Action Editor - Part 2 of Code Cleanups

Nothing much to see here... there's still a few things to recode a bit nicer...
This commit is contained in:
Joshua Leung 2009-04-10 12:06:31 +00:00
parent 487561882d
commit be8b7ead51
4 changed files with 98 additions and 65 deletions

@ -449,8 +449,6 @@ void ob_to_keylist(Object *ob, ListBase *keys, ListBase *blocks, ActKeysInc *aki
/* get filterflag */
if (ads)
filterflag= ads->filterflag;
else if ((aki) && (aki->actmode == -1)) /* only set like this by NLA */
filterflag= ADS_FILTER_NLADUMMY;
else
filterflag= 0;

@ -36,12 +36,12 @@
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_key_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "BKE_action.h"
#include "BKE_fcurve.h"
@ -71,7 +71,7 @@
*/
/* ************************************************************************** */
/* IPO Editing Loops - Exposed API */
/* Keyframe Editing Loops - Exposed API */
/* --------------------------- Base Functions ------------------------------------ */
@ -121,14 +121,14 @@ short ANIM_fcurve_keys_bezier_loop(BeztEditData *bed, FCurve *fcu, BeztEditFunc
return 0;
}
/* -------------------------------- Further Abstracted ----------------------------- */
/* -------------------------------- Further Abstracted (Not Exposed Directly) ----------------------------- */
/* This function is used to loop over the keyframe data in an Action Group */
static short agrp_keys_bezier_loop(BeztEditData *bed, bActionGroup *agrp, BeztEditFunc bezt_ok, BeztEditFunc bezt_cb, FcuEditFunc fcu_cb)
{
FCurve *fcu;
/* only iterate over the action-channels and their sub-channels that are in this group */
/* only iterate over the F-Curves that are in this group */
for (fcu= agrp->channels.first; fcu && fcu->grp==agrp; fcu= fcu->next) {
if (ANIM_fcurve_keys_bezier_loop(bed, fcu, bezt_ok, bezt_cb, fcu_cb))
return 1;
@ -144,17 +144,73 @@ static short act_keys_bezier_loop(BeztEditData *bed, bAction *act, BeztEditFunc
/* just loop through all F-Curves */
for (fcu= act->curves.first; fcu; fcu= fcu->next) {
ANIM_fcurve_keys_bezier_loop(bed, fcu, bezt_ok, bezt_cb, fcu_cb);
if (ANIM_fcurve_keys_bezier_loop(bed, fcu, bezt_ok, bezt_cb, fcu_cb))
return 1;
}
return 0;
}
/* This function is used to loop over the keyframe data of an AnimData block */
static short adt_keys_bezier_loop(BeztEditData *bed, AnimData *adt, BeztEditFunc bezt_ok, BeztEditFunc bezt_cb, FcuEditFunc fcu_cb, int filterflag)
{
/* drivers or actions? */
if (filterflag & ADS_FILTER_ONLYDRIVERS) {
FCurve *fcu;
/* just loop through all F-Curves acting as Drivers */
for (fcu= adt->drivers.first; fcu; fcu= fcu->next) {
if (ANIM_fcurve_keys_bezier_loop(bed, fcu, bezt_ok, bezt_cb, fcu_cb))
return 1;
}
}
else if (adt->action) {
/* call the function for actions */
if (act_keys_bezier_loop(bed, adt->action, bezt_ok, bezt_cb, fcu_cb))
return 1;
}
return 0;
}
/* This function is used to loop over the keyframe data in an Object */
static short ob_keys_bezier_loop(BeztEditData *bed, Object *ob, BeztEditFunc bezt_ok, BeztEditFunc bezt_cb, FcuEditFunc fcu_cb, int filterflag)
{
Key *key= ob_get_key(ob);
/* firstly, Object's own AnimData */
if (ob->adt)
adt_keys_bezier_loop(bed, ob->adt, bezt_ok, bezt_cb, fcu_cb, filterflag);
/* shapekeys */
if ((key && key->adt) && !(filterflag & ADS_FILTER_NOSHAPEKEYS))
adt_keys_bezier_loop(bed, key->adt, bezt_ok, bezt_cb, fcu_cb, filterflag);
// FIXME: add materials, etc. (but drawing code doesn't do it yet too! :)
return 0;
}
/* This function is used to loop over the keyframe data in a Scene */
static short scene_keys_bezier_loop(BeztEditData *bed, Scene *sce, BeztEditFunc bezt_ok, BeztEditFunc bezt_cb, FcuEditFunc fcu_cb, int filterflag)
{
World *wo= sce->world;
/* Scene's own animation */
if (sce->adt)
adt_keys_bezier_loop(bed, sce->adt, bezt_ok, bezt_cb, fcu_cb, filterflag);
/* World */
if (wo && wo->adt)
adt_keys_bezier_loop(bed, wo->adt, bezt_ok, bezt_cb, fcu_cb, filterflag);
return 0;
}
/* --- */
/* This function is used to apply operation to all keyframes, regardless of the type */
short ANIM_animchannel_keys_bezier_loop(BeztEditData *bed, bAnimListElem *ale, BeztEditFunc bezt_ok, BeztEditFunc bezt_cb, FcuEditFunc fcu_cb)
short ANIM_animchannel_keys_bezier_loop(BeztEditData *bed, bAnimListElem *ale, BeztEditFunc bezt_ok, BeztEditFunc bezt_cb, FcuEditFunc fcu_cb, int filterflag)
{
/* sanity checks */
if (ale == NULL)
@ -173,6 +229,11 @@ short ANIM_animchannel_keys_bezier_loop(BeztEditData *bed, bAnimListElem *ale, B
return agrp_keys_bezier_loop(bed, (bActionGroup *)ale->data, bezt_ok, bezt_cb, fcu_cb);
case ALE_ACT: /* action */
return act_keys_bezier_loop(bed, (bAction *)ale->data, bezt_ok, bezt_cb, fcu_cb);
case ALE_OB: /* object */
return ob_keys_bezier_loop(bed, (Object *)ale->data, bezt_ok, bezt_cb, fcu_cb, filterflag);
case ALE_SCE: /* scene */
return scene_keys_bezier_loop(bed, (Scene *)ale->data, bezt_ok, bezt_cb, fcu_cb, filterflag);
}
return 0;

