/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2008 Blender Foundation. * All rights reserved. * * * Contributor(s): Blender Foundation, Joshua Leung * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/animation/anim_deps.c * \ingroup edanimation */ #include #include "MEM_guardedalloc.h" #include "DNA_anim_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 "BLI_utildefines.h" #include "BKE_animsys.h" #include "BKE_action.h" #include "BKE_fcurve.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_global.h" #include "BKE_node.h" #include "BKE_sequencer.h" #include "RNA_access.h" #include "ED_anim_api.h" /* **************************** depsgraph tagging ******************************** */ /* tags the given anim list element for refreshes (if applicable) * due to Animation Editor editing */ void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale) { ID *id; FCurve *fcu; AnimData *adt; id = ale->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) { adt->recalc |= ADT_RECALC_ANIM; DAG_id_tag_update(id, OB_RECALC_TIME); } /* update data */ fcu = (ale->datatype == ALE_FCURVE) ? ale->key_data : NULL; 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_property(&id_ptr, fcu->rna_path, &ptr, &prop)) RNA_property_update_main(G.main, scene, &ptr, prop); } else { /* in other case we do standard depsgraph update, ideally * we'd be calling property update functions here too ... */ DAG_id_tag_update(id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); // XXX or do we want something more restrictive? } } /* tags the given ID block for refreshes (if applicable) due to * Animation Editor editing */ void ANIM_id_update(Scene *UNUSED(scene), ID *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 */ if (adt) adt->recalc |= ADT_RECALC_ANIM; /* set recalc flags */ DAG_id_tag_update(id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); // XXX or do we want something more restrictive? } } /* **************************** animation data <-> data syncing ******************************** */ /* This code here is used to synchronize 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. * * This should be called in the refresh() callbacks for various editors in * response to appropriate notifiers. */ /* perform syncing updates for Action Groups */ static void animchan_sync_group(bAnimContext *ac, bAnimListElem *ale, bActionGroup **active_agrp) { bActionGroup *agrp = (bActionGroup *)ale->data; ID *owner_id = ale->id; /* major priority is selection status * so we need both a group and an owner */ if (ELEM(NULL, agrp, owner_id)) return; /* 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 = BKE_pose_channel_find_name(ob->pose, agrp->name); bArmature *arm = ob->data; if (pchan) { bActionGroup *bgrp; /* if one matches, sync the selection status */ if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) agrp->flag |= AGRP_SELECTED; else agrp->flag &= ~AGRP_SELECTED; /* also sync active group status */ if ((ob == ac->obact) && (pchan->bone == arm->act_bone)) { /* if no previous F-Curve has active flag, then we're the first and only one to get it */ if (*active_agrp == NULL) { agrp->flag |= AGRP_ACTIVE; *active_agrp = agrp; } else { /* someone else has already taken it - set as not active */ agrp->flag &= ~AGRP_ACTIVE; } } else { /* this can't possibly be active now */ agrp->flag &= ~AGRP_ACTIVE; } /* sync group colors */ bgrp = (bActionGroup *)BLI_findlink(&ob->pose->agroups, (pchan->agrp_index - 1)); if (bgrp) { agrp->customCol = bgrp->customCol; action_group_colors_sync(agrp, bgrp); } } } } } /* perform syncing updates for F-Curves */ static void animchan_sync_fcurve(bAnimContext *ac, bAnimListElem *ale, FCurve **active_fcurve) { FCurve *fcu = (FCurve *)ale->data; ID *owner_id = ale->id; /* 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 (ELEM(NULL, fcu, fcu->rna_path, owner_id)) return; 