text: /*
   * This program is free software; you can redistribute it and/or
   * modify it under the terms of the GNU General Public License
   * as published by the Free Software Foundation; either version 2
   * of the License, or (at your option) any later version.
   *
   * This program is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   * GNU General Public License for more details.
   *
   * You should have received a copy of the GNU General Public License
   * along with this program; if not, write to the Free Software Foundation,
   * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
   */
  
  /** \file
   * \ingroup blenloader
   */
  
  #include "MEM_guardedalloc.h"
  
  #include "BLI_utildefines.h"
  #include "BLI_listbase.h"
  #include "BLI_math.h"
  #include "BLI_string.h"
  #include "BLI_system.h"
  
  #include "DNA_camera_types.h"
  #include "DNA_gpencil_types.h"
  #include "DNA_mesh_types.h"
  #include "DNA_object_types.h"
  #include "DNA_scene_types.h"
  #include "DNA_screen_types.h"
  #include "DNA_space_types.h"
  #include "DNA_userdef_types.h"
  #include "DNA_windowmanager_types.h"
  #include "DNA_workspace_types.h"
  
  #include "BKE_appdir.h"
  #include "BKE_brush.h"
  #include "BKE_colorband.h"
  #include "BKE_colortools.h"
  #include "BKE_idprop.h"
  #include "BKE_keyconfig.h"
  #include "BKE_layer.h"
  #include "BKE_library.h"
  #include "BKE_main.h"
  #include "BKE_node.h"
  #include "BKE_paint.h"
  #include "BKE_screen.h"
  #include "BKE_studiolight.h"
  #include "BKE_workspace.h"
  
  #include "BLO_readfile.h"
  
  /**
   * Override values in in-memory startup.blend, avoids resaving for small changes.
   */
  void BLO_update_defaults_userpref_blend(void)
  {
    /* default so DPI is detected automatically */
    U.dpi = 0;
    U.ui_scale = 1.0f;
  
  #ifdef WITH_PYTHON_SECURITY
    /* use alternative setting for security nuts
     * otherwise we'd need to patch the binary blob - startup.blend.c */
    U.flag |= USER_SCRIPT_AUTOEXEC_DISABLE;
  #else
    U.flag &= ~USER_SCRIPT_AUTOEXEC_DISABLE;
  #endif
  
    /* Transform tweak with single click and drag. */
    U.flag |= USER_RELEASECONFIRM;
  
    U.flag &= ~(USER_DEVELOPER_UI | USER_TOOLTIPS_PYTHON);
  
    /* Clear addon preferences. */
    for (bAddon *addon = U.addons.first, *addon_next; addon != NULL; addon = addon_next) {
      addon_next = addon->next;
  
      if (addon->prop) {
        IDP_FreeProperty(addon->prop);
        addon->prop = NULL;
      }
    }
  
    /* Ignore the theme saved in the blend file,
     * instead use the theme from 'userdef_default_theme.c' */
    {
      bTheme *theme = U.themes.first;
      memcpy(theme, &U_theme_default, sizeof(bTheme));
    }
  
    /* Leave temp directory empty, will then get appropriate value per OS. */
    U.tempdir[0] = '\0';
  
    /* System-specific fonts directory. */
    BKE_appdir_font_folder_default(U.fontdir);
  
    /* Only enable tooltips translation by default,
     * without actually enabling translation itself, for now. */
    U.transopts = USER_TR_TOOLTIPS;
    U.memcachelimit = min_ii(BLI_system_memory_max_in_megabytes_int() / 2, 4096);
  
    /* Auto perspective. */
    U.uiflag |= USER_AUTOPERSP;
  
    /* Init weight paint range. */
    BKE_colorband_init(&U.coba_weight, true);
  
    /* Default visible section. */
    U.userpref = USER_SECTION_INTERFACE;
  
    /* Default to left click select. */
    BKE_keyconfig_pref_set_select_mouse(&U, 0, true);
  
    /* Increase a little for new scrubbing area. */
    U.v2d_min_gridsize = 45;
  
    /* Default studio light. */
    BKE_studiolight_default(U.light_param, U.light_ambient);
  }
  
