Files
test2/source/blender/editors/animation/keyframes_draw.cc
Sybren A. Stüvel 43d7558e5b Anim: Remove 'Slotted Actions' experimental flag
This commit takes the 'Slotted Actions' out of the experimental phase.
As a result:

- All newly created Actions will be slotted Actions.
- Legacy Actions loaded from disk will be versioned to slotted Actions.
- The new Python API for slots, layers, strips, and channel bags is
  available.
- The legacy Python API for accessing F-Curves and Action Groups is
  still available, and will operate on the F-Curves/Groups for the first
  slot only.
- Creating an Action by keying (via the UI, operators, or the
  `rna_struct.keyframe_insert` function) will try and share Actions
  between related data-blocks. See !126655 for more info about this.
- Assigning an Action to a data-block will auto-assign a suitable Action
  Slot. The logic for this is described below. However, There are cases
  where this does _not_ automatically assign a slot, and thus the Action
  will effectively _not_ animate the data-block. Effort has been spent
  to make Action selection work both reliably for Blender users as well
  as keep the behaviour the same for Python scripts. Where these two
  goals did not converge, reliability and understandability for users
  was prioritised.

Auto-selection of the Action Slot upon assigning the Action works as
follows. The first rule to find a slot wins.

1. The data-block remembers the slot name that was last assigned. If the
    newly assigned Action has a slot with that name, it is chosen.
2. If the Action has a slot with the same name as the data-block, it is
    chosen.
3. If the Action has only one slot, and it has never been assigned to
    anything, it is chosen.
4. If the Action is assigned to an NLA strip or an Action constraint,
    and the Action has a single slot, and that slot has a suitable ID
    type, it is chosen.

This last step is what I was referring to with "Where these two goals
did not converge, reliability and understandability for users was
prioritised." For regular Action assignments (like via the Action
selectors in the Properties editor) this rule doesn't apply, even though
with legacy Actions the final state ("it is animated by this Action")
differs from the final state with slotted Actions ("it has no slot so is
not animated"). This is done to support the following workflow:

- Create an Action by animating Cube.
- In order to animate Suzanne with that same Action, assign the Action
  to Suzanne.
- Start keying Suzanne. This auto-creates and auto-assigns a new slot
  for Suzanne.

If rule 4. above would apply in this case, the 2nd step would
automatically select the Cube slot for Suzanne as well, which would
immediately overwrite Suzanne's properties with the Cube animation.

Technically, this commit:
- removes the `WITH_ANIM_BAKLAVA` build flag,
- removes the `use_animation_baklava` experimental flag in preferences,
- updates the code to properly deal with the fact that empty Actions are
  now always considered slotted/layered Actions (instead of that relying
  on the user preference).

Note that 'slotted Actions' and 'layered Actions' are the exact same
thing, just focusing on different aspects (slot & layers) of the new
data model.

The "Baklava phase 1" assumptions are still asserted. This means that:
- an Action can have zero or one layer,
- that layer can have zero or one strip,
- that strip must be of type 'keyframe' and be infinite with zero
  offset.

The code to handle legacy Actions is NOT removed in this commit. It will
be removed later. For now it's likely better to keep it around as
reference to the old behaviour in order to aid in some inevitable
bugfixing.

