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/*
* 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.
*/
/** \file
* \ingroup editors
*/
#ifndef __ED_ANIM_API_H__
#define __ED_ANIM_API_H__
struct AnimData;
struct ID;
struct ListBase;
struct ARegion;
struct Main;
struct ReportList;
struct ScrArea;
struct SpaceLink;
struct View2D;
struct bContext;
struct wmKeyConfig;
struct Object;
struct Scene;
struct bDopeSheet;
struct FCurve;
struct FModifier;
struct bAction;
struct uiBlock;
struct uiLayout;
struct PointerRNA;
struct PropertyRNA;
/* ************************************************ */
/* ANIMATION CHANNEL FILTERING */
/* anim_filter.c */
/* --------------- Context --------------------- */
/* This struct defines a structure used for animation-specific
* 'context' information
*/
typedef struct bAnimContext {
/** data to be filtered for use in animation editor */
void *data;
/** type of data eAnimCont_Types */
short datatype;
/** editor->mode */
short mode;
/** sa->spacetype */
short spacetype;
/** active region -> type (channels or main) */
short regiontype;
/** editor host */
struct ScrArea *sa;
/** editor data */
struct SpaceLink *sl;
/** region within editor */
struct ARegion *ar;
/** dopesheet data for editor (or which is being used) */
struct bDopeSheet *ads;
/** active dependency graph */
struct Depsgraph *depsgraph;
/** Current Main */
struct Main *bmain;
/** active scene */
struct Scene *scene;
/** active scene layer */
struct ViewLayer *view_layer;
/** active object */
struct Object *obact;
/** active set of markers */
ListBase *markers;
/** pointer to current reports list */
struct ReportList *reports;
/** Scale factor for height of channels (i.e. based on the size of keyframes). */
float yscale_fac;
} bAnimContext;
/* Main Data container types */
typedef enum eAnimCont_Types {
ANIMCONT_NONE = 0, /* invalid or no data */
ANIMCONT_ACTION = 1, /* action (bAction) */
ANIMCONT_SHAPEKEY = 2, /* shapekey (Key) */
ANIMCONT_GPENCIL = 3, /* grease pencil (screen) */
ANIMCONT_DOPESHEET = 4, /* dopesheet (bDopesheet) */
ANIMCONT_FCURVES = 5, /* animation F-Curves (bDopesheet) */
ANIMCONT_DRIVERS = 6, /* drivers (bDopesheet) */
ANIMCONT_NLA = 7, /* nla (bDopesheet) */
ANIMCONT_CHANNEL = 8, /* animation channel (bAnimListElem) */
ANIMCONT_MASK = 9, /* mask dopesheet */
ANIMCONT_TIMELINE = 10, /* "timeline" editor (bDopeSheet) */
} eAnimCont_Types;
/* --------------- Channels -------------------- */
/* This struct defines a structure used for quick and uniform access for
* channels of animation data
*/
typedef struct bAnimListElem {
struct bAnimListElem *next, *prev;
/** source data this elem represents */
void *data;
/** (eAnim_ChannelType) one of the ANIMTYPE_* values */
int type;
/** copy of elem's flags for quick access */
int flag;
/** for un-named data, the index of the data in its collection */
int index;
/** (eAnim_Update_Flags) tag the element for updating */
char update;
/** tag the included data. Temporary always */
char tag;
/** (eAnim_KeyType) type of motion data to expect */
short datatype;
/** motion data - mostly F-Curves, but can be other types too */
void *key_data;
/**
* \note
* id here is the "IdAdtTemplate"-style datablock (e.g. Object, Material, Texture, NodeTree)
* from which evaluation of the RNA-paths takes place. It's used to figure out how deep
* channels should be nested (e.g. for Textures/NodeTrees) in the tree, and allows property
* lookups (e.g. for sliders and for inserting keyframes) to work. If we had instead used
* bAction or something similar, none of this would be possible: although it's trivial
* to use an IdAdtTemplate type to find the source action a channel (e.g. F-Curve) comes from
* (i.e. in the AnimEditors, it *must* be the active action, as only that can be edited),
* it's impossible to go the other way (i.e. one action may be used in multiple places).
*/
/** ID block that channel is attached to */
struct ID *id;
/** source of the animation data attached to ID block (for convenience) */
struct AnimData *adt;
/**
* For list element which corresponds to a f-curve, this is an ID which
* owns the f-curve.
