Example #1
0
static int read_undosave(bContext *C, UndoElem *uel)
{
	char mainstr[sizeof(G.main->name)];
	int success=0, fileflags;
	
	/* This is needed so undoing/redoing doesnt crash with threaded previews going */
	WM_jobs_stop_all(CTX_wm_manager(C));

	BLI_strncpy(mainstr, G.main->name, sizeof(mainstr));	/* temporal store */

	fileflags= G.fileflags;
	G.fileflags |= G_FILE_NO_UI;

	if(UNDO_DISK) 
		success= (BKE_read_file(C, uel->str, NULL) != BKE_READ_FILE_FAIL);
	else
		success= BKE_read_file_from_memfile(C, &uel->memfile, NULL);

	/* restore */
	BLI_strncpy(G.main->name, mainstr, sizeof(G.main->name)); /* restore */
	G.fileflags= fileflags;

	if(success) {
		/* important not to update time here, else non keyed tranforms are lost */
		DAG_on_visible_update(G.main, FALSE);
	}

	return success;
}
Example #2
0
/* To be able to read files without windows closing, opening, moving
 * we try to prepare for worst case:
 * - active window gets active screen from file
 * - restoring the screens from non-active windows
 * Best case is all screens match, in that case they get assigned to proper window
 */
static void wm_window_match_init(bContext *C, ListBase *wmlist)
{
	wmWindowManager *wm;
	wmWindow *win, *active_win;
	
	*wmlist = G.main->wm;
	G.main->wm.first = G.main->wm.last = NULL;
	
	active_win = CTX_wm_window(C);

	/* first wrap up running stuff */
	/* code copied from wm_init_exit.c */
	for (wm = wmlist->first; wm; wm = wm->id.next) {
		
		WM_jobs_stop_all(wm);
		
		for (win = wm->windows.first; win; win = win->next) {
		
			CTX_wm_window_set(C, win);  /* needed by operator close callbacks */
			WM_event_remove_handlers(C, &win->handlers);
			WM_event_remove_handlers(C, &win->modalhandlers);
			ED_screen_exit(C, win, win->screen);
		}
	}
	
	/* reset active window */
	CTX_wm_window_set(C, active_win);

	ED_editors_exit(C);

	/* just had return; here from r12991, this code could just get removed?*/
#if 0
	if (wm == NULL) return;
	if (G.fileflags & G_FILE_NO_UI) return;
	
	/* we take apart the used screens from non-active window */
	for (win = wm->windows.first; win; win = win->next) {
		BLI_strncpy(win->screenname, win->screen->id.name, MAX_ID_NAME);
		if (win != wm->winactive) {
			BLI_remlink(&G.main->screen, win->screen);
			//BLI_addtail(screenbase, win->screen);
		}
	}
#endif
}
Example #3
0
/* To be able to read files without windows closing, opening, moving 
   we try to prepare for worst case:
   - active window gets active screen from file 
   - restoring the screens from non-active windows 
   Best case is all screens match, in that case they get assigned to proper window  
*/
static void wm_window_match_init(bContext *C, ListBase *wmlist)
{
	wmWindowManager *wm= G.main->wm.first;
	wmWindow *win;
	
	*wmlist= G.main->wm;
	G.main->wm.first= G.main->wm.last= NULL;
	
	/* first wrap up running stuff */
	/* code copied from wm_init_exit.c */
	for(wm= wmlist->first; wm; wm= wm->id.next) {
		
		WM_jobs_stop_all(wm);
		
		for(win= wm->windows.first; win; win= win->next) {
		
			CTX_wm_window_set(C, win);	/* needed by operator close callbacks */
			ED_screen_exit(C, win, win->screen);
		}
	}
	
	ED_editors_exit(C);
	
return;	
	if(wm==NULL) return;
	if(G.fileflags & G_FILE_NO_UI) return;
	
