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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_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_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"
/* ***************** 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);
}
/* results in fully updated anim system */
/* in future sound should be on WM level, only 1 sound can play! */
void ED_update_for_newframe(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) && (G.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 );
}
}
}
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