Refactor: move ANIM_bone_collections.h into the .hh file

Move the contents of `ANIM_bone_collections.h` into its C++
`ANIM_bone_collections.hh` sibling. Blender is C++ by now that we can do
without the C header.

No functional changes.
This commit is contained in:
Sybren A. Stüvel
2023-12-05 15:05:28 +01:00
parent 35b9e37295
commit 42083c8357
48 changed files with 275 additions and 290 deletions

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@@ -1,242 +0,0 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup animrig
*
* \brief Functions to deal with Armature collections (i.e. the successor of bone layers).
*/
#pragma once
#include <stdbool.h>
#include "BLI_math_bits.h"
#include "BKE_armature.hh"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct bArmature;
struct Bone;
struct BoneCollection;
struct bPoseChannel;
struct EditBone;
/**
* Construct a new #BoneCollection with the given name.
*
* The caller owns the returned pointer.
*
* You don't typically use this function directly, but rather create a bone collection on a
* bArmature.
*
* \see #ANIM_armature_bonecoll_new
*/
struct BoneCollection *ANIM_bonecoll_new(const char *name) ATTR_WARN_UNUSED_RESULT;
/**
* Free the bone collection.
*
* You don't typically need this function, unless you created a bone collection outside the scope
* of a bArmature. Normally bone collections are owned (and thus managed) by the armature.
*
* \see ANIM_armature_bonecoll_remove
*/
void ANIM_bonecoll_free(struct BoneCollection *bcoll);
/**
* Recalculate the armature & bone runtime data.
*
* TODO: move to BKE?
*/
void ANIM_armature_runtime_refresh(struct bArmature *armature);
/**
* Free armature & bone runtime data.
* TODO: move to BKE?
*/
void ANIM_armature_runtime_free(struct bArmature *armature);
/**
* Add a new bone collection to the given armature.
*
* The Armature owns the returned pointer.
*/
struct BoneCollection *ANIM_armature_bonecoll_new(struct bArmature *armature, const char *name);
/**
* Add a bone collection to the Armature.
*
* If `anchor` is null or isn't found, this inserts the copy at the start
* of the collection array.
*
* NOTE: this should not typically be used. It is only used by the library overrides system to
* apply override operations.
*/
struct BoneCollection *ANIM_armature_bonecoll_insert_copy_after(
struct bArmature *armature,
struct BoneCollection *anchor,
const struct BoneCollection *bcoll_to_copy);
/**
* Remove the bone collection at `index` from the armature.
*/
void ANIM_armature_bonecoll_remove_from_index(bArmature *armature, const int index);
/**
* Remove a bone collection from the armature.
*/
void ANIM_armature_bonecoll_remove(struct bArmature *armature, struct BoneCollection *bcoll);
/**
* Set the given bone collection as the active one.
*
* Pass `nullptr` to clear the active bone collection.
*
* The bone collection MUST already be owned by this armature. If it is not,
* this function will simply clear the active bone collection.
*/
void ANIM_armature_bonecoll_active_set(struct bArmature *armature, struct BoneCollection *bcoll);
/**
* Set the bone collection with the given index as the active one.
*
* Pass -1 to clear the active bone collection.
*/
void ANIM_armature_bonecoll_active_index_set(struct bArmature *armature,
int bone_collection_index);
/**
* Set the bone collection with the given name as the active one.
*
* Pass an empty name to clear the active bone collection. A non-existent name will also cause the
* active bone collection to be cleared.
*/
void ANIM_armature_bonecoll_active_name_set(struct bArmature *armature, const char *name);
/**
* Determine whether the given bone collection is editable.
*
* Bone collections are editable when they are local, so either on a local Armature or added to a
* linked Armature via a library override in the local file.
*/
bool ANIM_armature_bonecoll_is_editable(const struct bArmature *armature,
const struct BoneCollection *bcoll);
/**
* Moves the bone collection at from_index to to_index.
*
* \return true if the collection was successfully moved, false otherwise.