Ref: #120406
2024-10-15 16:29:53 +02:00

870 lines
30 KiB
C++

/* SPDX-FileCopyrightText: 2009 Blender Authors, Joshua Leung. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edanimation
*/
/* System includes ----------------------------------------------------- */
#include <cfloat>
#include "MEM_guardedalloc.h"
#include "BKE_grease_pencil.hh"
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "DNA_anim_types.h"
#include "DNA_gpencil_legacy_types.h"
#include "DNA_grease_pencil_types.h"
#include "DNA_mask_types.h"
#include "GPU_immediate.hh"
#include "GPU_shader_shared.hh"
#include "GPU_state.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "UI_view2d.hh"
#include "ED_keyframes_draw.hh"
#include "ED_keyframes_keylist.hh"
#include "ANIM_action.hh"
using namespace blender;
/* *************************** Keyframe Drawing *************************** */
void draw_keyframe_shape(const float x,
const float y,
float size,
const bool sel,
const eBezTriple_KeyframeType key_type,
const eKeyframeShapeDrawOpts mode,
const float alpha,
const KeyframeShaderBindings *sh_bindings,
const short handle_type,
const short extreme_type)
{
bool draw_fill = ELEM(mode, KEYFRAME_SHAPE_INSIDE, KEYFRAME_SHAPE_BOTH);
bool draw_outline = ELEM(mode, KEYFRAME_SHAPE_FRAME, KEYFRAME_SHAPE_BOTH);
BLI_assert(draw_fill || draw_outline);
/* Adjust size of keyframe shape according to type of keyframe. */
switch (key_type) {
case BEZT_KEYTYPE_KEYFRAME:
break;
case BEZT_KEYTYPE_BREAKDOWN:
size *= 0.85f;
break;
case BEZT_KEYTYPE_MOVEHOLD:
size *= 0.925f;
break;
case BEZT_KEYTYPE_EXTREME:
size *= 1.2f;
break;
case BEZT_KEYTYPE_JITTER:
size *= 0.8f;
break;
case BEZT_KEYTYPE_GENERATED:
size *= 0.75;
break;
}
uchar fill_col[4];
uchar outline_col[4];
uint flags = 0;
/* draw! */
if (draw_fill) {
/* get interior colors from theme (for selected and unselected only) */
switch (key_type) {
case BEZT_KEYTYPE_BREAKDOWN:
UI_GetThemeColor3ubv(sel ? TH_KEYTYPE_BREAKDOWN_SELECT : TH_KEYTYPE_BREAKDOWN, fill_col);
break;
case BEZT_KEYTYPE_EXTREME:
UI_GetThemeColor3ubv(sel ? TH_KEYTYPE_EXTREME_SELECT : TH_KEYTYPE_EXTREME, fill_col);
break;
case BEZT_KEYTYPE_JITTER:
UI_GetThemeColor3ubv(sel ? TH_KEYTYPE_JITTER_SELECT : TH_KEYTYPE_JITTER, fill_col);
break;
case BEZT_KEYTYPE_MOVEHOLD:
UI_GetThemeColor3ubv(sel ? TH_KEYTYPE_MOVEHOLD_SELECT : TH_KEYTYPE_MOVEHOLD, fill_col);
break;
case BEZT_KEYTYPE_KEYFRAME:
UI_GetThemeColor3ubv(sel ? TH_KEYTYPE_KEYFRAME_SELECT : TH_KEYTYPE_KEYFRAME, fill_col);
break;
case BEZT_KEYTYPE_GENERATED:
UI_GetThemeColor3ubv(sel ? TH_KEYTYPE_GENERATED_SELECT : TH_KEYTYPE_GENERATED, fill_col);
break;
}
/* For effects like graying out protected/muted channels. The theme RNA/UI doesn't allow users
* to set the alpha. */
fill_col[3] = 255.0f * alpha;
if (!draw_outline) {
/* force outline color to match */
outline_col[0] = fill_col[0];
outline_col[1] = fill_col[1];
outline_col[2] = fill_col[2];
outline_col[3] = fill_col[3];
}
}
if (draw_outline) {
/* exterior - black frame */
UI_GetThemeColor4ubv(sel ? TH_KEYBORDER_SELECT : TH_KEYBORDER, outline_col);
outline_col[3] *= alpha;
if (!draw_fill) {
