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blender-archive/source/blender/editors/animation/anim_deps.c
Julian Eisel 585dd63c6e Cleanup: Move RNA path functions into own C++ file
NOTE: This is committed to the 3.3 branch as part of D15606, which we
decided should go to this release still (by Bastien, Dalai and me). That
is because these are important usability fixes/improvements to have for
the LTS release.

Adds `rna_path.cc` and `RNA_path.h`.

`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.

Differential Revision: https://developer.blender.org/D15540

Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne
2022-08-04 16:13:00 +02:00

411 lines
11 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2008 Blender Foundation. All rights reserved. */
/** \file
* \ingroup edanimation
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_mask_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_action.h"
#include "BKE_anim_data.h"
#include "BKE_context.h"
#include "BKE_fcurve.h"
#include "BKE_gpencil.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "DEG_depsgraph.h"
#include "RNA_access.h"
#include "RNA_path.h"
#include "SEQ_sequencer.h"
#include "SEQ_utils.h"
#include "ED_anim_api.h"
/* **************************** depsgraph tagging ******************************** */
void ANIM_list_elem_update(Main *bmain, 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) {
DEG_id_tag_update(id, ID_RECALC_ANIMATION);
if (adt->action != NULL) {
DEG_id_tag_update(&adt->action->id, ID_RECALC_ANIMATION);
}
}
/* Tag copy on the main object if updating anything directly inside AnimData */
if (ELEM(ale->type,
ANIMTYPE_ANIMDATA,
ANIMTYPE_NLAACTION,
ANIMTYPE_NLATRACK,
ANIMTYPE_NLACURVE)) {
DEG_id_tag_update(id, ID_RECALC_ANIMATION);
return;
}
/* 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(bmain, scene, &ptr, prop);
}
}
else {
/* in other case we do standard depsgraph update, ideally
* we'd be calling property update functions here too ... */
DEG_id_tag_update(id,
/* XXX: or do we want something more restrictive? */
ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
}
}
void ANIM_id_update(Main *bmain, ID *id)
{
if (id) {
DEG_id_tag_update_ex(bmain,
id,
/* XXX: or do we want something more restrictive? */
ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
}
}
/* **************************** 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);
}
}
}
}
}
static void animchan_sync_fcurve_scene(bAnimListElem *ale)
{
ID *owner_id = ale->id;
BLI_assert(GS(owner_id->name) == ID_SCE);
Scene *scene = (Scene *)owner_id;
FCurve *fcu = (FCurve *)ale->data;
Sequence *seq = NULL;
/* Only affect if F-Curve involves sequence_editor.sequences. */
char seq_name[sizeof(seq->name)];
if (!BLI_str_quoted_substr(fcu->rna_path, "sequences_all[", seq_name, sizeof(seq_name))) {
return;
}
/* Check if this strip is selected. */
Editing *ed = SEQ_editing_get(scene);
seq = SEQ_get_sequence_by_name(ed->seqbasep, seq_name, false);
if (seq == NULL) {
return;
}
/* update selection status */
if (seq->flag & SELECT) {
fcu->flag |= FCURVE_SELECTED;
}
else {
fcu->flag &= ~FCURVE_SELECTED;
}
}
/* perform syncing updates for F-Curves */
static void animchan_sync_fcurve(bAnimListElem *ale)
{
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;
}
switch (GS(owner_id->name)) {
case ID_SCE:
animchan_sync_fcurve_scene(ale);
break;
default:
break;
}
}
/* perform syncing updates for GPencil Layers */
static void animchan_sync_gplayer(bAnimListElem *ale)
{
bGPDlayer *gpl = (bGPDlayer *)ale->data;
/* Make sure the selection flags agree with the "active" flag.
* The selection flags are used in the Dopesheet only, whereas
* the active flag is used everywhere else. Hence, we try to
* sync these here so that it all seems to be have as the user
* expects - T50184
*
* Assume that we only really do this when the active status changes.
* (NOTE: This may prove annoying if it means selection is always lost)
*/
if (gpl->flag & GP_LAYER_ACTIVE) {
gpl->flag |= GP_LAYER_SELECT;
}
else {
gpl->flag &= ~GP_LAYER_SELECT;
}
}
/* ---------------- */
void ANIM_sync_animchannels_to_data(const bContext *C)
{
bAnimContext ac;
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
bActionGroup *active_agrp = 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(ale);
break;
case ANIMTYPE_GPLAYER:
animchan_sync_gplayer(ale);
break;
}
}
ANIM_animdata_freelist(&anim_data);
}
void ANIM_animdata_update(bAnimContext *ac, ListBase *anim_data)
{
bAnimListElem *ale;
for (ale = anim_data->first; ale; ale = ale->next) {
if (ale->type == ANIMTYPE_GPLAYER) {
bGPDlayer *gpl = ale->data;
if (ale->update & ANIM_UPDATE_ORDER) {
ale->update &= ~ANIM_UPDATE_ORDER;
if (gpl) {
BKE_gpencil_layer_frames_sort(gpl, NULL);
}
}
if (ale->update & ANIM_UPDATE_DEPS) {
ale->update &= ~ANIM_UPDATE_DEPS;
ANIM_list_elem_update(ac->bmain, ac->scene, ale);
}
/* disable handles to avoid crash */
if (ale->update & ANIM_UPDATE_HANDLES) {
ale->update &= ~ANIM_UPDATE_HANDLES;
}
}
else if (ale->datatype == ALE_MASKLAY) {
MaskLayer *masklay = ale->data;
if (ale->update & ANIM_UPDATE_ORDER) {
ale->update &= ~ANIM_UPDATE_ORDER;
if (masklay) {
/* While correct & we could enable it: 'posttrans_mask_clean' currently
* both sorts and removes doubles, so this is not necessary here. */
// BKE_mask_layer_shape_sort(masklay);
}
}
if (ale->update & ANIM_UPDATE_DEPS) {
ale->update &= ~ANIM_UPDATE_DEPS;
ANIM_list_elem_update(ac->bmain, ac->scene, ale);
}
/* Disable handles to avoid assert. */
if (ale->update & ANIM_UPDATE_HANDLES) {
ale->update &= ~ANIM_UPDATE_HANDLES;
}
}
else if (ale->datatype == ALE_FCURVE) {
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) {
BKE_fcurve_handles_recalc(fcu);
}
}
if (ale->update & ANIM_UPDATE_DEPS) {
ale->update &= ~ANIM_UPDATE_DEPS;
ANIM_list_elem_update(ac->bmain, ac->scene, ale);
}
}
else if (ELEM(ale->type,
ANIMTYPE_ANIMDATA,
ANIMTYPE_NLAACTION,
ANIMTYPE_NLATRACK,
ANIMTYPE_NLACURVE)) {
if (ale->update & ANIM_UPDATE_DEPS) {
ale->update &= ~ANIM_UPDATE_DEPS;
ANIM_list_elem_update(ac->bmain, ac->scene, ale);
}
}
else if (ale->update) {
#if 0
if (G.debug & G_DEBUG) {
printf("%s: Unhandled animchannel updates (%d) for type=%d (%p)\n",
__func__,
ale->update,
ale->type,
ale->data);
}
#endif
/* Prevent crashes in cases where it can't be handled */
ale->update = 0;
}
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
}