WorksSpace: sync object-modes when changing scene

Note that this code will likely be generalized,
currently each new case is a little different though
so it's too early to move them into general functions.
This commit is contained in:
Campbell Barton 2018-03-02 13:19:52 +11:00
parent bc23381a26
commit a7355c3221
Notes: blender-bot 2023-02-14 10:54:29 +01:00
Referenced by issue #54224, Blender 2.8 crashes when opening User preferences.
3 changed files with 51 additions and 13 deletions

View File

@ -31,9 +31,10 @@ enum eSceneCopyMethod;
struct Scene *ED_scene_add(struct Main *bmain, struct bContext *C, struct wmWindow *win, enum eSceneCopyMethod method) ATTR_NONNULL();
bool ED_scene_delete(struct bContext *C, struct Main *bmain, struct wmWindow *win, struct Scene *scene) ATTR_NONNULL();
void ED_scene_exit(struct bContext *C) ATTR_NONNULL();
void ED_scene_changed_update(struct Main *bmain, struct bContext *C, struct Scene *scene_new,
const struct bScreen *active_screen) ATTR_NONNULL();
void ED_scene_change_update(
struct Main *bmain, struct bContext *C,
wmWindow *win, const struct bScreen *screen,
struct Scene *scene_old, struct Scene *scene_new) ATTR_NONNULL();
bool ED_scene_view_layer_delete(
struct Main *bmain, struct Scene *scene, struct ViewLayer *layer,
struct ReportList *reports) ATTR_NONNULL(1, 2, 3);

View File

@ -42,6 +42,7 @@
#include "BLT_translation.h"
#include "DNA_object_types.h"
#include "DNA_workspace_types.h"
#include "ED_object.h"
@ -113,30 +114,66 @@ bool ED_scene_delete(bContext *C, Main *bmain, wmWindow *win, Scene *scene)
return true;
}
void ED_scene_exit(bContext *C)
{
ED_object_editmode_exit(C, EM_FREEDATA | EM_DO_UNDO);
}
static ViewLayer *scene_change_get_new_view_layer(const WorkSpace *workspace, const Scene *scene_new)
{
ViewLayer *layer_new = BKE_workspace_view_layer_get(workspace, scene_new);
return layer_new ? layer_new : BKE_view_layer_from_scene_get(scene_new);
}
void ED_scene_changed_update(Main *bmain, bContext *C, Scene *scene_new, const bScreen *active_screen)
void ED_scene_change_update(
Main *bmain, bContext *C,
wmWindow *win, const bScreen *screen, Scene *scene_old, Scene *scene_new)
{
WorkSpace *workspace = CTX_wm_workspace(C);
ViewLayer *layer_new = scene_change_get_new_view_layer(workspace, scene_new);
Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene_new, layer_new, true);
Object *obact_new = OBACT(layer_new);
/* mode syncing */
eObjectMode object_mode_old = workspace->object_mode;
ViewLayer *layer_old = BKE_view_layer_from_workspace_get(scene_old, workspace);
Object *obact_old = OBACT(layer_old);
if (obact_old && (obact_new != obact_old)) {
bool obact_old_is_active =
ED_workspace_object_mode_in_other_window(bmain->wm.first, workspace, obact_old, NULL);
if (obact_old && (obact_old_is_active == false)) {
EvaluationContext eval_ctx;
CTX_data_eval_ctx(C, &eval_ctx);
ED_object_mode_generic_exit(&eval_ctx, workspace, scene_old, obact_old);
}
}
win->scene = scene_new;
CTX_data_scene_set(C, scene_new);
BKE_workspace_view_layer_set(workspace, layer_new, scene_new);
BKE_scene_set_background(bmain, scene_new);
DEG_graph_relations_update(depsgraph, bmain, scene_new, layer_new);
DEG_on_visible_update(bmain, false);
ED_screen_update_after_scene_change(active_screen, scene_new, layer_new);
/* TODO(campbell) Syncing duplicates some logic without being 100% identical,
* keep and eye on this to see if we can generalize in the future. */
if (obact_new == obact_old) {
/* pass */
}
else if (obact_new == NULL) {
workspace->object_mode = OB_MODE_OBJECT;
}
else {
eObjectMode object_mode_set = OB_MODE_OBJECT;
if (ED_workspace_object_mode_in_other_window(
bmain->wm.first, workspace, obact_new, &object_mode_set))
{
workspace->object_mode = object_mode_set;
}
else {
workspace->object_mode = OB_MODE_OBJECT;
ED_object_mode_generic_enter(C, object_mode_old);
}
}
ED_screen_update_after_scene_change(screen, scene_new, layer_new);
ED_render_engine_changed(bmain);
ED_update_for_newframe(bmain, scene_new, layer_new, depsgraph);

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@ -2003,11 +2003,11 @@ Scene *WM_window_get_active_scene(const wmWindow *win)
*/
void WM_window_change_active_scene(Main *bmain, bContext *C, wmWindow *win, Scene *scene_new)
{
WorkSpace *workspace = WM_window_get_active_workspace(win);
const bScreen *screen = WM_window_get_active_screen(win);
Scene *scene_old = win->scene;
ED_scene_exit(C);
win->scene = scene_new;
ED_scene_changed_update(bmain, C, scene_new, screen);
ED_scene_change_update(bmain, C, win, screen, scene_old, scene_new);
}
WorkSpace *WM_window_get_active_workspace(const wmWindow *win)