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blender-archive/source/blender/editors/animation/anim_deps.c
Sergey Sharybin 31f0c27ae7 Depsgraph: Add additional relations/id update tags
This calls are not strictly speaking needed for the old dependency graph, but
due to more granular nature of upcoming depsgraph more actions requires update
of relations of IDs.

On the one hand this extra tags could be wrapped with if() statements, but on
the other hand it makes sense to keep tag in sync so it's clear if some issue
is caused by missing/extra tag or by depsgraph itself.
2015-05-12 16:06:36 +05:00

402 lines
11 KiB
C

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation, Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/animation/anim_deps.c
* \ingroup edanimation
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_fcurve.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_node.h"
#include "BKE_sequencer.h"
#include "RNA_access.h"
#include "ED_anim_api.h"
/* **************************** depsgraph tagging ******************************** */
/* tags the given anim list element for refreshes (if applicable)
* due to Animation Editor editing
*/
void ANIM_list_elem_update(Scene *scene, bAnimListElem *ale)
{
ID *id;
FCurve *fcu;
AnimData *adt;
id = ale->id;
if (!id)
return;
/* tag AnimData for refresh so that other views will update in realtime with these changes */
adt = BKE_animdata_from_id(id);
if (adt) {
adt->recalc |= ADT_RECALC_ANIM;
DAG_id_tag_update(id, OB_RECALC_TIME);
}
/* update data */
fcu = (ale->datatype == ALE_FCURVE) ? ale->key_data : NULL;
if (fcu && fcu->rna_path) {
/* if we have an fcurve, call the update for the property we
* are editing, this is then expected to do the proper redraws
* and depsgraph updates */
PointerRNA id_ptr, ptr;
PropertyRNA *prop;
RNA_id_pointer_create(id, &id_ptr);
if (RNA_path_resolve_property(&id_ptr, fcu->rna_path, &ptr, &prop))
RNA_property_update_main(G.main, scene, &ptr, prop);
}
else {
/* in other case we do standard depsgraph update, ideally
* we'd be calling property update functions here too ... */
DAG_id_tag_update(id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); // XXX or do we want something more restrictive?
}
}
/* tags the given ID block for refreshes (if applicable) due to
* Animation Editor editing */
void ANIM_id_update(Scene *UNUSED(scene), ID *id)
{
if (id) {
AnimData *adt = BKE_animdata_from_id(id);
/* tag AnimData for refresh so that other views will update in realtime with these changes */
if (adt)
adt->recalc |= ADT_RECALC_ANIM;
/* set recalc flags */
DAG_id_tag_update(id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); // XXX or do we want something more restrictive?
}
}
/* **************************** animation data <-> data syncing ******************************** */
/* This code here is used to synchronize the
* - selection (to find selected data easier)
* - ... (insert other relevant items here later)
* status in relevant Blender data with the status stored in animation channels.
*
* This should be called in the refresh() callbacks for various editors in
* response to appropriate notifiers.
*/
/* perform syncing updates for Action Groups */
static void animchan_sync_group(bAnimContext *ac, bAnimListElem *ale, bActionGroup **active_agrp)
{
bActionGroup *agrp = (bActionGroup *)ale->data;
ID *owner_id = ale->id;
/* major priority is selection status
* so we need both a group and an owner
*/
if (ELEM(NULL, agrp, owner_id))
return;
/* for standard Objects, check if group is the name of some bone */
if (GS(owner_id->name) == ID_OB) {
Object *ob = (Object *)owner_id;
/* check if there are bones, and whether the name matches any
* NOTE: this feature will only really work if groups by default contain the F-Curves for a single bone
*/
if (ob->pose) {
bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, agrp->name);
bArmature *arm = ob->data;
if (pchan) {
bActionGroup *bgrp;
/* if one matches, sync the selection status */
if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED))
agrp->flag |= AGRP_SELECTED;
else
agrp->flag &= ~AGRP_SELECTED;
/* also sync active group status */
if ((ob == ac->obact) && (pchan->bone == arm->act_bone)) {
/* if no previous F-Curve has active flag, then we're the first and only one to get it */
if (*active_agrp == NULL) {
agrp->flag |= AGRP_ACTIVE;
*active_agrp = agrp;
}
else {
/* someone else has already taken it - set as not active */
agrp->flag &= ~AGRP_ACTIVE;
}
}
else {
/* this can't possibly be active now */
agrp->flag &= ~AGRP_ACTIVE;
}
/* sync group colors */
bgrp = (bActionGroup *)BLI_findlink(&ob->pose->agroups, (pchan->agrp_index - 1));
if (bgrp) {
agrp->customCol = bgrp->customCol;
action_group_colors_sync(agrp, bgrp);
}
}
}
}
}
/* perform syncing updates for F-Curves */
static void animchan_sync_fcurve(bAnimContext *ac, bAnimListElem *ale, FCurve **active_fcurve)
{
FCurve *fcu = (FCurve *)ale->data;
ID *owner_id = ale->id;
/* major priority is selection status, so refer to the checks done in anim_filter.c
* skip_fcurve_selected_data() for reference about what's going on here...
