The 'Show Sliders' option for DopeSheet and Graph Editors now works again. When this option is enabled (it is disabled by default), a slider (or combobox) is shown beside the mute/lock toggles for F-Curves. Editing the slider will result in a new keyframe being added on the current frame. So, for all the (ex)-Maya animators out there, you can now animate in a channelbox-like way. :) Also in this commit: * Fixed some warnings in modifier.c from previous commits there * Fixed some refresh problems with DopeSheet channel list (which were only obvious after adding back the sliders) * Removed the old/unrestored and nasty slider code used in the past by the Action Editor only.
458 lines
11 KiB
C
458 lines
11 KiB
C
/**
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* $Id:
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include <stdio.h>
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#include "DNA_listBase.h"
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#include "DNA_action_types.h"
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#include "DNA_object_types.h"
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#include "DNA_space_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_rand.h"
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#include "BKE_colortools.h"
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#include "BKE_context.h"
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#include "BKE_screen.h"
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "BIF_gl.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "ED_anim_api.h"
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#include "ED_keyframes_draw.h"
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#include "ED_markers.h"
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#include "action_intern.h" // own include
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/* ******************** default callbacks for action space ***************** */
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static SpaceLink *action_new(const bContext *C)
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{
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ScrArea *sa= CTX_wm_area(C);
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SpaceAction *saction;
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ARegion *ar;
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saction= MEM_callocN(sizeof(SpaceAction), "initaction");
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saction->spacetype= SPACE_ACTION;
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saction->autosnap = SACTSNAP_FRAME;
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saction->mode= SACTCONT_DOPESHEET;
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/* header */
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ar= MEM_callocN(sizeof(ARegion), "header for action");
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BLI_addtail(&saction->regionbase, ar);
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ar->regiontype= RGN_TYPE_HEADER;
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ar->alignment= RGN_ALIGN_BOTTOM;
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/* channel list region */
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ar= MEM_callocN(sizeof(ARegion), "channel area for action");
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BLI_addtail(&saction->regionbase, ar);
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ar->regiontype= RGN_TYPE_CHANNELS;
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ar->alignment= RGN_ALIGN_LEFT;
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/* only need to set scroll settings, as this will use 'listview' v2d configuration */
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ar->v2d.scroll = V2D_SCROLL_BOTTOM;
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ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
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/* main area */
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ar= MEM_callocN(sizeof(ARegion), "main area for action");
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BLI_addtail(&saction->regionbase, ar);
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ar->regiontype= RGN_TYPE_WINDOW;
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ar->v2d.tot.xmin= -10.0f;
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ar->v2d.tot.ymin= (float)(-sa->winy);
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ar->v2d.tot.xmax= (float)(sa->winx);
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ar->v2d.tot.ymax= 0.0f;
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ar->v2d.cur = ar->v2d.tot;
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ar->v2d.min[0]= 0.0f;
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ar->v2d.min[1]= 0.0f;
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ar->v2d.max[0]= MAXFRAMEF;
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ar->v2d.max[1]= 10000.0f;
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ar->v2d.minzoom= 0.01f;
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ar->v2d.maxzoom= 50;
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ar->v2d.scroll = (V2D_SCROLL_BOTTOM|V2D_SCROLL_SCALE_HORIZONTAL);
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ar->v2d.scroll |= (V2D_SCROLL_RIGHT);
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ar->v2d.keepzoom= V2D_LOCKZOOM_Y;
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ar->v2d.align= V2D_ALIGN_NO_POS_Y;
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ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
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return (SpaceLink *)saction;
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}
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/* not spacelink itself */
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static void action_free(SpaceLink *sl)
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{
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// SpaceAction *saction= (SpaceAction*) sl;
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}
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/* spacetype; init callback */
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static void action_init(struct wmWindowManager *wm, ScrArea *sa)
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{
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}
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static SpaceLink *action_duplicate(SpaceLink *sl)
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{
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SpaceAction *sactionn= MEM_dupallocN(sl);
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/* clear or remove stuff from old */
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return (SpaceLink *)sactionn;
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}
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/* add handlers, stuff you only do once or on area/region changes */
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static void action_main_area_init(wmWindowManager *wm, ARegion *ar)
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{
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ListBase *keymap;
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UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_CUSTOM, ar->winx, ar->winy);
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/* own keymap */
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keymap= WM_keymap_listbase(wm, "Action_Keys", SPACE_ACTION, 0); /* XXX weak? */
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WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
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}
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static void action_main_area_draw(const bContext *C, ARegion *ar)
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{
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/* draw entirely, view changes should be handled here */
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SpaceAction *saction= CTX_wm_space_action(C);
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bAnimContext ac;
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View2D *v2d= &ar->v2d;
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View2DGrid *grid;
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View2DScrollers *scrollers;
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float col[3];
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short unit=0, flag=0;
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/* clear and setup matrix */
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UI_GetThemeColor3fv(TH_BACK, col);
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glClearColor(col[0], col[1], col[2], 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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UI_view2d_view_ortho(C, v2d);
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/* time grid */
