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blender-archive/source/blender/editors/space_action/space_action.c
Joshua Leung b33b6babbd 2.5 - Sliders in Animation Editors
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.
2009-08-24 04:31:13 +00:00

458 lines
11 KiB
C

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