Beispiel #1
0
/* context is allowed to be NULL, do not free wm itself (library.c) */
void wm_close_and_free(bContext *C, wmWindowManager *wm)
{
	wmWindow *win;
	wmOperator *op;
	wmKeyConfig *keyconf;

	if(wm->autosavetimer)
		wm_autosave_timer_ended(wm);

	while((win= wm->windows.first)) {
		BLI_remlink(&wm->windows, win);
		win->screen= NULL; /* prevent draw clear to use screen */
		wm_draw_window_clear(win);
		wm_window_free(C, wm, win);
	}
	
	while((op= wm->operators.first)) {
		BLI_remlink(&wm->operators, op);
		WM_operator_free(op);
	}

	while((keyconf=wm->keyconfigs.first)) {
		BLI_remlink(&wm->keyconfigs, keyconf);
		WM_keyconfig_free(keyconf);
	}

	BLI_freelistN(&wm->queue);
	
	BLI_freelistN(&wm->paintcursors);
	BLI_freelistN(&wm->drags);
	
	wm_reports_free(wm);
	
	if(C && CTX_wm_manager(C)==wm) CTX_wm_manager_set(C, NULL);
}
Beispiel #2
0
void WM_check(bContext *C)
{
	wmWindowManager *wm= CTX_wm_manager(C);
	
	/* wm context */
	if(wm==NULL) {
		wm= CTX_data_main(C)->wm.first;
		CTX_wm_manager_set(C, wm);
	}
	if(wm==NULL) return;
	if(wm->windows.first==NULL) return;

	if (!G.background) {
		/* case: fileread */
		if((wm->initialized & WM_INIT_WINDOW) == 0) {
			WM_keymap_init(C);
			WM_autosave_init(wm);
		}

		/* case: no open windows at all, for old file reads */
		wm_window_add_ghostwindows(C, wm);
	}

	/* case: fileread */
	/* note: this runs in bg mode to set the screen context cb */
	if((wm->initialized & WM_INIT_WINDOW) == 0) {
		ED_screens_initialize(wm);
		wm->initialized |= WM_INIT_WINDOW;
	}
}
Beispiel #3
0
void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
{
	/* viewport rendering update on data changes, happens after depsgraph
	 * updates if there was any change. context is set to the 3d view */
	bContext *C;
	bScreen *sc;
	ScrArea *sa;
	ARegion *ar;

	/* don't do this render engine update if we're updating the scene from
	 * other threads doing e.g. rendering or baking jobs */
	if (!BLI_thread_is_main())
		return;

	C = CTX_create();
	CTX_data_main_set(C, bmain);
	CTX_data_scene_set(C, scene);

	CTX_wm_manager_set(C, bmain->wm.first);

	for (sc = bmain->screen.first; sc; sc = sc->id.next) {
		for (sa = sc->areabase.first; sa; sa = sa->next) {
			if (sa->spacetype != SPACE_VIEW3D)
				continue;

			for (ar = sa->regionbase.first; ar; ar = ar->next) {
				RegionView3D *rv3d;
				RenderEngine *engine;

				if (ar->regiontype != RGN_TYPE_WINDOW)
					continue;

				rv3d = ar->regiondata;
				engine = rv3d->render_engine;

				if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
					CTX_wm_screen_set(C, sc);
					CTX_wm_area_set(C, sa);
					CTX_wm_region_set(C, ar);

					engine->flag &= ~RE_ENGINE_DO_UPDATE;
					engine->type->view_update(engine, C);
				}
			}
		}
	}

	CTX_free(C);
}
Beispiel #4
0
/* on startup, it adds all data, for matching */
void wm_add_default(bContext *C)
{
	wmWindowManager *wm= alloc_libblock(&CTX_data_main(C)->wm, ID_WM, "WinMan");
	wmWindow *win;
	bScreen *screen= CTX_wm_screen(C); /* XXX from file read hrmf */
	
	CTX_wm_manager_set(C, wm);
	win= wm_window_new(C);
	win->screen= screen;
	screen->winid= win->winid;
	BLI_strncpy(win->screenname, screen->id.name+2, sizeof(win->screenname));
	
	wm->winactive= win;
	wm->file_saved= 1;
	wm_window_make_drawable(C, win); 
}
Beispiel #5
0
void wm_clear_default_size(bContext *C)
{
	wmWindowManager *wm= CTX_wm_manager(C);
	wmWindow *win;
	