/* fill color needs to be (outline.rgb, 0) */
fill_col[0] = outline_col[0];
fill_col[1] = outline_col[1];
fill_col[2] = outline_col[2];
fill_col[3] = 0;
}
/* Handle type to outline shape. */
switch (handle_type) {
case KEYFRAME_HANDLE_AUTO_CLAMP:
flags = GPU_KEYFRAME_SHAPE_CIRCLE;
break; /* circle */
case KEYFRAME_HANDLE_AUTO:
flags = GPU_KEYFRAME_SHAPE_CIRCLE | GPU_KEYFRAME_SHAPE_INNER_DOT;
break; /* circle with dot */
case KEYFRAME_HANDLE_VECTOR:
flags = GPU_KEYFRAME_SHAPE_SQUARE;
break; /* square */
case KEYFRAME_HANDLE_ALIGNED:
flags = GPU_KEYFRAME_SHAPE_DIAMOND | GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL;
break; /* clipped diamond */
case KEYFRAME_HANDLE_FREE:
default:
flags = GPU_KEYFRAME_SHAPE_DIAMOND; /* diamond */
}
/* Extreme type to arrow-like shading. */
if (extreme_type & KEYFRAME_EXTREME_MAX) {
flags |= GPU_KEYFRAME_SHAPE_ARROW_END_MAX;
}
if (extreme_type & KEYFRAME_EXTREME_MIN) {
flags |= GPU_KEYFRAME_SHAPE_ARROW_END_MIN;
}
if (extreme_type & GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) {
flags |= 0x400;
}
}
immAttr1f(sh_bindings->size_id, size);
immAttr4ubv(sh_bindings->color_id, fill_col);
immAttr4ubv(sh_bindings->outline_color_id, outline_col);
immAttr1u(sh_bindings->flags_id, flags);
immVertex2f(sh_bindings->pos_id, x, y);
}
/* Common attributes shared between the draw calls. */
struct DrawKeylistUIData {
float alpha;
float icon_size;
float half_icon_size;
float smaller_size;
float ipo_size;
float gpencil_size;
float screenspace_margin;
float sel_color[4];
float unsel_color[4];
float sel_mhcol[4];
float unsel_mhcol[4];
float ipo_color[4];
float ipo_color_mix[4];
/* Show interpolation and handle type? */
bool show_ipo;
};
static void channel_ui_data_init(DrawKeylistUIData *ctx,
View2D *v2d,
float yscale_fac,
bool channel_locked,
eSAction_Flag saction_flag)
{
/* locked channels are less strongly shown, as feedback for locked channels in DopeSheet */
/* TODO: allow this opacity factor to be themed? */
ctx->alpha = channel_locked ? 0.25f : 1.0f;
ctx->icon_size = U.widget_unit * 0.5f * yscale_fac;
ctx->half_icon_size = 0.5f * ctx->icon_size;
ctx->smaller_size = 0.35f * ctx->icon_size;
ctx->ipo_size = 0.1f * ctx->icon_size;
ctx->gpencil_size = ctx->smaller_size * 0.8f;
ctx->screenspace_margin = (0.35f * float(UI_UNIT_X)) / UI_view2d_scale_get_x(v2d);
ctx->show_ipo = (saction_flag & SACTION_SHOW_INTERPOLATION) != 0;
UI_GetThemeColor4fv(TH_STRIP_SELECT, ctx->sel_color);
UI_GetThemeColor4fv(TH_STRIP, ctx->unsel_color);
UI_GetThemeColor4fv(TH_DOPESHEET_IPOLINE, ctx->ipo_color);
ctx->sel_color[3] *= ctx->alpha;
ctx->unsel_color[3] *= ctx->alpha;
ctx->ipo_color[3] *= ctx->alpha;
copy_v4_v4(ctx->sel_mhcol, ctx->sel_color);
ctx->sel_mhcol[3] *= 0.8f;
copy_v4_v4(ctx->unsel_mhcol, ctx->unsel_color);
ctx->unsel_mhcol[3] *= 0.8f;
copy_v4_v4(ctx->ipo_color_mix, ctx->ipo_color);
ctx->ipo_color_mix[3] *= 0.5f;
}
static void draw_keylist_block_gpencil(const DrawKeylistUIData *ctx,
const ActKeyColumn *ab,
float ypos)
{
UI_draw_roundbox_corner_set(UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT);
float size = 1.0f;
switch (ab->next->key_type) {