	/* we take apart the used screens from non-active window */
	for(win= wm->windows.first; win; win= win->next) {
		BLI_strncpy(win->screenname, win->screen->id.name, MAX_ID_NAME);
		if(win!=wm->winactive) {
			BLI_remlink(&G.main->screen, win->screen);
			//BLI_addtail(screenbase, win->screen);
		}
	}
}
Example #4
0
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
	/* new render clears all callbacks */
	Main *mainp;
	Scene *scene= CTX_data_scene(C);
	SceneRenderLayer *srl=NULL;
	bScreen *screen= CTX_wm_screen(C);
	View3D *v3d= CTX_wm_view3d(C);
	Render *re;
	wmJob *steve;
	RenderJob *rj;
	Image *ima;
	int jobflag;
	const short is_animation= RNA_boolean_get(op->ptr, "animation");
	const short is_write_still= RNA_boolean_get(op->ptr, "write_still");
	struct Object *camera_override= v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
	
	/* only one render job at a time */
	if(WM_jobs_test(CTX_wm_manager(C), scene))
		return OPERATOR_CANCELLED;

	if(!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
		return OPERATOR_CANCELLED;
	}

	if(!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.imtype)) {
		BKE_report(op->reports, RPT_ERROR, "Can't write a single file with an animation format selected.");
		return OPERATOR_CANCELLED;
	}	
	
	/* stop all running jobs, currently previews frustrate Render */
	WM_jobs_stop_all(CTX_wm_manager(C));

	/* get main */
	if(G.rt == 101) {
		/* thread-safety experiment, copy main from the undo buffer */
		mainp= BKE_undo_get_main(&scene);
	}
	else
		mainp= CTX_data_main(C);

	/* cancel animation playback */
	if (screen->animtimer)
		ED_screen_animation_play(C, 0, 0);
	
	/* handle UI stuff */
	WM_cursor_wait(1);

	/* flush multires changes (for sculpt) */
	multires_force_render_update(CTX_data_active_object(C));

	/* cleanup sequencer caches before starting user triggered render.
	   otherwise, invalidated cache entries can make their way into
	   the output rendering. We can't put that into RE_BlenderFrame,
	   since sequence rendering can call that recursively... (peter) */
	seq_stripelem_cache_cleanup();

	/* get editmode results */
	ED_object_exit_editmode(C, 0);	/* 0 = does not exit editmode */

	// store spare
	// get view3d layer, local layer, make this nice api call to render
	// store spare

	/* ensure at least 1 area shows result */
	render_view_open(C, event->x, event->y);

	jobflag= WM_JOB_EXCL_RENDER|WM_JOB_PRIORITY|WM_JOB_PROGRESS;
	
	/* single layer re-render */
	if(RNA_property_is_set(op->ptr, "layer")) {
		SceneRenderLayer *rl;
		Scene *scn;
		char scene_name[MAX_ID_NAME-2], rl_name[RE_MAXNAME];

		RNA_string_get(op->ptr, "layer", rl_name);
		RNA_string_get(op->ptr, "scene", scene_name);

		scn = (Scene *)BLI_findstring(&mainp->scene, scene_name, offsetof(ID, name) + 2);
		rl = (SceneRenderLayer *)BLI_findstring(&scene->r.layers, rl_name, offsetof(SceneRenderLayer, name));
		
		if (scn && rl) {
			/* camera switch wont have updated */
			scn->r.cfra= scene->r.cfra;
			scene_camera_switch_update(scn);

			scene = scn;
			srl = rl;
		}
		jobflag |= WM_JOB_SUSPEND;
	}

	/* job custom data */
	rj= MEM_callocN(sizeof(RenderJob), "render job");
	rj->main= mainp;
	rj->scene= scene;
	rj->win= CTX_wm_window(C);
	rj->srl = srl;
	rj->camera_override = camera_override;
	rj->lay = (v3d)? v3d->lay: scene->lay;
	rj->anim= is_animation;
	rj->write_still= is_write_still && !is_animation;
	rj->iuser.scene= scene;
	rj->iuser.ok= 1;
	rj->reports= op->reports;

	/* setup job */
	steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, "Render", jobflag);
	WM_jobs_customdata(steve, rj, render_freejob);
	WM_jobs_timer(steve, 0.2, NC_SCENE|ND_RENDER_RESULT, 0);
	WM_jobs_callbacks(steve, render_startjob, NULL, NULL, render_endjob);

	/* get a render result image, and make sure it is empty */
	ima= BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
	BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
	BKE_image_backup_render(rj->scene, ima);
	rj->image= ima;

