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-rw-r--r--source/blender/blenkernel/BKE_collection.h4
-rw-r--r--source/blender/blenkernel/BKE_layer.h9
-rw-r--r--source/blender/blenkernel/intern/collection.c146
-rw-r--r--source/blender/blenkernel/intern/layer.c101
4 files changed, 247 insertions, 13 deletions
diff --git a/source/blender/blenkernel/BKE_collection.h b/source/blender/blenkernel/BKE_collection.h
index e090584ad7a..2ea2c23dadd 100644
--- a/source/blender/blenkernel/BKE_collection.h
+++ b/source/blender/blenkernel/BKE_collection.h
@@ -55,6 +55,10 @@ void BKE_collections_object_remove(struct Main *bmain, struct Scene *scene, stru
void BKE_collection_reinsert_after(const struct Scene *scene, struct SceneCollection *sc_reinsert, struct SceneCollection *sc_after);
void BKE_collection_reinsert_into(struct SceneCollection *sc_reinsert, struct SceneCollection *sc_into);
+bool BKE_collection_move_above(const struct Scene *scene, struct SceneCollection *sc_dst, struct SceneCollection *sc_src);
+bool BKE_collection_move_below(const struct Scene *scene, struct SceneCollection *sc_dst, struct SceneCollection *sc_src);
+bool BKE_collection_move_into(const struct Scene *scene, struct SceneCollection *sc_dst, struct SceneCollection *sc_src);
+
typedef void (*BKE_scene_objects_Cb)(struct Object *ob, void *data);
typedef void (*BKE_scene_collections_Cb)(struct SceneCollection *ob, void *data);
diff --git a/source/blender/blenkernel/BKE_layer.h b/source/blender/blenkernel/BKE_layer.h
index aa1d537a28e..14324f27bfe 100644
--- a/source/blender/blenkernel/BKE_layer.h
+++ b/source/blender/blenkernel/BKE_layer.h
@@ -84,9 +84,14 @@ struct LayerCollection *BKE_layer_collection_active(struct SceneLayer *sl);
int BKE_layer_collection_count(struct SceneLayer *sl);
int BKE_layer_collection_findindex(struct SceneLayer *sl, struct LayerCollection *lc);
-void BKE_layer_collection_reinsert_after(const struct Scene *scene, struct SceneLayer *sl,
+bool BKE_layer_collection_reinsert_after(const struct Scene *scene, struct SceneLayer *sl,
struct LayerCollection *lc_reinsert, struct LayerCollection *lc_after);
-void BKE_layer_collection_reinsert_into(struct LayerCollection *lc_reinsert, struct LayerCollection *lc_into);
+
+bool BKE_layer_collection_move_above(const struct Scene *scene, struct LayerCollection *lc_dst, struct LayerCollection *lc_src);
+bool BKE_layer_collection_move_below(const struct Scene *scene, struct LayerCollection *lc_dst, struct LayerCollection *lc_src);
+bool BKE_layer_collection_move_into(const struct Scene *scene, struct LayerCollection *lc_dst, struct LayerCollection *lc_src);
+
+void BKE_layer_collection_resync(const struct Scene *scene, const struct SceneCollection *sc);
struct LayerCollection *BKE_collection_link(struct SceneLayer *sl, struct SceneCollection *sc);
diff --git a/source/blender/blenkernel/intern/collection.c b/source/blender/blenkernel/intern/collection.c
index b423efdda24..564fa5d9593 100644
--- a/source/blender/blenkernel/intern/collection.c
+++ b/source/blender/blenkernel/intern/collection.c
@@ -298,16 +298,150 @@ void BKE_collections_object_remove(Main *bmain, Scene *scene, Object *ob, const
FOREACH_SCENE_COLLECTION_END
}
-void BKE_collection_reinsert_after(const struct Scene *scene, SceneCollection *sc_reinsert, SceneCollection *sc_after)
+/* ---------------------------------------------------------------------- */
+/* Outliner drag and drop */
+
+/**
+ * Find and return the SceneCollection that has \a sc_child as one of its directly
+ * nested SceneCollection.
