Exemple #1
0
/**
 * \see #wm_file_write wraps #BLO_write_file in a similar way.
 */
int wm_homefile_write_exec(bContext *C, wmOperator *op)
{
	wmWindowManager *wm = CTX_wm_manager(C);
	wmWindow *win = CTX_wm_window(C);
	char filepath[FILE_MAX];
	int fileflags;

	/* check current window and close it if temp */
	if (win && win->screen->temp)
		wm_window_close(C, wm, win);
	
	/* update keymaps in user preferences */
	WM_keyconfig_update(wm);
	
	BLI_make_file_string("/", filepath, BLI_get_folder_create(BLENDER_USER_CONFIG, NULL), BLENDER_STARTUP_FILE);
	printf("trying to save homefile at %s ", filepath);
	
	ED_editors_flush_edits(C, false);

	/*  force save as regular blend file */
	fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_AUTOPLAY | G_FILE_LOCK | G_FILE_SIGN | G_FILE_HISTORY);

	if (BLO_write_file(CTX_data_main(C), filepath, fileflags | G_FILE_USERPREFS, op->reports, NULL) == 0) {
		printf("fail\n");
		return OPERATOR_CANCELLED;
	}
	
	printf("ok\n");

	G.save_over = 0;

	return OPERATOR_FINISHED;
}
Exemple #2
0
void wm_autosave_timer(const bContext *C, wmWindowManager *wm, wmTimer *UNUSED(wt))
{
	wmWindow *win;
	wmEventHandler *handler;
	char filepath[FILE_MAX];
	
	WM_event_remove_timer(wm, NULL, wm->autosavetimer);

	/* if a modal operator is running, don't autosave, but try again in 10 seconds */
	for (win = wm->windows.first; win; win = win->next) {
		for (handler = win->modalhandlers.first; handler; handler = handler->next) {
			if (handler->op) {
				wm->autosavetimer = WM_event_add_timer(wm, NULL, TIMERAUTOSAVE, 10.0);
				return;
			}
		}
	}

	wm_autosave_location(filepath);

	if (U.uiflag & USER_GLOBALUNDO) {
		/* fast save of last undobuffer, now with UI */
		BKE_undo_save_file(filepath);
	}
	else {
		/*  save as regular blend file */
		int fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_AUTOPLAY | G_FILE_HISTORY);

		ED_editors_flush_edits(C, false);

		/* no error reporting to console */
		BLO_write_file(CTX_data_main(C), filepath, fileflags, NULL, NULL);
	}
	/* do timer after file write, just in case file write takes a long time */
	wm->autosavetimer = WM_event_add_timer(wm, NULL, TIMERAUTOSAVE, U.savetime * 60.0);
}
Exemple #3
0
/**
 * \see #wm_homefile_write_exec wraps #BLO_write_file in a similar way.
 */
int wm_file_write(bContext *C, const char *filepath, int fileflags, ReportList *reports)
{
	Library *li;
	int len;
	int ret = -1;
	BlendThumbnail *thumb, *main_thumb;
	ImBuf *ibuf_thumb = NULL;

	len = strlen(filepath);
	
	if (len == 0) {
		BKE_report(reports, RPT_ERROR, "Path is empty, cannot save");
		return ret;
	}

	if (len >= FILE_MAX) {
		BKE_report(reports, RPT_ERROR, "Path too long, cannot save");
		return ret;
	}
	
	/* Check if file write permission is ok */
	if (BLI_exists(filepath) && !BLI_file_is_writable(filepath)) {
		BKE_reportf(reports, RPT_ERROR, "Cannot save blend file, path '%s' is not writable", filepath);
		return ret;
	}
 
	/* note: used to replace the file extension (to ensure '.blend'),
	 * no need to now because the operator ensures,
	 * its handy for scripts to save to a predefined name without blender editing it */
	
	/* send the OnSave event */
	for (li = G.main->library.first; li; li = li->id.next) {
		if (BLI_path_cmp(li->filepath, filepath) == 0) {
			BKE_reportf(reports, RPT_ERROR, "Cannot overwrite used library '%.240s'", filepath);
			return ret;
		}
	}

