tornavis/source/blender/editors/include/ED_anim_api.hh

1125 lines
36 KiB
C++

/* SPDX-FileCopyrightText: 2008 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*/
#pragma once
#include "BLI_sys_types.h"
#include "BLI_utildefines.h"
struct AnimData;
struct Depsgraph;
struct ID;
struct ListBase;
struct ARegion;
struct ARegionType;
struct FModifier;
struct Main;
struct NlaStrip;
struct NlaTrack;
struct PanelType;
struct ReportList;
struct ScrArea;
struct SpaceLink;
struct View2D;
struct ViewLayer;
struct rctf;
struct bContext;
struct wmKeyConfig;
struct Object;
struct Scene;
struct bDopeSheet;
struct FCurve;
struct FModifier;
struct bAction;
struct uiBlock;
struct PointerRNA;
struct PropertyRNA;
/* ************************************************ */
/* ANIMATION CHANNEL FILTERING */
/* `anim_filter.cc` */
/* -------------------------------------------------------------------- */
/** \name Context
* \{ */
/**
* This struct defines a structure used for animation-specific
* 'context' information.
*/
struct bAnimContext {
/** data to be filtered for use in animation editor */
void *data;
/** type of data eAnimCont_Types */
short datatype;
/** editor->mode */
short mode;
/** area->spacetype */
short spacetype;
/** active region -> type (channels or main) */
short regiontype;
/** editor host */
ScrArea *area;
/** editor data */
SpaceLink *sl;
/** region within editor */
ARegion *region;
/** dopesheet data for editor (or which is being used) */
bDopeSheet *ads;
/** Current Main */
Main *bmain;
/** active scene */
Scene *scene;
/** active scene layer */
ViewLayer *view_layer;
/** active dependency graph */
Depsgraph *depsgraph;
/** active object */
Object *obact;
/** active set of markers */
ListBase *markers;
/** pointer to current reports list */
ReportList *reports;
};
/** Main Data container types. */
enum eAnimCont_Types {
/** Invalid or no data. */
ANIMCONT_NONE = 0,
/** Action (#bAction). */
ANIMCONT_ACTION = 1,
/** Shape-key (#Key). */
ANIMCONT_SHAPEKEY = 2,
/** Grease pencil (screen). */
ANIMCONT_GPENCIL = 3,
/** Dope-sheet (#bDopesheet). */
ANIMCONT_DOPESHEET = 4,
/** Animation F-Curves (#bDopesheet). */
ANIMCONT_FCURVES = 5,
/** Drivers (#bDopesheet). */
ANIMCONT_DRIVERS = 6,
/** NLA (#bDopesheet). */
ANIMCONT_NLA = 7,
/** Animation channel (#bAnimListElem). */
ANIMCONT_CHANNEL = 8,
/** Mask dope-sheet. */
ANIMCONT_MASK = 9,
/** "timeline" editor (#bDopeSheet). */
ANIMCONT_TIMELINE = 10,
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Channels
* \{ */
/**
* This struct defines a structure used for quick and uniform access for
* channels of animation data.
*/
struct bAnimListElem {
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 */
ID *id;
/** source of the animation data attached to ID block (for convenience) */
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: 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.
*/
ID *fcurve_owner_id;
/**
* for per-element F-Curves
* (e.g. NLA Control Curves), the element that this represents (e.g. NlaStrip) */
void *owner;
};
/**
* 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.
*/
enum eAnim_ChannelType {
ANIMTYPE_NONE = 0,
ANIMTYPE_ANIMDATA,
ANIMTYPE_SPECIALDATA__UNUSED,
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_DSHAIR,
ANIMTYPE_DSPOINTCLOUD,
ANIMTYPE_DSVOLUME,
ANIMTYPE_SHAPEKEY,
ANIMTYPE_GPDATABLOCK,
ANIMTYPE_GPLAYER,
ANIMTYPE_GREASE_PENCIL_DATABLOCK,
ANIMTYPE_GREASE_PENCIL_LAYER_GROUP,
ANIMTYPE_GREASE_PENCIL_LAYER,
ANIMTYPE_MASKDATABLOCK,
ANIMTYPE_MASKLAYER,
ANIMTYPE_NLATRACK,
ANIMTYPE_NLAACTION,
ANIMTYPE_PALETTE,
/* always as last item, the total number of channel types... */
ANIMTYPE_NUM_TYPES,
};
/** Types of keyframe data in #bAnimListElem. */
enum eAnim_KeyType {
ALE_NONE = 0, /* no keyframe data */
ALE_FCURVE, /* F-Curve */
ALE_GPFRAME, /* Grease Pencil Frames (Legacy) */
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 */
ALE_GREASE_PENCIL_CEL, /* Grease Pencil Cels. */
ALE_GREASE_PENCIL_DATA, /* Grease Pencil Cels summary. */
ALE_GREASE_PENCIL_GROUP, /* Grease Pencil Layer Groups. */
};
/**
* 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()
*/
enum eAnim_Update_Flags {
/** Referenced data and dependencies get refreshed. */
ANIM_UPDATE_DEPS = (1 << 0),
/** Keyframes need to be sorted. */
ANIM_UPDATE_ORDER = (1 << 1),
/** Recalculate handles. */
ANIM_UPDATE_HANDLES = (1 << 2),
};
/* 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)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Filtering
* \{ */
/* filtering flags - under what circumstances should a channel be returned */
enum eAnimFilter_Flags {
/**
* Data which channel represents is fits the dope-sheet 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 specialty) */
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.
