Commit Graph

172 Commits

Author SHA1 Message Date
1794767171 /blender/makesrna: Removed final points in UI strings and messages.
Plus a few splits of very long lines…
2011-09-19 13:23:58 +00:00
0d355a8a2c replace BLI_strncpy with BLI_strncpy_utf8 where input isnt ensured to be valid.
also replace strcpy's which copy using "" with str[0]='\0'
2011-09-15 12:26:48 +00:00
db72192c22 Bye bye vile relics of extinct version control systems,
Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...

We shall not miss thou, blasted expand $keywords$
2011-08-12 07:20:49 +00:00
d00a3c8ddf Outliner RMB Menu - AnimData mangement
* When clicking on "Animation" items in the Outliner, there's now a
menu containing from which you can change the action used, and
refresh/delete all drivers.

* Moved action-setting logic for AnimData actions to a single utility
function in anim_sys, since this was starting to be done in too many
places already.

* Fixed Outliner refresh bug after changing the active action
2011-07-07 03:35:48 +00:00
77dbc5c914 Icons!
Animation Editor toggle tweaks:
* By popular request, curve visibility toggles in the Graph Editor are
now represented using the eyeball icons
* Muting is now represented by a speaker icon (a speaker for this
purpose seems fairly common?)

New icons:
* Keying Sets now have their own icons (as found in a proposal on
jendrzych's "Pixel Sized" blog)
* Drivers also have their own icon now. This is just a hacky one I've
devised which doesn't look that great. Suggestions on this are very
welcome.
2011-07-01 02:37:44 +00:00
ee71338724 Bugfix: Setting action for AnimData via RNA didn't change the
usercounts.

Cheers to Atom on BA for noticing this.
2011-06-09 12:44:38 +00:00
66f51ba5d1 RNA: make mechanism used by operators to keep python instance alive more generic, to be used by render engine later. 2011-05-18 11:21:10 +00:00
178ba76b09 RNA: pass Main rather than Context to register/unregister callbacks. 2011-05-18 10:56:26 +00:00
fca91f550b rename duplicate header defines & remove unused var. 2011-04-28 05:15:47 +00:00
64a37fadf0 Adding support for adding copies of existing drivers to other animdata
blocks via PyAPI/RNA

For example:
ob = bpy.context.active_object # assumes default cube has some drivers
added already before running script
dst = bpy.data.objects["Camera"]

adt = dst.animation_data_create()
for driver in ob.animation_data.drivers:
    new_driver = adt.drivers.from_existing(driver)
2011-04-26 13:49:40 +00:00
94b99b5d4a Bugfix [#25960] Action/NLA Editor issues with animdata context
Actions now get tagged with an ID-code, which is used to determine
what ID-blocks they can be assigned to. This ensures that material
actions cannot be assigned to the object-level for example.

* Action lists in general will now show only the actions that can be
set for that particular slot. This prevents selection of invalid
actions, and helps cut down the list of actions.
** An exception here is the Add Action Clip in NLA Editor, which will
show all actions but will only add where appropriate. This is because
it's not easy/possible to tell in advance which blocktypes to filter
for when building this list. (TODO?)

* The "Action Editor" is now strictly for object-level action
editing+setting now. This avoids repeateded confusion by people who
try using this to view their shapekey actions, which should go to the
Shape Key Editor instead!
** A context switcher for the legitimate times where this capability
might come in handy is still being investigated.

* "Floating" actions (i.e. actions in some action_library.blend) are
NOT able to be automatically tagged until they are assigned to some
datablocks (i.e. loaded onto the rig + played back once). It is
possible to write scripts that check for certain RNA-paths and "guess"
what datablocks they work on, but it is recommended that you load up
the Datablocks Viewer, and go through such actions by hand, setting
the "ID Root Type" property as appropriate per action.
2011-04-19 13:01:50 +00:00
42c2654d0e Inconsistent use of array_index vs index with animation keyword args.
Settle with 'index' even though the attribute is array_index.
2011-03-13 06:44:40 +00:00
709c727c51 replace 0 with NULL when used as a pointer 2011-03-03 17:58:06 +00:00
Nathan Letwory
a47ca06502 doxygen: blender/makesrna tagged. 2011-02-27 20:20:01 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
f4dcc2ffe1 Bugfix: Renaming Keying Sets didn't update timeline
Keying Set RNA props were missing update notifiers
2011-02-01 11:39:51 +00:00
daa09a4a60 Raise an exception when registering classes with ID names which are too long. (related to bug ), found while looking into bug [#25776]. 2011-01-24 03:38:34 +00:00
cf39190268 Added missing updates for NLA RNA settings 2011-01-19 10:54:34 +00:00
8227b3d463 remove/comment unused vars
also removed unnecessary NULL checks (where the pointer was used later without checking).
2011-01-13 04:53:55 +00:00
eba91f8e81 modification to Joshua's commit r34270,
replace NlaTrack.active() function with a property, since this is used everywhere else.
2011-01-12 07:16:24 +00:00
610a759ecc Patch [#24763] NLA Track & Strip methods
Submitted by: Dan Eicher (dna)

