Files
test2/source/blender/blenkernel/intern/library.c
Ton Roosendaal ea7538dca6 Orange: more noodle updates!
**** NEW: Group Nodes

Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.

This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)

So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.

Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).

What works now:

- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.

- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.

- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.

- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.

What needs to be done:

- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.


**** NEW: Socket Visibility control

Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.

A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).

Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.

To be done:
- a way to hide individual sockets, like with a RMB click on it.

**** NEW: Nodes now render!

This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.

What needs to be done:

- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
  shadow value, or light intensity only, etc

Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.

Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.

OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00

932 lines
19 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/*
* Contains management of ID's and libraries
* allocate and free of all library data
*
*/
#include <stdio.h>
#include <ctype.h>
#include <string.h>
#include <stdlib.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "MEM_guardedalloc.h"
/* all types are needed here, in order to do memory operations */
#include "DNA_ID.h"
#include "DNA_listBase.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "DNA_lattice_types.h"
#include "DNA_curve_types.h"
#include "DNA_meta_types.h"
#include "DNA_material_types.h"
#include "DNA_texture_types.h"
#include "DNA_image_types.h"
#include "DNA_wave_types.h"
#include "DNA_lamp_types.h"
#include "DNA_camera_types.h"
#include "DNA_ipo_types.h"
#include "DNA_key_types.h"
#include "DNA_world_types.h"
#include "DNA_screen_types.h"
#include "DNA_vfont_types.h"
#include "DNA_text_types.h"
#include "DNA_sound_types.h"
#include "DNA_group_types.h"
#include "DNA_armature_types.h"
#include "DNA_action_types.h"
#include "DNA_userdef_types.h"
#include "DNA_node_types.h"
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
#include "BKE_bad_level_calls.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_sound.h"
#include "BKE_object.h"
#include "BKE_screen.h"
#include "BKE_script.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_curve.h"
#include "BKE_mball.h"
#include "BKE_text.h"
#include "BKE_texture.h"
#include "BKE_scene.h"
#include "BKE_icons.h"
#include "BKE_image.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_world.h"
#include "BKE_font.h"
#include "BKE_group.h"
#include "BKE_lattice.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_node.h"
#include "BPI_script.h"
#define MAX_IDPUP 60 /* was 24 */
#define MAX_LIBARRAY 100 /* was 30, warning: used it readfile.c too */
/* ************* general ************************ */
void id_lib_extern(ID *id)
{
if(id) {
if(id->flag & LIB_INDIRECT) {
id->flag -= LIB_INDIRECT;
id->flag |= LIB_EXTERN;
}
}
}
void id_us_plus(ID *id)
{
if(id) {
id->us++;
if(id->flag & LIB_INDIRECT) {
id->flag -= LIB_INDIRECT;
id->flag |= LIB_EXTERN;
}
}
}
ListBase *wich_libbase(Main *mainlib, short type)
{
switch( type ) {
case ID_SCE:
return &(mainlib->scene);
case ID_LI:
return &(mainlib->library);
case ID_OB:
return &(mainlib->object);
case ID_ME:
return &(mainlib->mesh);
case ID_CU:
return &(mainlib->curve);
case ID_MB:
return &(mainlib->mball);
case ID_MA:
return &(mainlib->mat);
case ID_TE:
return &(mainlib->tex);
case ID_IM:
return &(mainlib->image);
case ID_WV:
return &(mainlib->wave);
case ID_LT:
return &(mainlib->latt);
case ID_LA:
return &(mainlib->lamp);
case ID_CA:
return &(mainlib->camera);
case ID_IP:
return &(mainlib->ipo);
case ID_KE:
return &(mainlib->key);
case ID_WO:
return &(mainlib->world);
case ID_SCR:
return &(mainlib->screen);
case ID_VF:
return &(mainlib->vfont);
case ID_TXT:
return &(mainlib->text);
case ID_SCRIPT:
return &(mainlib->script);
case ID_SO:
return &(mainlib->sound);
case ID_SAMPLE:
/* declared as an external in sound.h !!! */
return (samples);
case ID_GR:
return &(mainlib->group);
case ID_AR:
return &(mainlib->armature);
case ID_AC:
return &(mainlib->action);
case ID_NT:
return &(mainlib->nodetree);
}
return 0;
}
int set_listbasepointers(Main *main, ListBase **lb)
{
/* BACKWARDS! also watch order of free-ing! (mesh<->mat) */
lb[0]= &(main->ipo);
lb[1]= &(main->key);
lb[2]= &(main->image);
lb[3]= &(main->tex);
lb[4]= &(main->mat);
lb[5]= &(main->vfont);
/* Important!: When adding a new object type,
* the specific data should be inserted here
*/
lb[6]= &(main->armature);
lb[7]= &(main->action);
lb[8]= &(main->mesh);
lb[9]= &(main->curve);
lb[10]= &(main->mball);
lb[11]= &(main->wave);
lb[12]= &(main->latt);
lb[13]= &(main->lamp);
lb[14]= &(main->camera);
lb[15]= &(main->world);
lb[16]= &(main->screen);
lb[17]= &(main->object);
lb[18]= &(main->scene);
lb[19]= &(main->library);
lb[20]= &(main->text);
lb[21]= &(main->sound);
lb[22]= &(main->group);
lb[23]= &(main->nodetree);
lb[24]= samples;
lb[25]= &(main->script);
lb[26]= NULL;
return 26;
}
/* *********** ALLOC AND FREE *****************
free_libblock(ListBase *lb, ID *id )
provide a list-basis and datablock, but only ID is read
void *alloc_libblock(ListBase *lb, type, name)
inserts in list and returns a new ID
***************************** */
static ID *alloc_libblock_notest(short type)
{
ID *id= NULL;
switch( type ) {
case ID_SCE:
id= MEM_callocN(sizeof(Scene), "scene");
break;
case ID_LI:
id= MEM_callocN(sizeof(Library), "library");
break;
case ID_OB:
id= MEM_callocN(sizeof(Object), "object");
break;
case ID_ME:
id= MEM_callocN(sizeof(Mesh), "mesh");
break;
case ID_CU:
id= MEM_callocN(sizeof(Curve), "curve");
break;
case ID_MB:
id= MEM_callocN(sizeof(MetaBall), "mball");
break;
case ID_MA:
id= MEM_callocN(sizeof(Material), "mat");
break;
case ID_TE:
id= MEM_callocN(sizeof(Tex), "tex");
break;
case ID_IM:
id= MEM_callocN(sizeof(Image), "image");
break;
case ID_WV:
id= MEM_callocN(sizeof(Wave), "wave");
break;
case ID_LT:
id= MEM_callocN(sizeof(Lattice), "latt");
break;
case ID_LA:
id= MEM_callocN(sizeof(Lamp), "lamp");
break;
case ID_CA:
id= MEM_callocN(sizeof(Camera), "camera");
break;
case ID_IP:
id= MEM_callocN(sizeof(Ipo), "ipo");
break;
case ID_KE:
id= MEM_callocN(sizeof(Key), "key");
break;
case ID_WO:
id= MEM_callocN(sizeof(World), "world");
break;
case ID_SCR:
id= MEM_callocN(sizeof(bScreen), "screen");
break;
case ID_VF:
id= MEM_callocN(sizeof(VFont), "vfont");
break;
case ID_TXT:
id= MEM_callocN(sizeof(Text), "text");
break;
case ID_SCRIPT:
id= MEM_callocN(sizeof(Script), "script");
break;
case ID_SO:
id= MEM_callocN(sizeof(bSound), "sound");
break;
case ID_SAMPLE:
id = MEM_callocN(sizeof(bSample), "sound");
break;
case ID_GR:
id= MEM_callocN(sizeof(Group), "sound");
break;
case ID_AR:
id = MEM_callocN(sizeof(bArmature), "armature");
break;
case ID_AC:
id = MEM_callocN(sizeof(bAction), "action");
