Welcome to mirror list, hosted at ThFree Co, Russian Federation.

anim_deps.c « animation « editors « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: ed23e72b32832c6e322e0923906070b2034a9f77 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
/**
 * $Id$
 *
 * ***** 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., 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 *****
 */

#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 "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_node.h"
#include "BKE_sequencer.h"
#include "BKE_utildefines.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(&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_flush_update(id, OB_RECALC_ALL); // 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_flush_update(id, OB_RECALC_ALL); // XXX or do we want something more restrictive?
	}
}

/* **************************** animation data <-> data syncing ******************************** */
/* This code here is used to synchronise 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 *UNUSED(ac), bAnimListElem *ale)
{
	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= get_pose_channel(ob->pose, agrp->name);
			
			/* if one matches, sync the selection status */
			if (pchan) {
				if (pchan->bone->flag & BONE_SELECTED)
					agrp->flag |= AGRP_SELECTED;
				else
					agrp->flag &= ~AGRP_SELECTED;
			}
		}
	}
}
 
/* perform syncing updates for F-Curves */
static void animchan_sync_fcurve (bAnimContext *UNUSED(ac), bAnimListElem *ale)
{
	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")) {
			bPoseChannel *pchan;
			char *bone_name;
			
			/* get bone-name, and check if this bone is selected */
			bone_name= BLI_getQuotedStr(fcu->rna_path, "pose.bones[");
			pchan= get_pose_channel(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)) {
				if (pchan->bone->flag & BONE_SELECTED)
					fcu->flag |= FCURVE_SELECTED;
				else
					fcu->flag &= ~FCURVE_SELECTED;
			}
		}
	}
	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= seq_give_editing(scene, FALSE);
			Sequence *seq;
			char *seq_name;
			
			/* get strip name, and check if this strip is selected */
			seq_name= BLI_getQuotedStr(fcu->rna_path, "sequences_all[");
			seq = get_seq_by_name(ed->seqbasep, seq_name, FALSE);
			if (seq_name) MEM_freeN(seq_name);
			
			/* can only add this F-Curve if it is selected */
			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_getQuotedStr(fcu->rna_path, "nodes[");
			node = nodeFindNodebyName(ntree, node_name);
			if (node_name) MEM_freeN(node_name);
			
			/* can only add this F-Curve if it is selected */
			if (node) {
				if (node->flag & NODE_SELECT)
					fcu->flag |= FCURVE_SELECTED;
				else
					fcu->flag &= ~FCURVE_SELECTED;
			}
		}
	}
}

/* ---------------- */
 
/* 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;
	
	/* get animation context info for filtering the channels */
	// TODO: check on whether we need to set the area specially instead, since active area might not be ok?
	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 */
	filter= ANIMFILTER_CHANNELS;
	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);
				break;
			
			case ANIMTYPE_FCURVE:
				animchan_sync_fcurve(&ac, ale);
				break;
		}
	}
	
	BLI_freelistN(&anim_data);
}