	/* wm context */
	if(wm==NULL) {
		wm= CTX_data_main(C)->wm.first;
		CTX_wm_manager_set(C, wm);
	}
	if(wm==NULL) return;
	if(wm->windows.first==NULL) return;
	
	for(win= wm->windows.first; win; win= win->next) {
		win->sizex = 0;
		win->sizey = 0;
		win->posx = 0;
		win->posy = 0;
	}

}
Beispiel #6
0
static int load_file(int UNUSED(argc), const char **argv, void *data)
{
	bContext *C = data;

	/* Make the path absolute because its needed for relative linked blends to be found */
	char filename[FILE_MAX];

	/* note, we could skip these, but so far we always tried to load these files */
	if (argv[0][0] == '-') {
		fprintf(stderr, "unknown argument, loading as file: %s\n", argv[0]);
	}

	BLI_strncpy(filename, argv[0], sizeof(filename));
	BLI_path_cwd(filename);

	if (G.background) {
		int retval = BKE_read_file(C, filename, NULL);

		/* we successfully loaded a blend file, get sure that
		 * pointcache works */
		if (retval != BKE_READ_FILE_FAIL) {
			wmWindowManager *wm = CTX_wm_manager(C);

			/* special case, 2.4x files */
			if (wm == NULL && CTX_data_main(C)->wm.first == NULL) {
				extern void wm_add_default(bContext *C);

				/* wm_add_default() needs the screen to be set. */
				CTX_wm_screen_set(C, CTX_data_main(C)->screen.first);
				wm_add_default(C);
			}

			CTX_wm_manager_set(C, NULL); /* remove wm to force check */
			WM_check(C);
			G.relbase_valid = 1;
			if (CTX_wm_manager(C) == NULL) CTX_wm_manager_set(C, wm);  /* reset wm */

			DAG_on_visible_update(CTX_data_main(C), TRUE);
		}
		else {
			/* failed to load file, stop processing arguments */
			return -1;
		}

		/* WM_file_read() runs normally but since we're in background mode do here */
#ifdef WITH_PYTHON
		/* run any texts that were loaded in and flagged as modules */
		BPY_python_reset(C);
#endif

		/* happens for the UI on file reading too (huh? (ton))*/
		// XXX		BKE_reset_undo();
		//			BKE_write_undo("original");	/* save current state */
	}
	else {
		/* we are not running in background mode here, but start blender in UI mode with
		 * a file - this should do everything a 'load file' does */
		ReportList reports;
		BKE_reports_init(&reports, RPT_PRINT);
		WM_file_autoexec_init(filename);
		WM_file_read(C, filename, &reports);
		BKE_reports_clear(&reports);
	}

	G.file_loaded = 1;

	return 0;
}
Beispiel #7
0
static void setup_app_data(bContext *C, BlendFileData *bfd, const char *filepath)
{
	bScreen *curscreen = NULL;
	Scene *curscene = NULL;
	int recover;
	enum {
		LOAD_UI = 1,
		LOAD_UI_OFF,
		LOAD_UNDO,
	} mode;

	if (BLI_listbase_is_empty(&bfd->main->screen)) {
		mode = LOAD_UNDO;
	}
	else if (G.fileflags & G_FILE_NO_UI) {
		mode = LOAD_UI_OFF;
	}
	else {
		mode = LOAD_UI;
	}

	recover = (G.fileflags & G_FILE_RECOVER);

	/* Free all render results, without this stale data gets displayed after loading files */
	if (mode != LOAD_UNDO) {
		RE_FreeAllRenderResults();
	}

	/* Only make filepaths compatible when loading for real (not undo) */
	if (mode != LOAD_UNDO) {
		clean_paths(bfd->main);
	}

	/* XXX here the complex windowmanager matching */
	
	/* no load screens? */
	if (mode != LOAD_UI) {
		/* Logic for 'track_undo_scene' is to keep using the scene which the active screen has,
		 * as long as the scene associated with the undo operation is visible in one of the open windows.
		 *
		 * - 'curscreen->scene' - scene the user is currently looking at.
		 * - 'bfd->curscene' - scene undo-step was created in.
		 *
		 * This means users can have 2+ windows open and undo in both without screens switching.
		 * But if they close one of the screens,
		 * undo will ensure that the scene being operated on will be activated
		 * (otherwise we'd be undoing on an off-screen scene which isn't acceptable).
		 * see: T43424
		 */
		bool track_undo_scene;

