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authorCampbell Barton <ideasman42@gmail.com>2015-01-29 13:56:32 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-01-29 14:04:32 +0300
commiteb150ef3375975cdfe9cba3e9acd42bc1fe38dce (patch)
tree6cfdfea4613a46f8bfb307390a2da5259cb41939 /source/blender/blenkernel/intern/text.c
parentc44d7b0340e6b21444b3218d58857a88b6b32fdd (diff)
Node UI: add support to show text-blocks in frames
Some node setups benefit from being documented like this.
Diffstat (limited to 'source/blender/blenkernel/intern/text.c')
-rw-r--r--source/blender/blenkernel/intern/text.c100
1 files changed, 84 insertions, 16 deletions
diff --git a/source/blender/blenkernel/intern/text.c b/source/blender/blenkernel/intern/text.c
index cb2819825c2..4909769c8e0 100644
--- a/source/blender/blenkernel/intern/text.c
+++ b/source/blender/blenkernel/intern/text.c
@@ -508,10 +508,14 @@ void BKE_text_unlink(Main *bmain, Text *text)
bNodeTree *ntree;
bNode *node;
Material *mat;
+ Lamp *la;
+ Tex *te;
+ World *wo;
+ FreestyleLineStyle *linestyle;
Scene *sce;
SceneRenderLayer *srl;
FreestyleModuleConfig *module;
- short update;
+ bool update;
for (ob = bmain->object.first; ob; ob = ob->id.next) {
/* game controllers */
@@ -563,23 +567,97 @@ void BKE_text_unlink(Main *bmain, Text *text)
}
/* nodes */
+ for (la = bmain->lamp.first; la; la = la->id.next) {
+ ntree = la->nodetree;
+ if (!ntree)
+ continue;
+ for (node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == NODE_FRAME) {
+ if ((Text *)node->id == text) {
+ node->id = NULL;
+ }
+ }
+ }
+ }
+
+ for (linestyle = bmain->linestyle.first; linestyle; linestyle = linestyle->id.next) {
+ ntree = linestyle->nodetree;
+ if (!ntree)
+ continue;
+ for (node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == NODE_FRAME) {
+ if ((Text *)node->id == text) {
+ node->id = NULL;
+ }
+ }
+ }
+ }
+
for (mat = bmain->mat.first; mat; mat = mat->id.next) {
ntree = mat->nodetree;
if (!ntree)
continue;
for (node = ntree->nodes.first; node; node = node->next) {
- if (node->type == SH_NODE_SCRIPT) {
+ if (ELEM(node->type, SH_NODE_SCRIPT, NODE_FRAME)) {
+ if ((Text *)node->id == text) {
+ node->id = NULL;
+ }
+ }
+ }
+ }
+
+ for (te = bmain->tex.first; mat; mat = mat->id.next) {
+ ntree = te->nodetree;
+ if (!ntree)
+ continue;
+ for (node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == NODE_FRAME) {
+ if ((Text *)node->id == text) {
+ node->id = NULL;
+ }
+ }
+ }
+ }
+
+ for (wo = bmain->world.first; wo; wo = wo->id.next) {
+ ntree = wo->nodetree;
+ if (!ntree)
+ continue;
+ for (node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == NODE_FRAME) {
+ if ((Text *)node->id == text) {
+ node->id = NULL;
+ }
+ }
+ }
+ }
+
+ for (sce = bmain->scene.first; sce; sce = sce->id.next) {
+ ntree = sce->nodetree;
+ if (!ntree)
+ continue;
+ for (node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == NODE_FRAME) {
Text *ntext = (Text *)node->id;
if (ntext == text) node->id = NULL;
}
}
+
+ /* Freestyle (while looping oer the scene) */
+ for (srl = sce->r.layers.first; srl; srl = srl->next) {
+ for (module = srl->freestyleConfig.modules.first; module; module = module->next) {
+ if (module->script == text)
+ module->script = NULL;
+ }
+ }
}
-
+
for (ntree = bmain->nodetree.first; ntree; ntree = ntree->id.next) {
for (node = ntree->nodes.first; node; node = node->next) {
- if (node->type == SH_NODE_SCRIPT) {
- Text *ntext = (Text *)node->id;
- if (ntext == text) node->id = NULL;
+ if (ELEM(node->type, SH_NODE_SCRIPT, NODE_FRAME)) {
+ if ((Text *)node->id == text) {
+ node->id = NULL;
+ }
}
}
}
@@ -600,16 +678,6 @@ void BKE_text_unlink(Main *bmain, Text *text)
}
}
- /* Freestyle */
- for (sce = bmain->scene.first; sce; sce = sce->id.next) {
- for (srl = sce->r.layers.first; srl; srl = srl->next) {
- for (module = srl->freestyleConfig.modules.first; module; module = module->next) {
- if (module->script == text)
- module->script = NULL;
- }
- }
- }
-
text->id.us = 0;
}