/* used in headerbuttons.c image.c mesh.c screen.c sound.c and library.c */ void free_libblock(ListBase *lb, void *idv) { ID *id= idv; #ifdef WITH_PYTHON BPY_id_release(id); #endif switch( GS(id->name) ) { /* GetShort from util.h */ case ID_SCE: free_scene((Scene *)id); break; case ID_LI: free_library((Library *)id); break; case ID_OB: free_object((Object *)id); break; case ID_ME: free_mesh((Mesh *)id); break; case ID_CU: free_curve((Curve *)id); break; case ID_MB: free_mball((MetaBall *)id); break; case ID_MA: free_material((Material *)id); break; case ID_TE: free_texture((Tex *)id); break; case ID_IM: free_image((Image *)id); break; case ID_LT: free_lattice((Lattice *)id); break; case ID_LA: free_lamp((Lamp *)id); break; case ID_CA: free_camera((Camera*) id); break; case ID_IP: free_ipo((Ipo *)id); break; case ID_KE: free_key((Key *)id); break; case ID_WO: free_world((World *)id); break; case ID_SCR: free_screen((bScreen *)id); break; case ID_VF: free_vfont((VFont *)id); break; case ID_TXT: free_text((Text *)id); break; case ID_SCRIPT: //XXX free_script((Script *)id); break; case ID_SPK: free_speaker((Speaker *)id); break; case ID_SO: sound_free((bSound*)id); break; case ID_GR: free_group_objects((Group *)id); break; case ID_AR: free_armature((bArmature *)id); break; case ID_AC: free_action((bAction *)id); break; case ID_NT: ntreeFreeTree((bNodeTree *)id); break; case ID_BR: free_brush((Brush *)id); break; case ID_PA: psys_free_settings((ParticleSettings *)id); break; case ID_WM: if(free_windowmanager_cb) free_windowmanager_cb(NULL, (wmWindowManager *)id); break; case ID_GD: free_gpencil_data((bGPdata *)id); break; } if (id->properties) { IDP_FreeProperty(id->properties); MEM_freeN(id->properties); } BLI_remlink(lb, id); /* this ID may be a driver target! */ BKE_animdata_main_cb(G.main, animdata_dtar_clear_cb, (void *)id); MEM_freeN(id); }
static void shader_preview_free(void *customdata) { ShaderPreview *sp= customdata; if(sp->matcopy) { struct IDProperty *properties; int a; /* node previews */ shader_preview_updatejob(sp); /* get rid of copied material */ BLI_remlink(&pr_main->mat, sp->matcopy); /* free_material decrements texture, prevent this. hack alert! */ for(a=0; a<MAX_MTEX; a++) { MTex *mtex= sp->matcopy->mtex[a]; if(mtex && mtex->tex) mtex->tex= NULL; } free_material(sp->matcopy); properties= IDP_GetProperties((ID *)sp->matcopy, FALSE); if (properties) { IDP_FreeProperty(properties); MEM_freeN(properties); } MEM_freeN(sp->matcopy); } if(sp->texcopy) { struct IDProperty *properties; /* node previews */ shader_preview_updatejob(sp); /* get rid of copied texture */ BLI_remlink(&pr_main->tex, sp->texcopy); free_texture(sp->texcopy); properties= IDP_GetProperties((ID *)sp->texcopy, FALSE); if (properties) { IDP_FreeProperty(properties); MEM_freeN(properties); } MEM_freeN(sp->texcopy); } if(sp->worldcopy) { struct IDProperty *properties; /* node previews */ shader_preview_updatejob(sp); /* get rid of copied world */ BLI_remlink(&pr_main->world, sp->worldcopy); free_world(sp->worldcopy); properties= IDP_GetProperties((ID *)sp->worldcopy, FALSE); if (properties) { IDP_FreeProperty(properties); MEM_freeN(properties); } MEM_freeN(sp->worldcopy); } if(sp->lampcopy) { struct IDProperty *properties; /* node previews */ shader_preview_updatejob(sp); /* get rid of copied lamp */ BLI_remlink(&pr_main->lamp, sp->lampcopy); free_lamp(sp->lampcopy); properties= IDP_GetProperties((ID *)sp->lampcopy, FALSE); if (properties) { IDP_FreeProperty(properties); MEM_freeN(properties); } MEM_freeN(sp->lampcopy); } MEM_freeN(sp); }