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blender-archive/source/blender/include/BIF_keyframing.h
Joshua Leung 375a6bbe41 More bugfixes:
* Added missing includes
* Fixed typos in header
* Added code to get ipo for 'Available' keyingsets to work
2008-09-14 05:52:57 +00:00

100 lines
3.7 KiB
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/**
* $Id: BIF_keyframing.h 14444 2008-04-16 22:40:48Z 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 in insert_key(), and insert_vert_icu() */
enum {
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) */
} 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);
/* ************ Keyframe Checking ******************** */
/* Checks whether a keyframe exists for the given ID-block one the given frame */
short id_cfra_has_keyframe(struct ID *id, short filter);
/* filter flags fr id_cfra_has_keyframe */
enum {
/* general */
ANIMFILTER_ALL = 0, /* include all available animation data */
ANIMFILTER_LOCAL = (1<<0), /* only include locally available anim data */
/* object specific */
ANIMFILTER_MAT = (1<<1), /* include material keyframes too */
ANIMFILTER_SKEY = (1<<2), /* shape keys (for geometry) */
} eAnimFilterFlags;
#endif /* BIF_KEYFRAMING_H */