/* * 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ /** \file blender/blenloader/intern/versioning_defaults.c * \ingroup blenloader */ #include "MEM_guardedalloc.h" #include "BLI_utildefines.h" #include "BLI_listbase.h" #include "BLI_math.h" #include "BLI_string.h" #include "DNA_gpencil_types.h" #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "DNA_userdef_types.h" #include "DNA_windowmanager_types.h" #include "DNA_workspace_types.h" #include "BKE_appdir.h" #include "BKE_brush.h" #include "BKE_colorband.h" #include "BKE_colortools.h" #include "BKE_idprop.h" #include "BKE_keyconfig.h" #include "BKE_layer.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_paint.h" #include "BKE_screen.h" #include "BKE_workspace.h" #include "BLO_readfile.h" /** * Override values in in-memory startup.blend, avoids resaving for small changes. */ void BLO_update_defaults_userpref_blend(void) { /* default so DPI is detected automatically */ U.dpi = 0; U.ui_scale = 1.0f; #ifdef WITH_PYTHON_SECURITY /* use alternative setting for security nuts * otherwise we'd need to patch the binary blob - startup.blend.c */ U.flag |= USER_SCRIPT_AUTOEXEC_DISABLE; #else U.flag &= ~USER_SCRIPT_AUTOEXEC_DISABLE; #endif /* Clear addon preferences. */ for (bAddon *addon = U.addons.first; addon; addon = addon->next) { if (addon->prop) { IDP_FreeProperty(addon->prop); MEM_freeN(addon->prop); addon->prop = NULL; } } /* Transform tweak with single click and drag. */ U.flag |= USER_RELEASECONFIRM; /* Ignore the theme saved in the blend file, * instead use the theme from 'userdef_default_theme.c' */ { bTheme *theme = U.themes.first; memcpy(theme, &U_theme_default, sizeof(bTheme)); } /* Leave temp directory empty, will then get appropriate value per OS. */ U.tempdir[0] = '\0'; /* Only enable tooltips translation by default, without actually enabling translation itself, for now. */ U.transopts = USER_TR_TOOLTIPS; U.memcachelimit = 4096; /* Auto perspective. */ U.uiflag |= USER_AUTOPERSP; /* Init weight paint range. */ BKE_colorband_init(&U.coba_weight, true); /* Default visible section. */ U.userpref = USER_SECTION_INTERFACE; /* Default to left click select. */ BKE_keyconfig_pref_set_select_mouse(&U, 0, true); } /** * Rename if the ID doesn't exist. */ static ID *rename_id_for_versioning(Main *bmain, const short id_type, const char *name_src, const char *name_dst) { /* We can ignore libraries */ ListBase *lb = which_libbase(bmain, id_type); ID *id = NULL; for (ID *idtest = lb->first; idtest; idtest = idtest->next) { if (idtest->lib == NULL) { if (STREQ(idtest->name + 2, name_src)) { id = idtest; } if (STREQ(idtest->name + 2, name_dst)) { return NULL; } } } if (id != NULL) { BLI_strncpy(id->name + 2, name_dst, sizeof(id->name) - 2); /* We know it's unique, this just sorts. */ BLI_libblock_ensure_unique_name(bmain, id->name); } return id; } /** * Update defaults in startup.blend, without having to save and embed the file. * This function can be emptied each time the startup.blend is updated. */ void BLO_update_defaults_startup_blend(Main *bmain, const char *app_template) { /* For all startup.blend files. */ for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) { for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) { for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) { /* Remove all stored panels, we want to use defaults (order, open/closed) as defined by UI code here! */ BKE_area_region_panels_free(&ar->panels); /* some toolbars have been saved as initialized, * we don't want them to have odd zoom-level or scrolling set, see: T47047 */ if (ELEM(ar->regiontype, RGN_TYPE_UI, RGN_TYPE_TOOLS, RGN_TYPE_TOOL_PROPS)) { ar->v2d.flag &= ~V2D_IS_INITIALISED; } } for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) { switch (sl->spacetype) { case SPACE_VIEW3D: { View3D *v3d = (View3D *)sl; v3d->overlay.texture_paint_mode_opacity = 1.0f; v3d->overlay.weight_paint_mode_opacity = 1.0f; v3d->overlay.vertex_paint_mode_opacity = 1.0f; /* grease pencil settings */ v3d->vertex_opacity = 1.0f; v3d->gp_flag |= V3D_GP_SHOW_EDIT_LINES; /* Skip startups that use the viewport color by default. */ if (v3d->shading.background_type != V3D_SHADING_BACKGROUND_VIEWPORT) { copy_v3_fl(v3d->shading.background_color, 0.05f); } break; } case SPACE_FILE: { SpaceFile *sfile = (SpaceFile *)sl; if (sfile->params) { const char *dir_default = BKE_appdir_folder_default(); if (dir_default) { STRNCPY(sfile->params->dir, dir_default); sfile->params->file[0] = '\0'; } } break; } } } } } if (app_template == NULL) { /* Name all screens by their workspaces (avoids 'Default.