/** * $Id: * * ***** BEGIN GPL LICENSE BLOCK ***** * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2008 Blender Foundation. * All rights reserved. * * * Contributor(s): Blender Foundation, Joshua Leung * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include "MEM_guardedalloc.h" #include "DNA_action_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "DNA_texture_types.h" #include "DNA_view3d_types.h" #include "DNA_windowmanager_types.h" #include "BLI_blenlib.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_global.h" #include "BKE_scene.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_utildefines.h" #include "RNA_access.h" #include "RNA_define.h" /* ***************** depsgraph calls and anim updates ************* */ static unsigned int screen_view3d_layers(bScreen *screen) { if(screen) { unsigned int layer= screen->scene->lay; /* as minimum this */ ScrArea *sa; /* get all used view3d layers */ for(sa= screen->areabase.first; sa; sa= sa->next) { if(sa->spacetype==SPACE_VIEW3D) layer |= ((View3D *)sa->spacedata.first)->lay; } return layer; } return 0; } /* generic update flush, reads from context Screen (layers) and scene */ /* this is for compliancy, later it can do all windows etc */ void ED_anim_dag_flush_update(const bContext *C) { Scene *scene= CTX_data_scene(C); bScreen *screen= CTX_wm_screen(C); DAG_scene_flush_update(scene, screen_view3d_layers(screen), 0); } /* results in fully updated anim system */ /* in future sound should be on WM level, only 1 sound can play! */ void ED_update_for_newframe(bContext *C, int mute) { bScreen *screen= CTX_wm_screen(C); Scene *scene= screen->scene; //extern void audiostream_scrub(unsigned int frame); /* seqaudio.c */ /* this function applies the changes too */ /* XXX future: do all windows */ scene_update_for_newframe(scene, screen_view3d_layers(screen)); /* BKE_scene.h */ //if ( (CFRA>1) && (!mute) && (G.scene->audio.flag & AUDIO_SCRUB)) // audiostream_scrub( CFRA ); /* 3d window, preview */ //BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT); /* all movie/sequence images */ //BIF_image_update_frame(); /* composite */ if(scene->use_nodes && scene->nodetree) ntreeCompositTagAnimated(scene->nodetree); /* update animated texture nodes */ { Tex *tex; for(tex= G.main->tex.first; tex; tex= tex->id.next) if( tex->use_nodes && tex->nodetree ) { ntreeTexTagAnimated( tex->nodetree ); } } }