* The latter happens if either index is out of bounds, or if the indices
* are equal.
*/
bool ANIM_armature_bonecoll_move_to_index(bArmature *armature, int from_index, int to_index);
/**
* Move the bone collection by \a step places up/down.
*
* \return whether the move actually happened.
*/
bool ANIM_armature_bonecoll_move(struct bArmature *armature,
struct BoneCollection *bcoll,
int step);
struct BoneCollection *ANIM_armature_bonecoll_get_by_name(
struct bArmature *armature, const char *name) ATTR_WARN_UNUSED_RESULT;
void ANIM_armature_bonecoll_name_set(struct bArmature *armature,
struct BoneCollection *bcoll,
const char *name);
void ANIM_bonecoll_show(struct BoneCollection *bcoll);
void ANIM_bonecoll_hide(struct BoneCollection *bcoll);
/**
* Assign the bone to the bone collection.
*
* No-op if the bone is already a member of the collection.
*
* \return true if the bone was actually assigned, false if not (f.e. when it already was assigned
* previously).
*/
bool ANIM_armature_bonecoll_assign(struct BoneCollection *bcoll, struct Bone *bone);
bool ANIM_armature_bonecoll_assign_editbone(struct BoneCollection *bcoll, struct EditBone *ebone);
bool ANIM_armature_bonecoll_assign_and_move(struct BoneCollection *bcoll, struct Bone *bone);
bool ANIM_armature_bonecoll_assign_and_move_editbone(struct BoneCollection *bcoll,
struct EditBone *ebone);
bool ANIM_armature_bonecoll_unassign(struct BoneCollection *bcoll, struct Bone *bone);
bool ANIM_armature_bonecoll_unassign_editbone(struct BoneCollection *bcoll,
struct EditBone *ebone);
void ANIM_armature_bonecoll_unassign_all(struct Bone *bone);
void ANIM_armature_bonecoll_unassign_all_editbone(struct EditBone *ebone);
/* Assign the edit bone to the armature's active collection. */
void ANIM_armature_bonecoll_assign_active(const struct bArmature *armature,
struct EditBone *ebone);
/**
* Reconstruct the bone collection memberships, based on the bone runtime data.
*
* This is needed to transition out of armature edit mode. That removes all bones, and
* recreates them from the edit-bones.
*/
void ANIM_armature_bonecoll_reconstruct(struct bArmature *armature);
/*
* Armature/Bone Layer abstractions. These functions are intended as the sole
* accessors for `bone->layer`, `armature->layer`, etc. to get a grip on which
* queries & operations are performed.
*
* The functions are named "bonecoll" (short for "bone collection"), as that's
* the soon-to-be-introduced replacement for armature layers. This API is the
* first step towards replacement.
*/
/** Return true when any of the bone's collections is visible. */
bool ANIM_bonecoll_is_visible(const struct bArmature *armature, const struct Bone *bone);
inline bool ANIM_bone_is_visible(const struct bArmature *armature, const struct Bone *bone)
{
const bool bone_itself_visible = (bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0;
return bone_itself_visible && ANIM_bonecoll_is_visible(armature, bone);
}
bool ANIM_bonecoll_is_visible_editbone(const struct bArmature *armature,
const struct EditBone *ebone);
inline bool ANIM_bone_is_visible_editbone(const struct bArmature *armature,
const struct EditBone *ebone)
{
const bool bone_itself_visible = (ebone->flag & BONE_HIDDEN_A) == 0;
return bone_itself_visible && ANIM_bonecoll_is_visible_editbone(armature, ebone);
}
inline bool ANIM_bonecoll_is_visible_pchan(const struct bArmature *armature,
const struct bPoseChannel *pchan)
{
return ANIM_bonecoll_is_visible(armature, pchan->bone);
}
inline bool ANIM_bonecoll_is_visible_actbone(const struct bArmature *armature)
{
return ANIM_bonecoll_is_visible(armature, armature->act_bone);
}
void ANIM_armature_bonecoll_show_all(struct bArmature *armature);
void ANIM_armature_bonecoll_hide_all(struct bArmature *armature);
void ANIM_armature_bonecoll_show_from_bone(struct bArmature *armature, const struct Bone *bone);
void ANIM_armature_bonecoll_show_from_ebone(struct bArmature *armature,
const struct EditBone *ebone);
void ANIM_armature_bonecoll_show_from_pchan(struct bArmature *armature,
const struct bPoseChannel *pchan);
#ifdef __cplusplus
}
#endif

