Animation Editors - Durian Request - Selection Syncing:

This commit brings back the functionality whereby the selection of F-Curves and/or relevant Group(s) is synced with the selection status of the corresponding bones when the bones are selected/deselected.
This commit is contained in:
Joshua Leung 2009-12-21 09:52:43 +00:00
parent 824b763322
commit 0fcfe8993e
4 changed files with 196 additions and 125 deletions

@ -27,25 +27,30 @@
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_action_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_action.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
@ -58,8 +63,11 @@
#include "WM_api.h"
#include "WM_types.h"
/* **************************** depsgraph tagging ******************************** */
/* tags the given anim list element for refreshes (if applicable)
* due to Animation Editor editing */
* due to Animation Editor editing
*/
void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
{
ID *id;
@ -67,24 +75,24 @@ void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
AnimData *adt;
id= ale->id;
if(!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)
if (adt)
adt->recalc |= ADT_RECALC_ANIM;
/* update data */
fcu= (ale->datatype == ALE_FCURVE)? ale->key_data: NULL;
if(fcu && fcu->rna_path) {
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))
@ -101,7 +109,7 @@ void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
* Animation Editor editing */
void ANIM_id_update(Scene *scene, ID *id)
{
if(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 */
@ -113,103 +121,162 @@ void ANIM_id_update(Scene *scene, ID *id)
}
}
/* **************************** pose <-> action syncing ******************************** */
/* Summary of what needs to be synced between poses and actions:
* 1) Flags
* a) Visibility (only for pose to action)
* b) Selection status (both ways)
* 2) Group settings (only for pose to action) - do we also need to make sure same groups exist?
* 3) Grouping (only for pose to action for now)
*/
/* Notifier from Action/Dopesheet (this may be extended to include other things such as Python...)
* Channels in action changed, so update pose channels/groups to reflect changes.
/* **************************** 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.
*
* An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
* the channels in its active Action.
* This should be called in the refresh() callbacks for various editors in
* response to appropriate notifiers.
*/
void ANIM_action_to_pose_sync (Object *ob)
/* perform syncing updates for Action Groups */
static void animchan_sync_group (bAnimContext *ac, bAnimListElem *ale)
{
#if 0
AnimData *adt= ob->adt;
bAction *act= adt->act;
FCurve *fcu;
bPoseChannel *pchan;
bActionGroup *agrp= (bActionGroup *)ale->data;
ID *owner_id= ale->id;
/* error checking */
if (ELEM3(NULL, ob, ob->adt, ob->pose) || (ob->type != OB_ARMATURE))
/* major priority is selection status
* so we need both a group and an owner
*/
if (ELEM(NULL, agrp, owner_id))
return;
/* 1b) loop through all Action-Channels (there should be fewer channels to search through here in general) */
for (achan= act->chanbase.first; achan; achan= achan->next) {
/* find matching pose-channel */
pchan= get_pose_channel(ob->pose, achan->name);
/* sync active and selected flags */
if (pchan && pchan->bone) {
/* selection */
if (achan->flag & ACHAN_SELECTED)
pchan->bone->flag |= BONE_SELECTED;
else
pchan->bone->flag &= ~BONE_SELECTED;
/* 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);
/* active */
if (achan->flag & ACHAN_HILIGHTED)
pchan->bone->flag |= BONE_ACTIVE;
else
pchan->bone->flag &= ~BONE_ACTIVE;
/* if one matches, sync the selection status */
if (pchan) {
if (pchan->bone->flag & BONE_SELECTED)
agrp->flag |= AGRP_SELECTED;
else
agrp->flag &= ~AGRP_SELECTED;
}
}
}
// TODO: add grouping changes too? For now, these tools aren't exposed to users in animation editors yet...
#endif
}
}
/* Notifier from 3D-View/Outliner (this is likely to include other sources too...)
* Pose channels/groups changed, so update action channels
*
* An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
* the channels in its active Action.
*/
void ANIM_pose_to_action_sync (Object *ob, ScrArea *sa)
/* perform syncing updates for F-Curves */
static void animchan_sync_fcurve (bAnimContext *ac, bAnimListElem *ale)
{
#if 0 // XXX old animation system
SpaceAction *saction= (SpaceAction *)sa->spacedata.first;
bArmature *arm= (bArmature *)ob->data;
bAction *act= (bAction *)ob->action;
bActionChannel *achan;
//bActionGroup *agrp, *bgrp;
bPoseChannel *pchan;
FCurve *fcu= (FCurve *)ale->data;
ID *owner_id= ale->id;
/* error checking */
if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM3(NULL, arm, act, ob->pose))
/* 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;
/* 1) loop through all Action-Channels (there should be fewer channels to search through here in general) */
for (achan= act->chanbase.first; achan; achan= achan->next) {
/* find matching pose-channel */
pchan= get_pose_channel(ob->pose, achan->name);
if (GS(owner_id->name) == ID_OB) {
Object *ob= (Object *)owner_id;
/* sync selection and visibility settings */
if (pchan && pchan->bone) {
/* visibility - if layer is hidden, or if bone itself is hidden */
if (!(saction->flag & SACTION_NOHIDE) && !(saction->pin)) {
if (!(pchan->bone->layer & arm->layer) || (pchan->bone->flag & BONE_HIDDEN_P))
achan->flag |= ACHAN_HIDDEN;
/* 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
achan->flag &= ~ACHAN_HIDDEN;
fcu->flag &= ~FCURVE_SELECTED;
}
/* selection */
if (pchan->bone->flag & BONE_SELECTED)
achan->flag |= ACHAN_SELECTED;
else
achan->flag &= ~ACHAN_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;
}
}
// XXX step 2 needs to be coded still... currently missing action/bone group API to do any more work here...
// XXX step 3 needs to be coded still... it's a messy case to deal with (we'll use the temp indices for this?)
#endif // XXX old animation system
BLI_freelistN(&anim_data);
}

