Files
test2/source/blender/blenloader/tests/blendfile_loading_base_test.cc
Falk David 866fcd0a09 VSE: Update Strip Modifier UI
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
2025-09-04 15:01:57 +02:00

170 lines
4.1 KiB
C++

/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "blendfile_loading_base_test.h"
#include "MEM_guardedalloc.h"
#include "BKE_appdir.hh"
#include "BKE_blender.hh"
#include "BKE_callbacks.hh"
#include "BKE_context.hh"
#include "BKE_global.hh"
#include "BKE_idtype.hh"
#include "BKE_image.hh"
#include "BKE_layer.hh"
#include "BKE_lib_id.hh"
#include "BKE_main.hh"
#include "BKE_mball_tessellate.hh"
#include "BKE_modifier.hh"
#include "BKE_node.hh"
#include "BKE_scene.hh"
#include "BKE_vfont.hh"
#include "BLF_api.hh"
#include "BLI_listbase.h"
#include "BLI_path_utils.hh"
#include "BLI_threads.h"
#include "BLO_readfile.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_build.hh"
#include "DNA_genfile.h" /* for DNA_sdna_current_init() */
#include "DNA_windowmanager_types.h"
#include "IMB_imbuf.hh"
#include "ED_datafiles.h"
#include "RNA_define.hh"
#include "SEQ_modifier.hh"
#include "WM_api.hh"
#include "wm.hh"
#include "CLG_log.h"
void BlendfileLoadingBaseTest::SetUpTestCase()
{
testing::Test::SetUpTestCase();
/* Minimal code to make loading a blendfile and constructing a depsgraph not crash, copied from
* main() in creator.c. */
CLG_init();
BLI_threadapi_init();
DNA_sdna_current_init();
BKE_blender_globals_init();
BKE_idtype_init();
BKE_appdir_init();
IMB_init();
BKE_modifier_init();
blender::seq::modifiers_init();
DEG_register_node_types();
RNA_init();
blender::bke::node_system_init();
BKE_callback_global_init();
BKE_vfont_builtin_register(datatoc_bfont_pfb, datatoc_bfont_pfb_size);
BLF_init();
BKE_blender_globals_main_replace(BKE_main_new());
G.background = true;
G.factory_startup = true;
/* Allocate a dummy window manager. The real window manager will try and load Python scripts from
* the release directory, which it won't be able to find. */
ASSERT_EQ(G.main->wm.first, nullptr);
wmWindowManager *wm = BKE_id_new<wmWindowManager>(G.main, "WMdummy");
wm->runtime = MEM_new<blender::bke::WindowManagerRuntime>(__func__);
}
void BlendfileLoadingBaseTest::TearDownTestCase()
{
/* Copied from WM_exit_ex() in wm_init_exit.cc, and cherry-picked those lines that match the
* allocation/initialization done in SetUpTestCase(). */
BKE_blender_free();
RNA_exit();
BLF_exit();
DEG_free_node_types();
DNA_sdna_current_free();
BLI_threadapi_exit();
BKE_blender_atexit();
BKE_tempdir_session_purge();
BKE_appdir_exit();
CLG_exit();
testing::Test::TearDownTestCase();
}
void BlendfileLoadingBaseTest::TearDown()
{
BKE_mball_cubeTable_free();
blendfile_free();
depsgraph_free();
testing::Test::TearDown();
}
bool BlendfileLoadingBaseTest::blendfile_load(const char *filepath)
{
const std::string &test_assets_dir = blender::tests::flags_test_asset_dir();
if (test_assets_dir.empty()) {
return false;
}
char abspath[FILE_MAX];
BLI_path_join(abspath, sizeof(abspath), test_assets_dir.c_str(), filepath);
BlendFileReadReport bf_reports = {};
bfile = BLO_read_from_file(abspath, BLO_READ_SKIP_NONE, &bf_reports);
if (bfile == nullptr) {
ADD_FAILURE() << "Unable to load file '" << filepath << "' from test assets dir '"
<< test_assets_dir << "'";
return false;
}
/* Make sure that all view_layers in the file are synced. Depsgraph can make a copy of the whole
* scene, which will fail when one view layer isn't synced. */
LISTBASE_FOREACH (ViewLayer *, view_layer, &bfile->curscene->view_layers) {
BKE_view_layer_synced_ensure(bfile->curscene, view_layer);
}
return true;
}
void BlendfileLoadingBaseTest::blendfile_free()
{
if (bfile == nullptr) {
return;
}
BLO_blendfiledata_free(bfile);
bfile = nullptr;
}
void BlendfileLoadingBaseTest::depsgraph_create(eEvaluationMode depsgraph_evaluation_mode)
{
depsgraph = DEG_graph_new(
bfile->main, bfile->curscene, bfile->cur_view_layer, depsgraph_evaluation_mode);
DEG_graph_build_from_view_layer(depsgraph);
BKE_scene_graph_update_tagged(depsgraph, bfile->main);
}
void BlendfileLoadingBaseTest::depsgraph_free()
{
if (depsgraph == nullptr) {
return;
}
DEG_graph_free(depsgraph);
depsgraph = nullptr;
}