*
* \note 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),
/** avoid channel that does not have any F-curve data */
ANIMFILTER_FCURVESONLY = (1 << 12),
/** for checking if we should keep some collapsed channel around (internal use only!) */
ANIMFILTER_TMP_PEEK = (1 << 30),
/** Ignore ONLYSEL flag from #bDopeSheet.filterflag (internal use only!) */
ANIMFILTER_TMP_IGNORE_ONLYSEL = (1u << 31),
};
ENUM_OPERATORS(eAnimFilter_Flags, ANIMFILTER_TMP_IGNORE_ONLYSEL);
/** \} */
/* -------------------------------------------------------------------- */
/** \name 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)))
#define FILTER_CURVES_OBJD(ha) (CHECK_TYPE_INLINE(ha, Curves *), ((ha->flag & HA_DS_EXPAND)))
#define FILTER_POINTS_OBJD(pt) (CHECK_TYPE_INLINE(pt, PointCloud *), ((pt->flag & PT_DS_EXPAND)))
#define FILTER_VOLUME_OBJD(vo) (CHECK_TYPE_INLINE(vo, Volume *), ((vo->flag & VO_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 data-block 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 data-block 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)
/** \} */
/* -------------------------------------------------------------------- */
/** \name NLA Track Defines
* \{ */
/** NLA track heights */
#define NLATRACK_FIRST_TOP(ac) \
(UI_view2d_scale_get_y(&(ac)->region->v2d) * -UI_TIME_SCRUB_MARGIN_Y - NLATRACK_SKIP)
#define NLATRACK_HEIGHT(snla) \
(((snla) && ((snla)->flag & SNLA_NOSTRIPCURVES)) ? (0.8f * U.widget_unit) : \
(1.2f * U.widget_unit))
#define NLATRACK_SKIP (0.1f * U.widget_unit)
#define NLATRACK_STEP(snla) (NLATRACK_HEIGHT(snla) + NLATRACK_SKIP)
/** Additional offset to give some room at the end. */
#define NLATRACK_TOT_HEIGHT(ac, item_amount) \
(-NLATRACK_FIRST_TOP(ac) + NLATRACK_STEP(((SpaceNla *)(ac)->sl)) * (item_amount + 1))
/** Track widths */
#define NLATRACK_NAMEWIDTH (10 * U.widget_unit)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Public API
* \{ */
/**
* This function filters the active data source to leave only animation channels suitable for
* usage by the caller. It will return the length of the list
*
* \param anim_data: Is a pointer to a #ListBase,
* to which the filtered animation channels will be placed for use.
* \param filter_mode: how should the data be filtered - bit-mapping accessed flags.
*/
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
* - AnimContext to write to is provided as pointer to var on stack so that we don't have
* allocation/freeing costs (which are not that avoidable with channels).
* - Clears data and sets the information from Blender Context which is useful
* \return whether the operation was successful.
*/
bool ANIM_animdata_get_context(const bContext *C, bAnimContext *ac);
/**
* Obtain current anim-data context,
* given that context info from Blender context has already been set:
* - AnimContext to write to is provided as pointer to var on stack so that we don't have
* allocation/freeing costs (which are not that avoidable with channels).
* \return whether the operation was successful.
*
* \note This may also update the space data. For example, `SpaceAction::action`
* is set to the currently active object's Action.
*/
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);
/**
* Check if the given animation container can contain grease pencil layer keyframes.
