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/**
* $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 <stdlib.h>
#include <math.h>
#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 "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_action.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"
#include "ED_anim_api.h"
#include "ED_screen.h"
#include "WM_api.h"
#include "WM_types.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);
}
/* 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, screen_view3d_layers(screen));
}
/* results in fully updated anim system */
/* in future sound should be on WM level, only 1 sound can play! */
void ED_update_for_newframe(const 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) && (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 );
}
}
}
/* **************************** 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_TRANSFORM, NULL);
break;
case ANIM_CHANGED_KEYFRAMES_SELECT: // XXX what to do here?
WM_event_add_notifier(C, NC_SCENE, 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);
// only update active object for now... more detail to come!
WM_event_add_notifier(C, NC_OBJECT, obact);
}
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?)
}
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