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@@ -14,12 +14,240 @@
# error This is a C++ header.
#endif
#include "BLI_map.hh"
#include <stdbool.h>
#include "ANIM_bone_collections.h"
#include "BLI_map.hh"
#include "BLI_math_bits.h"
#include "BKE_armature.hh"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
struct bArmature;
struct Bone;
struct BoneCollection;
struct bPoseChannel;
struct EditBone;
/**
* Construct a new #BoneCollection with the given name.
*
* The caller owns the returned pointer.
*
* You don't typically use this function directly, but rather create a bone collection on a
* bArmature.
*
* \see #armature_bonecoll_new
*/
struct BoneCollection *ANIM_bonecoll_new(const char *name) ATTR_WARN_UNUSED_RESULT;
/**
* Free the bone collection.
*
* You don't typically need this function, unless you created a bone collection outside the scope
* of a bArmature. Normally bone collections are owned (and thus managed) by the armature.
*
* \see ANIM_armature_bonecoll_remove
*/
void ANIM_bonecoll_free(struct BoneCollection *bcoll);
/**
* Recalculate the armature & bone runtime data.
*
* TODO: move to BKE?
*/
void ANIM_armature_runtime_refresh(struct bArmature *armature);
/**
* Free armature & bone runtime data.
* TODO: move to BKE?
*/
void ANIM_armature_runtime_free(struct bArmature *armature);
/**
* Add a new bone collection to the given armature.
*
* The Armature owns the returned pointer.
*/
BoneCollection *ANIM_armature_bonecoll_new(bArmature *armature, const char *name);
/**
* Add a bone collection to the Armature.
*
* If `anchor` is null or isn't found, this inserts the copy at the start
* of the collection array.
*
* NOTE: this should not typically be used. It is only used by the library overrides system to
* apply override operations.
*/
struct BoneCollection *ANIM_armature_bonecoll_insert_copy_after(
struct bArmature *armature,
struct BoneCollection *anchor,
const struct BoneCollection *bcoll_to_copy);
/**
* Remove the bone collection at `index` from the armature.
*/
void ANIM_armature_bonecoll_remove_from_index(bArmature *armature, const int index);
/**
* Remove a bone collection from the armature.
*/
void ANIM_armature_bonecoll_remove(struct bArmature *armature, struct BoneCollection *bcoll);
/**
* Set the given bone collection as the active one.
*
* Pass `nullptr` to clear the active bone collection.
*
* The bone collection MUST already be owned by this armature. If it is not,
* this function will simply clear the active bone collection.
*/
void ANIM_armature_bonecoll_active_set(struct bArmature *armature, struct BoneCollection *bcoll);
/**
* Set the bone collection with the given index as the active one.
*
* Pass -1 to clear the active bone collection.
*/
void ANIM_armature_bonecoll_active_index_set(struct bArmature *armature,
int bone_collection_index);
/**
* Set the bone collection with the given name as the active one.
*
* Pass an empty name to clear the active bone collection. A non-existent name will also cause the
* active bone collection to be cleared.
*/
void ANIM_armature_bonecoll_active_name_set(struct bArmature *armature, const char *name);
/**
* Determine whether the given bone collection is editable.
*
* Bone collections are editable when they are local, so either on a local Armature or added to a
* linked Armature via a library override in the local file.
*/
bool ANIM_armature_bonecoll_is_editable(const struct bArmature *armature,
const struct BoneCollection *bcoll);
/**
* Moves the bone collection at from_index to to_index.
*
* \return true if the collection was successfully moved, false otherwise.
* The latter happens if either index is out of bounds, or if the indices
* are equal.
*/
bool ANIM_armature_bonecoll_move_to_index(bArmature *armature, int from_index, int to_index);
/**
* Move the bone collection by \a step places up/down.
*
* \return whether the move actually happened.
*/
bool ANIM_armature_bonecoll_move(struct bArmature *armature,
struct BoneCollection *bcoll,
int step);