*/
bool ANIM_animdata_can_have_greasepencil(const eAnimCont_Types type);
/* ************************************************ */
/* ANIMATION CHANNELS LIST */
/* anim_channels_*.c */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Drawing TypeInfo
* \{ */
/** Role or level of anim-channel in the hierarchy. */
enum eAnimChannel_Role {
/** datablock expander - a "composite" channel type */
ACHANNEL_ROLE_EXPANDER = -1,
/** special purposes - not generally for hierarchy processing */
/* ACHANNEL_ROLE_SPECIAL = 0, */ /* UNUSED */
/** data channel - a channel representing one of the actual building blocks of channels */
ACHANNEL_ROLE_CHANNEL = 1,
};
/* flag-setting behavior */
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,
/** Turn off, keep active flag. */
ACHANNEL_SETFLAG_EXTEND_RANGE = 4,
};
/* types of settings for AnimChannels */
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,
};
/** Drawing, mouse handling, and flag setting behavior. */
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]);
/** Get RGB color that represents this channel.
* \return true when r_color was updated, false when there is no color for this channel.
*/
bool (*get_channel_color)(const bAnimListElem *ale, uint8_t r_color[3]);
/** Draw backdrop strip for channel. */
void (*draw_backdrop)(bAnimContext *ac, bAnimListElem *ale, float yminc, float ymaxc);
/** Get depth of indentation (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, PointerRNA *r_ptr, PropertyRNA **r_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 *r_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 *r_type);
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Channel dimensions API
* \{ */
float ANIM_UI_get_keyframe_scale_factor();
float ANIM_UI_get_channel_height();
float ANIM_UI_get_channel_skip();
float ANIM_UI_get_first_channel_top(View2D *v2d);
float ANIM_UI_get_channel_step();
float ANIM_UI_get_channels_total_height(View2D *v2d, int item_count);
float ANIM_UI_get_channel_name_width();
float ANIM_UI_get_channel_button_width();
/** \} */
/* -------------------------------------------------------------------- */
/** \name Drawing API
* \{ */
/**
* Get type info from given channel type.
*/
const bAnimChannelType *ANIM_channel_get_typeinfo(bAnimListElem *ale);
/**
* Print debug info string for the given channel.
*/
void ANIM_channel_debug_print_info(bAnimListElem *ale, short indent_level);
/**
* Retrieves the Action associated with this animation channel.
*/
bAction *ANIM_channel_action_get(const bAnimListElem *ale);
/**
* Draw the given channel.
*/
void ANIM_channel_draw(
bAnimContext *ac, bAnimListElem *ale, float yminc, float ymaxc, size_t channel_index);
/**
* Draw UI widgets the given channel.
*/
void ANIM_channel_draw_widgets(const bContext *C,
bAnimContext *ac,
bAnimListElem *ale,
uiBlock *block,
rctf *rect,
size_t channel_index);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Editing API
* \{ */
/**
* Check if some setting for a channel is enabled
* Returns: 1 = On, 0 = Off, -1 = Invalid.
*/
short ANIM_channel_setting_get(bAnimContext *ac,
bAnimListElem *ale,
eAnimChannel_Settings setting);
/**
* Change value of some setting for a channel.
*/
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);
void ANIM_frame_channel_y_extents(bContext *C, bAnimContext *ac);
/**
* Set selection state of all animation channels in the context.
*/
void ANIM_anim_channels_select_set(bAnimContext *ac, eAnimChannels_SetFlag sel);
/**
* Toggle selection state of all animation channels in the context.
*/
void ANIM_anim_channels_select_toggle(bAnimContext *ac);
/**
* Set the given animation-channel as the active one for the active context.
*/
void ANIM_set_active_channel(bAnimContext *ac,
void *data,
eAnimCont_Types datatype,
eAnimFilter_Flags filter,
void *channel_data,
eAnim_ChannelType channel_type);
/**
* Return whether channel is active.
*/
bool ANIM_is_active_channel(bAnimListElem *ale);
/* ************************************************ */
/* DRAWING API */
/* `anim_draw.cc` */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Current Frame Drawing
*
* Main call to draw current-frame indicator in an Animation Editor.
* \{ */
/* flags for Current Frame Drawing */
enum eAnimEditDraw_CurrentFrame {
/** Plain time indicator with no special indicators. */
/* DRAWCFRA_PLAIN = 0, */ /* UNUSED */
/** Time indication in seconds or frames. */
DRAWCFRA_UNIT_SECONDS = (1 << 0),
/** Draw indicator extra wide (for timeline). */
DRAWCFRA_WIDE = (1 << 1),
};
/**
* General call for drawing current frame indicator in animation editor.