break;
case ID_NT:
id = MEM_callocN(sizeof(bNodeTree), "action");
break;
}
return id;
}
// used everywhere in blenkernel and text.c
void *alloc_libblock(ListBase *lb, short type, const char *name)
{
ID *id= NULL;
id= alloc_libblock_notest(type);
if(id) {
BLI_addtail(lb, id);
id->us= 1;
id->icon_id = 0;
*( (short *)id->name )= type;
new_id(lb, id, name);
/* alphabetic insterion: is in new_id */
}
return id;
}
/* GS reads the memory pointed at in a specific ordering.
only use this definition, makes little and big endian systems
work fine, in conjunction with MAKE_ID */
/* from blendef: */
#define GS(a) (*((short *)(a)))
// used everywhere in blenkernel and text.c
void *copy_libblock(void *rt)
{
ID *idn, *id;
ListBase *lb;
char *cp, *cpn;
int idn_len;
id= rt;
lb= wich_libbase(G.main, GS(id->name));
idn= alloc_libblock(lb, GS(id->name), id->name+2);
idn_len= MEM_allocN_len(idn);
if(idn_len - sizeof(ID) > 0) {
cp= (char *)id;
cpn= (char *)idn;
memcpy(cpn+sizeof(ID), cp+sizeof(ID), idn_len - sizeof(ID));
}
id->newid= idn;
idn->flag |= LIB_NEW;
return idn;
}
static void free_library(Library *lib)
{
/* no freeing needed for libraries yet */
}
// used in headerbuttons.c image.c mesh.c screen.c sound.c and library.c
void free_libblock(ListBase *lb, void *idv)
{
ID *id= idv;
switch( GS(id->name) ) { /* GetShort from util.h */
case ID_SCE:
free_scene((Scene *)id);
break;
case ID_LI:
free_library((Library *)id);
break;
case ID_OB:
free_object((Object *)id);
break;
case ID_ME:
free_mesh((Mesh *)id);
break;
case ID_CU:
free_curve((Curve *)id);
break;
case ID_MB:
free_mball((MetaBall *)id);
break;
case ID_MA:
free_material((Material *)id);
break;
case ID_TE:
free_texture((Tex *)id);
break;
case ID_IM:
free_image((Image *)id);
break;
case ID_WV:
/* free_wave(id); */
break;
case ID_LT:
free_lattice((Lattice *)id);
break;
case ID_LA:
free_lamp((Lamp *)id);
break;
case ID_CA:
free_camera((Camera*) id);
break;
case ID_IP:
free_ipo((Ipo *)id);
break;
case ID_KE:
free_key((Key *)id);
break;
case ID_WO:
free_world((World *)id);
break;
case ID_SCR:
free_screen((bScreen *)id);
break;
case ID_VF:
free_vfont((VFont *)id);
break;
case ID_TXT:
free_text((Text *)id);
break;
case ID_SCRIPT:
free_script((Script *)id);
break;
case ID_SO:
sound_free_sound((bSound *)id);
break;
case ID_SAMPLE:
sound_free_sample((bSample *)id);
break;
case ID_GR:
free_group((Group *)id);
break;
case ID_AR:
free_armature((bArmature *)id);
break;
case ID_AC:
free_action((bAction *)id);
break;
case ID_NT:
ntreeFreeTree((bNodeTree *)id);
break;
}
BLI_remlink(lb, id);
MEM_freeN(id);
}
void free_libblock_us(ListBase *lb, void *idv) /* test users */
{
ID *id= idv;
id->us--;
if(id->us<0) {
if(id->lib) printf("ERROR block %s %s users %d\n", id->lib->name, id->name, id->us);
else printf("ERROR block %s users %d\n", id->name, id->us);
}
if(id->us==0) {
if( GS(id->name)==ID_OB ) unlink_object((Object *)id);
free_libblock(lb, id);
}
}
void free_main(Main *mainvar)
{
/* also call when reading a file, erase all, etc */
ListBase *lbarray[MAX_LIBARRAY];
int a;
a= set_listbasepointers(mainvar, lbarray);
while(a--) {
ListBase *lb= lbarray[a];
ID *id;
while ( (id= lb->first) ) {
free_libblock(lb, id);
}
}
MEM_freeN(mainvar);
}
/* ***************** ID ************************ */
// only used in exotic.c
ID *find_id(char *type, char *name) /* type: "OB" or "MA" etc */
{
ID *id;
ListBase *lb;
lb= wich_libbase(G.main, GS(type));
id= lb->first;
while(id) {
if( strcmp(id->name+2, name)==0 ) return id;
id= id->next;
}
return 0;
}
static void get_flags_for_id(ID *id, char *buf)
{
int isfake= id->flag & LIB_FAKEUSER;
int isnode=0;