	/* Call pre-save callbacks befores writing preview, that way you can generate custom file thumbnail... */
	BLI_callback_exec(G.main, NULL, BLI_CB_EVT_SAVE_PRE);

	/* blend file thumbnail */
	/* save before exit_editmode, otherwise derivedmeshes for shared data corrupt #27765) */
	/* Main now can store a .blend thumbnail, usefull for background mode or thumbnail customization. */
	main_thumb = thumb = CTX_data_main(C)->blen_thumb;
	if ((U.flag & USER_SAVE_PREVIEWS) && BLI_thread_is_main()) {
		ibuf_thumb = blend_file_thumb(CTX_data_scene(C), CTX_wm_screen(C), &thumb);
	}

	/* operator now handles overwrite checks */

	if (G.fileflags & G_AUTOPACK) {
		packAll(G.main, reports, false);
	}

	/* don't forget not to return without! */
	WM_cursor_wait(1);
	
	ED_editors_flush_edits(C, false);

	fileflags |= G_FILE_HISTORY; /* write file history */

	/* first time saving */
	/* XXX temp solution to solve bug, real fix coming (ton) */
	if ((G.main->name[0] == '\0') && !(fileflags & G_FILE_SAVE_COPY)) {
		BLI_strncpy(G.main->name, filepath, sizeof(G.main->name));
	}

	/* XXX temp solution to solve bug, real fix coming (ton) */
	G.main->recovered = 0;
	
	if (BLO_write_file(CTX_data_main(C), filepath, fileflags, reports, thumb)) {
		const bool do_history = (G.background == false) && (CTX_wm_manager(C)->op_undo_depth == 0);

		if (!(fileflags & G_FILE_SAVE_COPY)) {
			G.relbase_valid = 1;
			BLI_strncpy(G.main->name, filepath, sizeof(G.main->name));  /* is guaranteed current file */
	
			G.save_over = 1; /* disable untitled.blend convention */
		}

		BKE_BIT_TEST_SET(G.fileflags, fileflags & G_FILE_COMPRESS, G_FILE_COMPRESS);
		BKE_BIT_TEST_SET(G.fileflags, fileflags & G_FILE_AUTOPLAY, G_FILE_AUTOPLAY);

		/* prevent background mode scripts from clobbering history */
		if (do_history) {
			wm_history_file_update();
		}

		BLI_callback_exec(G.main, NULL, BLI_CB_EVT_SAVE_POST);

		/* run this function after because the file cant be written before the blend is */
		if (ibuf_thumb) {
			IMB_thumb_delete(filepath, THB_FAIL); /* without this a failed thumb overrides */
			ibuf_thumb = IMB_thumb_create(filepath, THB_LARGE, THB_SOURCE_BLEND, ibuf_thumb);
		}

		ret = 0;  /* Success. */
	}

	if (ibuf_thumb) {
		IMB_freeImBuf(ibuf_thumb);
	}
	if (thumb && thumb != main_thumb) {
		MEM_freeN(thumb);
	}

	WM_cursor_wait(0);

	return ret;
}
Exemple #4
0
/**
 * \note doesn't run exit() call #WM_exit() for that.
 */
void WM_exit_ext(bContext *C, const bool do_python)
{
	wmWindowManager *wm = C ? CTX_wm_manager(C) : NULL;

	/* 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 && wm) {
		wmWindow *win;

		if (!G.background) {
			struct MemFile *undo_memfile = wm->undo_stack ? ED_undosys_stack_memfile_get_active(wm->undo_stack) : NULL;
			if ((U.uiflag2 & USER_KEEP_SESSION) || (undo_memfile != NULL)) {
				/* save the undo state as quit.blend */
				char filename[FILE_MAX];
				bool has_edited;
				int fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_AUTOPLAY | G_FILE_HISTORY);