		/* comes from readfile.c */
		SWAP(ListBase, G.main->wm, bfd->main->wm);
		SWAP(ListBase, G.main->screen, bfd->main->screen);
		SWAP(ListBase, G.main->script, bfd->main->script);
		
		/* we re-use current screen */
		curscreen = CTX_wm_screen(C);
		/* but use new Scene pointer */
		curscene = bfd->curscene;

		track_undo_scene = (mode == LOAD_UNDO && curscreen && bfd->main->wm.first);

		if (curscene == NULL) curscene = bfd->main->scene.first;
		/* empty file, we add a scene to make Blender work */
		if (curscene == NULL) curscene = BKE_scene_add(bfd->main, "Empty");

		if (track_undo_scene) {
			/* keep the old (free'd) scene, let 'blo_lib_link_screen_restore'
			 * replace it with 'curscene' if its needed */
		}
		else {
			/* and we enforce curscene to be in current screen */
			if (curscreen) {
				/* can run in bgmode */
				curscreen->scene = curscene;
			}
		}

		/* clear_global will free G.main, here we can still restore pointers */
		blo_lib_link_screen_restore(bfd->main, curscreen, curscene);
		curscene = curscreen->scene;

		if (track_undo_scene) {
			wmWindowManager *wm = bfd->main->wm.first;
			if (wm_scene_is_visible(wm, bfd->curscene) == false) {
				curscene = bfd->curscene;
				curscreen->scene = curscene;
			}
		}
	}
	
	/* free G.main Main database */
//	CTX_wm_manager_set(C, NULL);
	clear_global();
	
	/* clear old property update cache, in case some old references are left dangling */
	RNA_property_update_cache_free();
	
	G.main = bfd->main;

	CTX_data_main_set(C, G.main);

	sound_init_main(G.main);
	
	if (bfd->user) {
		
		/* only here free userdef themes... */
		BKE_userdef_free();
		
		U = *bfd->user;

		/* Security issue: any blend file could include a USER block.
		 *
		 * Currently we load prefs from BLENDER_STARTUP_FILE and later on load BLENDER_USERPREF_FILE,
		 * to load the preferences defined in the users home dir.
		 *
		 * This means we will never accidentally (or maliciously)
		 * enable scripts auto-execution by loading a '.blend' file.
		 */
		U.flag |= USER_SCRIPT_AUTOEXEC_DISABLE;

		MEM_freeN(bfd->user);
	}
	
	/* case G_FILE_NO_UI or no screens in file */
	if (mode != LOAD_UI) {
		/* leave entire context further unaltered? */
		CTX_data_scene_set(C, curscene);
	}
	else {
		G.fileflags = bfd->fileflags;
		CTX_wm_manager_set(C, G.main->wm.first);
		CTX_wm_screen_set(C, bfd->curscreen);
		CTX_data_scene_set(C, bfd->curscene);
		CTX_wm_area_set(C, NULL);
		CTX_wm_region_set(C, NULL);
		CTX_wm_menu_set(C, NULL);
		curscene = bfd->curscene;
	}
	
	/* this can happen when active scene was lib-linked, and doesn't exist anymore */
	if (CTX_data_scene(C) == NULL) {
		/* in case we don't even have a local scene, add one */
		if (!G.main->scene.first)
			BKE_scene_add(G.main, "Scene");

		CTX_data_scene_set(C, G.main->scene.first);
		CTX_wm_screen(C)->scene = CTX_data_scene(C);
		curscene = CTX_data_scene(C);
	}

	BLI_assert(curscene == CTX_data_scene(C));


	/* special cases, override loaded flags: */
	if (G.f != bfd->globalf) {
		const int flags_keep = (G_SWAP_EXCHANGE | G_SCRIPT_AUTOEXEC | G_SCRIPT_OVERRIDE_PREF);
		bfd->globalf = (bfd->globalf & ~flags_keep) | (G.f & flags_keep);
	}


	G.f = bfd->globalf;

#ifdef WITH_PYTHON
	/* let python know about new main */
	BPY_context_update(C);
#endif

	if (!G.background) {
		//setscreen(G.curscreen);
	}
	
	/* FIXME: this version patching should really be part of the file-reading code,
	 * but we still get too many unrelated data-corruption crashes otherwise... */
	if (G.main->versionfile < 250)
		do_versions_ipos_to_animato(G.main);
	
	G.main->recovered = 0;
	