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unit= (saction->flag & SACTION_DRAWTIME)? V2D_UNIT_SECONDS : V2D_UNIT_FRAMES;
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grid= UI_view2d_grid_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY, ar->winx, ar->winy);
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UI_view2d_grid_draw(C, v2d, grid, V2D_GRIDLINES_ALL);
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UI_view2d_grid_free(grid);
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/* data */
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if (ANIM_animdata_get_context(C, &ac)) {
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draw_channel_strips(&ac, saction, ar);
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}
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/* current frame */
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if (saction->flag & SACTION_DRAWTIME) flag |= DRAWCFRA_UNIT_SECONDS;
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if ((saction->flag & SACTION_NODRAWCFRANUM)==0) flag |= DRAWCFRA_SHOW_NUMBOX;
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ANIM_draw_cfra(C, v2d, flag);
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/* markers */
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UI_view2d_view_orthoSpecial(C, v2d, 1);
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draw_markers_time(C, 0);
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/* preview range */
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UI_view2d_view_ortho(C, v2d);
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ANIM_draw_previewrange(C, v2d);
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/* reset view matrix */
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UI_view2d_view_restore(C);
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/* scrollers */
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scrollers= UI_view2d_scrollers_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
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UI_view2d_scrollers_draw(C, v2d, scrollers);
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UI_view2d_scrollers_free(scrollers);
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}
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/* add handlers, stuff you only do once or on area/region changes */
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static void action_channel_area_init(wmWindowManager *wm, ARegion *ar)
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{
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ListBase *keymap;
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UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_LIST, ar->winx, ar->winy);
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/* own keymap */
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keymap= WM_keymap_listbase(wm, "Animation_Channels", 0, 0); /* XXX weak? */
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WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
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}
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static void action_channel_area_draw(const bContext *C, ARegion *ar)
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{
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/* draw entirely, view changes should be handled here */
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SpaceAction *saction= CTX_wm_space_action(C);
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bAnimContext ac;
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View2D *v2d= &ar->v2d;
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View2DScrollers *scrollers;
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float col[3];
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/* clear and setup matrix */
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UI_GetThemeColor3fv(TH_BACK, col);
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glClearColor(col[0], col[1], col[2], 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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UI_view2d_view_ortho(C, v2d);
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/* data */
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if (ANIM_animdata_get_context(C, &ac)) {
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draw_channel_names((bContext *)C, &ac, saction, ar);
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}
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/* reset view matrix */
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UI_view2d_view_restore(C);
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/* scrollers */
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scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
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UI_view2d_scrollers_draw(C, v2d, scrollers);
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UI_view2d_scrollers_free(scrollers);
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}
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/* add handlers, stuff you only do once or on area/region changes */
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static void action_header_area_init(wmWindowManager *wm, ARegion *ar)
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{
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UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
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}
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static void action_header_area_draw(const bContext *C, ARegion *ar)
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{
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float col[3];
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/* clear */
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if(ED_screen_area_active(C))
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UI_GetThemeColor3fv(TH_HEADER, col);
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else
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UI_GetThemeColor3fv(TH_HEADERDESEL, col);
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glClearColor(col[0], col[1], col[2], 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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/* set view2d view matrix for scrolling (without scrollers) */
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UI_view2d_view_ortho(C, &ar->v2d);
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action_header_buttons(C, ar);
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/* restore view matrix? */
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UI_view2d_view_restore(C);
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}
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static void action_channel_area_listener(ARegion *ar, wmNotifier *wmn)
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{
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/* context changes */
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switch(wmn->category) {
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case NC_ANIMATION:
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ED_region_tag_redraw(ar);
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break;
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case NC_SCENE:
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switch(wmn->data) {
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case ND_OB_ACTIVE:
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case ND_FRAME:
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ED_region_tag_redraw(ar);
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break;
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}
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break;
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case NC_OBJECT:
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switch(wmn->data) {
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case ND_BONE_ACTIVE:
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case ND_BONE_SELECT:
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case ND_KEYS:
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ED_region_tag_redraw(ar);
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break;
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}
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break;
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default:
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if(wmn->data==ND_KEYS)
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ED_region_tag_redraw(ar);
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}
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}
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static void action_main_area_listener(ARegion *ar, wmNotifier *wmn)
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{
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/* context changes */
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switch(wmn->category) {
