Cleanup: Remove redundant parameter from new Outliner tree building code
See https://developer.blender.org/D9499.
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@ -2320,11 +2320,11 @@ void outliner_build_tree(Main *mainvar,
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outliner_storage_cleanup(space_outliner);
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outliner_tree_view_destroy(&space_outliner->runtime->tree_view);
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TreeSourceData source_data = {.bmain = mainvar, .scene = scene, .view_layer = view_layer};
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space_outliner->runtime->tree_view = outliner_tree_view_create(space_outliner->outlinevis,
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space_outliner);
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space_outliner->tree = outliner_tree_view_build_tree(
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space_outliner->runtime->tree_view, &source_data, space_outliner);
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TreeSourceData source_data = {.bmain = mainvar, .scene = scene, .view_layer = view_layer};
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space_outliner->tree = outliner_tree_view_build_tree(space_outliner->runtime->tree_view,
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&source_data);
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if (!BLI_listbase_is_empty(&space_outliner->tree)) {
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/* Skip. */
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@ -53,9 +53,7 @@ void outliner_tree_view_destroy(TreeView **tree_view)
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*tree_view = nullptr;
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}
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ListBase outliner_tree_view_build_tree(TreeView *tree_view,
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TreeSourceData *source_data,
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SpaceOutliner *space_outliner)
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ListBase outliner_tree_view_build_tree(TreeView *tree_view, TreeSourceData *source_data)
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{
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return reinterpret_cast<AbstractTreeView *>(tree_view)->buildTree(*source_data, *space_outliner);
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return reinterpret_cast<AbstractTreeView *>(tree_view)->buildTree(*source_data);
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}
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@ -58,7 +58,7 @@ class AbstractTreeView {
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* Build a tree for this view with the Blender context data given in \a source_data and the view
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* settings in \a space_outliner.
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*/
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virtual Tree buildTree(const TreeSourceData &source_data, SpaceOutliner &space_outliner) = 0;
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virtual Tree buildTree(const TreeSourceData &source_data) = 0;
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protected:
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/** All derived classes will need a handle to this, so storing it in the base for convenience. */
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@ -75,7 +75,7 @@ class TreeViewViewLayer final : public AbstractTreeView {
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public:
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TreeViewViewLayer(SpaceOutliner &space_outliner);
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Tree buildTree(const TreeSourceData &source_data, SpaceOutliner &space_outliner) override;
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Tree buildTree(const TreeSourceData &source_data) override;
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private:
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void add_view_layer(ListBase &, TreeElement &);
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@ -108,9 +108,7 @@ typedef struct TreeSourceData {
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TreeView *outliner_tree_view_create(eSpaceOutliner_Mode mode, SpaceOutliner *space_outliner);
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void outliner_tree_view_destroy(TreeView **tree_view);
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ListBase outliner_tree_view_build_tree(TreeView *tree_view,
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TreeSourceData *source_data,
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struct SpaceOutliner *space_outliner);
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ListBase outliner_tree_view_build_tree(TreeView *tree_view, TreeSourceData *source_data);
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/* The following functions are needed to build the tree. These are calls back into C; the way
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* elements are created should be refactored and ported to C++ with a new design/API too. */
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@ -68,20 +68,20 @@ TreeViewViewLayer::TreeViewViewLayer(SpaceOutliner &space_outliner)
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{
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}
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Tree TreeViewViewLayer::buildTree(const TreeSourceData &source_data, SpaceOutliner &space_outliner)
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Tree TreeViewViewLayer::buildTree(const TreeSourceData &source_data)
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{
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Tree tree = {nullptr};
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_view_layer = source_data.view_layer;
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_show_objects = !(space_outliner.filter & SO_FILTER_NO_OBJECT);
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_show_objects = !(_space_outliner.filter & SO_FILTER_NO_OBJECT);
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const bool show_children = (space_outliner.filter & SO_FILTER_NO_CHILDREN) == 0;
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const bool show_children = (_space_outliner.filter & SO_FILTER_NO_CHILDREN) == 0;
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if (space_outliner.filter & SO_FILTER_NO_COLLECTION) {
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if (_space_outliner.filter & SO_FILTER_NO_COLLECTION) {
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/* Show objects in the view layer. */
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for (Base *base : List<Base>(_view_layer->object_bases)) {
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TreeElement *te_object = outliner_add_element(
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&space_outliner, &tree, base->object, nullptr, 0, 0);
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&_space_outliner, &tree, base->object, nullptr, 0, 0);
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te_object->directdata = base;
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}
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@ -92,7 +92,7 @@ Tree TreeViewViewLayer::buildTree(const TreeSourceData &source_data, SpaceOutlin
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else {
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/* Show collections in the view layer. */
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TreeElement &ten = *outliner_add_element(
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&space_outliner, &tree, source_data.scene, nullptr, TSE_VIEW_COLLECTION_BASE, 0);
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&_space_outliner, &tree, source_data.scene, nullptr, TSE_VIEW_COLLECTION_BASE, 0);
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ten.name = IFACE_("Scene Collection");
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TREESTORE(&ten)->flag &= ~TSE_CLOSED;
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