+ *
+ * \param sc_parent Initial SceneCollection to look into recursively, usually the master collection
+ */
+static SceneCollection *find_collection_parent(const SceneCollection *sc_child, SceneCollection *sc_parent)
+{
+ for (SceneCollection *sc_nested = sc_parent->scene_collections.first; sc_nested; sc_nested = sc_nested->next) {
+ if (sc_nested == sc_child) {
+ return sc_parent;
+ }
+
+ SceneCollection *found = find_collection_parent(sc_child, sc_nested);
+ if (found) {
+ return found;
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * Check if \a sc_reference is nested to \a sc_parent SceneCollection
+ */
+static bool is_collection_in_tree(const SceneCollection *sc_reference, SceneCollection *sc_parent)
+{
+ return find_collection_parent(sc_reference, sc_parent) != NULL;
+}
+
+bool BKE_collection_move_above(const Scene *scene, SceneCollection *sc_dst, SceneCollection *sc_src)
+{
+ /* Find the SceneCollection the sc_src belongs to */
+ SceneCollection *sc_master = BKE_collection_master(scene);
+
+ /* Master Layer can't be moved around*/
+ if (ELEM(sc_master, sc_src, sc_dst)) {
+ return false;
+ }
+
+ /* collection is already where we wanted it to be */
+ if (sc_dst->prev == sc_src) {
+ return false;
+ }
+
+ /* We can't move a collection fs the destiny collection
+ * is nested to the source collection */
+ if (is_collection_in_tree(sc_dst, sc_src)) {
+ return false;
+ }
+
+ SceneCollection *sc_src_parent = find_collection_parent(sc_src, sc_master);
+ SceneCollection *sc_dst_parent = find_collection_parent(sc_dst, sc_master);
+ BLI_assert(sc_src_parent);
+ BLI_assert(sc_dst_parent);
+
+ /* Remove sc_src from its parent */
+ BLI_remlink(&sc_src_parent->scene_collections, sc_src);
+
+ /* Re-insert it where it belongs */
+ BLI_insertlinkbefore(&sc_dst_parent->scene_collections, sc_dst, sc_src);
+
+ /* Update the tree */
+ BKE_layer_collection_resync(scene, sc_src_parent);
+ BKE_layer_collection_resync(scene, sc_dst_parent);
+
+ return true;
+}
+
+bool BKE_collection_move_below(const Scene *scene, SceneCollection *sc_dst, SceneCollection *sc_src)
{
- UNUSED_VARS(scene, sc_reinsert, sc_after);
- TODO_LAYER_OPERATORS;
+ /* Find the SceneCollection the sc_src belongs to */
+ SceneCollection *sc_master = BKE_collection_master(scene);
+
+ /* Master Layer can't be moved around*/
+ if (ELEM(sc_master, sc_src, sc_dst)) {
+ return false;
+ }
+
+ /* Collection is already where we wanted it to be */
+ if (sc_dst->next == sc_src) {
+ return false;
+ }
+
+ /* We can't move a collection if the destiny collection
+ * is nested to the source collection */
+ if (is_collection_in_tree(sc_dst, sc_src)) {
+ return false;
+ }
+
+ SceneCollection *sc_src_parent = find_collection_parent(sc_src, sc_master);
+ SceneCollection *sc_dst_parent = find_collection_parent(sc_dst, sc_master);
+ BLI_assert(sc_src_parent);
+ BLI_assert(sc_dst_parent);
+
+ /* Remove sc_src from its parent */
+ BLI_remlink(&sc_src_parent->scene_collections, sc_src);
+
+ /* Re-insert it where it belongs */
+ BLI_insertlinkafter(&sc_dst_parent->scene_collections, sc_dst, sc_src);
+
+ /* Update the tree */
+ BKE_layer_collection_resync(scene, sc_src_parent);
+ BKE_layer_collection_resync(scene, sc_dst_parent);
+
+ return true;
}
-void BKE_collection_reinsert_into(SceneCollection *sc_reinsert, SceneCollection *sc_into)
+bool BKE_collection_move_into(const Scene *scene, SceneCollection *sc_dst, SceneCollection *sc_src)
{
- UNUSED_VARS(sc_reinsert, sc_into);
- TODO_LAYER_OPERATORS;
+ /* Find the SceneCollection the sc_src belongs to */
+ SceneCollection *sc_master = BKE_collection_master(scene);
+ if (sc_src == sc_master) {
+ return false;
+ }
+
+ /* We can't move a collection if the destiny collection
+ * is nested to the source collection */
+ if (is_collection_in_tree(sc_dst, sc_src)) {
+ return false;
+ }
+
+ SceneCollection *sc_src_parent = find_collection_parent(sc_src, sc_master);
+ BLI_assert(sc_src_parent);
+
+ /* collection is already where we wanted it to be */
+ if (sc_dst->scene_collections.last == sc_src) {
+ return false;
+ }
+
+ /* Remove sc_src from it */
+ BLI_remlink(&sc_src_parent->scene_collections, sc_src);
+
+ /* Insert sc_src into sc_dst */
+ BLI_addtail(&sc_dst->scene_collections, sc_src);
+
+ /* Update the tree */
+ BKE_layer_collection_resync(scene, sc_src_parent);
+ BKE_layer_collection_resync(scene, sc_dst);
+
+ return true;
}
/* ---------------------------------------------------------------------- */
diff --git a/source/blender/blenkernel/intern/layer.c b/source/blender/blenkernel/intern/layer.c
index 77501c4acce..fb1a35d210c 100644
--- a/source/blender/blenkernel/intern/layer.c
+++ b/source/blender/blenkernel/intern/layer.c
@@ -533,13 +533,13 @@ static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *s
* Move \a lc_reinsert so that it follows \a lc_after. Both have to be stored in \a sl.
* \param lc_after: Can be NULL to reinsert \a lc_after as first collection of its own list.