  /**
   * Rename if the ID doesn't exist.
   */
  static ID *rename_id_for_versioning(Main *bmain,
                                      const short id_type,
                                      const char *name_src,
                                      const char *name_dst)
  {
    /* We can ignore libraries */
    ListBase *lb = which_libbase(bmain, id_type);
    ID *id = NULL;
    for (ID *idtest = lb->first; idtest; idtest = idtest->next) {
      if (idtest->lib == NULL) {
        if (STREQ(idtest->name + 2, name_src)) {
          id = idtest;
        }
        if (STREQ(idtest->name + 2, name_dst)) {
          return NULL;
        }
      }
    }
    if (id != NULL) {
      BLI_strncpy(id->name + 2, name_dst, sizeof(id->name) - 2);
      /* We know it's unique, this just sorts. */
      BLI_libblock_ensure_unique_name(bmain, id->name);
    }
    return id;
  }
  
  static bool blo_is_builtin_template(const char *app_template)
  {
    /* For all builtin templates shipped with Blender. */
    return (!app_template ||
            STR_ELEM(app_template, "2D_Animation", "Sculpting", "VFX", "Video_Editing"));
  }
  
  static void blo_update_defaults_screen(bScreen *screen,
                                         const char *app_template,
                                         const char *workspace_name)
  {
    /* For all app templates. */
    for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
      for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
        /* Some toolbars have been saved as initialized,
         * we don't want them to have odd zoom-level or scrolling set, see: T47047 */
        if (ELEM(ar->regiontype, RGN_TYPE_UI, RGN_TYPE_TOOLS, RGN_TYPE_TOOL_PROPS)) {
          ar->v2d.flag &= ~V2D_IS_INITIALISED;
        }
      }
  
      /* Set default folder. */
      for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
        if (sl->spacetype == SPACE_FILE) {
          SpaceFile *sfile = (SpaceFile *)sl;
          if (sfile->params) {
            const char *dir_default = BKE_appdir_folder_default();
            if (dir_default) {
              STRNCPY(sfile->params->dir, dir_default);
              sfile->params->file[0] = '\0';
            }
          }
        }
      }
    }
  
    /* For builtin templates only. */
    if (!blo_is_builtin_template(app_template)) {
      return;
    }
  
    for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
      for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
        /* Remove all stored panels, we want to use defaults
         * (order, open/closed) as defined by UI code here! */
        BKE_area_region_panels_free(&ar->panels);
        BLI_freelistN(&ar->panels_category_active);
  
        /* Reset size so it uses consistent defaults from the region types. */
        ar->sizex = 0;
        ar->sizey = 0;
      }
  
      if (sa->spacetype == SPACE_IMAGE) {
        if (STREQ(workspace_name, "UV Editing")) {
          SpaceImage *sima = sa->spacedata.first;
          if (sima->mode == SI_MODE_VIEW) {
            sima->mode = SI_MODE_UV;
          }
        }
      }
      else if (sa->spacetype == SPACE_ACTION) {
        /* Show marker lines, hide channels and collapse summary in timelines. */
        SpaceAction *saction = sa->spacedata.first;
        saction->flag |= SACTION_SHOW_MARKER_LINES;
  
        if (saction->mode == SACTCONT_TIMELINE) {
          saction->ads.flag |= ADS_FLAG_SUMMARY_COLLAPSED;
  
          for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
            if (ar->regiontype == RGN_TYPE_CHANNELS) {
              ar->flag |= RGN_FLAG_HIDDEN;
            }
          }
        }
      }
      else if (sa->spacetype == SPACE_GRAPH) {
        SpaceGraph *sipo = sa->spacedata.first;
        sipo->flag |= SIPO_MARKER_LINES;
      }
      else if (sa->spacetype == SPACE_NLA) {
        SpaceNla *snla = sa->spacedata.first;
        snla->flag |= SNLA_SHOW_MARKER_LINES;
      }
      else if (sa->spacetype == SPACE_TEXT) {
        /* Show syntax and line numbers in Script workspace text editor. */
        SpaceText *stext = sa->spacedata.first;
        stext->showsyntax = true;
        stext->showlinenrs = true;
      }
      else if (sa->spacetype == SPACE_VIEW3D) {
        View3D *v3d = sa->spacedata.first;
        /* Screen space cavity by default for faster performance. */
        v3d->shading.cavity_type = V3D_SHADING_CAVITY_CURVATURE;
        v3d->shading.flag |= V3D_SHADING_SPECULAR_HIGHLIGHT;
        v3d->overlay.texture_paint_mode_opacity = 1.0f;
        v3d->overlay.weight_paint_mode_opacity = 1.0f;
        v3d->overlay.vertex_paint_mode_opacity = 1.0f;
        /* Use dimmed selected edges. */
        v3d->overlay.edit_flag &= ~V3D_OVERLAY_EDIT_EDGES;
        /* grease pencil settings */
        v3d->vertex_opacity = 1.0f;
        v3d->gp_flag |= V3D_GP_SHOW_EDIT_LINES;
        /* Remove dither pattern in wireframe mode. */
        v3d->shading.xray_alpha_wire = 0.0f;
        /* Skip startups that use the viewport color by default. */
        if (v3d->shading.background_type != V3D_SHADING_BACKGROUND_VIEWPORT) {
          copy_v3_fl(v3d->shading.background_color, 0.05f);
        }
      }
      else if (sa->spacetype == SPACE_CLIP) {
        SpaceClip *sclip = sa->spacedata.first;
        sclip->around = V3D_AROUND_CENTER_MEDIAN;
      }
    }
  
