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/*
* ***** 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 <string.h>
#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;
/* 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 depsgaph 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 (ELEM3(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;
sort_time_fcurve(fcu);
}
if (ale->update & ANIM_UPDATE_HANDLES) {
ale->update &= ~ANIM_UPDATE_HANDLES;
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
}
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