*/
-void BKE_layer_collection_reinsert_after(
+bool BKE_layer_collection_reinsert_after(
const Scene *scene, SceneLayer *sl, LayerCollection *lc_reinsert, LayerCollection *lc_after)
{
/* TODO this function probably needs to be rewritten completely to support all cases
* (reinserting master collection, reinsert into different hierarchy levels, etc) */
TODO_LAYER_OPERATORS;
-
+#if 0
SceneCollection *sc_master = BKE_collection_master(scene);
SceneCollection *sc_reinsert = lc_reinsert->scene_collection;
ListBase *lc_reinsert_lb = layer_collection_listbase_find(&sl->layer_collections, lc_reinsert);
@@ -566,16 +566,107 @@ void BKE_layer_collection_reinsert_after(
BKE_scene_layer_base_flag_recalculate(sl);
BKE_scene_layer_engine_settings_collection_recalculate(sl, lc_reinsert);
+#else
+ UNUSED_VARS(scene, sl, lc_reinsert, lc_after);
+ UNUSED_VARS(layer_collection_listbase_find, scene_collection_listbase_find);
+ return false;
+#endif
}
-void BKE_layer_collection_reinsert_into(LayerCollection *lc_reinsert, LayerCollection *lc_into)
+/* ---------------------------------------------------------------------- */
+/* Outliner drag and drop */
+
+/**
+ * Nest a LayerCollection into another one
+ * Both collections must be from the same SceneLayer, return true if succeded.
+ *
+ * The LayerCollection will effectively be moved into the
+ * new (nested) position. So all the settings, overrides, ... go with it, and
+ * if the collection was directly linked to the SceneLayer it's then unlinked.
+ *
+ * For the other SceneLayers we simply resync the tree, without changing directly
+ * linked collections (even if they link to the same SceneCollection)
+ *
+ * \param lc_src LayerCollection to nest into \a lc_dst
+ * \param lc_dst LayerCollection to have \a lc_src inserted into
+ */
+bool BKE_layer_collection_move_into(const Scene *scene, LayerCollection *lc_src, LayerCollection *lc_dst)
{
/* TODO this is missing */
TODO_LAYER_OPERATORS;
- UNUSED_VARS(lc_reinsert, lc_into);
+ UNUSED_VARS(scene, lc_src, lc_dst);
+ return false;
+}
+
+bool BKE_layer_collection_move_above(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
+{
+ /* TODO this is missing */
+ TODO_LAYER_OPERATORS;
+ UNUSED_VARS(scene, lc_dst, lc_src);
+ return false;
+}
+
+bool BKE_layer_collection_move_below(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
+{
+ /* TODO this is missing */
+ TODO_LAYER_OPERATORS;
+ UNUSED_VARS(scene, lc_dst, lc_src);
+ return false;
+}
+
+static bool layer_collection_resync(SceneLayer *sl, LayerCollection *lc, const SceneCollection *sc)
+{
+ if (lc->scene_collection == sc) {
+ ListBase collections = {NULL};
+ BLI_movelisttolist(&collections, &lc->layer_collections);
+
+ for (SceneCollection *sc_nested = sc->scene_collections.first; sc_nested; sc_nested = sc_nested->next) {
+ LayerCollection *lc_nested = BLI_findptr(&collections, sc_nested, offsetof(LayerCollection, scene_collection));
+ if (lc_nested) {
+ BLI_remlink(&collections, lc_nested);
+ BLI_addtail(&lc->layer_collections, lc_nested);
+ }
+ else {
+ layer_collection_add(sl, &lc->layer_collections, sc_nested);
+ }
+ }
+
+ for (LayerCollection *lc_nested = collections.first; lc_nested; lc_nested = lc_nested->next) {
+ layer_collection_free(sl, lc_nested);
+ }
+ BLI_freelistN(&collections);
+
+ BLI_assert(BLI_listbase_count(&lc->layer_collections) ==
+ BLI_listbase_count(&sc->scene_collections));
+
+ return true;
+ }
+
+ for (LayerCollection *lc_nested = lc->layer_collections.first; lc_nested; lc_nested = lc_nested->next) {
+ if (layer_collection_resync(sl, lc_nested, sc)) {
+ return true;
+ }
+ }
+
+ return false;
}
/**
+ * Update the scene layers so that any LayerCollection that points
+ * to \a sc is re-synced again
+ */
+void BKE_layer_collection_resync(const Scene *scene, const SceneCollection *sc)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ layer_collection_resync(sl, lc, sc);
+ }
+ }
+}
+
+/* ---------------------------------------------------------------------- */
+
+/**
* Link a collection to a renderlayer
* The collection needs to be created separately
*/
@@ -658,10 +749,10 @@ static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, Scene
layer_collection_create_engine_settings(lc);
layer_collection_create_mode_settings(lc);
layer_collection_populate(sl, lc, sc);
+
return lc;
}
-
/* ---------------------------------------------------------------------- */
/**