				BLI_make_file_string("/", filename, BKE_tempdir_base(), BLENDER_QUIT_FILE);

				has_edited = ED_editors_flush_edits(C, false);

				if ((has_edited && BLO_write_file(CTX_data_main(C), filename, fileflags, NULL, NULL)) ||
				    (undo_memfile && BLO_memfile_write_file(undo_memfile, filename)))
				{
					printf("Saved session recovery to '%s'\n", filename);
				}
			}
		}

		WM_jobs_kill_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);
		}
	}

	BKE_addon_pref_type_free();
	wm_operatortype_free();
	wm_dropbox_free();
	WM_menutype_free();
	WM_uilisttype_free();

	/* all non-screen and non-space stuff editors did, like editmode */
	if (C)
		ED_editors_exit(C);

	ED_undosys_type_free();

//	XXX
//	BIF_GlobalReebFree();
//	BIF_freeRetarget();
	BIF_freeTemplates(C);

	free_openrecent();

	BKE_mball_cubeTable_free();

	/* render code might still access databases */
	RE_FreeAllRender();
	RE_engines_exit();

	ED_preview_free_dbase();  /* frees a Main dbase, before BKE_blender_free! */

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

	BKE_sequencer_free_clipboard(); /* sequencer.c */
	BKE_tracking_clipboard_free();
	BKE_mask_clipboard_free();
	BKE_vfont_clipboard_free();

#ifdef WITH_COMPOSITOR
	COM_deinitialize();
#endif

	BKE_blender_free();  /* blender.c, does entire library and spacetypes */
//	free_matcopybuf();
	ANIM_fcurves_copybuf_free();
	ANIM_drivers_copybuf_free();
	ANIM_driver_vars_copybuf_free();
	ANIM_fmodifiers_copybuf_free();
	ED_gpencil_anim_copybuf_free();
	ED_gpencil_strokes_copybuf_free();
	BKE_node_clipboard_clear();

	BLF_exit();

#ifdef WITH_INTERNATIONAL
	BLF_free_unifont();
	BLF_free_unifont_mono();
	BLT_lang_free();
#endif

	ANIM_keyingset_infos_exit();

//	free_txt_data();


#ifdef WITH_PYTHON
	/* option not to close python so we can use 'atexit' */
	if (do_python && ((C == NULL) || CTX_py_init_get(C))) {
		/* XXX - old note */
		/* before BKE_blender_free 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 BKE_blender_free 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

	if (!G.background) {
#ifdef WITH_OPENSUBDIV
		BKE_subsurf_osd_cleanup();
#endif

		GPU_global_buffer_pool_free();
		GPU_free_unused_buffers(G_MAIN);

		GPU_exit();
	}

	ED_file_exit(); /* for fsmenu */

	UI_exit();
	BKE_blender_userdef_data_free(&U, false);

	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();

	DNA_sdna_current_free();

	BLI_threadapi_exit();

	/* No need to call this early, rather do it late so that other pieces of Blender using sound may exit cleanly,
	 * see also T50676. */
	BKE_sound_exit();

	CLG_exit();

	BKE_blender_atexit();

	if (MEM_get_memory_blocks_in_use() != 0) {
		size_t mem_in_use = MEM_get_memory_in_use() + MEM_get_memory_in_use();
		printf("Error: Not freed memory blocks: %u, total unfreed memory %f MB\n",
		       MEM_get_memory_blocks_in_use(),
		       (double)mem_in_use / 1024 / 1024);
		MEM_printmemlist();
	}
	wm_autosave_delete();

	BKE_tempdir_session_purge();
}
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
	/* new render clears all callbacks */
	Main *mainp;
	Scene *scene = CTX_data_scene(C);
	SceneRenderLayer *srl = NULL;
	Render *re;
	wmJob *wm_job;
	RenderJob *rj;
	Image *ima;
	int jobflag;
	const bool is_animation = RNA_boolean_get(op->ptr, "animation");
	const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
	const bool use_viewport = RNA_boolean_get(op->ptr, "use_viewport");
	View3D *v3d = use_viewport ? CTX_wm_view3d(C) : NULL;
	struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
	const char *name;
	ScrArea *sa;
	
