forked from bartvdbraak/blender
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:
parent
824b763322
commit
0fcfe8993e
@ -27,25 +27,30 @@
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_object_types.h"
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_sequence_types.h"
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#include "BLI_blenlib.h"
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#include "BKE_action.h"
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#include "BKE_animsys.h"
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#include "BKE_action.h"
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#include "BKE_context.h"
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#include "BKE_depsgraph.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "BKE_sequencer.h"
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#include "BKE_screen.h"
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#include "BKE_utildefines.h"
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@ -58,8 +63,11 @@
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#include "WM_api.h"
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#include "WM_types.h"
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/* **************************** depsgraph tagging ******************************** */
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/* tags the given anim list element for refreshes (if applicable)
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* due to Animation Editor editing */
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* due to Animation Editor editing
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*/
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void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
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{
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ID *id;
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@ -67,24 +75,24 @@ void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
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AnimData *adt;
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id= ale->id;
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if(!id)
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if (!id)
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return;
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/* tag AnimData for refresh so that other views will update in realtime with these changes */
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adt= BKE_animdata_from_id(id);
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if(adt)
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if (adt)
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adt->recalc |= ADT_RECALC_ANIM;
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/* update data */
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fcu= (ale->datatype == ALE_FCURVE)? ale->key_data: NULL;
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if(fcu && fcu->rna_path) {
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if (fcu && fcu->rna_path) {
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/* if we have an fcurve, call the update for the property we
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are editing, this is then expected to do the proper redraws
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and depsgraph updates */
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PointerRNA id_ptr, ptr;
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PropertyRNA *prop;
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RNA_id_pointer_create(id, &id_ptr);
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if(RNA_path_resolve(&id_ptr, fcu->rna_path, &ptr, &prop))
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@ -101,7 +109,7 @@ void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
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* Animation Editor editing */
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void ANIM_id_update(Scene *scene, ID *id)
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{
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if(id) {
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if (id) {
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AnimData *adt= BKE_animdata_from_id(id);
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/* tag AnimData for refresh so that other views will update in realtime with these changes */
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@ -113,103 +121,162 @@ void ANIM_id_update(Scene *scene, ID *id)
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}
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}
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/* **************************** pose <-> action syncing ******************************** */
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/* Summary of what needs to be synced between poses and actions:
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* 1) Flags
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* a) Visibility (only for pose to action)
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* b) Selection status (both ways)
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* 2) Group settings (only for pose to action) - do we also need to make sure same groups exist?
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* 3) Grouping (only for pose to action for now)
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*/
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/* Notifier from Action/Dopesheet (this may be extended to include other things such as Python...)
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* Channels in action changed, so update pose channels/groups to reflect changes.
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/* **************************** animation data <-> data syncing ******************************** */
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/* This code here is used to synchronise the
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* - selection (to find selected data easier)
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* - ... (insert other relevant items here later)
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* status in relevant Blender data with the status stored in animation channels.
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*
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* An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
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* the channels in its active Action.
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* This should be called in the refresh() callbacks for various editors in
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* response to appropriate notifiers.