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case NC_ANIMATION:
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ED_region_tag_redraw(ar);
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break;
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case NC_SCENE:
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switch(wmn->data) {
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case ND_OB_ACTIVE:
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case ND_FRAME:
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case ND_MARKERS:
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ED_region_tag_redraw(ar);
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break;
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}
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break;
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case NC_OBJECT:
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switch(wmn->data) {
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case ND_BONE_ACTIVE:
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case ND_BONE_SELECT:
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case ND_KEYS:
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case ND_TRANSFORM:
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ED_region_tag_redraw(ar);
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break;
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}
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break;
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default:
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if(wmn->data==ND_KEYS)
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ED_region_tag_redraw(ar);
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}
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}
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/* editor level listener */
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static void action_listener(ScrArea *sa, wmNotifier *wmn)
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{
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/* context changes */
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switch (wmn->category) {
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case NC_ANIMATION:
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ED_area_tag_refresh(sa);
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break;
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case NC_SCENE:
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/*switch (wmn->data) {
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case ND_OB_ACTIVE:
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case ND_OB_SELECT:
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ED_area_tag_refresh(sa);
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break;
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}*/
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ED_area_tag_refresh(sa);
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break;
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case NC_OBJECT:
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/*switch (wmn->data) {
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case ND_BONE_SELECT:
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case ND_BONE_ACTIVE:
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ED_area_tag_refresh(sa);
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break;
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}*/
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ED_area_tag_refresh(sa);
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break;
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}
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}
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static void action_refresh(const bContext *C, ScrArea *sa)
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{
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SpaceAction *saction = (SpaceAction *)sa->spacedata.first;
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/* updates to data needed depends on Action Editor mode... */
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switch (saction->mode) {
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case SACTCONT_DOPESHEET: /* DopeSheet - for now, just all armatures... */
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{
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}
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break;
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case SACTCONT_ACTION: /* Action Editor - just active object will do */
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{
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Object *ob= CTX_data_active_object(C);
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/* sync changes to bones to the corresponding action channels */
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ANIM_pose_to_action_sync(ob, sa);
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}
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break;
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}
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/* region updates? */
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// XXX resizing y-extents of tot should go here?
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}
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/* only called once, from space/spacetypes.c */
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void ED_spacetype_action(void)
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{
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SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype action");
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ARegionType *art;
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st->spaceid= SPACE_ACTION;
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st->new= action_new;
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st->free= action_free;
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st->init= action_init;
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st->duplicate= action_duplicate;
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st->operatortypes= action_operatortypes;
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st->keymap= action_keymap;
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st->listener= action_listener;
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st->refresh= action_refresh;
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/* regions: main window */
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art= MEM_callocN(sizeof(ARegionType), "spacetype action region");
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art->regionid = RGN_TYPE_WINDOW;
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art->init= action_main_area_init;
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art->draw= action_main_area_draw;
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art->listener= action_main_area_listener;
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art->keymapflag= ED_KEYMAP_VIEW2D/*|ED_KEYMAP_MARKERS*/|ED_KEYMAP_ANIMATION|ED_KEYMAP_FRAMES;
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BLI_addhead(&st->regiontypes, art);
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/* regions: header */
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art= MEM_callocN(sizeof(ARegionType), "spacetype action region");
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art->regionid = RGN_TYPE_HEADER;
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art->minsizey= HEADERY;
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art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
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art->init= action_header_area_init;
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art->draw= action_header_area_draw;
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BLI_addhead(&st->regiontypes, art);
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/* regions: channels */
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art= MEM_callocN(sizeof(ARegionType), "spacetype action region");
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art->regionid = RGN_TYPE_CHANNELS;
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art->minsizex= 200;
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art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D;
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art->init= action_channel_area_init;
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art->draw= action_channel_area_draw;
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art->listener= action_channel_area_listener;
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BLI_addhead(&st->regiontypes, art);
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BKE_spacetype_register(st);
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}
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