struct BoneCollection *ANIM_armature_bonecoll_get_by_name(
struct bArmature *armature, const char *name) ATTR_WARN_UNUSED_RESULT;
void ANIM_armature_bonecoll_name_set(struct bArmature *armature,
struct BoneCollection *bcoll,
const char *name);
void ANIM_bonecoll_show(struct BoneCollection *bcoll);
void ANIM_bonecoll_hide(struct BoneCollection *bcoll);
/**
* Assign the bone to the bone collection.
*
* No-op if the bone is already a member of the collection.
*
* \return true if the bone was actually assigned, false if not (f.e. when it already was assigned
* previously).
*/
bool ANIM_armature_bonecoll_assign(struct BoneCollection *bcoll, struct Bone *bone);
bool ANIM_armature_bonecoll_assign_editbone(struct BoneCollection *bcoll, struct EditBone *ebone);
bool ANIM_armature_bonecoll_assign_and_move(struct BoneCollection *bcoll, struct Bone *bone);
bool ANIM_armature_bonecoll_assign_and_move_editbone(struct BoneCollection *bcoll,
struct EditBone *ebone);
bool ANIM_armature_bonecoll_unassign(struct BoneCollection *bcoll, struct Bone *bone);
bool ANIM_armature_bonecoll_unassign_editbone(struct BoneCollection *bcoll,
struct EditBone *ebone);
void ANIM_armature_bonecoll_unassign_all(struct Bone *bone);
void ANIM_armature_bonecoll_unassign_all_editbone(struct EditBone *ebone);
/* Assign the edit bone to the armature's active collection. */
void ANIM_armature_bonecoll_assign_active(const struct bArmature *armature,
struct EditBone *ebone);
/**
* Reconstruct the bone collection memberships, based on the bone runtime data.
*
* This is needed to transition out of armature edit mode. That removes all bones, and
* recreates them from the edit-bones.
*/
void ANIM_armature_bonecoll_reconstruct(struct bArmature *armature);
/*
* Armature/Bone Layer abstractions. These functions are intended as the sole
* accessors for `bone->layer`, `armature->layer`, etc. to get a grip on which
* queries & operations are performed.
*
* The functions are named "bonecoll" (short for "bone collection"), as that's
* the soon-to-be-introduced replacement for armature layers. This API is the
* first step towards replacement.
*/
/** Return true when any of the bone's collections is visible. */
bool ANIM_bonecoll_is_visible(const struct bArmature *armature, const struct Bone *bone);
inline bool ANIM_bone_is_visible(const struct bArmature *armature, const struct Bone *bone)
{
const bool bone_itself_visible = (bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0;
return bone_itself_visible && ANIM_bonecoll_is_visible(armature, bone);
}
bool ANIM_bonecoll_is_visible_editbone(const struct bArmature *armature,
const struct EditBone *ebone);
inline bool ANIM_bone_is_visible_editbone(const struct bArmature *armature,
const struct EditBone *ebone)
{
const bool bone_itself_visible = (ebone->flag & BONE_HIDDEN_A) == 0;
return bone_itself_visible && ANIM_bonecoll_is_visible_editbone(armature, ebone);
}
inline bool ANIM_bonecoll_is_visible_pchan(const struct bArmature *armature,
const struct bPoseChannel *pchan)
{
return ANIM_bonecoll_is_visible(armature, pchan->bone);
}
inline bool ANIM_bonecoll_is_visible_actbone(const struct bArmature *armature)
{
return ANIM_bonecoll_is_visible(armature, armature->act_bone);
}
void ANIM_armature_bonecoll_show_all(struct bArmature *armature);
void ANIM_armature_bonecoll_hide_all(struct bArmature *armature);
void ANIM_armature_bonecoll_show_from_bone(struct bArmature *armature, const struct Bone *bone);
void ANIM_armature_bonecoll_show_from_ebone(struct bArmature *armature,
const struct EditBone *ebone);
void ANIM_armature_bonecoll_show_from_pchan(struct bArmature *armature,
const struct bPoseChannel *pchan);
namespace blender::animrig {
/**
* Add a new bone collection to the given armature.
*
* The Armature owns the returned pointer.
*/
::BoneCollection *armature_bonecoll_new(bArmature *armature, const char *name);
/* --------------------------------------------------------------------
* The following functions are only used by edit-mode Armature undo:
*/