<quote>
Adds:

AnimData.nla_tracks.new(prev)
* (optional) prev -- add new track after this track

AnimData.nla_tracks.remove(track)

AnimData.nla_tracks.active(track)
* (optional) track -- track to set active
* returns active track

NlaTrack.strips.new(name, start, action)
NOTE: fails if the strip can't fit in the track as opposed to the
operator which will create a new track and add the strip to that.
* name -- name for new strip
* start -- start frame of new strip
* action -- action to assign to strip

NlaTrack.strips.remove(strip)
</quote>

---

I've resolved the issue (noted in the original patch) regarding the
validation of the created strip by creating and using a "dummy
AnimData" block to solve the missing dependencies.
2011-01-12 01:17:13 +00:00
ede0d85522 comment/remove various unused vars,
also make rna function for new images require width and hight args.
2011-01-10 03:58:07 +00:00
89c9aaaa25 remove references to BKE_utildefines where its not needed.
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
92172b779e Bugfix [#24163] Unable to animate INSIDE a group node in the
compositor

This commit fixes the original bug reported here by adding some
methods to move the relevant F-Curves (and drivers) over to the new
Node-Tree's (i.e. group-node) AnimData. Animated nodes which
subsequently get grouped will still be able to animate as a result of
this commit.

TODO's:
- Ungrouping now will not yet merge the animation back (or at least
copy it)
- Buttons for nodes freshly grouped do not correctly show animated
status indicators for some reason, yet normal animation does
2010-12-29 11:51:53 +00:00
7484d5b743 - Typo fixes
- Visual Location Keying Set was still using the old-style flag
defines
2010-12-28 11:50:10 +00:00
d624d1cbdd pass along the context to extension functions, this was already being done in all cases except for the render engine.
this allows python to NULL its internal context while scripts are not running.
2010-12-07 04:12:15 +00:00
0271ad6322 Give functions that use printf style formatting GCC format attributes so if incorrect formatting is used the compiler will warn of this.
found & fixed 2x incorrect formatting args.
2010-12-04 11:44:56 +00:00
51dcbdde03 use 'const char *' by default with RNA functions except when the value is flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.

Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-17 09:45:45 +00:00
27f607f86d bugfix [#24668] Deleting armature objects removes a user from its action, eventually leading to data loss 2010-11-14 09:20:31 +00:00
8268a4be71 most unused arg warnings corrected.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-10-16 14:32:17 +00:00
1c3f2354f8 bugfix [#23795] Insert Visual Loc/Rot Keyframe of Armature Bones Broken
- converted 3 options in keying sets to use bl_options like panels & operators
- removed function arguments for new keying sets, better adjust these after to avoid duplicating properties in function arguments (they were not used).
2010-09-23 08:15:53 +00:00
adae794233 py/rna remove functions now all work in a similar way.
- some remove() functions took an int argument rather then the item to remove.
- disallow None argument.
- raise an error if the item isnt in the collection.
2010-08-24 06:40:28 +00:00
379fea2d0d move more active variables to be nested in collections. 2010-08-24 04:02:50 +00:00
f6c323aa42 - move more active properties into their collections:
scene.active_keying_set --> scene.keying_sets.active
  ...same for active_uv_texture. active_vertex_color, active_keyconfig, 

- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
  also have them return the newly created layer and dont set the layer active.

  uvtex = mesh.uv_layers.new(name)
  vcol = mesh.vertex_colors.new(name)
2010-08-23 22:16:45 +00:00
c04199b3a1 rna naming mainly for Scene/IK/KeyingSet's 2010-08-18 08:58:37 +00:00
7da5d9faec rna renaming, still only adjusting properties that wont be animated (at least its very unlikely). 2010-08-18 07:14:10 +00:00
7a31417f50 apply UserPrefs and Theme rna naming changes. 2010-08-17 13:14:41 +00:00
e0f0a425fa rna pointer poll function, not used yet. 2010-08-03 05:14:59 +00:00
86f71fad8b Bugfix #22374: index=-1 not work for keyingset.paths.add() function
Simple typo which meant that paths with 'Entire array' set could not be reimported properly.
2010-05-20 11:04:15 +00:00
96beb8330c Great patch by Harley Acheson fixing about 80 typos and spelling
mistakes in makesrna
2010-05-04 05:15:53 +00:00
415a6f6015 make keying set path functions members of the paths collection 2010-04-04 17:42:40 +00:00
b88278b62b More assorted Keying Sets changes for Cessen (mainly api stuff):
* Added operator (Ctrl Shift Alt I) to show menu for changing the active Keying Set in the 3D view (todo item from last commit)

* KeyingSetInfo (i.e. the Builtin Keying Set classes) can now be accessed from Keying Set instances with  ks.type_info
* Added ks.remove_all_paths() function to remove all the paths for a Keying Set. 

