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/*
* 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
* \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->workspace.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->workspace.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->workspace.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");
STRNCPY(scene->view_settings.look, "None");
}
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");
/* New EEVEE defaults. */
scene->eevee.bloom_intensity = 0.05f;
scene->eevee.bloom_clamp = 0.0f;
scene->eevee.motion_blur_shutter = 0.5f;
}
/* Rename light objects. */
rename_id_for_versioning(bmain, ID_OB, "Light", "Light");
rename_id_for_versioning(bmain, ID_LA, "Light", "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);
}
}
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