*
* For example, if the f-curve is coming from Action, this id will be set to
* action's ID. But if this is a f-curve which is a driver, then the owner
* is set to, for example, object.
*
* Note, that this is different from id above. The id above will be set to
* an object if the f-curve is coming from action associated with that
* object. */
struct ID *fcurve_owner_id;
/**
* for per-element F-Curves
* (e.g. NLA Control Curves), the element that this represents (e.g. NlaStrip) */
void *owner;
} bAnimListElem;
/**
* Some types for easier type-testing
*
* \note need to keep the order of these synchronized with the channels define code
* which is used for drawing and handling channel lists for.
*/
typedef enum eAnim_ChannelType {
ANIMTYPE_NONE = 0,
ANIMTYPE_ANIMDATA,
ANIMTYPE_SPECIALDATA,
ANIMTYPE_SUMMARY,
ANIMTYPE_SCENE,
ANIMTYPE_OBJECT,
ANIMTYPE_GROUP,
ANIMTYPE_FCURVE,
ANIMTYPE_NLACONTROLS,
ANIMTYPE_NLACURVE,
ANIMTYPE_FILLACTD,
ANIMTYPE_FILLDRIVERS,
ANIMTYPE_DSMAT,
ANIMTYPE_DSLAM,
ANIMTYPE_DSCAM,
ANIMTYPE_DSCACHEFILE,
ANIMTYPE_DSCUR,
ANIMTYPE_DSSKEY,
ANIMTYPE_DSWOR,
ANIMTYPE_DSNTREE,
ANIMTYPE_DSPART,
ANIMTYPE_DSMBALL,
ANIMTYPE_DSARM,
ANIMTYPE_DSMESH,
ANIMTYPE_DSTEX,
ANIMTYPE_DSLAT,
ANIMTYPE_DSLINESTYLE,
ANIMTYPE_DSSPK,
ANIMTYPE_DSGPENCIL,
ANIMTYPE_DSMCLIP,
ANIMTYPE_SHAPEKEY,
ANIMTYPE_GPDATABLOCK,
ANIMTYPE_GPLAYER,
ANIMTYPE_MASKDATABLOCK,
ANIMTYPE_MASKLAYER,
ANIMTYPE_NLATRACK,
ANIMTYPE_NLAACTION,
ANIMTYPE_PALETTE,
/* always as last item, the total number of channel types... */
ANIMTYPE_NUM_TYPES
} eAnim_ChannelType;
/* types of keyframe data in bAnimListElem */
typedef enum eAnim_KeyType {
ALE_NONE = 0, /* no keyframe data */
ALE_FCURVE, /* F-Curve */
ALE_GPFRAME, /* Grease Pencil Frames */
ALE_MASKLAY, /* Mask */
ALE_NLASTRIP, /* NLA Strips */
ALE_ALL, /* All channels summary */
ALE_SCE, /* Scene summary */
ALE_OB, /* Object summary */
ALE_ACT, /* Action summary */
ALE_GROUP /* Action Group summary */
} eAnim_KeyType;
/* Flags for specifying the types of updates (i.e. recalculation/refreshing) that
* needs to be performed to the data contained in a channel following editing.
* For use with ANIM_animdata_update()
*/
typedef enum eAnim_Update_Flags {
ANIM_UPDATE_DEPS = (1 << 0), /* referenced data and dependencies get refreshed */
ANIM_UPDATE_ORDER = (1 << 1), /* keyframes need to be sorted */
ANIM_UPDATE_HANDLES = (1 << 2), /* recalculate handles */
} eAnim_Update_Flags;
/* used for most tools which change keyframes (flushed by ANIM_animdata_update) */
#define ANIM_UPDATE_DEFAULT (ANIM_UPDATE_DEPS | ANIM_UPDATE_ORDER | ANIM_UPDATE_HANDLES)
#define ANIM_UPDATE_DEFAULT_NOHANDLES (ANIM_UPDATE_DEFAULT & ~ANIM_UPDATE_HANDLES)
/* ----------------- Filtering -------------------- */
/* filtering flags - under what circumstances should a channel be returned */
typedef enum eAnimFilter_Flags {
/** data which channel represents is fits the dopesheet filters
* (i.e. scene visibility criteria) */
// XXX: it's hard to think of any examples where this *ISN'T* the case... perhaps becomes implicit?