---

These two changes mean that builtin Keying Sets could be refreshed in response to context changes by doing:
<code>
ks = bpy.context.scene.active_keying_set
if ks.absolute==False and ks.type_info:
    ksi = ks.type_info

    # remove existing paths to fill with new
    ks.remove_all_paths()

    # check if Keying Set can be used in current context
    if ksi.poll(bpy.context):
        # call iterator() which calls generate() and re-populates paths list
        ksi.iterator(bpy.context, ks) 
</code>

And then, once this has been done, the paths that the Keying Set will operate on can be accessed as
<code>
paths = bpy.context.scene.active_keying_set.paths
</code>
2010-03-25 11:34:18 +00:00
230a2e62f0 Keying Sets - PyAPI consistency issues:
* Added 'id_name' property, which is used as the "typeinfo_name" by Keying Set instances. This is simply the name of the relevant KeyingSetInfo classes.

* Renamed the 'array_index' arg for ks.add_path() to 'index'. Also removed the 'entire array' toggle arg in favour of just passing -1 to index. However, Keying Sets in general still maintain their 'entire array' toggle flags for now, it's just that the API function does conversion between the two.
2010-03-24 12:48:03 +00:00
26736ac0f0 remove unused rna includes 2010-03-24 09:51:32 +00:00
4ae515a4e5 Keying Sets: BuiltIn vs Absolute Tweaks
This commit clarifies the somewhat "murky" separation between "builtin" and "absolute" KeyingSets as a result of discussions with Cessen.

* "Builtin" Keying Sets are now just the Keying Sets which in the past have been known as PyKeyingSets or Relative KeyingSets. These are registered from Py Scripts at startup, and will use the context info to determine what data they should be keyframing. These are stored per Blender session, independent of files, since usually these will be coded specific to sets of rigs used at a studio.

* "Absolute" Keying Sets are the ones that you can create from the Scene buttons and/or KKEY or RMB over any property. They specify the exact set of properties which should always get keyframed together. These are stored in the scene. 

In relation to this, I've made it possible to now set one of the builtin Keying Set types as the active Keying Set. 
* For now, this can only be done via the box beside the insert/delete key operator buttons on the TimeLine header (now complete with an recycled icon - HINT TO ICON DESIGNERS, to make this a bit more obvious). Later on I'll commit an operator to set this via a hotkey.
* The "IKEY" menu will only show up when there is no active Keying Set. When there is one, keying will happen silently (with info notice at the top of the screen). Later on, I'll hook this menu up to a hotkey, so that that active Keying Set can be changed without inserting keyframes or clearing active Keying Set...
* By default, there isn't any default Keying Set enabled. IMO, this is probably a good default, though some might like to have LocRotScale instead.
* I'm not terribly impressed with the search menu for the items being SORTED (and of all things, alphabetically!) currently, since this does break muscle-memory with the menu (and jumbles up order of closely related vs not closely related).
* The Scene buttons for KeyingSets still need some changes to fully cope with users setting builtin KeyingSets as active sometimes. Controls which are useless or shouldn't be used when a builtin set is shown are being shown.

Builtin set registrations have been tweaked a bit:
* Renamed "bl_idname" to "bl_label" for consistency with rest of API. Note that this is the identifier used by Blender internally when searching for the KeyingSet, and is also what the user sees.
2010-03-23 11:59:34 +00:00
9ebde542ec Bugfix: Autokeying was non-functional after the Keying Sets refactor
- The RNA wrapping for the generate callback was still wrong, with the primary effect being that C-code calling this had unexpected consequences that were hard to debug.
- Fixed some defective checks that meant that when specifying the RNA-pointers for the Keying Set to use (rather than using the Keying Set's own iterator callback) would never add any info.
2010-03-18 07:53:46 +00:00
be3d5f9d5d PyKeyingSet Bugfixes:
* With multiple objects selected, only one of the objects got keyframed. The code which was checking for duplicate paths was wrongly assuming to ignore the ID-block used still.

* Not registering a Keying Set as 'builtin' would crash on startup. I've made all Keying Sets fallback to adding as if they were local for now, but a better solution is coming soon.

* Fixed a typo in RNA function wrappers for the generator callback, since it was looking for the iterator only. This doesn't seem to have caused any problems (thankfully).
2010-03-17 11:34:27 +00:00
ea4a987fd4 == Massive Keying Sets Recode ==
After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen.

For a more thorough discussion of this commit, see 
http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1

------

The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks.

Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage.

Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial.

Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
be44ac7490 * Renaming some Keying Sets API functions to make the terminology more consistent in the UI
* Fixed bug with hotkeys for adding properties to Keying Sets using the KKEY over the relevant buttons. Was calling the remove callback instead.
2010-02-27 02:03:33 +00:00