@ -494,9 +494,8 @@ void ED_nla_postop_refresh(bAnimContext *ac);
void ANIM_id_update(struct Scene *scene, struct ID *id);
void ANIM_list_elem_update(struct Scene *scene, bAnimListElem *ale);
/* pose <-> action syncing */
void ANIM_action_to_pose_sync(struct Object *ob);
void ANIM_pose_to_action_sync(struct Object *ob, struct ScrArea *sa);
/* data -> channels syncing */
void ANIM_sync_animchannels_to_data(const struct bContext *C);
/* ************************************************* */
/* OPERATORS */

@ -356,25 +356,31 @@ static void action_listener(ScrArea *sa, wmNotifier *wmn)
/* context changes */
switch (wmn->category) {
case NC_ANIMATION:
ED_area_tag_refresh(sa);
ED_area_tag_redraw(sa);
break;
case NC_SCENE:
/*switch (wmn->data) {
case ND_OB_ACTIVE:
switch (wmn->data) {
case ND_OB_ACTIVE: /* selection changed, so force refresh to flush */
case ND_OB_SELECT:
ED_area_tag_refresh(sa);
break;
}*/
ED_area_tag_refresh(sa);
default: /* just redrawing the view will do */
ED_area_tag_redraw(sa);
break;
}
break;
case NC_OBJECT:
/*switch (wmn->data) {
case ND_BONE_SELECT:
switch (wmn->data) {
case ND_BONE_SELECT: /* selection changed, so force refresh to flush */
case ND_BONE_ACTIVE:
ED_area_tag_refresh(sa);
break;
}*/
ED_area_tag_refresh(sa);
default: /* just redrawing the view will do */
ED_area_tag_redraw(sa);
break;
}
break;
case NC_SPACE:
if(wmn->data == ND_SPACE_DOPESHEET)
@ -385,25 +391,11 @@ static void action_listener(ScrArea *sa, wmNotifier *wmn)
static void action_refresh(const bContext *C, ScrArea *sa)
{
SpaceAction *saction = (SpaceAction *)sa->spacedata.first;
//SpaceAction *saction= CTX_wm_space_action(C);
/* updates to data needed depends on Action Editor mode... */
switch (saction->mode) {
case SACTCONT_DOPESHEET: /* DopeSheet - for now, just all armatures... */
{
}
break;
case SACTCONT_ACTION: /* Action Editor - just active object will do */
{
Object *ob= CTX_data_active_object(C);
/* sync changes to bones to the corresponding action channels */
ANIM_pose_to_action_sync(ob, sa);
}
break;
}
/* update the state of the animchannels in response to changes from the data they represent */
// TODO: check if we don't want this to happen
ANIM_sync_animchannels_to_data(C);
/* region updates? */
// XXX resizing y-extents of tot should go here?

@ -434,25 +434,34 @@ static void graph_listener(ScrArea *sa, wmNotifier *wmn)
/* context changes */
switch (wmn->category) {
case NC_ANIMATION:
/* unlike for DopeSheet, we want refresh not redraw here,
* since F-Curve colors may need setting
*/
ED_area_tag_refresh(sa);
break;
case NC_SCENE:
/*switch (wmn->data) {
case ND_OB_ACTIVE:
switch (wmn->data) {
case ND_OB_ACTIVE: /* selection changed, so force refresh to flush */
case ND_OB_SELECT:
ED_area_tag_refresh(sa);
break;
}*/
ED_area_tag_refresh(sa);
default: /* just redrawing the view will do */
ED_area_tag_redraw(sa);
break;
}
break;
case NC_OBJECT:
/*switch (wmn->data) {
case ND_BONE_SELECT:
switch (wmn->data) {
case ND_BONE_SELECT: /* selection changed, so force refresh to flush */
case ND_BONE_ACTIVE:
ED_area_tag_refresh(sa);
break;
}*/
ED_area_tag_refresh(sa);
default: /* just redrawing the view will do */
ED_area_tag_redraw(sa);
break;
}
break;
case NC_SPACE:
if(wmn->data == ND_SPACE_GRAPH)
@ -489,6 +498,10 @@ static void graph_refresh(const bContext *C, ScrArea *sa)
/* region updates? */
// XXX resizing y-extents of tot should go here?
/* update the state of the animchannels in response to changes from the data they represent */
// TODO: check if we don't want this to happen
ANIM_sync_animchannels_to_data(C);
/* init/adjust F-Curve colors */
if (ANIM_animdata_get_context(C, &ac)) {
ListBase anim_data = {NULL, NULL};