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")) { bArmature *arm = (bArmature *)ob->data; bPoseChannel *pchan; char *bone_name; /* get bone-name, and check if this bone is selected */ bone_name = BLI_str_quoted_substrN(fcu->rna_path, "pose.bones["); pchan = BKE_pose_channel_find_name(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)) { /* F-Curve selection */ if (pchan->bone->flag & BONE_SELECTED) fcu->flag |= FCURVE_SELECTED; else fcu->flag &= ~FCURVE_SELECTED; /* Active F-Curve - it should be the first one for this bone on the * active object to be considered as active */ if ((ob == ac->obact) && (pchan->bone == arm->act_bone)) { /* if no previous F-Curve has active flag, then we're the first and only one to get it */ if (*active_fcurve == NULL) { fcu->flag |= FCURVE_ACTIVE; *active_fcurve = fcu; } else { /* someone else has already taken it - set as not active */ fcu->flag &= ~FCURVE_ACTIVE; } } else { /* this can't possibly be active now */ fcu->flag &= ~FCURVE_ACTIVE; } } } } 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 = BKE_sequencer_editing_get(scene, false); Sequence *seq; char *seq_name; /* get strip name, and check if this strip is selected */ seq_name = BLI_str_quoted_substrN(fcu->rna_path, "sequences_all["); seq = BKE_sequence_get_by_name(ed->seqbasep, seq_name, false); if (seq_name) MEM_freeN(seq_name); /* update selection status */ 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; /* 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_str_quoted_substrN(fcu->rna_path, "nodes["); node = nodeFindNodebyName(ntree, node_name); if (node_name) MEM_freeN(node_name); /* update selection/active status */ if (node) { /* update selection status */ if (node->flag & NODE_SELECT) fcu->flag |= FCURVE_SELECTED; else fcu->flag &= ~FCURVE_SELECTED; /* update active status */ /* XXX: this may interfere with setting bones as active if both exist at once; * then again, if that's the case, production setups aren't likely to be animating * nodes while working with bones? */ if (node->flag & NODE_ACTIVE) { if (*active_fcurve == NULL) { fcu->flag |= FCURVE_ACTIVE; *active_fcurve = fcu; } else { fcu->flag &= ~FCURVE_ACTIVE; } } else { fcu->flag &= ~FCURVE_ACTIVE; } } } } } /* ---------------- */ /* 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; bActionGroup *active_agrp = NULL; FCurve *active_fcurve = NULL; /* get animation context info for filtering the channels */ 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 * However, don't include duplicates so that selection statuses don't override each other */ filter = ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_CHANNELS | ANIMFILTER_NODUPLIS; 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, &active_agrp); break; case ANIMTYPE_FCURVE: animchan_sync_fcurve(&ac, ale, &active_fcurve); break; } } ANIM_animdata_freelist(&anim_data); } void ANIM_animdata_update(bAnimContext *ac, ListBase *anim_data) { bAnimListElem *ale; if (ELEM(ac->datatype, ANIMCONT_GPENCIL, ANIMCONT_MASK)) { #ifdef DEBUG /* quiet assert */ for (ale = anim_data->first; ale; ale = ale->next) { ale->update = 0; } #endif return; } for (ale = anim_data->first; ale; ale = ale->next) { FCurve *fcu = ale->key_data; if (ale->update & ANIM_UPDATE_ORDER) { ale->update &= ~ANIM_UPDATE_ORDER; if (fcu) sort_time_fcurve(fcu); } if (ale->update & ANIM_UPDATE_HANDLES) { ale->update &= ~ANIM_UPDATE_HANDLES; if (fcu) calchandles_fcurve(fcu); } if (ale->update & ANIM_UPDATE_DEPS) { ale->update &= ~ANIM_UPDATE_DEPS; ANIM_list_elem_update(ac->scene, ale); } BLI_assert(ale->update == 0); } } void ANIM_animdata_freelist(ListBase *anim_data) { #ifndef NDEBUG bAnimListElem *ale, *ale_next; for (ale = anim_data->first; ale; ale = ale_next) { ale_next = ale->next; BLI_assert(ale->update == 0); MEM_freeN(ale); } BLI_listbase_clear(anim_data); #else BLI_freelistN(anim_data); #endif }