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/*
* ***** BEGIN GPL 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.
*
* 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.
*
* Contributor(s): Blender Foundation, Dalai Felinto
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_LAYER_H__
#define __BKE_LAYER_H__
/** \file blender/blenkernel/BKE_layer.h
* \ingroup bke
*/
#include "BKE_collection.h"
#ifdef __cplusplus
extern "C" {
#endif
#define TODO_LAYER_SYNC /* syncing of SceneCollection and LayerCollection trees*/
#define TODO_LAYER_SYNC_FILTER /* syncing of filter_objects across all trees */
#define TODO_LAYER_OVERRIDE /* CollectionOverride */
#define TODO_LAYER_CONTEXT /* get/set current (context) SceneLayer */
#define TODO_LAYER_BASE /* BaseLegacy to Base related TODO */
#define TODO_LAYER_OPERATORS /* collection mamanger and property panel operators */
#define TODO_LAYER_DEPSGRAPH /* placeholder for real Depsgraph fix */
#define TODO_LAYER /* generic todo */
#define ROOT_PROP "root"
struct EvaluationContext;
struct LayerCollection;
struct ID;
struct IDProperty;
struct ListBase;
struct Main;
struct Object;
struct Base;
struct RenderEngine;
struct Scene;
struct SceneCollection;
struct SceneLayer;
struct SceneLayer *BKE_scene_layer_render_active(const struct Scene *scene);
struct SceneLayer *BKE_scene_layer_context_active(struct Scene *scene);
struct SceneLayer *BKE_scene_layer_add(struct Scene *scene, const char *name);
bool BKE_scene_layer_remove(struct Main *bmain, struct Scene *scene, struct SceneLayer *sl);
void BKE_scene_layer_free(struct SceneLayer *sl);
void BKE_scene_layer_engine_set(struct SceneLayer *sl, const char *engine);
void BKE_scene_layer_selected_objects_tag(struct SceneLayer *sl, const int tag);
struct SceneLayer *BKE_scene_layer_find_from_collection(const struct Scene *scene, struct LayerCollection *lc);
struct Base *BKE_scene_layer_base_find(struct SceneLayer *sl, struct Object *ob);
void BKE_scene_layer_base_deselect_all(struct SceneLayer *sl);
void BKE_scene_layer_base_select(struct SceneLayer *sl, struct Base *selbase);
void BKE_layer_collection_free(struct SceneLayer *sl, struct LayerCollection *lc);
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, const struct LayerCollection *lc);
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);
void BKE_collection_unlink(struct SceneLayer *sl, struct LayerCollection *lc);
bool BKE_scene_layer_has_collection(struct SceneLayer *sl, const struct SceneCollection *sc);
bool BKE_scene_has_object(struct Scene *scene, struct Object *ob);
/* syncing */
void BKE_layer_sync_new_scene_collection(struct Scene *scene, const struct SceneCollection *sc_parent, struct SceneCollection *sc);
void BKE_layer_sync_object_link(const struct Scene *scene, struct SceneCollection *sc, struct Object *ob);
void BKE_layer_sync_object_unlink(const struct Scene *scene, struct SceneCollection *sc, struct Object *ob);
/* override */
void BKE_collection_override_datablock_add(struct LayerCollection *lc, const char *data_path, struct ID *id);
/* engine settings */
typedef void (*CollectionEngineSettingsCB)(struct RenderEngine *engine, struct IDProperty *props);
struct IDProperty *BKE_layer_collection_engine_get(struct LayerCollection *lc, const int type, const char *engine_name);
struct IDProperty *BKE_object_collection_engine_get(struct Object *ob, const int type, const char *engine_name);
void BKE_layer_collection_engine_settings_callback_register(struct Main *bmain, const char *engine_name, CollectionEngineSettingsCB func);
void BKE_layer_collection_engine_settings_callback_free(void);
void BKE_layer_collection_engine_settings_create(struct IDProperty *root);
void BKE_collection_engine_property_add_float(struct IDProperty *props, const char *name, float value);
void BKE_collection_engine_property_add_int(struct IDProperty *props, const char *name, int value);