case BEZT_KEYTYPE_BREAKDOWN:
case BEZT_KEYTYPE_MOVEHOLD:
case BEZT_KEYTYPE_JITTER:
case BEZT_KEYTYPE_GENERATED:
size *= 0.5f;
break;
case BEZT_KEYTYPE_KEYFRAME:
size *= 0.8f;
break;
case BEZT_KEYTYPE_EXTREME:
break;
}
rctf box;
box.xmin = ab->cfra;
box.xmax = min_ff(ab->next->cfra - (ctx->screenspace_margin * size), ab->next->cfra);
box.ymin = ypos - ctx->gpencil_size;
box.ymax = ypos + ctx->gpencil_size;
UI_draw_roundbox_4fv(
&box, true, 0.25f * float(UI_UNIT_X), (ab->block.sel) ? ctx->sel_mhcol : ctx->unsel_mhcol);
}
static void draw_keylist_block_moving_hold(const DrawKeylistUIData *ctx,
const ActKeyColumn *ab,
float ypos)
{
rctf box;
box.xmin = ab->cfra;
box.xmax = ab->next->cfra;
box.ymin = ypos - ctx->smaller_size;
box.ymax = ypos + ctx->smaller_size;
UI_draw_roundbox_4fv(&box, true, 3.0f, (ab->block.sel) ? ctx->sel_mhcol : ctx->unsel_mhcol);
}
static void draw_keylist_block_standard(const DrawKeylistUIData *ctx,
const ActKeyColumn *ab,
float ypos)
{
rctf box;
box.xmin = ab->cfra;
box.xmax = ab->next->cfra;
box.ymin = ypos - ctx->half_icon_size;
box.ymax = ypos + ctx->half_icon_size;
UI_draw_roundbox_4fv(&box, true, 3.0f, (ab->block.sel) ? ctx->sel_color : ctx->unsel_color);
}
static void draw_keylist_block_interpolation_line(const DrawKeylistUIData *ctx,
const ActKeyColumn *ab,
float ypos)
{
rctf box;
box.xmin = ab->cfra;
box.xmax = ab->next->cfra;
box.ymin = ypos - ctx->ipo_size;
box.ymax = ypos + ctx->ipo_size;
UI_draw_roundbox_4fv(&box,
true,
3.0f,
(ab->block.conflict & ACTKEYBLOCK_FLAG_NON_BEZIER) ? ctx->ipo_color_mix :
ctx->ipo_color);
}
static void draw_keylist_block(const DrawKeylistUIData *ctx, const ActKeyColumn *ab, float ypos)
{
/* Draw grease pencil bars between keyframes. */
if ((ab->next != nullptr) && (ab->block.flag & ACTKEYBLOCK_FLAG_GPENCIL)) {
draw_keylist_block_gpencil(ctx, ab, ypos);
}
else {
/* Draw other types. */
UI_draw_roundbox_corner_set(UI_CNR_NONE);
int valid_hold = actkeyblock_get_valid_hold(ab);
if (valid_hold != 0) {
if ((valid_hold & ACTKEYBLOCK_FLAG_STATIC_HOLD) == 0) {
/* draw "moving hold" long-keyframe block - slightly smaller */
draw_keylist_block_moving_hold(ctx, ab, ypos);
}
else {
/* draw standard long-keyframe block */
draw_keylist_block_standard(ctx, ab, ypos);
}
}
if (ctx->show_ipo && actkeyblock_is_valid(ab) &&
(ab->block.flag & ACTKEYBLOCK_FLAG_NON_BEZIER))
{
/* draw an interpolation line */
draw_keylist_block_interpolation_line(ctx, ab, ypos);
}
}
}
static void draw_keylist_blocks(const DrawKeylistUIData *ctx,
const ActKeyColumn *keys,
const int key_len,
float ypos)
{
for (int i = 0; i < key_len; i++) {
const ActKeyColumn *ab = &keys[i];
draw_keylist_block(ctx, ab, ypos);
}
}
static bool draw_keylist_is_visible_key(const View2D *v2d, const ActKeyColumn *ak)
{
return IN_RANGE_INCL(ak->cfra, v2d->cur.xmin, v2d->cur.xmax);
}
static void draw_keylist_keys(const DrawKeylistUIData *ctx,
View2D *v2d,
const KeyframeShaderBindings *sh_bindings,
const ActKeyColumn *keys,
const int key_len,
float ypos,
eSAction_Flag saction_flag)
{
short handle_type = KEYFRAME_HANDLE_NONE, extreme_type = KEYFRAME_EXTREME_NONE;