/* Writeout the flags for the entry, note there
* is a small hack that writes 5 spaces instead
* of 4 if no flags are displayed... this makes
* things usually line up ok - better would be
* to have that explicit, oh well - zr
*/
if(GS(id->name)==ID_MA)
isnode= ((Material *)id)->use_nodes;
if (id->us<0)
sprintf(buf, "-1W ");
else if (!id->lib && !isfake && id->us && !isnode)
sprintf(buf, " ");
else if(isnode)
sprintf(buf, "%c%cN%c ", id->lib?'L':' ', isfake?'F':' ', (id->us==0)?'O':' ');
else
sprintf(buf, "%c%c%c ", id->lib?'L':' ', isfake?'F':' ', (id->us==0)?'O':' ');
}
static void IDnames_to_dyn_pupstring(DynStr *pupds, ListBase *lb, ID *link, short *nr)
{
int i, nids= BLI_countlist(lb);
if (nr) *nr= -1;
if (nr && nids>MAX_IDPUP) {
BLI_dynstr_append(pupds, "DataBrowse %x-2");
*nr= -2;
} else {
ID *id;
for (i=0, id= lb->first; id; id= id->next, i++) {
char buf[32];
if (nr && id==link) *nr= i+1;
if (U.uiflag & USER_HIDE_DOT && id->name[2]=='.')
continue;
get_flags_for_id(id, buf);
BLI_dynstr_append(pupds, buf);
BLI_dynstr_append(pupds, id->name+2);
sprintf(buf, "%%x%d", i+1);
BLI_dynstr_append(pupds, buf);
/* icon */
switch(GS(id->name))
{
case ID_MA: /* fall through */
case ID_TE: /* fall through */
case ID_IM: /* fall through */
case ID_WO: /* fall through */
case ID_LA: /* fall through */
sprintf(buf, "%%i%d", BKE_icon_getid(id) );
BLI_dynstr_append(pupds, buf);
break;
default:
break;
}
if(id->next)
BLI_dynstr_append(pupds, "|");
}
}
}
/* Silly routine, the only difference between the one
* above is that it only adds items with a matching
* blocktype... this should be unified somehow... - zr
*/
static void IPOnames_to_dyn_pupstring(DynStr *pupds, ListBase *lb, ID *link, short *nr, int blocktype)
{
ID *id;
int i, nids;
for (id= lb->first, nids= 0; id; id= id->next) {
Ipo *ipo= (Ipo*) id;
if (ipo->blocktype==blocktype)
nids++;
}
if (nids>MAX_IDPUP) {
BLI_dynstr_append(pupds, "DataBrowse %x-2");
} else {
for (i=0, id= lb->first; id; id= id->next) {
Ipo *ipo= (Ipo*) id;
if (ipo->blocktype==blocktype) {
char buf[32];
if (id==link)
*nr= i+1;
if (U.uiflag & USER_HIDE_DOT && id->name[2]=='.')
continue;
get_flags_for_id(id, buf);
BLI_dynstr_append(pupds, buf);
BLI_dynstr_append(pupds, id->name+2);
sprintf(buf, "%%x%d", i+1);
BLI_dynstr_append(pupds, buf);
if(id->next)
BLI_dynstr_append(pupds, "|");
i++;
}
}
}
}
// used by headerbuttons.c buttons.c editobject.c editseq.c
// if nr==NULL no MAX_IDPUP, this for non-header browsing
void IDnames_to_pupstring(char **str, char *title, char *extraops, ListBase *lb, ID *link, short *nr)
{
DynStr *pupds= BLI_dynstr_new();
if (title) {
BLI_dynstr_append(pupds, title);
BLI_dynstr_append(pupds, "%t|");
}
if (extraops) {
BLI_dynstr_append(pupds, extraops);
if (BLI_dynstr_get_len(pupds))
BLI_dynstr_append(pupds, "|");
}
IDnames_to_dyn_pupstring(pupds, lb, link, nr);
*str= BLI_dynstr_get_cstring(pupds);
BLI_dynstr_free(pupds);
}
// only used by headerbuttons.c
void IPOnames_to_pupstring(char **str, char *title, char *extraops, ListBase *lb, ID *link, short *nr, int blocktype)
{
DynStr *pupds= BLI_dynstr_new();
if (title) {
BLI_dynstr_append(pupds, title);
BLI_dynstr_append(pupds, "%t|");
}
if (extraops) {
BLI_dynstr_append(pupds, extraops);
if (BLI_dynstr_get_len(pupds))
BLI_dynstr_append(pupds, "|");
}
IPOnames_to_dyn_pupstring(pupds, lb, link, nr, blocktype);
*str= BLI_dynstr_get_cstring(pupds);
BLI_dynstr_free(pupds);
}
// used by buttons.c library.c mball.c
void splitIDname(char *name, char *left, int *nr)
{
int a;
*nr= 0;
strncpy(left, name, 21);
a= strlen(name);
if(a>1 && name[a-1]=='.') return;
while(a--) {
if( name[a]=='.' ) {
left[a]= 0;