ANIMFILTER_DATA_VISIBLE = (1 << 0),
/** channel is visible within the channel-list hierarchy
* (i.e. F-Curves within Groups in ActEdit) */
ANIMFILTER_LIST_VISIBLE = (1 << 1),
/** channel has specifically been tagged as visible in Graph Editor (* Graph Editor Only) */
ANIMFILTER_CURVE_VISIBLE = (1 << 2),
/** include summary channels and "expanders" (for drawing/mouse-selection in channel list) */
ANIMFILTER_LIST_CHANNELS = (1 << 3),
/** for its type, channel should be "active" one */
ANIMFILTER_ACTIVE = (1 << 4),
/** channel is a child of the active group (* Actions speciality) */
ANIMFILTER_ACTGROUPED = (1 << 5),
/** channel must be selected/not-selected, but both must not be set together */
ANIMFILTER_SEL = (1 << 6),
ANIMFILTER_UNSEL = (1 << 7),
/** editability status - must be editable to be included */
ANIMFILTER_FOREDIT = (1 << 8),
/** only selected animchannels should be considerable as editable - mainly
* for Graph Editor's option for keys on select curves only */
ANIMFILTER_SELEDIT = (1 << 9),
/** flags used to enforce certain data types
* \node the ones for curves and NLA tracks were redundant and have been removed for now...
*/
ANIMFILTER_ANIMDATA = (1 << 10),
/** duplicate entries for animation data attached to multi-user blocks must not occur */
ANIMFILTER_NODUPLIS = (1 << 11),
/** for checking if we should keep some collapsed channel around (internal use only!) */
ANIMFILTER_TMP_PEEK = (1 << 30),
/** ignore ONLYSEL flag from filterflag, (internal use only!) */
ANIMFILTER_TMP_IGNORE_ONLYSEL = (1u << 31),
} eAnimFilter_Flags;
/* ---------- Flag Checking Macros ------------ */
// xxx check on all of these flags again...
/* Dopesheet only */
/* 'Scene' channels */
#define SEL_SCEC(sce) (CHECK_TYPE_INLINE(sce, Scene *), ((sce->flag & SCE_DS_SELECTED)))
#define EXPANDED_SCEC(sce) (CHECK_TYPE_INLINE(sce, Scene *), ((sce->flag & SCE_DS_COLLAPSED) == 0))
/* 'Sub-Scene' channels (flags stored in Data block) */
#define FILTER_WOR_SCED(wo) (CHECK_TYPE_INLINE(wo, World *), (wo->flag & WO_DS_EXPAND))
#define FILTER_LS_SCED(linestyle) ((linestyle->flag & LS_DS_EXPAND))
/* 'Object' channels */
#define SEL_OBJC(base) (CHECK_TYPE_INLINE(base, Base *), ((base->flag & SELECT)))
#define EXPANDED_OBJC(ob) (CHECK_TYPE_INLINE(ob, Object *), ((ob->nlaflag & OB_ADS_COLLAPSED) == 0))
/* 'Sub-object' channels (flags stored in Data block) */
#define FILTER_SKE_OBJD(key) (CHECK_TYPE_INLINE(key, Key *), ((key->flag & KEY_DS_EXPAND)))
#define FILTER_MAT_OBJD(ma) (CHECK_TYPE_INLINE(ma, Material *), ((ma->flag & MA_DS_EXPAND)))
#define FILTER_LAM_OBJD(la) (CHECK_TYPE_INLINE(la, Light *), ((la->flag & LA_DS_EXPAND)))
#define FILTER_CAM_OBJD(ca) (CHECK_TYPE_INLINE(ca, Camera *), ((ca->flag & CAM_DS_EXPAND)))
#define FILTER_CACHEFILE_OBJD(cf) (CHECK_TYPE_INLINE(cf, CacheFile *), ((cf->flag & CACHEFILE_DS_EXPAND)))
#define FILTER_CUR_OBJD(cu) (CHECK_TYPE_INLINE(cu, Curve *), ((cu->flag & CU_DS_EXPAND)))
#define FILTER_PART_OBJD(part) (CHECK_TYPE_INLINE(part, ParticleSettings *), ((part->flag & PART_DS_EXPAND)))
#define FILTER_MBALL_OBJD(mb) (CHECK_TYPE_INLINE(mb, MetaBall *), ((mb->flag2 & MB_DS_EXPAND)))