	/* only one render job at a time */
	if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
		return OPERATOR_CANCELLED;

	if (RE_force_single_renderlayer(scene))
		WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS, NULL);

	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.im_format.imtype)) {
		BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
		return OPERATOR_CANCELLED;
	}
	
	/* stop all running jobs, except screen one. currently previews frustrate Render */
	WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));

	/* get main */
	if (G.debug_value == 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 (ED_screen_animation_playing(CTX_wm_manager(C)))
		ED_screen_animation_play(C, 0, 0);
	
	/* handle UI stuff */
	WM_cursor_wait(1);

	/* flush sculpt and editmode changes */
	ED_editors_flush_edits(C, true);

	/* 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) */
	BKE_sequencer_cache_cleanup();

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

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

	jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
	
	/* custom scene and single layer re-render */
	screen_render_scene_layer_set(op, mainp, &scene, &srl);

	if (RNA_struct_property_is_set(op->ptr, "layer"))
		jobflag |= WM_JOB_SUSPEND;

	/* job custom data */
	rj = MEM_callocN(sizeof(RenderJob), "render job");
	rj->main = mainp;
	rj->scene = scene;
	rj->current_scene = rj->scene;
	rj->srl = srl;
	rj->camera_override = camera_override;
	rj->lay_override = 0;
	rj->anim = is_animation;
	rj->write_still = is_write_still && !is_animation;
	rj->iuser.scene = scene;
	rj->iuser.ok = 1;
	rj->reports = op->reports;
	rj->orig_layer = 0;
	rj->last_layer = 0;
	rj->sa = sa;

	BKE_color_managed_display_settings_copy(&rj->display_settings, &scene->display_settings);
	BKE_color_managed_view_settings_copy(&rj->view_settings, &scene->view_settings);

	if (sa) {
		SpaceImage *sima = sa->spacedata.first;
		rj->orig_layer = sima->iuser.layer;
	}

	if (v3d) {
		if (scene->lay != v3d->lay) {
			rj->lay_override = v3d->lay;
			rj->v3d_override = true;
		}
		else if (camera_override && camera_override != scene->camera)
			rj->v3d_override = true;

		if (v3d->localvd)
			rj->lay_override |= v3d->localvd->lay;
	}

	/* Lock the user interface depending on render settings. */
	if (scene->r.use_lock_interface) {
		int renderlay = rj->lay_override ? rj->lay_override : scene->lay;

		WM_set_locked_interface(CTX_wm_manager(C), true);

		/* Set flag interface need to be unlocked.
		 *
		 * This is so because we don't have copy of render settings
		 * accessible from render job and copy is needed in case
		 * of non-locked rendering, so we wouldn't try to unlock
		 * anything if option was initially unset but then was
		 * enabled during rendering.
		 */
		rj->interface_locked = true;

		/* Clean memory used by viewport? */
		clean_viewport_memory(rj->main, scene, renderlay);
	}

	/* setup job */
	if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render";
	else name = "Render";

	wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER);
	WM_jobs_customdata_set(wm_job, rj, render_freejob);
	WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
	WM_jobs_callbacks(wm_job, 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_update_cb(re, rj, image_rect_update);
	RE_current_scene_update_cb(re, rj, current_scene_update);
	RE_stats_draw_cb(re, rj, image_renderinfo_cb);
	RE_progress_cb(re, rj, render_progress_update);

	rj->re = re;
	G.is_break = false;

	/* store actual owner of job, so modal operator could check for it,
	 * the reason of this is that active scene could change when rendering
	 * several layers from compositor [#31800]
	 */
	op->customdata = scene;

	WM_jobs_start(CTX_wm_manager(C), wm_job);

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

	/* we set G.is_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.is_rendering = true;

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

	return OPERATOR_RUNNING_MODAL;
}
Exemple #6
0
static int ed_flush_edits_exec(bContext *C, wmOperator *UNUSED(op))
{
	ED_editors_flush_edits(C, false);
	return OPERATOR_FINISHED;
}