/** * $Id: BIF_keyframing.h 17216 2008-10-29 11:20:02Z aligorith $ * * ***** 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 * This is a new part of Blender (with some old code) * * Contributor(s): Joshua Leung * * ***** END GPL LICENSE BLOCK ***** */ #ifndef ED_KEYFRAMING_H #define ED_KEYFRAMING_H struct ListBase; struct ID; struct KeyingSet; struct FCurve; struct BezTriple; struct wmOperatorType; /* ************ Keyframing Management **************** */ /* Lesser Keyframing API call: * Use this when validation of necessary animation data isn't necessary as it already * exists, and there is a beztriple that can be directly copied into the array. */ int insert_bezt_fcurve(struct FCurve *fcu, struct BezTriple *bezt); /* Main Keyframing API call: * Use this when validation of necessary animation data isn't necessary as it * already exists. It will insert a keyframe using the current value being keyframed. */ void insert_vert_fcurve(struct FCurve *fcu, float x, float y, short flag); /* -------- */ /* Main Keyframing API calls: * Use this to create any necessary animation data, and then insert a keyframe * using the current value being keyframed, in the relevant place. Returns success. */ short insertkey(struct ID *id, const char group[], const char rna_path[], int array_index, float cfra, short flag); /* Main Keyframing API call: * Use this to delete keyframe on current frame for relevant channel. Will perform checks just in case. */ short deletekey(struct ID *id, const char group[], const char rna_path[], int array_index, float cfra, short flag); /* Generate menu of KeyingSets */ char *ANIM_build_keyingsets_menu(struct ListBase *list, short for_edit); /* Initialise builtin KeyingSets on startup */ void init_builtin_keyingsets(void); /* KeyingSet Editing Operators: * These can add a new KeyingSet and/or add 'destinations' to the KeyingSets, * acting as a means by which they can be added outside the Outliner. */ void ANIM_OT_keyingset_add_new(struct wmOperatorType *ot); void ANIM_OT_keyingset_add_destination(struct wmOperatorType *ot); /* Main Keyframe Management operators: * These handle keyframes management from various spaces. They only make use of * Keying Sets. */ void ANIM_OT_insert_keyframe(struct wmOperatorType *ot); void ANIM_OT_delete_keyframe(struct wmOperatorType *ot); /* Main Keyframe Management operators: * These handle keyframes management from various spaces. They will handle the menus * required for each space. */ void ANIM_OT_insert_keyframe_menu(struct wmOperatorType *ot); void ANIM_OT_delete_keyframe_menu(struct wmOperatorType *ot); // xxx unimplemented yet void ANIM_OT_delete_keyframe_old(struct wmOperatorType *ot); // xxx rename and keep? /* ************ Auto-Keyframing ********************** */ /* Notes: * - All the defines for this (User-Pref settings and Per-Scene settings) * are defined in DNA_userdef_types.h * - Scene settings take presidence over those for userprefs, with old files * inheriting userpref settings for the scene settings * - "On/Off + Mode" are stored per Scene, but "settings" are currently stored * as userprefs */ /* Auto-Keying macros for use by various tools */ /* check if auto-keyframing is enabled (per scene takes presidence) */ #define IS_AUTOKEY_ON(scene) ((scene) ? (scene->autokey_mode & AUTOKEY_ON) : (U.autokey_mode & AUTOKEY_ON)) /* check the mode for auto-keyframing (per scene takes presidence) */ #define IS_AUTOKEY_MODE(scene, mode) ((scene) ? (scene->autokey_mode == AUTOKEY_MODE_##mode) : (U.autokey_mode == AUTOKEY_MODE_##mode)) /* check if a flag is set for auto-keyframing (as userprefs only!) */ #define IS_AUTOKEY_FLAG(flag) (U.autokey_flag & AUTOKEY_FLAG_##flag) /* ************ Keyframe Checking ******************** */ /* Main Keyframe Checking API call: * Checks whether a keyframe exists for the given ID-block one the given frame. * - It is recommended to call this method over the other keyframe-checkers directly, * in case some detail of the implementation changes... * - frame: the value of this is quite often result of frame_to_float(CFRA) */ short id_frame_has_keyframe(struct ID *id, float frame, short filter); /* filter flags for id_cfra_has_keyframe * * WARNING: do not alter order of these, as also stored in files * (for v3d->keyflags) */ enum { /* general */ ANIMFILTER_KEYS_LOCAL = (1<<0), /* only include locally available anim data */ ANIMFILTER_KEYS_MUTED = (1<<1), /* include muted elements */ ANIMFILTER_KEYS_ACTIVE = (1<<2), /* only include active-subelements */ /* object specific */ ANIMFILTER_KEYS_NOMAT = (1<<9), /* don't include material keyframes */ ANIMFILTER_KEYS_NOSKEY = (1<<10), /* don't include shape keys (for geometry) */ } eAnimFilterFlags; #endif /* ED_KEYFRAMING_H */