#define FILTER_ARM_OBJD(arm) (CHECK_TYPE_INLINE(arm, bArmature *), ((arm->flag & ARM_DS_EXPAND)))
#define FILTER_MESH_OBJD(me) (CHECK_TYPE_INLINE(me, Mesh *), ((me->flag & ME_DS_EXPAND)))
#define FILTER_LATTICE_OBJD(lt) (CHECK_TYPE_INLINE(lt, Lattice *), ((lt->flag & LT_DS_EXPAND)))
#define FILTER_SPK_OBJD(spk) (CHECK_TYPE_INLINE(spk, Speaker *), ((spk->flag & SPK_DS_EXPAND)))
/* Variable use expanders */
#define FILTER_NTREE_DATA(ntree) (CHECK_TYPE_INLINE(ntree, bNodeTree *), ((ntree->flag & NTREE_DS_EXPAND)))
#define FILTER_TEX_DATA(tex) (CHECK_TYPE_INLINE(tex, Tex *), ((tex->flag & TEX_DS_EXPAND)))
/* 'Sub-object/Action' channels (flags stored in Action) */
#define SEL_ACTC(actc) ((actc->flag & ACT_SELECTED))
#define EXPANDED_ACTC(actc) ((actc->flag & ACT_COLLAPSED) == 0)
/* 'Sub-AnimData' channels */
#define EXPANDED_DRVD(adt) ((adt->flag & ADT_DRIVERS_COLLAPSED) == 0)
/* Actions (also used for Dopesheet) */
/* Action Channel Group */
#define EDITABLE_AGRP(agrp) ((agrp->flag & AGRP_PROTECTED) == 0)
#define EXPANDED_AGRP(ac, agrp) \
( ((!(ac) || ((ac)->spacetype != SPACE_GRAPH)) && (agrp->flag & AGRP_EXPANDED)) || \
(( (ac) && ((ac)->spacetype == SPACE_GRAPH)) && (agrp->flag & AGRP_EXPANDED_G)) )
#define SEL_AGRP(agrp) ((agrp->flag & AGRP_SELECTED) || (agrp->flag & AGRP_ACTIVE))
/* F-Curve Channels */
#define EDITABLE_FCU(fcu) ((fcu->flag & FCURVE_PROTECTED) == 0)
#define SEL_FCU(fcu) (fcu->flag & FCURVE_SELECTED)
/* ShapeKey mode only */
#define EDITABLE_SHAPEKEY(kb) ((kb->flag & KEYBLOCK_LOCKED) == 0)
#define SEL_SHAPEKEY(kb) (kb->flag & KEYBLOCK_SEL)
/* Grease Pencil only */
/* Grease Pencil datablock settings */
#define EXPANDED_GPD(gpd) (gpd->flag & GP_DATA_EXPAND)
/* Grease Pencil Layer settings */
#define EDITABLE_GPL(gpl) ((gpl->flag & GP_LAYER_LOCKED) == 0)
#define SEL_GPL(gpl) (gpl->flag & GP_LAYER_SELECT)
/* Mask Only */
/* Grease Pencil datablock settings */
#define EXPANDED_MASK(mask) (mask->flag & MASK_ANIMF_EXPAND)
/* Grease Pencil Layer settings */
#define EDITABLE_MASK(masklay) ((masklay->flag & MASK_LAYERFLAG_LOCKED) == 0)
#define SEL_MASKLAY(masklay) (masklay->flag & SELECT)
/* NLA only */
#define SEL_NLT(nlt) (nlt->flag & NLATRACK_SELECTED)
#define EDITABLE_NLT(nlt) ((nlt->flag & NLATRACK_PROTECTED) == 0)
/* Movie clip only */
#define EXPANDED_MCLIP(clip) (clip->flag & MCLIP_DATA_EXPAND)
/* Palette only */
#define EXPANDED_PALETTE(palette) (palette->flag & PALETTE_DATA_EXPAND)
/* AnimData - NLA mostly... */
#define SEL_ANIMDATA(adt) (adt->flag & ADT_UI_SELECTED)
/* -------------- Channel Defines -------------- */
/* channel heights */
#define ACHANNEL_FIRST(ac) (-0.8f * (ac)->yscale_fac * U.widget_unit)
#define ACHANNEL_HEIGHT(ac) (0.8f * (ac)->yscale_fac * U.widget_unit)
#define ACHANNEL_HEIGHT_HALF(ac) (0.4f * (ac)->yscale_fac * U.widget_unit)
#define ACHANNEL_SKIP (0.1f * U.widget_unit)
#define ACHANNEL_STEP(ac) (ACHANNEL_HEIGHT(ac) + ACHANNEL_SKIP)
/* channel widths */
#define ACHANNEL_NAMEWIDTH (10 * U.widget_unit)
/* channel toggle-buttons */
#define ACHANNEL_BUTTON_WIDTH (0.8f * U.widget_unit)