@ -30,6 +30,7 @@
#define ED_KEYFRAMES_EDIT_H
struct bAnimContext;
struct bAnimListElem;
struct FCurve;
struct BezTriple;
struct Scene;
@ -107,7 +108,13 @@ typedef short (*BeztEditFunc)(BeztEditData *bed, struct BezTriple *bezt);
/* ---------------- Looping API --------------------- */
/* functions for looping over keyframes */
short ANIM_fcurve_keys_bezier_loop(BeztEditData *bed, struct FCurve *Fcu, BeztEditFunc bezt_ok, BeztEditFunc bezt_cb, FcuEditFunc fcu_cb);
/* function for working with F-Curve data only (i.e. when filters have been chosen to explicitly use this) */
short ANIM_fcurve_keys_bezier_loop(BeztEditData *bed, struct FCurve *fcu, BeztEditFunc bezt_ok, BeztEditFunc bezt_cb, FcuEditFunc fcu_cb);
/* function for working with any type (i.e. one of the known types) of animation channel
* - filterflag is bDopeSheet->flag (DOPESHEET_FILTERFLAG)
*/
short ANIM_animchannel_keys_bezier_loop(BeztEditData *bed, struct bAnimListElem *ale, BeztEditFunc bezt_ok, BeztEditFunc bezt_cb, FcuEditFunc fcu_cb, int filterflag);
/* functions for making sure all keyframes are in good order */
void ANIM_editkeyframes_refresh(struct bAnimContext *ac);

