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blender-archive/source/blender/editors/include/ED_keyframes_draw.h

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2011-02-21 07:25:24 +00:00
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) (C) 2009 Blender Foundation, Joshua Leung
* All rights reserved.
*/
/** \file
* \ingroup editors
2011-02-21 07:25:24 +00:00
*/
#ifndef __ED_KEYFRAMES_DRAW_H__
#define __ED_KEYFRAMES_DRAW_H__
struct AnimData;
struct CacheFile;
struct DLRBT_Tree;
struct FCurve;
struct ListBase;
struct MaskLayer;
struct Object;
struct Palette;
struct Scene;
struct View2D;
struct bAction;
struct bActionGroup;
struct bAnimContext;
struct bDopeSheet;
struct bGPDlayer;
/* ****************************** Base Structs ****************************** */
/* Information about the stretch of time from current to the next column */
typedef struct ActKeyBlockInfo {
/* Combination of flags from all curves. */
short flag;
/* Mask of flags that differ between curves. */
short conflict;
/* Selection flag. */
char sel;
} ActKeyBlockInfo;
/* Keyframe Column Struct */
typedef struct ActKeyColumn {
/* ListBase linkage */
struct ActKeyColumn *next, *prev;
/* sorting-tree linkage */
/** 'children' of this node, less than and greater than it (respectively) */
struct ActKeyColumn *left, *right;
/** parent of this node in the tree */
struct ActKeyColumn *parent;
/** DLRB_BLACK or DLRB_RED */
char tree_col;
/* keyframe info */
/** eBezTripe_KeyframeType */
char key_type;
/** eKeyframeHandleDrawOpts */
char handle_type;
/** eKeyframeExtremeDrawOpts */
char extreme_type;
short sel;
float cfra;
/* key-block info */
ActKeyBlockInfo block;
/* number of curves and keys in this column */
short totcurve, totkey, totblock;
} ActKeyColumn;
/* ActKeyBlockInfo - Flag */
typedef enum eActKeyBlock_Hold {
/* Key block represents a moving hold */
ACTKEYBLOCK_FLAG_MOVING_HOLD = (1 << 0),
/* Key block represents a static hold */
ACTKEYBLOCK_FLAG_STATIC_HOLD = (1 << 1),
/* Key block represents any kind of hold */
ACTKEYBLOCK_FLAG_ANY_HOLD = (1 << 2),
/* The curve segment uses non-bezier interpolation */
ACTKEYBLOCK_FLAG_NON_BEZIER = (1 << 3),
} eActKeyBlock_Flag;
/* *********************** Keyframe Drawing ****************************** */
/* options for keyframe shape drawing */
typedef enum eKeyframeShapeDrawOpts {
/* only the border */
KEYFRAME_SHAPE_FRAME = 0,
/* only the inside filling */
KEYFRAME_SHAPE_INSIDE,
/* the whole thing */
KEYFRAME_SHAPE_BOTH,
} eKeyframeShapeDrawOpts;
/* Handle type. */
typedef enum eKeyframeHandleDrawOpts {
/* Don't draw */
KEYFRAME_HANDLE_NONE = 0,
/* Various marks in order of increasing display priority. */
KEYFRAME_HANDLE_AUTO_CLAMP,
KEYFRAME_HANDLE_AUTO,
KEYFRAME_HANDLE_VECTOR,
KEYFRAME_HANDLE_ALIGNED,
KEYFRAME_HANDLE_FREE,
} eKeyframeHandleDrawOpts;
/* Extreme type. */
typedef enum eKeyframeExtremeDrawOpts {
KEYFRAME_EXTREME_NONE = 0,
/* Minimum/maximum present. */
KEYFRAME_EXTREME_MIN = (1 << 0),
KEYFRAME_EXTREME_MAX = (1 << 1),
/* Grouped keys have different states. */
KEYFRAME_EXTREME_MIXED = (1 << 2),
/* Both neigbors are equal to this key. */
KEYFRAME_EXTREME_FLAT = (1 << 3),
} eKeyframeExtremeDrawOpts;
/* draw simple diamond-shape keyframe */
/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_DIAMOND,
* immBegin(GPU_PRIM_POINTS, n), then call this n times */
void draw_keyframe_shape(float x,
float y,
float size,
bool sel,
short key_type,
short mode,
float alpha,
unsigned int pos_id,
unsigned int size_id,
unsigned int color_id,
unsigned int outline_color_id,