	/* setup new render */
	re= RE_NewRender(scene->id.name);
	RE_test_break_cb(re, rj, render_breakjob);
	RE_draw_lock_cb(re, rj, render_drawlock);
	RE_display_draw_cb(re, rj, image_rect_update);
	RE_stats_draw_cb(re, rj, image_renderinfo_cb);
	RE_progress_cb(re, rj, render_progress_update);

	rj->re= re;
	G.afbreek= 0;

	WM_jobs_start(CTX_wm_manager(C), steve);

	WM_cursor_wait(0);
	WM_event_add_notifier(C, NC_SCENE|ND_RENDER_RESULT, scene);

	/* we set G.rendering here already instead of only in the job, this ensure
	   main loop or other scene updates are disabled in time, since they may
	   have started before the job thread */
	G.rendering = 1;

	/* add modal handler for ESC */
	WM_event_add_modal_handler(C, op);

	return OPERATOR_RUNNING_MODAL;
}
Example #5
0
/* called in creator.c even... tsk, split this! */
void WM_exit(bContext *C)
{
	wmWindow *win;

	sound_exit();

	/* first wrap up running stuff, we assume only the active WM is running */
	/* modal handlers are on window level freed, others too? */
	/* note; same code copied in wm_files.c */
	if(C && CTX_wm_manager(C)) {
		
		WM_jobs_stop_all(CTX_wm_manager(C));
		
		for(win= CTX_wm_manager(C)->windows.first; win; win= win->next) {
			
			CTX_wm_window_set(C, win);	/* needed by operator close callbacks */
			WM_event_remove_handlers(C, &win->handlers);
			WM_event_remove_handlers(C, &win->modalhandlers);
			ED_screen_exit(C, win, win->screen);
		}
	}
	wm_operatortype_free();
	WM_menutype_free();
	
	/* all non-screen and non-space stuff editors did, like editmode */
	if(C)
		ED_editors_exit(C);

//	XXX	
//	BIF_GlobalReebFree();
//	BIF_freeRetarget();
	BIF_freeTemplates(C);
	
	free_ttfont(); /* bke_font.h */
	
	free_openrecent();
	
	BKE_freecubetable();
	
	fastshade_free_render();	/* shaded view */
	ED_preview_free_dbase();	/* frees a Main dbase, before free_blender! */

	if(C && CTX_wm_manager(C))
		wm_free_reports(C);			/* before free_blender! - since the ListBases get freed there */
		
	free_blender();				/* blender.c, does entire library and spacetypes */
//	free_matcopybuf();
	free_anim_copybuf();
	free_anim_drivers_copybuf();
	free_posebuf();
//	free_vertexpaint();
//	free_imagepaint();
	
//	fsmenu_free();

	BLF_exit();

	RE_FreeAllRender();
	RE_engines_exit();
	
//	free_txt_data();
	

#ifndef DISABLE_PYTHON
	/* XXX - old note */
	/* before free_blender so py's gc happens while library still exists */
	/* needed at least for a rare sigsegv that can happen in pydrivers */

	/* Update for blender 2.5, move after free_blender because blender now holds references to PyObject's
	 * so decref'ing them after python ends causes bad problems every time
	 * the pyDriver bug can be fixed if it happens again we can deal with it then */
	BPY_end_python();
#endif

	libtiff_exit();
	
#ifdef WITH_QUICKTIME
	quicktime_exit();
#endif
	
	if (!G.background) {
// XXX		UI_filelist_free_icons();
	}
	
	GPU_buffer_pool_free(0);
	GPU_extensions_exit();
	
//	if (copybuf) MEM_freeN(copybuf);
//	if (copybufinfo) MEM_freeN(copybufinfo);
	
	BKE_undo_save_quit();	// saves quit.blend if global undo is on
	BKE_reset_undo(); 
	
	ED_file_exit(); /* for fsmenu */

	UI_exit();
	BKE_userdef_free();

	RNA_exit(); /* should be after BPY_end_python so struct python slots are cleared */
	
	wm_ghost_exit();

	CTX_free(C);
	