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@@ -32,7 +32,6 @@ set(SRC
ANIM_action.hh
ANIM_animdata.hh
ANIM_armature_iter.hh
ANIM_bone_collections.h
ANIM_bone_collections.hh
ANIM_bonecolor.hh
ANIM_fcurve.hh

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@@ -6,7 +6,7 @@
#include "BLT_translation.h"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "testing/testing.h"

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@@ -574,7 +574,7 @@ void BKE_pchan_bbone_deform_segment_index(const struct bPoseChannel *pchan,
int *r_index,
float *r_blend_next);
/* like EBONE_VISIBLE, be sure to #include "ANIM_bone_collections.h". */
/* like EBONE_VISIBLE, be sure to #include "ANIM_bone_collections.hh". */
#define PBONE_VISIBLE(arm, bone) ANIM_bone_is_visible(arm, bone)
#define PBONE_SELECTABLE(arm, bone) \

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@@ -63,7 +63,7 @@
#include "BLO_read_write.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_bonecolor.hh"
#include "CLG_log.h"

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@@ -51,7 +51,7 @@
#include "BKE_object_types.hh"
#include "BKE_scene.h"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "DEG_depsgraph_build.hh"
#include "DEG_depsgraph_query.hh"

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@@ -13,7 +13,7 @@
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
namespace blender::bke {

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@@ -12,7 +12,7 @@
#include "DNA_armature_types.h"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "testing/testing.h"

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@@ -65,7 +65,7 @@
#include "SEQ_sequencer.hh"
#include "ANIM_armature_iter.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ED_armature.hh"

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@@ -37,7 +37,7 @@
#include "ED_armature.hh"
#include "ED_view3d.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_bonecolor.hh"
#include "UI_resources.hh"

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@@ -89,7 +89,7 @@
#include "SEQ_sequencer.hh"
#include "SEQ_utils.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "UI_resources.hh" /* for TH_KEYFRAME_SCALE lookup */

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@@ -33,7 +33,7 @@
#include "ED_anim_api.hh"
#include "ED_keyframes_keylist.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "CLG_log.h"

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@@ -46,7 +46,7 @@
#include "ED_screen.hh"
#include "ANIM_animdata.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_fcurve.hh"
#include "ANIM_keyframing.hh"
#include "ANIM_rna.hh"

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@@ -47,7 +47,7 @@
#include "ED_screen.hh"
#include "ED_view3d.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "DEG_depsgraph.hh"

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@@ -43,7 +43,7 @@
#include "ED_screen.hh"
#include "ED_view3d.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "DEG_depsgraph.hh"

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@@ -49,7 +49,7 @@
#include "ED_armature.hh"
#include "ED_screen.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "armature_intern.h"

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@@ -51,7 +51,7 @@
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "armature_intern.h"

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@@ -44,7 +44,7 @@
#include "GPU_select.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_bonecolor.hh"
#include "armature_intern.h"

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@@ -38,7 +38,7 @@
#include "ED_armature.hh"
#include "ED_mesh.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "armature_intern.h"
#include "meshlaplacian.h"

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@@ -29,7 +29,7 @@
#include "ED_armature.hh"
#include "ED_util.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "armature_intern.h"

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@@ -9,7 +9,7 @@
#include <cstring>
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "DNA_ID.h"
#include "DNA_object_types.h"

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@@ -50,7 +50,7 @@
#include "ED_screen.hh"
#include "ED_view3d.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_keyframing.hh"
#include "UI_interface.hh"

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@@ -45,7 +45,7 @@
#include "ED_screen.hh"
#include "ED_util.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_keyframing.hh"
#include "armature_intern.h"