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*/
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void ANIM_action_to_pose_sync (Object *ob)
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/* perform syncing updates for Action Groups */
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static void animchan_sync_group (bAnimContext *ac, bAnimListElem *ale)
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{
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#if 0
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AnimData *adt= ob->adt;
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bAction *act= adt->act;
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FCurve *fcu;
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bPoseChannel *pchan;
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bActionGroup *agrp= (bActionGroup *)ale->data;
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ID *owner_id= ale->id;
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/* error checking */
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if (ELEM3(NULL, ob, ob->adt, ob->pose) || (ob->type != OB_ARMATURE))
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/* major priority is selection status
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* so we need both a group and an owner
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*/
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if (ELEM(NULL, agrp, owner_id))
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return;
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/* 1b) loop through all Action-Channels (there should be fewer channels to search through here in general) */
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for (achan= act->chanbase.first; achan; achan= achan->next) {
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/* find matching pose-channel */
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pchan= get_pose_channel(ob->pose, achan->name);
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/* sync active and selected flags */
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if (pchan && pchan->bone) {
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/* selection */
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if (achan->flag & ACHAN_SELECTED)
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pchan->bone->flag |= BONE_SELECTED;
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else
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pchan->bone->flag &= ~BONE_SELECTED;
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/* for standard Objects, check if group is the name of some bone */
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if (GS(owner_id->name) == ID_OB) {
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Object *ob= (Object *)owner_id;
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/* check if there are bones, and whether the name matches any
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* NOTE: this feature will only really work if groups by default contain the F-Curves for a single bone
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*/
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if (ob->pose) {
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bPoseChannel *pchan= get_pose_channel(ob->pose, agrp->name);
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/* active */
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if (achan->flag & ACHAN_HILIGHTED)
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pchan->bone->flag |= BONE_ACTIVE;
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else
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pchan->bone->flag &= ~BONE_ACTIVE;
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/* if one matches, sync the selection status */
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if (pchan) {
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if (pchan->bone->flag & BONE_SELECTED)
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agrp->flag |= AGRP_SELECTED;
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else
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agrp->flag &= ~AGRP_SELECTED;
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}
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}
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}
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// TODO: add grouping changes too? For now, these tools aren't exposed to users in animation editors yet...
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#endif
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}
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}
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/* Notifier from 3D-View/Outliner (this is likely to include other sources too...)
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* Pose channels/groups changed, so update action channels
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*
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* An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
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* the channels in its active Action.
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*/
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void ANIM_pose_to_action_sync (Object *ob, ScrArea *sa)
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/* perform syncing updates for F-Curves */
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static void animchan_sync_fcurve (bAnimContext *ac, bAnimListElem *ale)
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{
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#if 0 // XXX old animation system
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SpaceAction *saction= (SpaceAction *)sa->spacedata.first;
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bArmature *arm= (bArmature *)ob->data;
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bAction *act= (bAction *)ob->action;
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bActionChannel *achan;
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//bActionGroup *agrp, *bgrp;
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bPoseChannel *pchan;
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FCurve *fcu= (FCurve *)ale->data;
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ID *owner_id= ale->id;
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/* error checking */
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if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM3(NULL, arm, act, ob->pose))
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/* major priority is selection status, so refer to the checks done in anim_filter.c
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* skip_fcurve_selected_data() for reference about what's going on here...
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*/
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if (ELEM3(NULL, fcu, fcu->rna_path, owner_id))
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return;
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/* 1) loop through all Action-Channels (there should be fewer channels to search through here in general) */
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for (achan= act->chanbase.first; achan; achan= achan->next) {
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/* find matching pose-channel */
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pchan= get_pose_channel(ob->pose, achan->name);
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if (GS(owner_id->name) == ID_OB) {
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Object *ob= (Object *)owner_id;
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/* sync selection and visibility settings */
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if (pchan && pchan->bone) {
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/* visibility - if layer is hidden, or if bone itself is hidden */
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if (!(saction->flag & SACTION_NOHIDE) && !(saction->pin)) {
