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