Remove the assumption of the pose library that Action groups are named after the bones in the armature. Even though this assumption is correct when the keys are created by Blender, action groups can be renamed. Keys created by Python scripts can also use arbitrary group names. Since there is more code in Blender making this assumption, and looping over selected bones is also a common occurrence, this commit contains some generic functionality to aid in this: - `BKE_armature_find_selected_bones`: function that iterates over all bones in an armature and calls a callback for each selected one. It returns a struct with info about the selection states (all or no bones selected). - `BKE_armature_find_selected_bone_names(armature)` uses the above function to return a set of selected bone names. - `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve in an Action that targets a bone, also passing it the bone name.
49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#ifndef __cplusplus
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# error This is a C++ only header.
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#endif
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#include "BKE_armature.h"
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#include "BLI_function_ref.hh"
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#include "BLI_set.hh"
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namespace blender::bke {
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struct SelectedBonesResult {
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bool all_bones_selected = true;
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bool no_bones_selected = true;
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};
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using SelectedBoneCallback = blender::FunctionRef<void(Bone *bone)>;
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SelectedBonesResult BKE_armature_find_selected_bones(const bArmature *armature,
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SelectedBoneCallback callback);
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using BoneNameSet = blender::Set<std::string>;
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/**
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* Return a set of names of the selected bones. An empty set means "ignore bone
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* selection", which either means all bones are selected, or none are.
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*/
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BoneNameSet BKE_armature_find_selected_bone_names(const bArmature *armature);
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}; // namespace blender::bke
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