*nr= atol(name+a+1);
return;
}
if( isdigit(name[a])==0 ) break;
left[a]= 0;
}
strcpy(left, name);
}
static void sort_alpha_id(ListBase *lb, ID *id)
{
ID *idtest;
/* insert alphabetically */
if(lb->first!=lb->last) {
BLI_remlink(lb, id);
idtest= lb->first;
while(idtest) {
if(BLI_strcasecmp(idtest->name, id->name)>0 || idtest->lib) {
BLI_insertlinkbefore(lb, idtest, id);
break;
}
idtest= idtest->next;
}
/* as last */
if(idtest==0) {
BLI_addtail(lb, id);
}
}
}
int new_id(ListBase *lb, ID *id, const char *tname)
/* only for local blocks: external en indirect blocks already have a unique ID */
/* return 1: created a new name */
{
ID *idtest;
int nr= 0, nrtest, maxtest=32, a;
char aname[32], *name, left[24], leftest[24], in_use[32];
/* - split name
* - search
*/
if(id->lib) return 0;
if(tname==0) name= id->name+2;
else {
/* tname can be const */
strncpy(aname, tname, 21);
name= aname;
if( strlen(name) > 21 ) name[21]= 0;
}
if(lb==0) lb= wich_libbase(G.main, GS(id->name));
/* phase 1: id already exists? */
idtest= lb->first;
while(idtest) {
if(id!=idtest && idtest->lib==0) {
/* do not test alphabetic! */
/* optimized */
if( idtest->name[2] == name[0] ) {
if(strcmp(name, idtest->name+2)==0) break;
}
}
idtest= idtest->next;
}
/* if there is no double return */
if(idtest==0) {
strcpy(id->name+2, name);
return 0;
}
memset(in_use, 0, maxtest);
splitIDname(name, left, &nr);
if(nr>999 && strlen(left)>16) left[16]= 0;
else if(strlen(left)>17) left[17]= 0;
idtest= lb->first;
while(idtest) {
if(id!=idtest && idtest->lib==0) {
splitIDname(idtest->name+2, leftest, &nrtest);
if(strcmp(left, leftest)==0) {
if(nrtest<maxtest) in_use[nrtest]= 1;
if(nr <= nrtest) nr= nrtest+1;
}
}
idtest= idtest->next;
}
for(a=0; a<maxtest; a++) {
if(a>=nr) break;
if( in_use[a]==0 ) {
nr= a;
break;
}
}
if(nr==0) sprintf(id->name+2, "%s", left);
else {
if (nr >= 1000 && strlen(left) > 16) {
// this would overflow name buffer
left[16]= 0;
return (new_id(lb, id, left));
}
/* this format specifier is from hell... */
sprintf(id->name+2, "%s.%.3d", left, nr);
}
sort_alpha_id(lb, id);
return 1;
}
// next to indirect usage in read/writefile also in editobject.c scene.c
void clear_id_newpoins()
{
ListBase *lbarray[MAX_LIBARRAY];
ID *id;
int a;
a= set_listbasepointers(G.main, lbarray);
while(a--) {
id= lbarray[a]->first;
while(id) {
id->newid= 0;
id->flag &= ~LIB_NEW;
id= id->next;
}
}
}
/* if lib!=NULL, only all from lib local */
void all_local(Library *lib)
{
ListBase *lbarray[MAX_LIBARRAY], tempbase={0, 0};
ID *id, *idn;
int a;
a= set_listbasepointers(G.main, lbarray);
while(a--) {
id= lbarray[a]->first;
while(id) {
id->newid= NULL;
idn= id->next; /* id is possibly being inserted again */
if(id->flag & (LIB_EXTERN|LIB_INDIRECT|LIB_NEW)) {
if(lib==NULL || id->lib==lib) {
id->flag &= ~(LIB_EXTERN|LIB_INDIRECT|LIB_NEW);
if(id->lib) {
id->lib= NULL;
new_id(lbarray[a], id, 0); /* new_id only does it with double names */
sort_alpha_id(lbarray[a], id);
}
}
}
id= idn;
}
/* patch2: make it aphabetically */
while( (id=tempbase.first) ) {
BLI_remlink(&tempbase, id);
BLI_addtail(lbarray[a], id);
new_id(lbarray[a], id, 0);
}
}
}
void test_idbutton(char *name)
{
/* called from buttons: when name already exists: call new_id */
ListBase *lb;
ID *idtest;
lb= wich_libbase(G.main, GS(name-2) );
if(lb==0) return;
/* search for id */
idtest= lb->first;
while(idtest) {
if( strcmp(idtest->name+2, name)==0) break;
idtest= idtest->next;
}
if(idtest) if( new_id(lb, idtest, name)==0 ) sort_alpha_id(lb, idtest);
}
void rename_id(ID *id, char *name)
{
ListBase *lb;
strncpy(id->name+2, name, 21);
lb= wich_libbase(G.main, GS(id->name) );
new_id(lb, id, name);
}