	/* startup.blend or recovered startup */
	if (bfd->filename[0] == 0) {
		G.main->name[0] = 0;
	}
	else if (recover && G.relbase_valid) {
		/* in case of autosave or quit.blend, use original filename instead
		 * use relbase_valid to make sure the file is saved, else we get <memory2> in the filename */
		filepath = bfd->filename;
		G.main->recovered = 1;
	
		/* these are the same at times, should never copy to the same location */
		if (G.main->name != filepath)
			BLI_strncpy(G.main->name, filepath, FILE_MAX);
	}
	
	/* baseflags, groups, make depsgraph, etc */
	/* first handle case if other windows have different scenes visible */
	if (mode == LOAD_UI) {
		wmWindowManager *wm = G.main->wm.first;
		
		if (wm) {
			wmWindow *win;
			
			for (win = wm->windows.first; win; win = win->next) {
				if (win->screen && win->screen->scene) /* zealous check... */
					if (win->screen->scene != curscene)
						BKE_scene_set_background(G.main, win->screen->scene);
			}
		}
	}
	BKE_scene_set_background(G.main, curscene);

	if (mode != LOAD_UNDO) {
		IMB_colormanagement_check_file_config(G.main);
	}

	MEM_freeN(bfd);

}
void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
{
	/* viewport rendering update on data changes, happens after depsgraph
	 * updates if there was any change. context is set to the 3d view */
	bContext *C;
	wmWindowManager *wm;
	wmWindow *win;
	static bool recursive_check = false;

	/* don't do this render engine update if we're updating the scene from
	 * other threads doing e.g. rendering or baking jobs */
	if (!BLI_thread_is_main())
		return;

	/* don't call this recursively for frame updates */
	if (recursive_check)
		return;

	/* Do not call if no WM available, see T42688. */
	if (BLI_listbase_is_empty(&bmain->wm))
		return;

	recursive_check = true;

	C = CTX_create();
	CTX_data_main_set(C, bmain);
	CTX_data_scene_set(C, scene);

	CTX_wm_manager_set(C, bmain->wm.first);
	wm = bmain->wm.first;
	
	for (win = wm->windows.first; win; win = win->next) {
		bScreen *sc = win->screen;
		ScrArea *sa;
		ARegion *ar;
		
		CTX_wm_window_set(C, win);
		
		for (sa = sc->areabase.first; sa; sa = sa->next) {
			if (sa->spacetype != SPACE_VIEW3D)
				continue;

			for (ar = sa->regionbase.first; ar; ar = ar->next) {
				RegionView3D *rv3d;
				RenderEngine *engine;

				if (ar->regiontype != RGN_TYPE_WINDOW)
					continue;

				rv3d = ar->regiondata;
				engine = rv3d->render_engine;

				/* call update if the scene changed, or if the render engine
				 * tagged itself for update (e.g. because it was busy at the
				 * time of the last update) */
				if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {

					CTX_wm_screen_set(C, sc);
					CTX_wm_area_set(C, sa);
					CTX_wm_region_set(C, ar);

					engine->flag &= ~RE_ENGINE_DO_UPDATE;
					engine->type->view_update(engine, C);
				}
			}
		}
	}

	CTX_free(C);

	recursive_check = false;
}
Beispiel #9
0
static void setup_app_data(bContext *C, BlendFileData *bfd, const char *filepath)
{
	bScreen *curscreen = NULL;
	Scene *curscene = NULL;
	int recover;
	char mode;

	/* 'u' = undo save, 'n' = no UI load */
	if (bfd->main->screen.first == NULL) mode = 'u';
	else if (G.fileflags & G_FILE_NO_UI) mode = 'n';
	else mode = 0;

	recover = (G.fileflags & G_FILE_RECOVER);

	/* Free all render results, without this stale data gets displayed after loading files */
	if (mode != 'u') {
		RE_FreeAllRenderResults();
	}

	/* Only make filepaths compatible when loading for real (not undo) */
	if (mode != 'u') {
		clean_paths(bfd->main);
	}

	/* XXX here the complex windowmanager matching */
	
	/* no load screens? */
	if (mode) {
		/* comes from readfile.c */
		SWAP(ListBase, G.main->wm, bfd->main->wm);
		SWAP(ListBase, G.main->screen, bfd->main->screen);
		SWAP(ListBase, G.main->script, bfd->main->script);
		