*/
if (ELEM(NULL, fcu, fcu->rna_path, owner_id))
return;
if (GS(owner_id->name) == ID_OB) {
Object *ob = (Object *)owner_id;
/* only affect if F-Curve involves pose.bones */
if ((fcu->rna_path) && strstr(fcu->rna_path, "pose.bones")) {
bArmature *arm = (bArmature *)ob->data;
bPoseChannel *pchan;
char *bone_name;
/* get bone-name, and check if this bone is selected */
bone_name = BLI_str_quoted_substrN(fcu->rna_path, "pose.bones[");
pchan = BKE_pose_channel_find_name(ob->pose, bone_name);
if (bone_name) MEM_freeN(bone_name);
/* F-Curve selection depends on whether the bone is selected */
if ((pchan) && (pchan->bone)) {
/* F-Curve selection */
if (pchan->bone->flag & BONE_SELECTED)
fcu->flag |= FCURVE_SELECTED;
else
fcu->flag &= ~FCURVE_SELECTED;
/* Active F-Curve - it should be the first one for this bone on the
* active object to be considered as active
*/
if ((ob == ac->obact) && (pchan->bone == arm->act_bone)) {
/* if no previous F-Curve has active flag, then we're the first and only one to get it */
if (*active_fcurve == NULL) {
fcu->flag |= FCURVE_ACTIVE;
*active_fcurve = fcu;
}
else {
/* someone else has already taken it - set as not active */
fcu->flag &= ~FCURVE_ACTIVE;
}
}
else {
/* this can't possibly be active now */
fcu->flag &= ~FCURVE_ACTIVE;
}
}
}
}
else if (GS(owner_id->name) == ID_SCE) {
Scene *scene = (Scene *)owner_id;
/* only affect if F-Curve involves sequence_editor.sequences */
if ((fcu->rna_path) && strstr(fcu->rna_path, "sequences_all")) {
Editing *ed = BKE_sequencer_editing_get(scene, false);
Sequence *seq;
char *seq_name;
/* get strip name, and check if this strip is selected */
seq_name = BLI_str_quoted_substrN(fcu->rna_path, "sequences_all[");
seq = BKE_sequence_get_by_name(ed->seqbasep, seq_name, false);
if (seq_name) MEM_freeN(seq_name);
/* update selection status */
if (seq) {
if (seq->flag & SELECT)
fcu->flag |= FCURVE_SELECTED;
else
fcu->flag &= ~FCURVE_SELECTED;
}
}
}
else if (GS(owner_id->name) == ID_NT) {
bNodeTree *ntree = (bNodeTree *)owner_id;
/* check for selected nodes */
if ((fcu->rna_path) && strstr(fcu->rna_path, "nodes")) {
bNode *node;
char *node_name;
/* get strip name, and check if this strip is selected */
node_name = BLI_str_quoted_substrN(fcu->rna_path, "nodes[");
node = nodeFindNodebyName(ntree, node_name);
if (node_name) MEM_freeN(node_name);
/* update selection/active status */
if (node) {
/* update selection status */
if (node->flag & NODE_SELECT)
fcu->flag |= FCURVE_SELECTED;
else
fcu->flag &= ~FCURVE_SELECTED;
/* update active status */
/* XXX: this may interfere with setting bones as active if both exist at once;
* then again, if that's the case, production setups aren't likely to be animating
* nodes while working with bones?
*/
if (node->flag & NODE_ACTIVE) {
if (*active_fcurve == NULL) {
fcu->flag |= FCURVE_ACTIVE;
*active_fcurve = fcu;
}
else {
fcu->flag &= ~FCURVE_ACTIVE;
}
}
else {
fcu->flag &= ~FCURVE_ACTIVE;
}
}
}
}
}
/* ---------------- */
/* Main call to be exported to animation editors */
void ANIM_sync_animchannels_to_data(const bContext *C)
{
bAnimContext ac;
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
bActionGroup *active_agrp = NULL;
FCurve *active_fcurve = NULL;
/* get animation context info for filtering the channels */
if (ANIM_animdata_get_context(C, &ac) == 0)
return;
/* filter data */
/* NOTE: we want all channels, since we want to be able to set selection status on some of them even when collapsed
* However, don't include duplicates so that selection statuses don't override each other
*/
filter = ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_CHANNELS | ANIMFILTER_NODUPLIS;
ANIM_animdata_filter(&ac, &anim_data, filter, ac.data, ac.datatype);
/* flush settings as appropriate depending on the types of the channels */
for (ale = anim_data.first; ale; ale = ale->next) {
switch (ale->type) {
case ANIMTYPE_GROUP:
animchan_sync_group(&ac, ale, &active_agrp);
break;
case ANIMTYPE_FCURVE:
animchan_sync_fcurve(&ac, ale, &active_fcurve);
break;
}
}
ANIM_animdata_freelist(&anim_data);
}
void ANIM_animdata_update(bAnimContext *ac, ListBase *anim_data)
{
bAnimListElem *ale;
if (ELEM(ac->datatype, ANIMCONT_GPENCIL, ANIMCONT_MASK)) {
#ifdef DEBUG
/* quiet assert */
for (ale = anim_data->first; ale; ale = ale->next) {
ale->update = 0;
}
#endif
return;
}
for (ale = anim_data->first; ale; ale = ale->next) {
FCurve *fcu = ale->key_data;
if (ale->update & ANIM_UPDATE_ORDER) {
ale->update &= ~ANIM_UPDATE_ORDER;
if (fcu)
sort_time_fcurve(fcu);
}
if (ale->update & ANIM_UPDATE_HANDLES) {
ale->update &= ~ANIM_UPDATE_HANDLES;
if (fcu)
calchandles_fcurve(fcu);
}
if (ale->update & ANIM_UPDATE_DEPS) {
ale->update &= ~ANIM_UPDATE_DEPS;
ANIM_list_elem_update(ac->scene, ale);
}
BLI_assert(ale->update == 0);
}
}
void ANIM_animdata_freelist(ListBase *anim_data)
{
#ifndef NDEBUG
bAnimListElem *ale, *ale_next;
for (ale = anim_data->first; ale; ale = ale_next) {
ale_next = ale->next;
BLI_assert(ale->update == 0);
MEM_freeN(ale);
}
BLI_listbase_clear(anim_data);
#else
BLI_freelistN(anim_data);
#endif
}