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authorJoshua Leung <aligorith@gmail.com>2009-12-21 12:52:43 +0300
committerJoshua Leung <aligorith@gmail.com>2009-12-21 12:52:43 +0300
commit0fcfe8993e63d2490320cf90a0e2567588ea54f6 (patch)
tree3452135a0e8c45afa9a45f54bd4f969168e3d623 /source/blender/editors/animation/anim_deps.c
parent824b76332202c33da0a9ec6fe803e4eb752618d5 (diff)
Animation Editors - Durian Request - Selection Syncing:
This commit brings back the functionality whereby the selection of F-Curves and/or relevant Group(s) is synced with the selection status of the corresponding bones when the bones are selected/deselected.
Diffstat (limited to 'source/blender/editors/animation/anim_deps.c')
-rw-r--r--source/blender/editors/animation/anim_deps.c241
1 files changed, 154 insertions, 87 deletions
diff --git a/source/blender/editors/animation/anim_deps.c b/source/blender/editors/animation/anim_deps.c
index 0e81dab380c..1d7483d661f 100644
--- a/source/blender/editors/animation/anim_deps.c
+++ b/source/blender/editors/animation/anim_deps.c
@@ -27,25 +27,30 @@
*/
#include <stdlib.h>
+#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
-#include "DNA_action_types.h"
#include "DNA_anim_types.h"
+#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
+#include "DNA_node_types.h"
#include "DNA_scene_types.h"
+#include "DNA_sequence_types.h"
#include "BLI_blenlib.h"
-#include "BKE_action.h"
#include "BKE_animsys.h"
+#include "BKE_action.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_main.h"
+#include "BKE_node.h"
#include "BKE_scene.h"
+#include "BKE_sequencer.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
@@ -58,8 +63,11 @@
#include "WM_api.h"
#include "WM_types.h"
+/* **************************** depsgraph tagging ******************************** */
+
/* tags the given anim list element for refreshes (if applicable)
- * due to Animation Editor editing */
+ * due to Animation Editor editing
+ */
void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
{
ID *id;
@@ -67,24 +75,24 @@ void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
AnimData *adt;
id= ale->id;
- if(!id)
+ if (!id)
return;
/* tag AnimData for refresh so that other views will update in realtime with these changes */
adt= BKE_animdata_from_id(id);
- if(adt)
+ if (adt)
adt->recalc |= ADT_RECALC_ANIM;
/* update data */
fcu= (ale->datatype == ALE_FCURVE)? ale->key_data: NULL;
- if(fcu && fcu->rna_path) {
+ if (fcu && fcu->rna_path) {
/* if we have an fcurve, call the update for the property we
are editing, this is then expected to do the proper redraws
and depsgraph updates */
PointerRNA id_ptr, ptr;
PropertyRNA *prop;
-
+
RNA_id_pointer_create(id, &id_ptr);
if(RNA_path_resolve(&id_ptr, fcu->rna_path, &ptr, &prop))
@@ -101,7 +109,7 @@ void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
* Animation Editor editing */
void ANIM_id_update(Scene *scene, ID *id)
{
- if(id) {
+ if (id) {
AnimData *adt= BKE_animdata_from_id(id);
/* tag AnimData for refresh so that other views will update in realtime with these changes */
@@ -113,103 +121,162 @@ void ANIM_id_update(Scene *scene, ID *id)
}
}
-/* **************************** pose <-> action syncing ******************************** */
-/* Summary of what needs to be synced between poses and actions:
- * 1) Flags
- * a) Visibility (only for pose to action)
- * b) Selection status (both ways)
- * 2) Group settings (only for pose to action) - do we also need to make sure same groups exist?
- * 3) Grouping (only for pose to action for now)
- */
-
-
-/* Notifier from Action/Dopesheet (this may be extended to include other things such as Python...)
- * Channels in action changed, so update pose channels/groups to reflect changes.
+/* **************************** animation data <-> data syncing ******************************** */
+/* This code here is used to synchronise the
+ * - selection (to find selected data easier)
+ * - ... (insert other relevant items here later)
+ * status in relevant Blender data with the status stored in animation channels.
*
- * An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
- * the channels in its active Action.
+ * This should be called in the refresh() callbacks for various editors in
+ * response to appropriate notifiers.