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if (!(pchan->bone->layer & arm->layer) || (pchan->bone->flag & BONE_HIDDEN_P))
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achan->flag |= ACHAN_HIDDEN;
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/* only affect if F-Curve involves pose.bones */
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if ((fcu->rna_path) && strstr(fcu->rna_path, "pose.bones")) {
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bPoseChannel *pchan;
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char *bone_name;
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/* get bone-name, and check if this bone is selected */
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bone_name= BLI_getQuotedStr(fcu->rna_path, "pose.bones[");
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pchan= get_pose_channel(ob->pose, bone_name);
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if (bone_name) MEM_freeN(bone_name);
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/* F-Curve selection depends on whether the bone is selected */
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if ((pchan) && (pchan->bone)) {
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if (pchan->bone->flag & BONE_SELECTED)
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fcu->flag |= FCURVE_SELECTED;
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else
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achan->flag &= ~ACHAN_HIDDEN;
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fcu->flag &= ~FCURVE_SELECTED;
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}
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/* selection */
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if (pchan->bone->flag & BONE_SELECTED)
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achan->flag |= ACHAN_SELECTED;
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else
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achan->flag &= ~ACHAN_SELECTED;
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}
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}
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else if (GS(owner_id->name) == ID_SCE) {
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Scene *scene = (Scene *)owner_id;
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/* only affect if F-Curve involves sequence_editor.sequences */
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if ((fcu->rna_path) && strstr(fcu->rna_path, "sequences_all")) {
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Editing *ed= seq_give_editing(scene, FALSE);
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Sequence *seq;
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char *seq_name;
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/* get strip name, and check if this strip is selected */
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seq_name= BLI_getQuotedStr(fcu->rna_path, "sequences_all[");
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seq = get_seq_by_name(ed->seqbasep, seq_name, FALSE);
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if (seq_name) MEM_freeN(seq_name);
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/* can only add this F-Curve if it is selected */
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if (seq) {
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if (seq->flag & SELECT)
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fcu->flag |= FCURVE_SELECTED;
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else
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fcu->flag &= ~FCURVE_SELECTED;
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}
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}
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}
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else if (GS(owner_id->name) == ID_NT) {
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bNodeTree *ntree = (bNodeTree *)owner_id;
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/* check for selected nodes */
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if ((fcu->rna_path) && strstr(fcu->rna_path, "nodes")) {
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bNode *node;
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char *node_name;
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/* get strip name, and check if this strip is selected */
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node_name= BLI_getQuotedStr(fcu->rna_path, "nodes[");
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node = nodeFindNodebyName(ntree, node_name);
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if (node_name) MEM_freeN(node_name);
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/* can only add this F-Curve if it is selected */
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if (node) {
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if (node->flag & NODE_SELECT)
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fcu->flag |= FCURVE_SELECTED;
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else
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fcu->flag &= ~FCURVE_SELECTED;
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}
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}
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}
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}
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/* ---------------- */
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/* Main call to be exported to animation editors */
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void ANIM_sync_animchannels_to_data (const bContext *C)
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{
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bAnimContext ac;
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ListBase anim_data = {NULL, NULL};
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bAnimListElem *ale;
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int filter;
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/* get animation context info for filtering the channels */
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// TODO: check on whether we need to set the area specially instead, since active area might not be ok?
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if (ANIM_animdata_get_context(C, &ac) == 0)
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return;
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/* filter data */
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/* NOTE: we want all channels, since we want to be able to set selection status on some of them even when collapsed */
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filter= ANIMFILTER_CHANNELS;
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ANIM_animdata_filter(&ac, &anim_data, filter, ac.data, ac.datatype);
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/* flush settings as appropriate depending on the types of the channels */
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for (ale= anim_data.first; ale; ale= ale->next) {
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switch (ale->type) {
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case ANIMTYPE_GROUP:
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animchan_sync_group(&ac, ale);
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break;
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case ANIMTYPE_FCURVE:
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animchan_sync_fcurve(&ac, ale);
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break;
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}
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}
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// XXX step 2 needs to be coded still... currently missing action/bone group API to do any more work here...
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// XXX step 3 needs to be coded still... it's a messy case to deal with (we'll use the temp indices for this?)
