/* return success (1) */ int BKE_copybuffer_paste(bContext *C, const char *libname, const short flag, ReportList *reports) { Main *bmain = CTX_data_main(C); Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); Main *mainl = NULL; Library *lib; BlendHandle *bh; bh = BLO_blendhandle_from_file(libname, reports); if (bh == NULL) { /* error reports will have been made by BLO_blendhandle_from_file() */ return 0; } BKE_scene_base_deselect_all(scene); /* tag everything, all untagged data can be made local * its also generally useful to know what is new * * take extra care BKE_main_id_flag_all(bmain, LIB_TAG_PRE_EXISTING, false) is called after! */ BKE_main_id_flag_all(bmain, LIB_TAG_PRE_EXISTING, true); /* here appending/linking starts */ mainl = BLO_library_link_begin(bmain, &bh, libname); BLO_library_link_all(mainl, bh, flag, scene, v3d); BLO_library_link_end(mainl, &bh, flag, scene, v3d); /* mark all library linked objects to be updated */ BKE_main_lib_objects_recalc_all(bmain); IMB_colormanagement_check_file_config(bmain); /* append, rather than linking */ lib = BLI_findstring(&bmain->library, libname, offsetof(Library, filepath)); BKE_library_make_local(bmain, lib, true, false); /* important we unset, otherwise these object wont * link into other scenes from this blend file */ BKE_main_id_flag_all(bmain, LIB_TAG_PRE_EXISTING, false); /* recreate dependency graph to include new objects */ DAG_relations_tag_update(bmain); BLO_blendhandle_close(bh); /* remove library... */ return 1; }
bool BKE_copybuffer_read(Main *bmain_dst, const char *libname, ReportList *reports) { BlendHandle *bh = BLO_blendhandle_from_file(libname, reports); if (bh == NULL) { /* Error reports will have been made by BLO_blendhandle_from_file(). */ return false; } /* Here appending/linking starts. */ Main *mainl = BLO_library_link_begin(bmain_dst, &bh, libname); BLO_library_link_copypaste(mainl, bh); BLO_library_link_end(mainl, &bh, 0, NULL, NULL); /* Mark all library linked objects to be updated. */ BKE_main_lib_objects_recalc_all(bmain_dst); IMB_colormanagement_check_file_config(bmain_dst); /* Append, rather than linking. */ Library *lib = BLI_findstring(&bmain_dst->library, libname, offsetof(Library, filepath)); BKE_library_make_local(bmain_dst, lib, true, false); /* Important we unset, otherwise these object wont * link into other scenes from this blend file. */ BKE_main_id_tag_all(bmain_dst, LIB_TAG_PRE_EXISTING, false); BLO_blendhandle_close(bh); return true; }
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); }
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); }