*/
-void ANIM_action_to_pose_sync (Object *ob)
+
+/* perform syncing updates for Action Groups */
+static void animchan_sync_group (bAnimContext *ac, bAnimListElem *ale)
{
-#if 0
- AnimData *adt= ob->adt;
- bAction *act= adt->act;
- FCurve *fcu;
- bPoseChannel *pchan;
+ bActionGroup *agrp= (bActionGroup *)ale->data;
+ ID *owner_id= ale->id;
- /* error checking */
- if (ELEM3(NULL, ob, ob->adt, ob->pose) || (ob->type != OB_ARMATURE))
+ /* major priority is selection status
+ * so we need both a group and an owner
+ */
+ if (ELEM(NULL, agrp, owner_id))
return;
-
- /* 1b) loop through all Action-Channels (there should be fewer channels to search through here in general) */
- for (achan= act->chanbase.first; achan; achan= achan->next) {
- /* find matching pose-channel */
- pchan= get_pose_channel(ob->pose, achan->name);
- /* sync active and selected flags */
- if (pchan && pchan->bone) {
- /* selection */
- if (achan->flag & ACHAN_SELECTED)
- pchan->bone->flag |= BONE_SELECTED;
- else
- pchan->bone->flag &= ~BONE_SELECTED;
+ /* for standard Objects, check if group is the name of some bone */
+ if (GS(owner_id->name) == ID_OB) {
+ Object *ob= (Object *)owner_id;
+
+ /* check if there are bones, and whether the name matches any
+ * NOTE: this feature will only really work if groups by default contain the F-Curves for a single bone
+ */
+ if (ob->pose) {
+ bPoseChannel *pchan= get_pose_channel(ob->pose, agrp->name);
- /* active */
- if (achan->flag & ACHAN_HILIGHTED)
- pchan->bone->flag |= BONE_ACTIVE;
- else
- pchan->bone->flag &= ~BONE_ACTIVE;
+ /* if one matches, sync the selection status */
+ if (pchan) {
+ if (pchan->bone->flag & BONE_SELECTED)
+ agrp->flag |= AGRP_SELECTED;
+ else
+ agrp->flag &= ~AGRP_SELECTED;
+ }
}
}
-
- // TODO: add grouping changes too? For now, these tools aren't exposed to users in animation editors yet...
-#endif
-}
+}
-/* Notifier from 3D-View/Outliner (this is likely to include other sources too...)
- * Pose channels/groups changed, so update action channels
- *
- * An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
- * the channels in its active Action.
- */
-void ANIM_pose_to_action_sync (Object *ob, ScrArea *sa)
+/* perform syncing updates for F-Curves */
+static void animchan_sync_fcurve (bAnimContext *ac, bAnimListElem *ale)
{
-#if 0 // XXX old animation system
- SpaceAction *saction= (SpaceAction *)sa->spacedata.first;
- bArmature *arm= (bArmature *)ob->data;
- bAction *act= (bAction *)ob->action;
- bActionChannel *achan;
- //bActionGroup *agrp, *bgrp;
- bPoseChannel *pchan;
+ FCurve *fcu= (FCurve *)ale->data;
+ ID *owner_id= ale->id;
- /* error checking */
- if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM3(NULL, arm, act, ob->pose))
+ /* major priority is selection status, so refer to the checks done in anim_filter.c
+ * skip_fcurve_selected_data() for reference about what's going on here...
