/** * $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_armature_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "BLI_blenlib.h" #include "BKE_action.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_main.h" #include "BKE_scene.h" #include "BKE_utildefines.h" #include "RNA_access.h" #include "RNA_define.h" #include "ED_anim_api.h" #include "ED_screen.h" #include "WM_api.h" #include "WM_types.h" /* ***************** depsgraph calls and anim updates ************* */ /* ***************** only these can be called from editors ******** */ /* 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, ED_screen_view3d_layers(screen), 0); } /* flushes changes from object to all relations in scene */ void ED_anim_object_flush_update(const bContext *C, Object *ob) { Scene *scene= CTX_data_scene(C); bScreen *screen= CTX_wm_screen(C); DAG_object_update_flags(scene, ob, ED_screen_view3d_layers(screen)); } /* **************************** animation tool notifiers ******************************** */ /* Send notifiers on behalf of animation editing tools, based on various context info * - data_changed: eAnimData_Changed */ void ANIM_animdata_send_notifiers (bContext *C, bAnimContext *ac, short data_changed) { /* types of notifiers to send, depends on the editor context */ switch (ac->datatype) { case ANIMCONT_DOPESHEET: /* dopesheet */ case ANIMCONT_FCURVES: /* fcurve editor */ case ANIMCONT_DRIVERS: /* drivers editor */ // XXX probably this will need separate handling, since these are part of dependency system { /* what action was taken */ switch (data_changed) { case ANIM_CHANGED_KEYFRAMES_VALUES: /* keyframe values changed, so transform may have changed */ // XXX what about other cases? maybe we need general ND_KEYFRAMES or ND_ANIMATION? WM_event_add_notifier(C, NC_OBJECT|ND_KEYS|ND_TRANSFORM, NULL); break; case ANIM_CHANGED_KEYFRAMES_SELECT: WM_event_add_notifier(C, NC_OBJECT|ND_KEYS, NULL); break; case ANIM_CHANGED_CHANNELS: // XXX err... check available datatypes in dopesheet first? // FIXME: this currently doesn't work (to update own view) WM_event_add_notifier(C, NC_SCENE|ND_OB_ACTIVE|ND_OB_SELECT, ac->scene); WM_event_add_notifier(C, NC_OBJECT|ND_BONE_ACTIVE|ND_BONE_SELECT, NULL); break; } // XXX for now, at least update own editor! ED_area_tag_redraw(CTX_wm_area(C)); } break; case ANIMCONT_ACTION: /* action editor */ { Object *obact= CTX_data_active_object(C); switch (data_changed) { case ANIM_CHANGED_KEYFRAMES_VALUES: /* keyframe values changed, so transform may have changed */ // XXX what about other cases? maybe we need general ND_KEYFRAMES or ND_ANIMATION? WM_event_add_notifier(C, NC_OBJECT|ND_KEYS|ND_TRANSFORM, obact); break; case ANIM_CHANGED_KEYFRAMES_SELECT: WM_event_add_notifier(C, NC_OBJECT|ND_KEYS, obact); break; case ANIM_CHANGED_CHANNELS: // XXX err... check available datatypes in dopesheet first? // FIXME: this currently doesn't work (to update own view) WM_event_add_notifier(C, NC_OBJECT|ND_BONE_ACTIVE|ND_BONE_SELECT, obact); break; } // XXX for now, at least update own editor! ED_area_tag_redraw(CTX_wm_area(C)); } break; default: /* some other data... just update area for now */ ED_area_tag_redraw(CTX_wm_area(C)); } } /* **************************** 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. * * 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_action_to_pose_sync (Object *ob) { bAction *act= (bAction *)ob->action; bActionChannel *achan; bPoseChannel *pchan; /* error checking */ if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM(NULL, act, ob->pose)) 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; /* active */ if (achan->flag & ACHAN_HILIGHTED) pchan->bone->flag |= BONE_ACTIVE; else pchan->bone->flag &= ~BONE_ACTIVE; } } // TODO: add grouping changes too? For now, these tools aren't exposed to users in animation editors yet... } /* 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) { SpaceAction *saction= (SpaceAction *)sa->spacedata.first; bArmature *arm= (bArmature *)ob->data; bAction *act= (bAction *)ob->action; bActionChannel *achan; //bActionGroup *agrp, *bgrp; bPoseChannel *pchan; /* error checking */ if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM3(NULL, arm, act, ob->pose)) 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); /* 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; else achan->flag &= ~ACHAN_HIDDEN; } /* selection */ if (pchan->bone->flag & BONE_SELECTED) achan->flag |= ACHAN_SELECTED; else achan->flag &= ~ACHAN_SELECTED; } } // 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?) }