		/* we re-use current screen */
		curscreen = CTX_wm_screen(C);
		/* but use new Scene pointer */
		curscene = bfd->curscene;
		if (curscene == NULL) curscene = bfd->main->scene.first;
		/* empty file, we add a scene to make Blender work */
		if (curscene == NULL) curscene = BKE_scene_add(bfd->main, "Empty");
		
		/* and we enforce curscene to be in current screen */
		if (curscreen) curscreen->scene = curscene;  /* can run in bgmode */

		/* clear_global will free G.main, here we can still restore pointers */
		blo_lib_link_screen_restore(bfd->main, curscreen, curscene);
	}
	
	/* free G.main Main database */
//	CTX_wm_manager_set(C, NULL);
	clear_global();
	
	/* clear old property update cache, in case some old references are left dangling */
	RNA_property_update_cache_free();
	
	G.main = bfd->main;

	CTX_data_main_set(C, G.main);

	sound_init_main(G.main);
	
	if (bfd->user) {
		
		/* only here free userdef themes... */
		BKE_userdef_free();
		
		U = *bfd->user;
		MEM_freeN(bfd->user);
	}
	
	/* case G_FILE_NO_UI or no screens in file */
	if (mode) {
		/* leave entire context further unaltered? */
		CTX_data_scene_set(C, curscene);
	}
	else {
		G.winpos = bfd->winpos;
		G.displaymode = bfd->displaymode;
		G.fileflags = bfd->fileflags;
		CTX_wm_manager_set(C, G.main->wm.first);
		CTX_wm_screen_set(C, bfd->curscreen);
		CTX_data_scene_set(C, bfd->curscene);
		CTX_wm_area_set(C, NULL);
		CTX_wm_region_set(C, NULL);
		CTX_wm_menu_set(C, NULL);
	}
	
	/* this can happen when active scene was lib-linked, and doesn't exist anymore */
	if (CTX_data_scene(C) == NULL) {
		/* in case we don't even have a local scene, add one */
		if (!G.main->scene.first)
			BKE_scene_add(G.main, "Scene");

		CTX_data_scene_set(C, G.main->scene.first);
		CTX_wm_screen(C)->scene = CTX_data_scene(C);
		curscene = CTX_data_scene(C);
	}

	/* special cases, override loaded flags: */
	if (G.f != bfd->globalf) {
		const int flags_keep = (G_SWAP_EXCHANGE | G_SCRIPT_AUTOEXEC | G_SCRIPT_OVERRIDE_PREF);
		bfd->globalf = (bfd->globalf & ~flags_keep) | (G.f & flags_keep);
	}


	G.f = bfd->globalf;

#ifdef WITH_PYTHON
	/* let python know about new main */
	BPY_context_update(C);
#endif

	if (!G.background) {
		//setscreen(G.curscreen);
	}
	
	/* FIXME: this version patching should really be part of the file-reading code,
	 * but we still get too many unrelated data-corruption crashes otherwise... */
	if (G.main->versionfile < 250)
		do_versions_ipos_to_animato(G.main);
	
	G.main->recovered = 0;
	
	/* startup.blend or recovered startup */
	if (bfd->filename[0] == 0) {
		G.main->name[0] = 0;
	}
	else if (recover && G.relbase_valid) {
		/* in case of autosave or quit.blend, use original filename instead
		 * use relbase_valid to make sure the file is saved, else we get <memory2> in the filename */
		filepath = bfd->filename;
		G.main->recovered = 1;
	
		/* these are the same at times, should never copy to the same location */
		if (G.main->name != filepath)
			BLI_strncpy(G.main->name, filepath, FILE_MAX);
	}
	
	/* baseflags, groups, make depsgraph, etc */
	/* first handle case if other windows have different scenes visible */
	if (mode == 0) {
		wmWindowManager *wm = G.main->wm.first;
		
		if (wm) {
			wmWindow *win;
			
			for (win = wm->windows.first; win; win = win->next) {
				if (win->screen && win->screen->scene) /* zealous check... */
					if (win->screen->scene != CTX_data_scene(C))
						BKE_scene_set_background(G.main, win->screen->scene);
			}
		}
	}
	BKE_scene_set_background(G.main, CTX_data_scene(C));

	if (mode != 'u') {
		IMB_colormanagement_check_file_config(G.main);
	}

	MEM_freeN(bfd);

}
Beispiel #10
0
static void setup_app_data(bContext *C, BlendFileData *bfd, const char *filepath)
{
	bScreen *curscreen= NULL;
	Scene *curscene= NULL;
	int recover;
	char mode;

