Animsys: added integrated copy of animdata in copy_libblock().
-> by default animdata-copy should relink ID data like Action,
   and put a facility to really duplicate it in other code.
   (single_user_animdata or so)
This commit is contained in:
Ton Roosendaal
2009-01-30 14:23:31 +00:00
parent 6009523659
commit 1122b60f31

View File

@@ -83,8 +83,9 @@
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
#include "BKE_library.h"
#include "BKE_animsys.h"
#include "BKE_context.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_sound.h"
@@ -401,6 +402,45 @@ void *alloc_libblock(ListBase *lb, short type, const char *name)
/* from blendef: */
#define GS(a) (*((short *)(a)))
/* by spec, animdata is first item after ID */
/* we still read ->adt itself, to ensure compiler warns when it doesnt exist */
static void id_copy_animdata(ID *id)
{
switch(GS(id->name)) {
case ID_OB:
((Object *)id)->adt= BKE_copy_animdata(((Object *)id)->adt);
break;
case ID_CU:
((Curve *)id)->adt= BKE_copy_animdata(((Curve *)id)->adt);
break;
case ID_CA:
((Camera *)id)->adt= BKE_copy_animdata(((Camera *)id)->adt);
break;
case ID_KE:
((Key *)id)->adt= BKE_copy_animdata(((Key *)id)->adt);
break;
case ID_LA:
((Lamp *)id)->adt= BKE_copy_animdata(((Lamp *)id)->adt);
break;
case ID_MA:
((Material *)id)->adt= BKE_copy_animdata(((Material *)id)->adt);
break;
case ID_NT:
((bNodeTree *)id)->adt= BKE_copy_animdata(((bNodeTree *)id)->adt);
break;
case ID_SCE:
((Scene *)id)->adt= BKE_copy_animdata(((Scene *)id)->adt);
break;
case ID_TE:
((Tex *)id)->adt= BKE_copy_animdata(((Tex *)id)->adt);
break;
case ID_WO:
((World *)id)->adt= BKE_copy_animdata(((World *)id)->adt);
break;
}
}
/* used everywhere in blenkernel and text.c */
void *copy_libblock(void *rt)
{
@@ -429,6 +469,8 @@ void *copy_libblock(void *rt)
idn->flag |= LIB_NEW;
if (id->properties) idn->properties = IDP_CopyProperty(id->properties);
id_copy_animdata(id);
return idn;
}