    /* Show toopbar for sculpt/paint modes. */
    const bool show_tool_header = STR_ELEM(
        workspace_name, "Sculpting", "Texture Paint", "2D Animation", "2D Full Canvas");
  
    if (show_tool_header) {
      for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
        for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
          ListBase *regionbase = (sl == sa->spacedata.first) ? &sa->regionbase : &sl->regionbase;
          for (ARegion *ar = regionbase->first; ar; ar = ar->next) {
            if (ar->regiontype == RGN_TYPE_TOOL_HEADER) {
              ar->flag &= ~(RGN_FLAG_HIDDEN | RGN_FLAG_HIDDEN_BY_USER);
            }
          }
        }
      }
    }
  }
  
  void BLO_update_defaults_workspace(WorkSpace *workspace, const char *app_template)
  {
    ListBase *layouts = BKE_workspace_layouts_get(workspace);
    for (WorkSpaceLayout *layout = layouts->first; layout; layout = layout->next) {
      if (layout->screen) {
        blo_update_defaults_screen(layout->screen, app_template, workspace->id.name + 2);
      }
    }
  
    if (blo_is_builtin_template(app_template)) {
      /* Clear all tools to use default options instead, ignore the tool saved in the file. */
      while (!BLI_listbase_is_empty(&workspace->tools)) {
        BKE_workspace_tool_remove(workspace, workspace->tools.first);
      }
  
      /* For 2D animation template. */
      if (STREQ(workspace->id.name + 2, "Drawing")) {
        workspace->object_mode = OB_MODE_PAINT_GPENCIL;
      }
    }
  }
  
  static void blo_update_defaults_scene(Main *bmain, Scene *scene)
  {
    BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine));
  
    scene->r.cfra = 1.0f;
    scene->r.displaymode = R_OUTPUT_WINDOW;
  
    /* Don't enable compositing nodes. */
    if (scene->nodetree) {
      ntreeFreeNestedTree(scene->nodetree);
      MEM_freeN(scene->nodetree);
      scene->nodetree = NULL;
      scene->use_nodes = false;
    }
  
    /* Rename render layers. */
    BKE_view_layer_rename(bmain, scene, scene->view_layers.first, "View Layer");
  
    /* New EEVEE defaults. */
    scene->eevee.bloom_intensity = 0.05f;
    scene->eevee.bloom_clamp = 0.0f;
    scene->eevee.motion_blur_shutter = 0.5f;
  
    copy_v3_v3(scene->display.light_direction, (float[3]){M_SQRT1_3, M_SQRT1_3, M_SQRT1_3});
    copy_v2_fl2(scene->safe_areas.title, 0.1f, 0.05f);
    copy_v2_fl2(scene->safe_areas.action, 0.035f, 0.035f);
  
    /* Change default cubemap quality. */
    scene->eevee.gi_filter_quality = 3.0f;
  
    /* Be sure curfalloff and primitive are initializated */
    ToolSettings *ts = scene->toolsettings;
    if (ts->gp_sculpt.cur_falloff == NULL) {
      ts->gp_sculpt.cur_falloff = curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
      CurveMapping *gp_falloff_curve = ts->gp_sculpt.cur_falloff;
      curvemapping_initialize(gp_falloff_curve);
      curvemap_reset(gp_falloff_curve->cm,
                     &gp_falloff_curve->clipr,
                     CURVE_PRESET_GAUSS,
                     CURVEMAP_SLOPE_POSITIVE);
    }
    if (ts->gp_sculpt.cur_primitive == NULL) {
      ts->gp_sculpt.cur_primitive = curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
      CurveMapping *gp_primitive_curve = ts->gp_sculpt.cur_primitive;
      curvemapping_initialize(gp_primitive_curve);
      curvemap_reset(gp_primitive_curve->cm,
                     &gp_primitive_curve->clipr,
                     CURVE_PRESET_BELL,
                     CURVEMAP_SLOPE_POSITIVE);
    }
  }
  