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#endif // XXX old animation system
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BLI_freelistN(&anim_data);
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}
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@ -494,9 +494,8 @@ void ED_nla_postop_refresh(bAnimContext *ac);
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void ANIM_id_update(struct Scene *scene, struct ID *id);
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void ANIM_list_elem_update(struct Scene *scene, bAnimListElem *ale);
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/* pose <-> action syncing */
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void ANIM_action_to_pose_sync(struct Object *ob);
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void ANIM_pose_to_action_sync(struct Object *ob, struct ScrArea *sa);
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/* data -> channels syncing */
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void ANIM_sync_animchannels_to_data(const struct bContext *C);
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/* ************************************************* */
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/* OPERATORS */
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@ -356,25 +356,31 @@ static void action_listener(ScrArea *sa, wmNotifier *wmn)
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/* context changes */
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switch (wmn->category) {
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case NC_ANIMATION:
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ED_area_tag_refresh(sa);
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ED_area_tag_redraw(sa);
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break;
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case NC_SCENE:
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/*switch (wmn->data) {
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case ND_OB_ACTIVE:
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switch (wmn->data) {
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case ND_OB_ACTIVE: /* selection changed, so force refresh to flush */
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case ND_OB_SELECT:
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ED_area_tag_refresh(sa);
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break;
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}*/
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ED_area_tag_refresh(sa);
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default: /* just redrawing the view will do */
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ED_area_tag_redraw(sa);
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break;
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}
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break;
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case NC_OBJECT:
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/*switch (wmn->data) {
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case ND_BONE_SELECT:
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switch (wmn->data) {
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case ND_BONE_SELECT: /* selection changed, so force refresh to flush */
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case ND_BONE_ACTIVE:
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ED_area_tag_refresh(sa);
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break;
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}*/
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ED_area_tag_refresh(sa);
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default: /* just redrawing the view will do */
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ED_area_tag_redraw(sa);
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break;
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}
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break;
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case NC_SPACE:
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if(wmn->data == ND_SPACE_DOPESHEET)
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@ -385,25 +391,11 @@ static void action_listener(ScrArea *sa, wmNotifier *wmn)
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static void action_refresh(const bContext *C, ScrArea *sa)
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{
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SpaceAction *saction = (SpaceAction *)sa->spacedata.first;
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//SpaceAction *saction= CTX_wm_space_action(C);
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/* updates to data needed depends on Action Editor mode... */
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switch (saction->mode) {
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case SACTCONT_DOPESHEET: /* DopeSheet - for now, just all armatures... */
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{
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}
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break;
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case SACTCONT_ACTION: /* Action Editor - just active object will do */
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{
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Object *ob= CTX_data_active_object(C);
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/* sync changes to bones to the corresponding action channels */
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ANIM_pose_to_action_sync(ob, sa);
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}
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break;
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}
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/* update the state of the animchannels in response to changes from the data they represent */
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// TODO: check if we don't want this to happen
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ANIM_sync_animchannels_to_data(C);
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/* region updates? */
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// XXX resizing y-extents of tot should go here?
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@ -434,25 +434,34 @@ static void graph_listener(ScrArea *sa, wmNotifier *wmn)
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/* context changes */
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switch (wmn->category) {
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case NC_ANIMATION:
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/* unlike for DopeSheet, we want refresh not redraw here,
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* since F-Curve colors may need setting
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*/
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ED_area_tag_refresh(sa);
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break;
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case NC_SCENE:
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/*switch (wmn->data) {
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case ND_OB_ACTIVE:
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switch (wmn->data) {
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case ND_OB_ACTIVE: /* selection changed, so force refresh to flush */
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case ND_OB_SELECT:
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ED_area_tag_refresh(sa);
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break;
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}*/
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ED_area_tag_refresh(sa);
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default: /* just redrawing the view will do */
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ED_area_tag_redraw(sa);
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break;
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}
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break;
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case NC_OBJECT:
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/*switch (wmn->data) {
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case ND_BONE_SELECT:
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switch (wmn->data) {
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case ND_BONE_SELECT: /* selection changed, so force refresh to flush */
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case ND_BONE_ACTIVE:
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ED_area_tag_refresh(sa);
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break;
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}*/
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ED_area_tag_refresh(sa);
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default: /* just redrawing the view will do */
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ED_area_tag_redraw(sa);
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break;
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}
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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};
|
||||
|
Loading…
Reference in New Issue
Block a user