*/
void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Preview Range Drawing
*
* Main call to draw preview range curtains.
* \{ */
/**
* Draw preview range 'curtains' for highlighting where the animation data is.
*/
void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Frame Range Drawing
*
* Main call to draw normal frame range indicators.
* \{ */
/**
* Draw frame range guides (for scene frame range) in background.
*
* TODO: Should we still show these when preview range is enabled?
*/
void ANIM_draw_framerange(Scene *scene, View2D *v2d);
/**
* Draw manually set intended playback frame range guides for the action in the background.
* Allows specifying a subset of the Y range of the view.
*/
void ANIM_draw_action_framerange(
AnimData *adt, bAction *action, View2D *v2d, float ymin, float ymax);
/* ************************************************* */
/* F-MODIFIER TOOLS */
/** \} */
/* -------------------------------------------------------------------- */
/** \name UI Panel Drawing
* \{ */
bool ANIM_nla_context_track_ptr(const bContext *C, PointerRNA *r_ptr);
bool ANIM_nla_context_strip_ptr(const bContext *C, PointerRNA *r_ptr);
NlaTrack *ANIM_nla_context_track(const bContext *C);
NlaStrip *ANIM_nla_context_strip(const bContext *C);
FCurve *ANIM_graph_context_fcurve(const bContext *C);
/** Needed for abstraction between the graph editor and the NLA editor. */
using PanelTypePollFn = bool (*)(const bContext *C, PanelType *pt);
/** Avoid including `UI_interface.hh` here. */
using uiListPanelIDFromDataFunc = void (*)(void *data_link, char *r_idname);
/**
* Checks if the panels match the active strip / curve, rebuilds them if they don't.
*/
void ANIM_fmodifier_panels(const bContext *C,
ID *owner_id,
ListBase *fmodifiers,
uiListPanelIDFromDataFunc panel_id_fn);
void ANIM_modifier_panels_register_graph_and_NLA(ARegionType *region_type,
const char *modifier_panel_prefix,
PanelTypePollFn poll_function);
void ANIM_modifier_panels_register_graph_only(ARegionType *region_type,
const char *modifier_panel_prefix,
PanelTypePollFn poll_function);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Copy/Paste Buffer
* \{ */
/**
* Free the copy/paste buffer.
*/
void ANIM_fmodifiers_copybuf_free();
/**
* 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()
* \param 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
* \param replace: Free all the existing modifiers to leave only the pasted ones.
*/
bool ANIM_fmodifiers_paste_from_buf(ListBase *modifiers, bool replace, FCurve *curve);
/* ************************************************* */
/* ASSORTED TOOLS */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Animation F-Curves <-> Icons/Names Mapping
* \{ */
/* `anim_ipo_utils.cc` */
/**
* Get icon + name for channel-list displays for F-Curve.
*
* Write into "name" buffer, the name of the property
* (retrieved using RNA from the curve's settings),
* and return the icon used for the struct that this property refers to
*
* \warning name buffer we're writing to cannot exceed 256 chars
* (check anim_channels_defines.cc for details).
*/
int getname_anim_fcurve(char *name, ID *id, FCurve *fcu);
/**
* Automatically determine a color for the nth F-Curve.
*/
void getcolor_fcurve_rainbow(int cur, int tot, float out[3]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name NLA Drawing
*
* \note Technically, this is not in the animation module (it's in space_nla)
* but these are sometimes needed by various animation API's.
* \{ */
/**
* Get color to use for NLA Action channel's background.
* \note color returned includes fine-tuned alpha!
*/
void nla_action_get_color(AnimData *adt, bAction *act, float color[4]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name NLA-Mapping
* \{ */
/* `anim_draw.cc` */
/**
* Obtain the AnimData block providing NLA-mapping for the given channel (if applicable).
*
* TODO: do not supply return this if the animdata tells us that there is no mapping to perform.
*/
AnimData *ANIM_nla_mapping_get(bAnimContext *ac, bAnimListElem *ale);
/**
* Apply/Unapply NLA mapping to all keyframes in the nominated F-Curve
* \param restore: Whether to map points back to non-mapped time.
* \param only_keys: Whether to only adjust the location of the center point of beztriples.
*/
void ANIM_nla_mapping_apply_fcurve(AnimData *adt, FCurve *fcu, bool restore, bool only_keys);
/* ..... */
/**
* Perform validation & auto-blending/extend refreshes after some operations
* \note defined in `space_nla/nla_edit.cc`, not in `animation/`.