  /**
   * Update defaults in startup.blend, without having to save and embed the file.
   * This function can be emptied each time the startup.blend is updated. */
  void BLO_update_defaults_startup_blend(Main *bmain, const char *app_template)
  {
    /* For all app templates. */
    for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) {
      BLO_update_defaults_workspace(workspace, app_template);
    }
  
    /* For builtin templates only. */
    if (!blo_is_builtin_template(app_template)) {
      return;
    }
  
    /* Workspaces. */
    wmWindow *win = ((wmWindowManager *)bmain->wm.first)->windows.first;
    for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) {
      WorkSpaceLayout *layout = BKE_workspace_hook_layout_for_workspace_get(win->workspace_hook,
                                                                            workspace);
  
      /* Name all screens by their workspaces (avoids 'Default.###' names). */
      /* Default only has one window. */
      if (layout->screen) {
        bScreen *screen = layout->screen;
        BLI_strncpy(screen->id.name + 2, workspace->id.name + 2, sizeof(screen->id.name) - 2);
        BLI_libblock_ensure_unique_name(bmain, screen->id.name);
      }
    }
  
    /* Scenes */
    for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
      blo_update_defaults_scene(bmain, scene);
  
      if (app_template && STREQ(app_template, "Video_Editing")) {
        /* Filmic is too slow, use standard until it is optimized. */
        STRNCPY(scene->view_settings.view_transform, "Standard");
        STRNCPY(scene->view_settings.look, "None");
      }
      else {
        /* AV Sync break physics sim caching, disable until that is fixed. */
        scene->audio.flag &= ~AUDIO_SYNC;
        scene->flag &= ~SCE_FRAME_DROP;
      }
    }
  
    /* Objects */
    rename_id_for_versioning(bmain, ID_OB, "Lamp", "Light");
    rename_id_for_versioning(bmain, ID_LA, "Lamp", "Light");
  
    if (app_template && STREQ(app_template, "2D_Animation")) {
      for (Object *object = bmain->objects.first; object; object = object->id.next) {
        if (object->type == OB_GPENCIL) {
          /* Set grease pencil object in drawing mode */
          bGPdata *gpd = (bGPdata *)object->data;
          object->mode = OB_MODE_PAINT_GPENCIL;
          gpd->flag |= GP_DATA_STROKE_PAINTMODE;
          break;
        }
      }
    }
  
    for (Mesh *mesh = bmain->meshes.first; mesh; mesh = mesh->id.next) {
      /* Match default for new meshes. */
      mesh->smoothresh = DEG2RADF(30);
    }
  
    for (Camera *camera = bmain->cameras.first; camera; camera = camera->id.next) {
      /* Initialize to a useful value. */
      camera->dof.focus_distance = 10.0f;
      camera->dof.aperture_fstop = 2.8f;
    }
  
    for (Light *light = bmain->lights.first; light; light = light->id.next) {
      /* Fix lights defaults. */
      light->clipsta = 0.05f;
      light->att_dist = 40.0f;
    }
  
    /* Materials */
    for (Material *ma = bmain->materials.first; ma; ma = ma->id.next) {
      /* Update default material to be a bit more rough. */
      ma->roughness = 0.4f;
  
      if (ma->nodetree) {
        for (bNode *node = ma->nodetree->nodes.first; node; node = node->next) {
          if (node->type == SH_NODE_BSDF_PRINCIPLED) {
            bNodeSocket *roughness_socket = nodeFindSocket(node, SOCK_IN, "Roughness");
            bNodeSocketValueFloat *roughness_data = roughness_socket->default_value;
            roughness_data->value = 0.4f;
          }
        }
      }
    }
  
    /* Brushes */
    {
      /* Enable for UV sculpt (other brush types will be created as needed),
       * without this the grab brush will be active but not selectable from the list. */
      Brush *brush = BLI_findstring(&bmain->brushes, "Grab", offsetof(ID, name) + 2);
      if (brush) {
        brush->ob_mode |= OB_MODE_EDIT;
      }
    }
  
    for (Brush *brush = bmain->brushes.first; brush; brush = brush->id.next) {
      brush->blur_kernel_radius = 2;
    }
  }
  