/* -------------- NLA Channel Defines -------------- */
/* NLA channel heights */
#define NLACHANNEL_FIRST (-0.8f * U.widget_unit)
#define NLACHANNEL_HEIGHT(snla) ((snla && (snla->flag & SNLA_NOSTRIPCURVES)) ? (0.8f * U.widget_unit) : (1.2f * U.widget_unit))
#define NLACHANNEL_HEIGHT_HALF(snla) ((snla && (snla->flag & SNLA_NOSTRIPCURVES)) ? (0.4f * U.widget_unit) : (0.6f * U.widget_unit))
#define NLACHANNEL_SKIP (0.1f * U.widget_unit)
#define NLACHANNEL_STEP(snla) (NLACHANNEL_HEIGHT(snla) + NLACHANNEL_SKIP)
/* channel widths */
#define NLACHANNEL_NAMEWIDTH (10 * U.widget_unit)
/* channel toggle-buttons */
#define NLACHANNEL_BUTTON_WIDTH (0.8f * U.widget_unit)
/* ---------------- API -------------------- */
/* Obtain list of filtered Animation channels to operate on.
* Returns the number of channels in the list
*/
size_t ANIM_animdata_filter(bAnimContext *ac, ListBase *anim_data, eAnimFilter_Flags filter_mode, void *data, eAnimCont_Types datatype);
/* Obtain current anim-data context from Blender Context info.
* Returns whether the operation was successful.
*/
bool ANIM_animdata_get_context(const struct bContext *C, bAnimContext *ac);
/* Obtain current anim-data context (from Animation Editor) given
* that Blender Context info has already been set.
* Returns whether the operation was successful.
*/
bool ANIM_animdata_context_getdata(bAnimContext *ac);
/* Acts on bAnimListElem eAnim_Update_Flags */
void ANIM_animdata_update(bAnimContext *ac, ListBase *anim_data);
void ANIM_animdata_freelist(ListBase *anim_data);
/* ************************************************ */
/* ANIMATION CHANNELS LIST */
/* anim_channels_*.c */
/* ------------------------ Drawing TypeInfo -------------------------- */
/* role or level of animchannel in the hierarchy */
typedef enum eAnimChannel_Role {
/** datablock expander - a "composite" channel type */
ACHANNEL_ROLE_EXPANDER = -1,
/** special purposes - not generally for hierarchy processing */
ACHANNEL_ROLE_SPECIAL = 0,
/** data channel - a channel representing one of the actual building blocks of channels */
ACHANNEL_ROLE_CHANNEL = 1,
} eAnimChannel_Role;
/* flag-setting behavior */
typedef enum eAnimChannels_SetFlag {
/** turn off */
ACHANNEL_SETFLAG_CLEAR = 0,
/** turn on */
ACHANNEL_SETFLAG_ADD = 1,
/** on->off, off->on */
ACHANNEL_SETFLAG_INVERT = 2,
/** some on -> all off // all on */
ACHANNEL_SETFLAG_TOGGLE = 3,
} eAnimChannels_SetFlag;
/* types of settings for AnimChannels */
typedef enum eAnimChannel_Settings {
ACHANNEL_SETTING_SELECT = 0,
/** warning: for drawing UI's, need to check if this is off (maybe inverse this later) */
ACHANNEL_SETTING_PROTECT = 1,
ACHANNEL_SETTING_MUTE = 2,
ACHANNEL_SETTING_EXPAND = 3,
/** only for Graph Editor */
ACHANNEL_SETTING_VISIBLE = 4,
/** only for NLA Tracks */
ACHANNEL_SETTING_SOLO = 5,
/** only for NLA Actions */
ACHANNEL_SETTING_PINNED = 6,
ACHANNEL_SETTING_MOD_OFF = 7,
/** channel is pinned and always visible */
ACHANNEL_SETTING_ALWAYS_VISIBLE = 8,
} eAnimChannel_Settings;
/* Drawing, mouse handling, and flag setting behavior... */
typedef struct bAnimChannelType {
/* -- Type data -- */
