Continuation of the work started with 249e4df110. After all display modes
were ported to this new design, this commit starts the (more complex) work on
the individual tree-element types. More concretely it ports animation
tree-elements (action data-blocks, drivers and NLA data).
The commit above explains motivations. In short, we need a better design that's
easier to reason about and better testable.
Changes done here are pretty straight forward and introduce similar class
hierarchy and building patterns as introduced for the display modes already.
I.e. an abstract base class, `AbstractTreeElement` with derived classes for the
concrete types, and a C-API with a switch to create the needed objects from a
type enum. The latter should be replacable with something nicer later on (RAII
based, and type-safer through meta-programming).
Each tree-element type has its own class, with an own header and source file
(okay some closely related types can share a header and source file, like the
NLA ones).
I added some further temporary bits for the transition to the new design, such
as the `TreeElement.type`. It should entirely replace `TreeElement` eventually,
just as `outliner_add_element()` should be quite small by then and easily
replacable by a `TreeBuilder` helper.
89 lines
2.8 KiB
C++
89 lines
2.8 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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/** \file
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* \ingroup spoutliner
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*/
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#include "DNA_listBase.h"
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#include "../outliner_intern.h"
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#include "tree_element_anim_data.hh"
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#include "tree_element_driver_base.hh"
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#include "tree_element_nla.hh"
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#include "tree_element.h"
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#include "tree_element.hh"
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namespace blender::ed::outliner {
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static AbstractTreeElement *tree_element_create(int type, TreeElement &legacy_te, void *idv)
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{
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/* Would be nice to get rid of void * here, can we somehow expect the right type right away?
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* Perfect forwarding maybe, once the API is C++ only? */
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ID &id = *static_cast<ID *>(idv);
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switch (type) {
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case TSE_ANIM_DATA:
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return new TreeElementAnimData(legacy_te, id);
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case TSE_DRIVER_BASE:
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return new TreeElementDriverBase(legacy_te, *static_cast<AnimData *>(idv));
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case TSE_NLA:
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return new TreeElementNLA(legacy_te, *static_cast<AnimData *>(idv));
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case TSE_NLA_TRACK:
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return new TreeElementNLATrack(legacy_te, *static_cast<NlaTrack *>(idv));
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case TSE_NLA_ACTION:
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return new TreeElementNLAAction(legacy_te);
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default:
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break;
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}
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return nullptr;
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}
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static void tree_element_free(AbstractTreeElement **tree_element)
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{
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delete *tree_element;
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*tree_element = nullptr;
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}
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static void tree_element_expand(AbstractTreeElement &tree_element, SpaceOutliner &space_outliner)
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{
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tree_element.expand(space_outliner);
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}
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} // namespace blender::ed::outliner
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namespace outliner = blender::ed::outliner;
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TreeElementType *outliner_tree_element_type_create(int type, TreeElement *legacy_te, void *idv)
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{
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outliner::AbstractTreeElement *element = outliner::tree_element_create(type, *legacy_te, idv);
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return reinterpret_cast<TreeElementType *>(element);
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}
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void outliner_tree_element_type_expand(TreeElementType *type, SpaceOutliner *space_outliner)
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{
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outliner::tree_element_expand(reinterpret_cast<outliner::AbstractTreeElement &>(*type),
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*space_outliner);
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}
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void outliner_tree_element_type_free(TreeElementType **type)
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{
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outliner::tree_element_free(reinterpret_cast<outliner::AbstractTreeElement **>(type));
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}
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