2.5 - Start of porting of Animation Editors

* Added new 'Animation' submodule under Editors. This will be used to house all code + features that are used by many different Animation Editors (Action/Dopesheet and IPO) as well as other parts of Blender. 

* Added back some of the core code need by the Action/Dopesheet editor, which will also be used by IPO Editor.
* Brought back file for keyframing management code (i.e. keyframing.c), but there's still quite a lot of missing stuff that I'll need to restore, so in the meantime, it's #if 0'd out.

* Moved markers code to this new module (I'm not sure whether SVN will recognise this change, as TortoiseSVN doesn't seem to have any obvious copy/move commands)
This commit is contained in:
2008-12-20 08:24:24 +00:00
parent 3b15fd4707
commit 6343d4e233
13 changed files with 3059 additions and 10 deletions

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/**
* $Id: BIF_keyframing.h 17216 2008-10-29 11:20:02Z aligorith $
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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,
* Inc., 59 Temple Place * Suite 330, Boston, MA 02111*1307, USA.
*
* The Original Code is Copyright (C) 2008, Blender Foundation
* This is a new part of Blender (with some old code)
*
* Contributor(s): Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BIF_KEYFRAMING_H
#define BIF_KEYFRAMING_H
struct ListBase;
struct ID;
struct IpoCurve;
struct BezTriple;
/* ************ Keyframing Management **************** */
/* Lesser Keyframing API call:
* Use this when validation of necessary animation data isn't necessary as it already
* exists, and there is a beztriple that can be directly copied into the array.
*/
int insert_bezt_icu(struct IpoCurve *icu, struct BezTriple *bezt);
/* Main Keyframing API call:
* Use this when validation of necessary animation data isn't necessary as it
* already exists. It will insert a keyframe using the current value being keyframed.
*/
void insert_vert_icu(struct IpoCurve *icu, float x, float y, short flag);
/* flags for use by keyframe creation/deletion calls */
enum {
/* used by isnertkey() and insert_vert_icu() */
INSERTKEY_NEEDED = (1<<0), /* only insert keyframes where they're needed */
INSERTKEY_MATRIX = (1<<1), /* insert 'visual' keyframes where possible/needed */
INSERTKEY_FAST = (1<<2), /* don't recalculate handles,etc. after adding key */
INSERTKEY_FASTR = (1<<3), /* don't realloc mem (or increase count, as array has already been set out) */
INSERTKEY_REPLACE = (1<<4), /* only replace an existing keyframe (this overrides INSERTKEY_NEEDED) */
/* used by common_*key() functions - Note: these are generally mutually exclusive (only one will work at a time) */
COMMONKEY_ADDMAP = (1<<10), /* common key: add texture-slot offset bitflag to adrcode before use */
COMMONKEY_PCHANROT = (1<<11), /* common key: extend channel list using relevant pchan-rotations */
/* all possible items for common_*key() functions */
COMMONKEY_MODES = (COMMONKEY_ADDMAP|COMMONKEY_PCHANROT)
} eInsertKeyFlags;
/* -------- */
/* Main Keyframing API calls:
* Use this to create any necessary animation data, and then insert a keyframe
* using the current value being keyframed, in the relevant place. Returns success.
*/
// TODO: adapt this for new data-api -> this blocktype, etc. stuff is evil!
short insertkey(struct ID *id, int blocktype, char *actname, char *constname, int adrcode, short flag);
/* Main Keyframing API call:
* Use this to delete keyframe on current frame for relevant channel. Will perform checks just in case.
*/
short deletekey(struct ID *id, int blocktype, char *actname, char *constname, int adrcode, short flag);
/* Main Keyframe Management calls:
* These handle keyframes management from various spaces. They will handle the menus
* required for each space.
*/
void common_insertkey(void);
void common_deletekey(void);
/* ************ Auto-Keyframing ********************** */
/* Notes:
* - All the defines for this (User-Pref settings and Per-Scene settings)
* are defined in DNA_userdef_types.h
* - Scene settings take presidence over those for userprefs, with old files
* inheriting userpref settings for the scene settings
* - "On/Off + Mode" are stored per Scene, but "settings" are currently stored
* as userprefs
*/
/* Auto-Keying macros for use by various tools */
/* check if auto-keyframing is enabled (per scene takes presidence) */
#define IS_AUTOKEY_ON ((scene) ? (scene->autokey_mode & AUTOKEY_ON) : (U.autokey_mode & AUTOKEY_ON))
/* check the mode for auto-keyframing (per scene takes presidence) */
#define IS_AUTOKEY_MODE(mode) ((scene) ? (scene->autokey_mode == AUTOKEY_MODE_##mode) : (U.autokey_mode == AUTOKEY_MODE_##mode))
/* check if a flag is set for auto-keyframing (as userprefs only!) */
#define IS_AUTOKEY_FLAG(flag) (U.autokey_flag & AUTOKEY_FLAG_##flag)
/* ************ Keyframe Checking ******************** */
/* Main Keyframe Checking API call:
* Checks whether a keyframe exists for the given ID-block one the given frame.
* - It is recommended to call this method over the other keyframe-checkers directly,
* in case some detail of the implementation changes...
* - frame: the value of this is quite often result of frame_to_float(CFRA)
*/
short id_frame_has_keyframe(struct ID *id, float frame, short filter);
/* filter flags for id_cfra_has_keyframe
*
* WARNING: do not alter order of these, as also stored in files
* (for v3d->keyflags)
*/
enum {
/* general */
ANIMFILTER_LOCAL = (1<<0), /* only include locally available anim data */
ANIMFILTER_MUTED = (1<<1), /* include muted elements */
ANIMFILTER_ACTIVE = (1<<2), /* only include active-subelements */
/* object specific */
ANIMFILTER_NOMAT = (1<<9), /* don't include material keyframes */
ANIMFILTER_NOSKEY = (1<<10), /* don't include shape keys (for geometry) */
} eAnimFilterFlags;
#endif /* BIF_KEYFRAMING_H */