/* name of the channel type, for debugging */
const char *channel_type_name;
/* "level" or role in hierarchy - for finding the active channel */
eAnimChannel_Role channel_role;
/* -- Drawing -- */
/* get RGB color that is used to draw the majority of the backdrop */
void (*get_backdrop_color)(bAnimContext *ac, bAnimListElem *ale, float r_color[3]);
/* draw backdrop strip for channel */
void (*draw_backdrop)(bAnimContext *ac, bAnimListElem *ale, float yminc, float ymaxc);
/* get depth of indention (relative to the depth channel is nested at) */
short (*get_indent_level)(bAnimContext *ac, bAnimListElem *ale);
/* get offset in pixels for the start of the channel (in addition to the indent depth) */
short (*get_offset)(bAnimContext *ac, bAnimListElem *ale);
/* get name (for channel lists) */
void (*name)(bAnimListElem *ale, char *name);
/* get RNA property+pointer for editing the name */
bool (*name_prop)(bAnimListElem *ale, struct PointerRNA *ptr, struct PropertyRNA **prop);
/* get icon (for channel lists) */
int (*icon)(bAnimListElem *ale);
/* -- Settings -- */
/* check if the given setting is valid in the current context */
bool (*has_setting)(bAnimContext *ac, bAnimListElem *ale, eAnimChannel_Settings setting);
/* get the flag used for this setting */
int (*setting_flag)(bAnimContext *ac, eAnimChannel_Settings setting, bool *neg);
/* get the pointer to int/short where data is stored,
* with type being sizeof(ptr_data) which should be fine for runtime use...
* - assume that setting has been checked to be valid for current context
*/
void *(*setting_ptr)(bAnimListElem *ale, eAnimChannel_Settings setting, short *type);
} bAnimChannelType;
/* ------------------------ Drawing API -------------------------- */
/* Get typeinfo for the given channel */
const bAnimChannelType *ANIM_channel_get_typeinfo(bAnimListElem *ale);
/* Print debugging info about a given channel */
void ANIM_channel_debug_print_info(bAnimListElem *ale, short indent_level);
/* Draw the given channel */
void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float ymaxc, size_t channel_index);
/* Draw the widgets for the given channel */
void ANIM_channel_draw_widgets(
const struct bContext *C,
bAnimContext *ac,
bAnimListElem *ale,
struct uiBlock *block,
rctf *rect,
size_t channel_index);
/* ------------------------ Editing API -------------------------- */
/* Check if some setting for a channel is enabled
* Returns: 1 = On, 0 = Off, -1 = Invalid
*
* - setting: eAnimChannel_Settings
*/
short ANIM_channel_setting_get(bAnimContext *ac, bAnimListElem *ale, eAnimChannel_Settings setting);
/* Change value of some setting for a channel
* - setting: eAnimChannel_Settings
* - mode: eAnimChannels_SetFlag
*/
void ANIM_channel_setting_set(bAnimContext *ac, bAnimListElem *ale, eAnimChannel_Settings setting, eAnimChannels_SetFlag mode);
/* Flush visibility (for Graph Editor) changes up/down hierarchy for changes in the given setting
* - anim_data: list of the all the anim channels that can be chosen
* -> filtered using ANIMFILTER_CHANNELS only, since if we took VISIBLE too,
* then the channels under closed expanders get ignored...