	SYS_DeleteSystem(SYS_GetSystem());

	if(MEM_get_memory_blocks_in_use()!=0) {
		printf("Error Totblock: %d\n", MEM_get_memory_blocks_in_use());
		MEM_printmemlist();
	}
	wm_autosave_delete();
	
	printf("\nBlender quit\n");
	
#ifdef WIN32   
	/* ask user to press enter when in debug mode */
	if(G.f & G_DEBUG) {
		printf("press enter key to exit...\n\n");
		getchar();
	}
#endif 
	
	exit(G.afbreek==1);
}
Example #6
0
/* note, doesnt run exit() call WM_exit() for that */
void WM_exit_ext(bContext *C, const short do_python)
{
	wmWindow *win;

	sound_exit();


	/* first wrap up running stuff, we assume only the active WM is running */
	/* modal handlers are on window level freed, others too? */
	/* note; same code copied in wm_files.c */
	if (C && CTX_wm_manager(C)) {
		
		WM_jobs_stop_all(CTX_wm_manager(C));
		
		for (win = CTX_wm_manager(C)->windows.first; win; win = win->next) {
			
			CTX_wm_window_set(C, win);  /* needed by operator close callbacks */
			WM_event_remove_handlers(C, &win->handlers);
			WM_event_remove_handlers(C, &win->modalhandlers);
			ED_screen_exit(C, win, win->screen);
		}
	}
	wm_operatortype_free();
	wm_dropbox_free();
	WM_menutype_free();
	
	/* all non-screen and non-space stuff editors did, like editmode */
	if (C)
		ED_editors_exit(C);

//	XXX	
//	BIF_GlobalReebFree();
//	BIF_freeRetarget();
	BIF_freeTemplates(C);
	
	BKE_vfont_free_global_ttf(); /* bke_font.h */

	free_openrecent();
	
	BKE_mball_cubeTable_free();
	
	ED_preview_free_dbase();  /* frees a Main dbase, before free_blender! */

	if (C && CTX_wm_manager(C))
		wm_free_reports(C);  /* before free_blender! - since the ListBases get freed there */

	seq_free_clipboard(); /* sequencer.c */
	BKE_tracking_clipboard_free();
		
	free_blender();  /* blender.c, does entire library and spacetypes */
//	free_matcopybuf();
	free_anim_copybuf();
	free_anim_drivers_copybuf();
	free_fmodifiers_copybuf();
	free_posebuf();

	BLF_exit();

#ifdef WITH_INTERNATIONAL
	BLF_free_unifont();
#endif
	
	ANIM_keyingset_infos_exit();
	
	RE_FreeAllRender();
	RE_engines_exit();
	
//	free_txt_data();
	

#ifdef WITH_PYTHON
	/* option not to close python so we can use 'atexit' */
	if (do_python) {
		/* XXX - old note */
		/* before free_blender so py's gc happens while library still exists */
		/* needed at least for a rare sigsegv that can happen in pydrivers */

		/* Update for blender 2.5, move after free_blender because blender now holds references to PyObject's
		 * so decref'ing them after python ends causes bad problems every time
		 * the pyDriver bug can be fixed if it happens again we can deal with it then */
		BPY_python_end();
	}
#else
	(void)do_python;
#endif

	GPU_global_buffer_pool_free();
	GPU_free_unused_buffers();
	GPU_extensions_exit();

	if (!G.background) {
		BKE_undo_save_quit();  /* saves quit.blend if global undo is on */
	}
	BKE_reset_undo(); 
	
	ED_file_exit(); /* for fsmenu */

	UI_exit();
	BKE_userdef_free();

	RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */
	
	wm_ghost_exit();

	CTX_free(C);
#ifdef WITH_GAMEENGINE
	SYS_DeleteSystem(SYS_GetSystem());
#endif
	
	GHOST_DisposeSystemPaths();

	if (MEM_get_memory_blocks_in_use() != 0) {
		printf("Error: Not freed memory blocks: %d\n", MEM_get_memory_blocks_in_use());
		MEM_printmemlist();
	}
	wm_autosave_delete();
	
	printf("\nBlender quit\n");
	
#ifdef WIN32   
	/* ask user to press a key when in debug mode */
	if (G.debug & G_DEBUG) {
		printf("Press any key to exit . . .\n\n");
		wait_for_console_key();
	}
#endif 
}