@ -88,7 +88,6 @@
/* used only by mouse_action. It is used to find the location of the nearest
* keyframe to where the mouse clicked,
*/
// XXX port this to new listview code...
// XXX just merge this into the existing code!
static void *get_nearest_action_key (bAnimContext *ac, int mval[2], float *selx, short *sel, short *ret_type, bActionGroup **par)
{
@ -129,8 +128,7 @@ static void *get_nearest_action_key (bAnimContext *ac, int mval[2], float *selx,
BLI_freelistN(&anim_data);
return NULL;
}
{
else {
/* found match - must return here... */
Object *nob= ANIM_nla_mapping_get(ac, ale);
ActKeysInc *aki= init_aki_data(ac, ale);
@ -779,8 +777,8 @@ static void mouse_action_keys (bAnimContext *ac, int mval[2], short selectmode)
BeztEditData bed;
BeztEditFunc select_cb, ok_cb;
void *anim_channel;
short sel, chan_type = 0;
float selx = 0.0f, selxa;
short sel, chan_type = 0, key_type = 0;
float selx = 0.0f;
/* determine what type of data we are operating on */
if (ac->datatype == ANIMCONT_ACTION)
@ -798,9 +796,11 @@ static void mouse_action_keys (bAnimContext *ac, int mval[2], short selectmode)
switch (chan_type) {
case ANIMTYPE_FCURVE:
fcu= (FCurve *)anim_channel;
key_type= ALE_FCURVE;
break;
case ANIMTYPE_GROUP:
agrp= (bActionGroup *)anim_channel;
key_type= ALE_GROUP;
break;
#if 0 // XXX fixme
case ANIMTYPE_DSMAT:
@ -821,12 +821,15 @@ static void mouse_action_keys (bAnimContext *ac, int mval[2], short selectmode)
#endif // XXX fixme
case ANIMTYPE_FILLACTD:
act= (bAction *)anim_channel;
key_type= ALE_ACT;
break;
case ANIMTYPE_OBJECT:
ob= ((Base *)anim_channel)->object;
key_type= ALE_OB;
break;
case ANIMTYPE_SCENE:
sce= (Scene *)anim_channel;
key_type= ALE_SCE;
break;
case ANIMTYPE_GPLAYER:
gpl= (bGPDlayer *)anim_channel;
@ -874,58 +877,22 @@ static void mouse_action_keys (bAnimContext *ac, int mval[2], short selectmode)
/* apply selection to keyframes */
// XXX use more generic code looper for this stuff...
if (fcu)
ANIM_fcurve_keys_bezier_loop(&bed, fcu, ok_cb, select_cb, NULL);
else if (agrp) {
for (fcu= agrp->channels.first; fcu && fcu->grp==agrp; fcu= fcu->next)
ANIM_fcurve_keys_bezier_loop(&bed, fcu, ok_cb, select_cb, NULL);
if (gpl) {
/* grease pencil */
//select_gpencil_frame(gpl, (int)selx, selectmode);
}
else if (act) {
for (fcu= act->curves.first; fcu; fcu= fcu->next)
ANIM_fcurve_keys_bezier_loop(&bed, fcu, ok_cb, select_cb, NULL);
else {
bAnimListElem ale = {0};
/* initialise just a few vars that the callback will use... */
// FIXME: this method is a mess anyways... it needs a recode
ale.datatype= key_type;
ale.key_data= anim_channel;
ale.data= anim_channel;
/* loop over all the relevant channels */
ANIM_animchannel_keys_bezier_loop(&bed, &ale, ok_cb, select_cb, NULL, ((ads) ? (ads->filterflag) : (0)));
}
else if (ob) {
AnimData *adt;
/* Object's own animation */
if (ob->adt && ob->adt->action) {
adt= ob->adt;
act= adt->action;
selxa= get_action_frame(ob, selx); // xxx
bed.f1= selxa;
for (fcu= act->curves.first; fcu; fcu= fcu->next)
ANIM_fcurve_keys_bezier_loop(&bed, fcu, ok_cb, select_cb, NULL);
}
/* 'Sub-Object' animation data */
// TODO...
}
else if (sce) {
World *wo= sce->world;
AnimData *adt;
/* Scene's own animation */
if (sce->adt && sce->adt->action) {
adt= sce->adt;
act= adt->action;
for (fcu= act->curves.first; fcu; fcu= fcu->next)
ANIM_fcurve_keys_bezier_loop(&bed, fcu, ok_cb, select_cb, NULL);
}
/* World */
if (wo && wo->adt && wo->adt->action) {
adt= wo->adt;
act= adt->action;
for (fcu= act->curves.first; fcu; fcu= fcu->next)
ANIM_fcurve_keys_bezier_loop(&bed, fcu, ok_cb, select_cb, NULL);
}
}
//else if (gpl)
// select_gpencil_frame(gpl, (int)selx, selectmode);
}
/* Option 2) Selects all the keyframes on either side of the current frame (depends on which side the mouse is on) */