###' names). */ { /* Default only has one window. */ wmWindow *win = ((wmWindowManager *)bmain->wm.first)->windows.first; for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) { WorkSpaceLayout *layout = BKE_workspace_hook_layout_for_workspace_get(win->workspace_hook, workspace); bScreen *screen = layout->screen; BLI_strncpy(screen->id.name + 2, workspace->id.name + 2, sizeof(screen->id.name) - 2); BLI_libblock_ensure_unique_name(bmain, screen->id.name); } } { /* 'UV Editing' should use UV mode. */ bScreen *screen = BLI_findstring(&bmain->screen, "UV Editing", offsetof(ID, name) + 2); for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) { for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) { if (sl->spacetype == SPACE_IMAGE) { SpaceImage *sima = (SpaceImage *)sl; if (sima->mode == SI_MODE_VIEW) { sima->mode = SI_MODE_UV; } } } } } } /* For 2D animation template. */ if (app_template && STREQ(app_template, "2D_Animation")) { for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) { const char *name = workspace->id.name + 2; if (STREQ(name, "Drawing")) { workspace->object_mode = OB_MODE_PAINT_GPENCIL; } } /* set object in drawing mode */ for (Object *object = bmain->object.first; object; object = object->id.next) { if (object->type == OB_GPENCIL) { bGPdata *gpd = (bGPdata *)object->data; object->mode = OB_MODE_PAINT_GPENCIL; gpd->flag |= GP_DATA_STROKE_PAINTMODE; break; } } /* Be sure curfalloff and primitive are initializated */ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { ToolSettings *ts = scene->toolsettings; if (ts->gp_sculpt.cur_falloff == NULL) { ts->gp_sculpt.cur_falloff = curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f); CurveMapping *gp_falloff_curve = ts->gp_sculpt.cur_falloff; curvemapping_initialize(gp_falloff_curve); curvemap_reset( gp_falloff_curve->cm, &gp_falloff_curve->clipr, CURVE_PRESET_GAUSS, CURVEMAP_SLOPE_POSITIVE); } if (ts->gp_sculpt.cur_primitive == NULL) { ts->gp_sculpt.cur_primitive = curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f); CurveMapping *gp_primitive_curve = ts->gp_sculpt.cur_primitive; curvemapping_initialize(gp_primitive_curve); curvemap_reset( gp_primitive_curve->cm, &gp_primitive_curve->clipr, CURVE_PRESET_BELL, CURVEMAP_SLOPE_POSITIVE); } } } /* For all builtin templates shipped with Blender. */ bool builtin_template = ( !app_template || STREQ(app_template, "2D_Animation") || STREQ(app_template, "Sculpting") || STREQ(app_template, "VFX") || STREQ(app_template, "Video_Editing")); if (builtin_template) { /* Clear all tools to use default options instead, ignore the tool saved in the file. */ for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) { while (!BLI_listbase_is_empty(&workspace->tools)) { BKE_workspace_tool_remove(workspace, workspace->tools.first); } } for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) { /* Hide channels in timelines. */ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) { SpaceAction *saction = (sa->spacetype == SPACE_ACTION) ? sa->spacedata.first : NULL; if (saction && saction->mode == SACTCONT_TIMELINE) { for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) { if (ar->regiontype == RGN_TYPE_CHANNELS) { ar->flag |= RGN_FLAG_HIDDEN; } } } } } for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine)); scene->r.cfra = 1.0f; scene->r.displaymode = R_OUTPUT_WINDOW; if (app_template && STREQ(app_template, "Video_Editing")) { /* Filmic is too slow, use default until it is optimized. */ STRNCPY(scene->view_settings.view_transform, "Default"); } else { /* AV Sync break physics sim caching, disable until that is fixed. */ scene->audio.flag &= ~AUDIO_SYNC; scene->flag &= ~SCE_FRAME_DROP; } /* Don't enable compositing nodes. */ if (scene->nodetree) { ntreeFreeNestedTree(scene->nodetree); MEM_freeN(scene->nodetree); scene->nodetree = NULL; scene->use_nodes = false; } /* Rename render layers. */ BKE_view_layer_rename(bmain, scene, scene->view_layers.first, "View Layer"); } /* Rename lamp objects. */ rename_id_for_versioning(bmain, ID_OB, "Lamp", "Light"); rename_id_for_versioning(bmain, ID_LA, "Lamp", "Light"); for (Mesh *mesh = bmain->mesh.first; mesh; mesh = mesh->id.next) { /* Match default for new meshes. */ mesh->smoothresh = DEG2RADF(30); } } for (bScreen *sc = bmain->screen.first; sc; sc = sc->id.next) { for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) { for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) { if (sl->spacetype == SPACE_VIEW3D) { View3D *v3d = (View3D *)sl; v3d->shading.flag |= V3D_SHADING_SPECULAR_HIGHLIGHT; } } } } for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { copy_v3_v3(scene->display.light_direction, (float[3]){M_SQRT1_3, M_SQRT1_3, M_SQRT1_3}); copy_v2_fl2(scene->safe_areas.title, 0.1f, 0.05f); copy_v2_fl2(scene->safe_areas.action, 0.035f, 0.035f); } }