void BKE_collection_engine_property_add_bool(struct IDProperty *props, const char *name, bool value);
int BKE_collection_engine_property_value_get_int(struct IDProperty *props, const char *name);
float BKE_collection_engine_property_value_get_float(struct IDProperty *props, const char *name);
bool BKE_collection_engine_property_value_get_bool(struct IDProperty *props, const char *name);
void BKE_collection_engine_property_value_set_int(struct IDProperty *props, const char *name, int value);
void BKE_collection_engine_property_value_set_float(struct IDProperty *props, const char *name, float value);
void BKE_collection_engine_property_value_set_bool(struct IDProperty *props, const char *name, bool value);
/* evaluation */
void BKE_layer_eval_layer_collection_pre(struct EvaluationContext *eval_ctx,
struct Scene *scene,
struct SceneLayer *scene_layer);
void BKE_layer_eval_layer_collection(struct EvaluationContext *eval_ctx,
struct Scene *scene,
struct LayerCollection *layer_collection,
struct LayerCollection *parent_layer_collection);
void BKE_layer_eval_layer_collection_post(struct EvaluationContext *eval_ctx,
struct SceneLayer *scene_layer);
/* iterators */
void BKE_selected_objects_Iterator_begin(Iterator *iter, void *data_in);
void BKE_selected_objects_Iterator_next(Iterator *iter);
void BKE_selected_objects_Iterator_end(Iterator *iter);
void BKE_visible_objects_Iterator_begin(Iterator *iter, void *data_in);
void BKE_visible_objects_Iterator_next(Iterator *iter);
void BKE_visible_objects_Iterator_end(Iterator *iter);
void BKE_visible_bases_Iterator_begin(Iterator *iter, void *data_in);
void BKE_visible_bases_Iterator_next(Iterator *iter);
void BKE_visible_bases_Iterator_end(Iterator *iter);
#define FOREACH_SELECTED_OBJECT(sl, _instance) \
ITER_BEGIN(BKE_selected_objects_Iterator_begin, \
BKE_selected_objects_Iterator_next, \
BKE_selected_objects_Iterator_end, \
sl, Object *, _instance)
#define FOREACH_SELECTED_OBJECT_END \
ITER_END
#define FOREACH_VISIBLE_OBJECT(sl, _instance) \
ITER_BEGIN(BKE_visible_objects_Iterator_begin, \
BKE_visible_objects_Iterator_next, \
BKE_visible_objects_Iterator_end, \
sl, Object *, _instance)
#define FOREACH_VISIBLE_OBJECT_END \
ITER_END
#define FOREACH_VISIBLE_BASE(sl, _instance) \
ITER_BEGIN(BKE_visible_bases_Iterator_begin, \
BKE_visible_bases_Iterator_next, \
BKE_visible_bases_Iterator_end, \
sl, Base *, _instance)
#define FOREACH_VISIBLE_BASE_END \
ITER_END
#define FOREACH_OBJECT(sl, _instance) \
{ \
Object *_instance; \
Base *base; \
for (base = (sl)->object_bases.first; base; base = base->next) { \
_instance = base->object;
#define FOREACH_OBJECT_END \
} \
}
#define FOREACH_OBJECT_FLAG(scene, sl, flag, _instance) \
{ \
IteratorBeginCb func_begin; \
IteratorCb func_next, func_end; \
void *data_in; \
\
if (flag == SELECT) { \
func_begin = &BKE_selected_objects_Iterator_begin; \
func_next = &BKE_selected_objects_Iterator_next; \
func_end = &BKE_selected_objects_Iterator_end; \
data_in = (sl); \
} \
else { \
func_begin = BKE_scene_objects_Iterator_begin; \
func_next = BKE_scene_objects_Iterator_next; \
func_end = BKE_scene_objects_Iterator_end; \
data_in = (scene); \
} \
ITER_BEGIN(func_begin, func_next, func_end, data_in, Object *, _instance)
#define FOREACH_OBJECT_FLAG_END \
ITER_END \
}
/* temporary hacky solution waiting for CoW depsgraph implementation */
#define DEG_OBJECT_ITER(sl_, instance_) \
{ \
/* flush all the depsgraph data to objects */ \
Object *instance_; \
Base *base_; \
for (base_ = (sl_)->object_bases.first; base_; base_ = base_->next) { \
if ((base_->flag & BASE_VISIBLED) != 0) { \
instance_ = base_->object; \
instance_->base_flag = base_->flag; \
instance_->base_collection_properties = base_->collection_properties;
#define DEG_OBJECT_ITER_END \
} \
} \
}
#ifdef __cplusplus
}
#endif
#endif /* __BKE_LAYER_H__ */
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