unsigned int linemask_id,
short ipo_type,
short extreme_type);
/* ******************************* Methods ****************************** */
/* Channel Drawing ------------------ */
/* F-Curve */
void draw_fcurve_channel(struct View2D *v2d,
struct AnimData *adt,
struct FCurve *fcu,
float ypos,
float yscale_fac,
int saction_flag);
/* Action Group Summary */
void draw_agroup_channel(struct View2D *v2d,
struct AnimData *adt,
struct bActionGroup *agrp,
float ypos,
float yscale_fac,
int saction_flag);
/* Action Summary */
void draw_action_channel(struct View2D *v2d,
struct AnimData *adt,
struct bAction *act,
float ypos,
float yscale_fac,
int saction_flag);
/* Object Summary */
void draw_object_channel(struct View2D *v2d,
struct bDopeSheet *ads,
struct Object *ob,
float ypos,
float yscale_fac,
int saction_flag);
/* Scene Summary */
void draw_scene_channel(struct View2D *v2d,
struct bDopeSheet *ads,
struct Scene *sce,
float ypos,
float yscale_fac,
int saction_flag);
/* DopeSheet Summary */
void draw_summary_channel(
struct View2D *v2d, struct bAnimContext *ac, float ypos, float yscale_fac, int saction_flag);
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
/* Grease Pencil datablock summary */
void draw_gpencil_channel(struct View2D *v2d,
struct bDopeSheet *ads,
struct bGPdata *gpd,
float ypos,
float yscale_fac,
int saction_flag);
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
/* Grease Pencil Layer */
void draw_gpl_channel(struct View2D *v2d,
struct bDopeSheet *ads,
struct bGPDlayer *gpl,
float ypos,
float yscale_fac,
int saction_flag);
/* Mask Layer */
void draw_masklay_channel(struct View2D *v2d,
struct bDopeSheet *ads,
struct MaskLayer *masklay,
float ypos,
float yscale_fac,
int saction_flag);
/* Keydata Generation --------------- */
/* F-Curve */
void fcurve_to_keylist(struct AnimData *adt,
struct FCurve *fcu,
struct DLRBT_Tree *keys,
int saction_flag);
/* Action Group */
void agroup_to_keylist(struct AnimData *adt,
struct bActionGroup *agrp,
struct DLRBT_Tree *keys,
int saction_flag);
/* Action */
void action_to_keylist(struct AnimData *adt,
struct bAction *act,
struct DLRBT_Tree *keys,
int saction_flag);
/* Object */
void ob_to_keylist(struct bDopeSheet *ads,
struct Object *ob,
struct DLRBT_Tree *keys,
int saction_flag);
/* Cache File */
void cachefile_to_keylist(struct bDopeSheet *ads,
struct CacheFile *cache_file,
struct DLRBT_Tree *keys,
int saction_flag);
/* Scene */
void scene_to_keylist(struct bDopeSheet *ads,
struct Scene *sce,
struct DLRBT_Tree *keys,
int saction_flag);
/* DopeSheet Summary */
void summary_to_keylist(struct bAnimContext *ac, struct DLRBT_Tree *keys, int saction_flag);
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
/* Grease Pencil datablock summary */
void gpencil_to_keylist(struct bDopeSheet *ads,
struct bGPdata *gpd,
struct DLRBT_Tree *keys,
const bool active);
/* Grease Pencil Layer */
void gpl_to_keylist(struct bDopeSheet *ads, struct bGPDlayer *gpl, struct DLRBT_Tree *keys);
/* Mask */
void mask_to_keylist(struct bDopeSheet *UNUSED(ads),
struct MaskLayer *masklay,
struct DLRBT_Tree *keys);
/* ActKeyColumn API ---------------- */
/* Comparator callback used for ActKeyColumns and cframe float-value pointer */
short compare_ak_cfraPtr(void *node, void *data);
/* Checks if ActKeyColumn has any block data */
bool actkeyblock_is_valid(ActKeyColumn *ab);
/* Checks if ActKeyColumn can be used as a block (i.e. drawn/used to detect "holds") */
int actkeyblock_get_valid_hold(ActKeyColumn *ab);
#endif /* __ED_KEYFRAMES_DRAW_H__ */