Files
test/source/blender/blenkernel/BKE_anim_data.hh
2025-04-29 05:04:36 +00:00

224 lines
7.1 KiB
C++

/* SPDX-FileCopyrightText: 2009 Blender Authors, Joshua Leung. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include <optional>
#include "BLI_function_ref.hh"
#include "BLI_string_ref.hh"
struct AnimData;
struct BlendDataReader;
struct BlendWriter;
struct FCurve;
struct ID;
struct Library;
struct LibraryForeachIDData;
struct Main;
struct ReportList;
struct bAction;
/* ************************************* */
/* AnimData API */
/**
* Container for the owning ID and its AnimData struct (`adt`).
*
* Fetching the `adt` pointer from an ID via BKE_animdata_from_id() involves finding the ID type,
* and checking whether that's animatable. This is why the `adt` is often obtained once, and then
* passed to other functions.
*
* However, Action Slot (un)assignment needs to keep track of which ID is being animated. Also
* Slots have to be checked whether they are suitable for the given ID, before they can be
* assigned. This means that not just the `adt` needs to be known, but also the animated ID itself.
*
* This struct is here to avoid passing two references all the time.
*/
struct OwnedAnimData {
ID &owner_id;
AnimData &adt;
};
/**
* Check if the given ID-block can have AnimData.
*/
bool id_type_can_have_animdata(short id_type);
bool id_can_have_animdata(const ID *id);
/**
* Get #AnimData from the given ID-block.
*/
AnimData *BKE_animdata_from_id(const ID *id);
/**
* Ensure #AnimData exists in the given ID-block (when supported).
*/
AnimData *BKE_animdata_ensure_id(ID *id);
/**
* Set active action used by AnimData from the given ID-block.
*
* Called when user tries to change the active action of an #AnimData block
* (via RNA, Outliner, etc.)
*
* \param reports: Can be NULL.
* \param id: The owner of the animation data
* \param act: The Action to set, or NULL to clear.
*
* \return true when the action was successfully updated, false otherwise.
*/
bool BKE_animdata_set_action(ReportList *reports, ID *id, bAction *act);
/**
* Same as BKE_animdata_set_action(), except sets `tmpact` instead of `action`.
*/
bool BKE_animdata_set_tmpact(ReportList *reports, ID *id, bAction *act);
bool BKE_animdata_action_editable(const AnimData *adt);
/**
* Ensure that the action's idroot is set correctly given the ID type of the owner.
* Return true if it is, false if it was already set to an incompatible type.
*/
bool BKE_animdata_action_ensure_idroot(const ID *owner, bAction *action);
/**
* Free AnimData used by the nominated ID-block, and clear ID-block's AnimData pointer.
*/
void BKE_animdata_free(ID *id, bool do_id_user);
/**
* Return true if the ID-block has non-empty AnimData.
*
* \see blender::bke::animdata::prop_is_animated().
*/
bool BKE_animdata_id_is_animated(const ID *id);
/**
* Callback used by lib_query to walk over all ID usages
* (mimics `foreach_id` callback of #IDTypeInfo structure).
*/
void BKE_animdata_foreach_id(AnimData *adt, LibraryForeachIDData *data);
/**
* Make a copy of the given AnimData - to be used when copying data-blocks.
*
* \note Regarding handling of IDs managed by the #AnimData struct, this function follows the
* behaviors of the generic #BKE_id_copy_ex, please see its documentation for more details.
*
* \param flag: Control ID pointers management, see LIB_ID_CREATE_.../LIB_ID_COPY_... flags in
* `BKE_lib_id.hh`.
*
* \return The copied animdata.
*/
AnimData *BKE_animdata_copy(Main *bmain, AnimData *adt, int flag);
/**
* Same as #BKE_animdata_copy, but allows to duplicate Action IDs into a library.
*
* \param owner_library: the Library to 'assign' the newly created ID to. Use `nullptr` to make ID
* not use any library (i.e. become a local ID). Use `std::nullopt` for default behavior (i.e.
* behavior of the #BKE_animdata_copy function).
*/
AnimData *BKE_animdata_copy_in_lib(Main *bmain,
std::optional<Library *> owner_library,
AnimData *adt,
int flag);
/**
* \param flag: Control ID pointers management,
* see LIB_ID_CREATE_.../LIB_ID_COPY_... flags in BKE_lib_id.hh
* \return true is successfully copied.
*/
bool BKE_animdata_copy_id(Main *bmain, ID *id_to, ID *id_from, int flag);
/**
* Copy AnimData Actions.
*/
void BKE_animdata_copy_id_action(Main *bmain, ID *id);
void BKE_animdata_duplicate_id_action(Main *bmain, ID *id, uint duplicate_flags);
/* Merge copies of data from source AnimData block */
enum eAnimData_MergeCopy_Modes {
/* Keep destination action */
ADT_MERGECOPY_KEEP_DST = 0,
/* Use src action (make a new copy) */
ADT_MERGECOPY_SRC_COPY = 1,
/* Use src action (but just reference the existing version) */
ADT_MERGECOPY_SRC_REF = 2,
};
/**
* Merge copies of the data from the src AnimData into the destination AnimData.
*/
void BKE_animdata_merge_copy(
Main *bmain, ID *dst_id, ID *src_id, eAnimData_MergeCopy_Modes action_mode, bool fix_drivers);
void BKE_animdata_blend_write(BlendWriter *writer, ID *id);
void BKE_animdata_blend_read_data(BlendDataReader *reader, ID *id);
/**
* Process the AnimData struct after all library overrides have been applied.
*
* This is necessary as an extra step to fix the NLA, as that requires multiple pointers & various
* sets of flags to all be consistent. It's much easier to do that once all overrides have been
* applied.
*/
void BKE_animdata_liboverride_post_process(ID *id);
/* ************************************* */
/* Batch AnimData API */
/* Loop over all datablocks applying callback */
void BKE_animdata_main_cb(struct Main *bmain, blender::FunctionRef<void(ID *, AnimData *)> func);
/** Apply the given callback function on all F-Curves attached to data in `main` database. */
void BKE_fcurves_main_cb(struct Main *bmain, blender::FunctionRef<void(ID *, FCurve *)> func);
/* Look over all f-curves of a given ID. */
void BKE_fcurves_id_cb(struct ID *id, blender::FunctionRef<void(ID *, FCurve *)> func);
/* ************************************* */
/* TODO: overrides, remapping, and path-finding API's. */
namespace blender::bke::animdata {
/**
* Action Slots keep a runtime list of the IDs animated by them.
*
* This function mark this 'user cache' as 'dirty', triggering a full rebuild
* next time it is accessed.
*
* This is typically only necessary after remapping IDs, swapping them, etc,
* and only called from low-level code.
*
* \note This function invalidates all user caches of all Action Slots of all
* Actions in this `bmain`.
*
* \see #blender::animrig::Slot::users_invalidate()
* \see #blender::animrig::internal::rebuild_slot_user_cache()
*/
void action_slots_user_cache_invalidate(Main &bmain);
/**
* Return whether there is any animation on the given property.
*
* This covers animation by direct Action assignment, the NLA, and drivers.
*
* \note This performs a full scan of all Actions (direct assignment and each
* NLA Action strip), as well as all drivers.
*
* \param adt: can be nullptr, in which case the function will return false.
*/
bool prop_is_animated(const AnimData *adt, StringRefNull rna_path, int array_index);
} // namespace blender::bke::animdata