Fix issues when reordering nested collections

Item was inserted at the head of the top-level collection list, instead
of parent-level one.
This commit is contained in:
Julian Eisel 2017-02-23 00:08:29 +01:00
parent 9c106ff211
commit a8d6e41bbc
3 changed files with 53 additions and 71 deletions

View File

@ -44,8 +44,6 @@
#include "MEM_guardedalloc.h"
bool collection_remlink(SceneCollection *, SceneCollection *);
bool collection_insert_after(SceneCollection *, SceneCollection *, SceneCollection *);
/**
* Add a collection to a collection ListBase and syncronize all render layers
@ -96,9 +94,9 @@ static void collection_free(SceneCollection *sc)
/**
* Unlink the collection recursively
* return true if unlinked
* \return true if unlinked.
*/
bool collection_remlink(SceneCollection *sc_parent, SceneCollection *sc_gone)
static bool collection_remlink(SceneCollection *sc_parent, SceneCollection *sc_gone)
{
for (SceneCollection *sc = sc_parent->scene_collections.first; sc; sc = sc->next) {
if (sc == sc_gone) {
@ -175,32 +173,6 @@ bool BKE_collection_remove(Scene *scene, SceneCollection *sc)
return true;
}
/**
* Lookup the parent listbase of \a sc_insert_after and insert \a sc_insert after it.
* \param sc_after: If this is NULL, \a sc_insert will be inserted as first collection in \a parent.
*/
bool collection_insert_after(
SceneCollection *parent, SceneCollection *sc_insert, SceneCollection *sc_after)
{
if (sc_after == NULL) {
BLI_addhead(&parent->scene_collections, sc_insert);
return true;
}
for (SceneCollection *sc = parent->scene_collections.first; sc; sc = sc->next) {
if (sc == sc_after) {
BLI_insertlinkafter(&parent->scene_collections, sc_after, sc_insert);
return true;
}
if (collection_insert_after(sc, sc_insert, sc_after)) {
return true;
}
}
return false;
}
/**
* Returns the master collection
*/

View File

@ -492,65 +492,73 @@ int BKE_layer_collection_findindex(SceneLayer *sl, LayerCollection *lc)
}
/**
* \param lc_after: Can be NULL to insert \a lc_after as first collection in \a lb.
* Lookup the listbase that contains \a lc.
*/
static bool layer_collection_insert_after(ListBase *lb, LayerCollection *lc_insert, LayerCollection *lc_after)
{
if (lc_after == NULL) {
BLI_addhead(lb, lc_insert);
return true;
}
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
if (lc == lc_after) {
BLI_insertlinkafter(lb, lc_after, lc_insert);
return true;
}
if (layer_collection_insert_after(&lc->layer_collections, lc_insert, lc_after)) {
return true;
}
}
return false;
}
static bool layer_collection_remlink(ListBase *lb, LayerCollection *lc)
static ListBase *layer_collection_listbase_find(ListBase *lb, LayerCollection *lc)
{
for (LayerCollection *lc_iter = lb->first; lc_iter; lc_iter = lc_iter->next) {
if (lc_iter == lc) {
BLI_remlink(lb, lc);
return true;
return lb;
}
if (layer_collection_remlink(&lc_iter->layer_collections, lc)) {
return true;
ListBase *lb_child_result;
if ((lb_child_result = layer_collection_listbase_find(&lc_iter->layer_collections, lc))) {
return lb_child_result;
}
}
return false;
return NULL;
}
/**
* Move \a lc_reinsert so that it follows \a lc_after. After this, both \a lc_reinsert
* and \a lc_after should be stored in the same list.
*
* \param lc_after: Can be NULL to insert \a lc_after as first collection in \a sl.
* Lookup the listbase that contains \a sc.
*/
static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *sc)
{
for (SceneCollection *sc_iter = lb->first; sc_iter; sc_iter = sc_iter->next) {
if (sc_iter == sc) {
return lb;
}
ListBase *lb_child_result;
if ((lb_child_result = scene_collection_listbase_find(&sc_iter->scene_collections, sc))) {
return lb_child_result;
}
}
return NULL;
}
/**
* Move \a lc_reinsert so that it follows \a lc_after. Both have to be stored in \a sl.
* \param lc_after: Can be NULL to reinsert \a lc_after as first collection of its own list.
*/
void BKE_layer_collection_reinsert_after(
const Scene *scene, SceneLayer *sl, LayerCollection *lc_reinsert, LayerCollection *lc_after)
{
/* XXX maybe worth having a BKE internal header file for this? */
extern bool collection_remlink(SceneCollection *, SceneCollection *);
extern bool collection_insert_after(SceneCollection *, SceneCollection *, SceneCollection *);
SceneCollection *sc_master = BKE_collection_master(scene);
SceneCollection *sc_reinsert = lc_reinsert->scene_collection;
ListBase *lc_reinsert_lb = layer_collection_listbase_find(&sl->layer_collections, lc_reinsert);
ListBase *sc_reinsert_lb = scene_collection_listbase_find(&sc_master->scene_collections, sc_reinsert);
layer_collection_remlink(&sl->layer_collections, lc_reinsert);
collection_remlink(sc_master, lc_reinsert->scene_collection);
BLI_assert(BLI_findindex(lc_reinsert_lb, lc_reinsert) > -1);
BLI_assert(BLI_findindex(sc_reinsert_lb, sc_reinsert) > -1);
BLI_remlink(lc_reinsert_lb, lc_reinsert);
BLI_remlink(sc_reinsert_lb, sc_reinsert);
layer_collection_insert_after(&sl->layer_collections, lc_reinsert, lc_after);
collection_insert_after(sc_master, lc_reinsert->scene_collection, lc_after ? lc_after->scene_collection : NULL);
/* insert after lc_after or */
if (lc_after == NULL) {
BLI_addhead(lc_reinsert_lb, lc_reinsert);
BLI_addhead(sc_reinsert_lb, sc_reinsert);
}
else {
SceneCollection *sc_after = lc_after->scene_collection;
ListBase *lc_after_lb = layer_collection_listbase_find(&sl->layer_collections, lc_after);
ListBase *sc_after_lb = scene_collection_listbase_find(&sc_master->scene_collections, sc_after);
BLI_insertlinkafter(lc_after_lb, lc_after, lc_reinsert);
BLI_insertlinkafter(sc_after_lb, sc_after, sc_reinsert);
}
BKE_scene_layer_base_flag_recalculate(sl);
BKE_scene_layer_engine_settings_collection_recalculate(sl, lc_reinsert);

View File

@ -1535,10 +1535,12 @@ static void outliner_draw_tree_element_floating(const SpaceOops *soops, const AR
const TreeElement *te_floating)
{
const TreeElement *te_insert = te_floating->drag_data->insert_te;
const ListBase *lb_parent = te_floating->parent ? &te_floating->parent->subtree : &soops->tree;
const TreeElement *te_insert_fallback = te_insert ? te_insert : lb_parent->first;
const int line_width = 2;
unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
int coord_y = (te_insert ? te_insert->ys : ((int)ar->v2d.tot.ymax - OL_Y_OFFSET)) - (int)(line_width * 0.5f);
int coord_y = (te_insert ? te_insert->ys : (te_insert_fallback->ys + UI_UNIT_Y)) - (int)(line_width * 0.5f);
unsigned char col[4];
if (te_insert == te_floating) {