
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/* Unfortunate workaround for limits mixing undo systems. */
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/**
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* When a property of ID changes, return false.
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*
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* This is to avoid changes to a property making undo pushes
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* which are ignored by the undo-system.
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* For example, changing a brush property isn't stored by sculpt-mode undo steps.
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* This workaround is needed until the limitation is removed, see: #61948.
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*/
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bool ED_undo_is_legacy_compatible_for_property(bContext *C, ID *id);
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/**
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* This function addresses the problem of restoring undo steps when multiple windows are used.
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* Since undo steps don't track the full context that created them it's possible an edit-mode
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* undo step will attempt to restore edit-mode into a different window, scene or view-layer.
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*
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* Values `scene_p` & `view_layer_p` (typically initialized from the context)
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* are updated from the visible windows using `scene_ref` as a reference.
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* If the no window can be found, the values are left as-is.
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*
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* Since users may close windows before undoing, it's expected the window may be unavailable.
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* When this happens the edit-mode objects wont be restored into edit-mode by
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* #ED_undo_object_editmode_restore_helper which is acceptable since objects
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* which aren't visible in any window don't need to enter edit-mode.
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*/
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void ED_undo_object_editmode_validate_scene_from_windows(wmWindowManager *wm,
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const Scene *scene_ref,
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Scene **scene_p,
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ViewLayer **view_layer_p);
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/**
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* Load all our objects from `object_array` into edit-mode, clear everything else.
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*/
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void ED_undo_object_editmode_restore_helper(Scene *scene,
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ViewLayer *view_layer,
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Object **object_array,
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uint object_array_len,
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uint object_array_stride);
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blender::Vector<Object *> ED_undo_editmode_objects_from_view_layer(const Scene *scene,
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ViewLayer *view_layer);
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blender::Vector<Base *> ED_undo_editmode_bases_from_view_layer(const Scene *scene,
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ViewLayer *view_layer);
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/**
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* Ideally we won't access the stack directly,
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* this is needed for modes which handle undo themselves (bypassing #ED_undo_push).
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*
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* Using global isn't great, this just avoids doing inline,
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* causing 'BKE_global.hh' & 'BKE_main.hh' includes.
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*/
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UndoStack *ED_undo_stack_get();
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/* Helpers. */
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void ED_undo_object_set_active_or_warn(
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Scene *scene, ViewLayer *view_layer, Object *ob, const char *info, CLG_LogRef *log);
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/* `undo_system_types.cc` */
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void ED_undosys_type_init();
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void ED_undosys_type_free();
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/* `memfile_undo.cc` */
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MemFile *ED_undosys_stack_memfile_get_if_active(UndoStack *ustack);
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/**
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* If the last undo step is a memfile one, find the first #MemFileChunk matching given ID
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* (using its session UUID), and tag it as "changed in the future".
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*
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* Since non-memfile undo-steps cannot automatically set this flag in the previous step as done
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* with memfile ones, this has to be called manually by relevant undo code.
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*
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* \note Only current known case for this is undoing a switch from Object to Sculpt mode (see
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* #82388).
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*
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* \note Calling this ID by ID is not optimal, as it will loop over all #MemFile.chunks until it
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* finds the expected one. If this becomes an issue we'll have to add a mapping from session UUID
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* to first #MemFileChunk in #MemFile itself
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* (currently we only do that in #MemFileWriteData when writing a new step).
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*/
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void ED_undosys_stack_memfile_id_changed_tag(UndoStack *ustack, ID *id);
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