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@@ -46,7 +46,7 @@
#include "ED_select_utils.hh"
#include "ED_view3d.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_bonecolor.hh"
#include "armature_intern.h"

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@@ -48,7 +48,7 @@
#include "ED_screen.hh"
#include "ED_util.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_keyframing.hh"
#include "UI_interface.hh"

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@@ -48,7 +48,7 @@
#include "ED_mesh.hh"
#include "ED_object.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_query.hh"

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@@ -39,7 +39,7 @@ struct wmOperator;
#define BONESEL_BONE (1u << 31)
#define BONESEL_ANY (BONESEL_TIP | BONESEL_ROOT | BONESEL_BONE)
/* useful macros, be sure to #include "ANIM_bone_collections.h". */
/* useful macros, be sure to #include "ANIM_bone_collections.hh". */
#define EBONE_VISIBLE(arm, ebone) ANIM_bone_is_visible_editbone(arm, ebone)
#define EBONE_SELECTABLE(arm, ebone) \

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@@ -120,7 +120,7 @@
#include "ED_transform.hh"
#include "ED_view3d.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "UI_resources.hh"

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@@ -90,7 +90,7 @@
#include "ED_screen.hh"
#include "ED_sculpt.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "UI_interface.hh"

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@@ -61,7 +61,7 @@
#include "ED_screen.hh"
#include "ED_select_utils.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"

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@@ -52,7 +52,7 @@
#include "UI_interface.hh"
#include "WM_api.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "screen_intern.h"

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@@ -45,7 +45,7 @@
#include "BKE_particle.h"
#include "BKE_report.h"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_build.hh"

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@@ -67,7 +67,7 @@
#include "RNA_define.hh"
#include "RNA_prototypes.h"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "outliner_intern.hh"
#include "tree/tree_display.hh"

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@@ -35,7 +35,7 @@
#include "WM_api.hh"
#include "WM_types.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "tree/tree_element_seq.hh"

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@@ -57,7 +57,7 @@
#include "ED_object.hh"
#include "ED_screen.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"

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@@ -60,7 +60,7 @@
#include "ED_view3d_offscreen.hh"
#include "ED_viewer_path.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "DEG_depsgraph_query.hh"

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@@ -36,7 +36,7 @@
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_query.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "bmesh.h"

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@@ -100,7 +100,7 @@
#include "DRW_engine.h"
#include "DRW_select_buffer.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "view3d_intern.h" /* own include */

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@@ -42,7 +42,7 @@
#include "ED_screen.hh"
#include "ED_transverts.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_keyframing.hh"
#include "view3d_intern.h"

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@@ -37,7 +37,7 @@
#include "RNA_access.hh"
#include "RNA_prototypes.h"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ANIM_keyframing.hh"
#include "transform.hh"

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@@ -52,7 +52,7 @@
#include "RNA_access.hh"
#include "RNA_define.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
/* local module include */
#include "transform.hh"

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@@ -44,7 +44,7 @@
#include "ED_armature.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "SEQ_select.hh"

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@@ -15,7 +15,7 @@
#include "ED_transform_snap_object_context.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "transform_snap_object.hh"

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@@ -33,7 +33,7 @@
#include "ED_armature.hh"
#include "ED_curves.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ED_transverts.hh" /* own include */

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@@ -21,7 +21,7 @@
#include "BLI_string.h"
#include "ED_armature.hh"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "DEG_depsgraph.hh"

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@@ -49,7 +49,7 @@
#include "BKE_object.hh"
#include "BKE_scene.h"
#include "ANIM_bone_collections.h"
#include "ANIM_bone_collections.hh"
#include "ED_node.hh"
#include "ED_object.hh"

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@@ -70,7 +70,7 @@ constexpr int COLOR_SETS_MAX_THEMED_INDEX = 20;
# include "BKE_armature.hh"
# include "ED_armature.hh"
# include "ANIM_bone_collections.h"
# include "ANIM_bone_collections.hh"
# include "DEG_depsgraph.hh"
# include "DEG_depsgraph_build.hh"