	/* 'u' = undo save, 'n' = no UI load */
	if(bfd->main->screen.first==NULL) mode= 'u';
	else if(G.fileflags & G_FILE_NO_UI) mode= 'n';
	else mode= 0;

	recover= (G.fileflags & G_FILE_RECOVER);

	/* Only make filepaths compatible when loading for real (not undo) */
	if(mode != 'u') {
		clean_paths(bfd->main);
	}

	/* XXX here the complex windowmanager matching */
	
	/* no load screens? */
	if(mode) {
		/* comes from readfile.c */
		extern void lib_link_screen_restore(Main *, bScreen *, Scene *);
		
		SWAP(ListBase, G.main->wm, bfd->main->wm);
		SWAP(ListBase, G.main->screen, bfd->main->screen);
		SWAP(ListBase, G.main->script, bfd->main->script);
		
		/* we re-use current screen */
		curscreen= CTX_wm_screen(C);
		/* but use new Scene pointer */
		curscene= bfd->curscene;
		if(curscene==NULL) curscene= bfd->main->scene.first;
		/* and we enforce curscene to be in current screen */
		if(curscreen) curscreen->scene= curscene; /* can run in bgmode */

		/* clear_global will free G.main, here we can still restore pointers */
		lib_link_screen_restore(bfd->main, curscreen, curscene);
	}
	
	/* free G.main Main database */
//	CTX_wm_manager_set(C, NULL);
	clear_global();	
	
	/* clear old property update cache, in case some old references are left dangling */
	RNA_property_update_cache_free();
	
	G.main= bfd->main;

	CTX_data_main_set(C, G.main);

	sound_init_main(G.main);
	
	if (bfd->user) {
		
		/* only here free userdef themes... */
		BKE_userdef_free();
		
		U= *bfd->user;
		MEM_freeN(bfd->user);
	}
	
	/* case G_FILE_NO_UI or no screens in file */
	if(mode) {
		/* leave entire context further unaltered? */
		CTX_data_scene_set(C, curscene);
	}
	else {
		G.winpos= bfd->winpos;
		G.displaymode= bfd->displaymode;
		G.fileflags= bfd->fileflags;
		CTX_wm_manager_set(C, bfd->main->wm.first);
		CTX_wm_screen_set(C, bfd->curscreen);
		CTX_data_scene_set(C, bfd->curscreen->scene);
		CTX_wm_area_set(C, NULL);
		CTX_wm_region_set(C, NULL);
		CTX_wm_menu_set(C, NULL);
	}
	
	/* this can happen when active scene was lib-linked, and doesnt exist anymore */
	if(CTX_data_scene(C)==NULL) {
		CTX_data_scene_set(C, bfd->main->scene.first);
		CTX_wm_screen(C)->scene= CTX_data_scene(C);
		curscene= CTX_data_scene(C);
	}

	/* special cases, override loaded flags: */
	if(G.f != bfd->globalf) {
		const int flags_keep= (G_DEBUG | G_SWAP_EXCHANGE | G_SCRIPT_AUTOEXEC | G_SCRIPT_OVERRIDE_PREF);
		bfd->globalf= (bfd->globalf & ~flags_keep) | (G.f & flags_keep);
	}


	G.f= bfd->globalf;

	if (!G.background) {
		//setscreen(G.curscreen);
	}
	
	// FIXME: this version patching should really be part of the file-reading code, 
	// but we still get too many unrelated data-corruption crashes otherwise...
	if (G.main->versionfile < 250)
		do_versions_ipos_to_animato(G.main);
	
	if(recover && bfd->filename[0] && G.relbase_valid) {
		/* in case of autosave or quit.blend, use original filename instead
		 * use relbase_valid to make sure the file is saved, else we get <memory2> in the filename */
		filepath= bfd->filename;
	}
#if 0
	else if (!G.relbase_valid) {
		/* otherwise, use an empty string as filename, rather than <memory2> */
		filepath="";
	}
#endif
	
	/* these are the same at times, should never copy to the same location */
	if(G.main->name != filepath)
		BLI_strncpy(G.main->name, filepath, FILE_MAX);

	/* baseflags, groups, make depsgraph, etc */
	set_scene_bg(G.main, CTX_data_scene(C));
	
	MEM_freeN(bfd);

	(void)curscene; /* quiet warning */
}