deleting objects which were driver targets would crash blender.

added a utility function BKE_animdata_main_cb
which loops over all AnimData's of all ID's
This commit is contained in:
Campbell Barton 2010-01-29 21:16:21 +00:00
parent 588d3661c8
commit 3946ae56ac
3 changed files with 73 additions and 2 deletions

@ -94,6 +94,8 @@ void BKE_animdata_fix_paths_rename(struct ID *owner_id, struct AnimData *adt, ch
/* Fix all the paths for the entire database... */
void BKE_all_animdata_fix_paths_rename(char *prefix, char *oldName, char *newName);
void BKE_animdata_main_cb(struct Main *main, void (*func)(struct ID *, struct AnimData *, void *), void *user_data);
/* ************************************* */
// TODO: overrides, remapping, and path-finding api's

@ -422,10 +422,51 @@ void BKE_animdata_fix_paths_rename (ID *owner_id, AnimData *adt, char *prefix, c
MEM_freeN(newN);
}
void BKE_animdata_main_cb(Main *main, void (*func)(ID *, AnimData *, void *), void *user_data)
{
ID *id;
#define ANIMDATA_IDS_CB(first) \
for (id= first; id; id= id->next) { \
AnimData *adt= BKE_animdata_from_id(id); \
if(adt) func(id, adt, user_data); \
}
ANIMDATA_IDS_CB(main->nodetree.first); /* nodes */
ANIMDATA_IDS_CB(main->tex.first); /* textures */
ANIMDATA_IDS_CB(main->lamp.first); /* lamps */
ANIMDATA_IDS_CB(main->mat.first); /* materials */
ANIMDATA_IDS_CB(main->camera.first); /* cameras */
ANIMDATA_IDS_CB(main->key.first); /* shapekeys */
ANIMDATA_IDS_CB(main->mball.first); /* metaballs */
ANIMDATA_IDS_CB(main->curve.first); /* curves */
ANIMDATA_IDS_CB(main->armature.first); /* armatures */
ANIMDATA_IDS_CB(main->mesh.first); /* meshes */
ANIMDATA_IDS_CB(main->particle.first); /* particles */
ANIMDATA_IDS_CB(main->object.first); /* objects */
ANIMDATA_IDS_CB(main->world.first); /* worlds */
/* scenes */
for (id= main->scene.first; id; id= id->next) {
AnimData *adt= BKE_animdata_from_id(id);
Scene *scene= (Scene *)id;
/* do compositing nodes first (since these aren't included in main tree) */
if (scene->nodetree) {
AnimData *adt2= BKE_animdata_from_id((ID *)scene->nodetree);
if(adt2) func(id, adt2, user_data);
}
/* now fix scene animation data as per normal */
if(adt) func((ID *)id, adt, user_data);
}
}
/* Fix all RNA-Paths throughout the database (directly access the Global.main version)
* NOTE: it is assumed that the structure we're replacing is <prefix><["><name><"]>
* i.e. pose.bones["Bone"]
*/
/* TODO: use BKE_animdata_main_cb for looping over all data */
void BKE_all_animdata_fix_paths_rename (char *prefix, char *oldName, char *newName)
{
Main *mainptr= G.main;

@ -698,6 +698,30 @@ void set_free_windowmanager_cb(void (*func)(bContext *C, wmWindowManager *) )
free_windowmanager_cb= func;
}
void animdata_dtar_clear_cb(ID *id, AnimData *adt, void *userdata)
{
ChannelDriver *driver;
FCurve *fcu;
/* find the driver this belongs to and update it */
for (fcu=adt->drivers.first; fcu; fcu=fcu->next) {
driver= fcu->driver;
if (driver) {
DriverVar *dvar;
for (dvar= driver->variables.first; dvar; dvar= dvar->next) {
DriverTarget *dtar= &dvar->targets[0];
int tarIndex= 0;
for (; tarIndex < MAX_DRIVER_TARGETS; tarIndex++, dtar++) {
if(dtar->id == userdata)
dtar->id= NULL;
}
}
}
}
}
/* used in headerbuttons.c image.c mesh.c screen.c sound.c and library.c */
void free_libblock(ListBase *lb, void *idv)
{
@ -798,9 +822,13 @@ void free_libblock(ListBase *lb, void *idv)
IDP_FreeProperty(id->properties);
MEM_freeN(id->properties);
}
BLI_remlink(lb, id);
MEM_freeN(id);
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);
}
void free_libblock_us(ListBase *lb, void *idv) /* test users */