* - ale_setting: the anim channel (not in the anim_data list directly, though occurring there)
* with the new state of the setting that we want flushed up/down the hierarchy
* - setting: type of setting to set
* - on: whether the visibility setting has been enabled or disabled
*/
void ANIM_flush_setting_anim_channels(bAnimContext *ac, ListBase *anim_data, bAnimListElem *ale_setting, eAnimChannel_Settings setting, eAnimChannels_SetFlag mode);
/* Deselect all animation channels */
void ANIM_deselect_anim_channels(bAnimContext *ac, void *data, eAnimCont_Types datatype, bool test, eAnimChannels_SetFlag sel);
/* Set the 'active' channel of type channel_type, in the given action */
void ANIM_set_active_channel(bAnimContext *ac, void *data, eAnimCont_Types datatype, eAnimFilter_Flags filter, void *channel_data, eAnim_ChannelType channel_type);
/* Delete the F-Curve from the given AnimData block (if possible),
* as appropriate according to animation context */
void ANIM_fcurve_delete_from_animdata(bAnimContext *ac, struct AnimData *adt, struct FCurve *fcu);
/* ************************************************ */
/* DRAWING API */
/* anim_draw.c */
/* ---------- Current Frame Drawing ---------------- */
/* flags for Current Frame Drawing */
enum eAnimEditDraw_CurrentFrame {
/* plain time indicator with no special indicators */
DRAWCFRA_PLAIN = 0,
/* time indication in seconds or frames */
DRAWCFRA_UNIT_SECONDS = (1 << 0),
/* draw indicator extra wide (for timeline) */
DRAWCFRA_WIDE = (1 << 1),
};
/* main call to draw current-frame indicator in an Animation Editor */
void ANIM_draw_cfra(const struct bContext *C, struct View2D *v2d, short flag);
/* main call to draw "number box" in scrollbar for current frame indicator */
void ANIM_draw_cfra_number(const struct bContext *C, struct View2D *v2d, short flag);
/* ------------- Preview Range Drawing -------------- */
/* main call to draw preview range curtains */
void ANIM_draw_previewrange(const struct bContext *C, struct View2D *v2d, int end_frame_width);
/* -------------- Frame Range Drawing --------------- */
/* main call to draw normal frame range indicators */
void ANIM_draw_framerange(struct Scene *scene, struct View2D *v2d);
/* ************************************************* */
/* F-MODIFIER TOOLS */
/* ------------- UI Panel Drawing -------------- */
/* draw a given F-Modifier for some layout/UI-Block */
void ANIM_uiTemplate_fmodifier_draw(struct uiLayout *layout, struct ID *fcurve_owner_id,
ListBase *modifiers, struct FModifier *fcm);
/* ------------- Copy/Paste Buffer -------------- */
/* free the copy/paste buffer */
void ANIM_fmodifiers_copybuf_free(void);
/* copy the given F-Modifiers to the buffer, returning whether anything was copied or not
* assuming that the buffer has been cleared already with ANIM_fmodifiers_copybuf_free()
* - active: only copy the active modifier
*/
bool ANIM_fmodifiers_copy_to_buf(ListBase *modifiers, bool active);
/* 'Paste' the F-Modifier(s) from the buffer to the specified list
* - replace: free all the existing modifiers to leave only the pasted ones
*/
bool ANIM_fmodifiers_paste_from_buf(ListBase *modifiers, bool replace, struct FCurve *curve);
/* ************************************************* */
/* ASSORTED TOOLS */
/* ------------ Animation F-Curves <-> Icons/Names Mapping ------------ */
/* anim_ipo_utils.c */
/* Get icon + name for channel-list displays for F-Curve */
int getname_anim_fcurve(char *name, struct ID *id, struct FCurve *fcu);
/* Automatically determine a color for the nth F-Curve */
void getcolor_fcurve_rainbow(int cur, int tot, float out[3]);
/* ----------------- NLA Drawing ----------------------- */
/* NOTE: Technically, this is not in the animation module (it's in space_nla)
* but these are sometimes needed by various animation apis.