*/
void ED_nla_postop_refresh(bAnimContext *ac);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Unit Conversion Mappings
* \{ */
/* `anim_draw.cc` */
/** Flags for conversion mapping. */
enum eAnimUnitConv_Flags {
ANIM_UNITCONV_NONE = 0,
/** 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), */ /* UNUSED */
/** 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),
};
/**
* Get flags used for normalization in ANIM_unit_mapping_get_factor.
*/
short ANIM_get_normalization_flags(SpaceLink *space_link);
/**
* Get unit conversion factor for given ID + F-Curve.
*/
float ANIM_unit_mapping_get_factor(Scene *scene, ID *id, FCurve *fcu, short flag, float *r_offset);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utility macros
* \{ */
/**
* Set/Clear/Toggle macro.
* \param channel: Channel with a 'flag' member that we're setting.
* \param smode: 0=clear, 1=set, 2=invert.
* \param sflag: bit-flag 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); \
} \
} \
((void)0)
/**
* Set/Clear/Toggle macro, where the flag is negative.
* \param channel: channel with a 'flag' member that we're setting.
* \param smode: 0=clear, 1=set, 2=invert.
* \param sflag: Bit-flag 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); \
} \
} \
((void)0)
/** \} */
/* `anim_deps.cc` */
/* -------------------------------------------------------------------- */
/** \name Animation Updates
* \{ */
/**
* Tags the given ID block for refreshes (if applicable) due to Animation Editor editing.
*/
void ANIM_id_update(Main *bmain, ID *id);
/**
* Tags the given anim list element for refreshes (if applicable) due to Animation Editor editing.
*/
void ANIM_list_elem_update(Main *bmain, Scene *scene, bAnimListElem *ale);
/* data -> channels syncing */
/**
* Main call to be exported to animation editors.
*/
void ANIM_sync_animchannels_to_data(const bContext *C);
void ANIM_center_frame(bContext *C, int smooth_viewtx);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Operators
* \{ */
/* generic animation channels */
void ED_operatortypes_animchannels();
void ED_keymap_animchannels(wmKeyConfig *keyconf);
/* generic time editing */
void ED_operatortypes_anim();
void ED_keymap_anim(wmKeyConfig *keyconf);
/* space_graph */
void ED_operatormacros_graph();
/* space_action */
void ED_operatormacros_action();
/* space_nla */
void ED_operatormacros_nla();
/** \} */
/* -------------------------------------------------------------------- */
/** \name Animation Editor Exports
* \{ */
/* XXX: Should we be doing these here, or at all? */
/**
* Action Editor - Action Management.
* Helper function to find the active AnimData block from the Action Editor context.
*/
AnimData *ED_actedit_animdata_from_context(const bContext *C, ID **r_adt_id_owner);
void ED_animedit_unlink_action(
bContext *C, ID *id, AnimData *adt, bAction *act, ReportList *reports, bool force_delete);
/**
* Set up UI configuration for Drivers Editor
* (drivers editor window) and RNA (mode switching).
* \note Currently called from window-manager.
*/
void ED_drivers_editor_init(bContext *C, ScrArea *area);
/* ************************************************ */
enum eAnimvizCalcRange {
/** Update motion paths at the current frame only. */
ANIMVIZ_CALC_RANGE_CURRENT_FRAME,
/** Try to limit updates to a close neighborhood of the current frame. */
ANIMVIZ_CALC_RANGE_CHANGED,
/** Update an entire range of the motion paths. */
ANIMVIZ_CALC_RANGE_FULL,
};
Depsgraph *animviz_depsgraph_build(Main *bmain,
Scene *scene,
ViewLayer *view_layer,
ListBase *targets);
void animviz_calc_motionpaths(Depsgraph *depsgraph,
Main *bmain,
Scene *scene,
ListBase *targets,
eAnimvizCalcRange range,
bool restore);
/**
* Update motion path computation range (in `ob.avs` or `armature.avs`) from user choice in
* `ob.avs.path_range` or `arm.avs.path_range`, depending on active user mode.
*
* \param ob: Object to compute range for (must be provided)
* \param scene: Used when scene range is chosen.
*/
void animviz_motionpath_compute_range(Object *ob, Scene *scene);
/**
* Get list of motion paths to be baked for the given object.
* - assumes the given list is ready to be used.
*/
void animviz_get_object_motionpaths(Object *ob, ListBase *targets);
/** \} */