+ */
+ if (ELEM3(NULL, fcu, fcu->rna_path, owner_id))
return;
- /* 1) loop through all Action-Channels (there should be fewer channels to search through here in general) */
- for (achan= act->chanbase.first; achan; achan= achan->next) {
- /* find matching pose-channel */
- pchan= get_pose_channel(ob->pose, achan->name);
+ if (GS(owner_id->name) == ID_OB) {
+ Object *ob= (Object *)owner_id;
+
+ /* only affect if F-Curve involves pose.bones */
+ if ((fcu->rna_path) && strstr(fcu->rna_path, "pose.bones")) {
+ bPoseChannel *pchan;
+ char *bone_name;
+
+ /* get bone-name, and check if this bone is selected */
+ bone_name= BLI_getQuotedStr(fcu->rna_path, "pose.bones[");
+ pchan= get_pose_channel(ob->pose, bone_name);
+ if (bone_name) MEM_freeN(bone_name);
+
+ /* F-Curve selection depends on whether the bone is selected */
+ if ((pchan) && (pchan->bone)) {
+ if (pchan->bone->flag & BONE_SELECTED)
+ fcu->flag |= FCURVE_SELECTED;
+ else
+ fcu->flag &= ~FCURVE_SELECTED;
+ }
+ }
+ }
+ else if (GS(owner_id->name) == ID_SCE) {
+ Scene *scene = (Scene *)owner_id;
+
+ /* only affect if F-Curve involves sequence_editor.sequences */
+ if ((fcu->rna_path) && strstr(fcu->rna_path, "sequences_all")) {
+ Editing *ed= seq_give_editing(scene, FALSE);
+ Sequence *seq;
+ char *seq_name;
+
+ /* get strip name, and check if this strip is selected */
+ seq_name= BLI_getQuotedStr(fcu->rna_path, "sequences_all[");
+ seq = get_seq_by_name(ed->seqbasep, seq_name, FALSE);
+ if (seq_name) MEM_freeN(seq_name);
+
+ /* can only add this F-Curve if it is selected */
+ if (seq) {
+ if (seq->flag & SELECT)
+ fcu->flag |= FCURVE_SELECTED;
+ else
+ fcu->flag &= ~FCURVE_SELECTED;
+ }
+ }
+ }
+ else if (GS(owner_id->name) == ID_NT) {
+ bNodeTree *ntree = (bNodeTree *)owner_id;
- /* sync selection and visibility settings */
- if (pchan && pchan->bone) {
- /* visibility - if layer is hidden, or if bone itself is hidden */
- if (!(saction->flag & SACTION_NOHIDE) && !(saction->pin)) {
- if (!(pchan->bone->layer & arm->layer) || (pchan->bone->flag & BONE_HIDDEN_P))
- achan->flag |= ACHAN_HIDDEN;
+ /* check for selected nodes */
+ if ((fcu->rna_path) && strstr(fcu->rna_path, "nodes")) {
+ bNode *node;
+ char *node_name;
+
+ /* get strip name, and check if this strip is selected */
+ node_name= BLI_getQuotedStr(fcu->rna_path, "nodes[");
+ node = nodeFindNodebyName(ntree, node_name);
+ if (node_name) MEM_freeN(node_name);
+
+ /* can only add this F-Curve if it is selected */
+ if (node) {
+ if (node->flag & NODE_SELECT)
+ fcu->flag |= FCURVE_SELECTED;
else
- achan->flag &= ~ACHAN_HIDDEN;
+ fcu->flag &= ~FCURVE_SELECTED;
}
-
- /* selection */
- if (pchan->bone->flag & BONE_SELECTED)
- achan->flag |= ACHAN_SELECTED;
- else
- achan->flag &= ~ACHAN_SELECTED;
+ }
+ }
+}
+
+/* ---------------- */
+
+/* Main call to be exported to animation editors */
+void ANIM_sync_animchannels_to_data (const bContext *C)
+{
+ bAnimContext ac;
+ ListBase anim_data = {NULL, NULL};
+ bAnimListElem *ale;
+ int filter;
+
+ /* get animation context info for filtering the channels */
+ // TODO: check on whether we need to set the area specially instead, since active area might not be ok?
+ if (ANIM_animdata_get_context(C, &ac) == 0)
+ return;
+
+ /* filter data */
+ /* NOTE: we want all channels, since we want to be able to set selection status on some of them even when collapsed */
+ filter= ANIMFILTER_CHANNELS;
+ ANIM_animdata_filter(&ac, &anim_data, filter, ac.data, ac.datatype);
+
+ /* flush settings as appropriate depending on the types of the channels */
+ for (ale= anim_data.first; ale; ale= ale->next) {
+ switch (ale->type) {
+ case ANIMTYPE_GROUP:
+ animchan_sync_group(&ac, ale);
+ break;
+
+ case ANIMTYPE_FCURVE:
+ animchan_sync_fcurve(&ac, ale);
+ break;
}
}
- // XXX step 2 needs to be coded still... currently missing action/bone group API to do any more work here...
- // XXX step 3 needs to be coded still... it's a messy case to deal with (we'll use the temp indices for this?)
-#endif // XXX old animation system
+ BLI_freelistN(&anim_data);
}