*/
/* Get color to use for NLA Action channel's background */
void nla_action_get_color(struct AnimData *adt, struct bAction *act, float color[4]);
/* ----------------- NLA-Mapping ----------------------- */
/* anim_draw.c */
/* Obtain the AnimData block providing NLA-scaling for the given channel if applicable */
struct AnimData *ANIM_nla_mapping_get(bAnimContext *ac, bAnimListElem *ale);
/* Apply/Unapply NLA mapping to all keyframes in the nominated F-Curve */
void ANIM_nla_mapping_apply_fcurve(struct AnimData *adt, struct FCurve *fcu, bool restore, bool only_keys);
/* ..... */
/* Perform auto-blending/extend refreshes after some operations */
// NOTE: defined in space_nla/nla_edit.c, not in animation/
void ED_nla_postop_refresh(bAnimContext *ac);
/* ------------- Unit Conversion Mappings ------------- */
/* anim_draw.c */
/* flags for conversion mapping */
typedef enum eAnimUnitConv_Flags {
/* restore to original internal values */
ANIM_UNITCONV_RESTORE = (1 << 0),
/* ignore handles (i.e. only touch main keyframes) */
ANIM_UNITCONV_ONLYKEYS = (1 << 1),
/* only touch selected BezTriples */
ANIM_UNITCONV_ONLYSEL = (1 << 2),
/* only touch selected vertices */
ANIM_UNITCONV_SELVERTS = (1 << 3),
ANIM_UNITCONV_SKIPKNOTS = (1 << 4),
/* Scale FCurve i a way it fits to -1..1 space */
ANIM_UNITCONV_NORMALIZE = (1 << 5),
/* Only when normalization is used: use scale factor from previous run,
* prevents curves from jumping all over the place when tweaking them.
*/
ANIM_UNITCONV_NORMALIZE_FREEZE = (1 << 6),
} eAnimUnitConv_Flags;
/* Normalization flags from Space Graph passing to ANIM_unit_mapping_get_factor */
short ANIM_get_normalization_flags(bAnimContext *ac);
/* Get unit conversion factor for given ID + F-Curve */
float ANIM_unit_mapping_get_factor(struct Scene *scene, struct ID *id, struct FCurve *fcu, short flag, float *r_offset);
/* ------------- Utility macros ----------------------- */
/* provide access to Keyframe Type info in BezTriple
* NOTE: this is so that we can change it from being stored in 'hide'
*/
#define BEZKEYTYPE(bezt) ((bezt)->hide)
/* set/clear/toggle macro
* - channel - channel with a 'flag' member that we're setting
* - smode - 0=clear, 1=set, 2=invert
* - sflag - bitflag to set
*/
#define ACHANNEL_SET_FLAG(channel, smode, sflag) \
{ \
if (smode == ACHANNEL_SETFLAG_INVERT) (channel)->flag ^= (sflag); \
else if (smode == ACHANNEL_SETFLAG_ADD) (channel)->flag |= (sflag); \
else (channel)->flag &= ~(sflag); \
}
/* set/clear/toggle macro, where the flag is negative
* - channel - channel with a 'flag' member that we're setting
* - smode - 0=clear, 1=set, 2=invert
* - sflag - bitflag to set
*/
#define ACHANNEL_SET_FLAG_NEG(channel, smode, sflag) \
{ \
if (smode == ACHANNEL_SETFLAG_INVERT) (channel)->flag ^= (sflag); \
else if (smode == ACHANNEL_SETFLAG_ADD) (channel)->flag &= ~(sflag); \
else (channel)->flag |= (sflag); \
}
/* --------- anim_deps.c, animation updates -------- */
void ANIM_id_update(struct Main *bmain, struct ID *id);
void ANIM_list_elem_update(struct Main *bmain, struct Scene *scene, bAnimListElem *ale);
/* data -> channels syncing */
void ANIM_sync_animchannels_to_data(const struct bContext *C);
void ANIM_center_frame(struct bContext *C, int smooth_viewtx);
/* ************************************************* */
/* OPERATORS */
/* generic animation channels */
void ED_operatortypes_animchannels(void);
void ED_keymap_animchannels(struct wmKeyConfig *keyconf);
/* generic time editing */
void ED_operatortypes_anim(void);
void ED_keymap_anim(struct wmKeyConfig *keyconf);
/* space_graph */
void ED_operatormacros_graph(void);
/* space_action */
void ED_operatormacros_action(void);
/* ************************************************ */
/* Animation Editor Exports */
/* XXX: Should we be doing these here, or at all? */
/* Action Editor - Action Management */
struct AnimData *ED_actedit_animdata_from_context(struct bContext *C);
void ED_animedit_unlink_action(struct bContext *C, struct ID *id,
struct AnimData *adt, struct bAction *act,
struct ReportList *reports, bool force_delete);
/* Drivers Editor - Utility to set up UI correctly */
void ED_drivers_editor_init(struct bContext *C, struct ScrArea *sa);
/* ************************************************ */
#endif /* __ED_ANIM_API_H__ */
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