for (int i = 0; i < key_len; i++) {
const ActKeyColumn *ak = &keys[i];
if (draw_keylist_is_visible_key(v2d, ak)) {
if (ctx->show_ipo) {
handle_type = ak->handle_type;
}
if (saction_flag & SACTION_SHOW_EXTREMES) {
extreme_type = ak->extreme_type;
}
draw_keyframe_shape(ak->cfra,
ypos,
ctx->icon_size,
(ak->sel & SELECT),
eBezTriple_KeyframeType(ak->key_type),
KEYFRAME_SHAPE_BOTH,
ctx->alpha,
sh_bindings,
handle_type,
extreme_type);
}
}
}
/* *************************** Drawing Stack *************************** */
enum class ChannelType {
SUMMARY,
SCENE,
OBJECT,
FCURVE,
ACTION_LAYERED,
ACTION_SLOT,
ACTION_LEGACY,
ACTION_GROUP,
GREASE_PENCIL_CELS,
GREASE_PENCIL_GROUP,
GREASE_PENCIL_DATA,
GREASE_PENCIL_LAYER,
MASK_LAYER,
};
struct ChannelListElement {
ChannelListElement *next, *prev;
AnimKeylist *keylist;
ChannelType type;
float yscale_fac;
float ypos;
eSAction_Flag saction_flag;
bool channel_locked;
/* TODO: check which of these can be put into a `union`: */
bAnimContext *ac;
bDopeSheet *ads;
Scene *sce;
Object *ob;
AnimData *adt;
FCurve *fcu;
bAction *act;
animrig::Slot *action_slot;
bActionGroup *agrp;
bGPDlayer *gpl;
const GreasePencilLayer *grease_pencil_layer;
const GreasePencilLayerTreeGroup *grease_pencil_layer_group;
const GreasePencil *grease_pencil;
MaskLayer *masklay;
};
static void build_channel_keylist(ChannelListElement *elem, blender::float2 range)
{
switch (elem->type) {
case ChannelType::SUMMARY: {
summary_to_keylist(elem->ac, elem->keylist, elem->saction_flag, range);
break;
}
case ChannelType::SCENE: {
scene_to_keylist(elem->ads, elem->sce, elem->keylist, elem->saction_flag, range);
break;
}
case ChannelType::OBJECT: {
ob_to_keylist(elem->ads, elem->ob, elem->keylist, elem->saction_flag, range);
break;
}
case ChannelType::FCURVE: {
fcurve_to_keylist(elem->adt, elem->fcu, elem->keylist, elem->saction_flag, range);
break;
}
case ChannelType::ACTION_LAYERED: {
action_to_keylist(elem->adt, elem->act, elem->keylist, elem->saction_flag, range);
break;
}
case ChannelType::ACTION_SLOT: {
BLI_assert(elem->act);
BLI_assert(elem->action_slot);
action_slot_to_keylist(elem->adt,
elem->act->wrap(),
elem->action_slot->handle,
elem->keylist,
elem->saction_flag,
range);
break;
}
case ChannelType::ACTION_LEGACY: {
action_to_keylist(elem->adt, elem->act, elem->keylist, elem->saction_flag, range);
break;
}
case ChannelType::ACTION_GROUP: {
action_group_to_keylist(elem->adt, elem->agrp, elem->keylist, elem->saction_flag, range);
break;
}
case ChannelType::GREASE_PENCIL_CELS: {
grease_pencil_cels_to_keylist(
elem->adt, elem->grease_pencil_layer, elem->keylist, elem->saction_flag);
break;
}
case ChannelType::GREASE_PENCIL_GROUP: {
grease_pencil_layer_group_to_keylist(
elem->adt, elem->grease_pencil_layer_group, elem->keylist, elem->saction_flag);
break;
}
case ChannelType::GREASE_PENCIL_DATA: {
grease_pencil_data_block_to_keylist(
elem->adt, elem->grease_pencil, elem->keylist, elem->saction_flag, false);
break;
}
case ChannelType::GREASE_PENCIL_LAYER: {
gpl_to_keylist(elem->ads, elem->gpl, elem->keylist);
break;
}
case ChannelType::MASK_LAYER: {
mask_to_keylist(elem->ads, elem->masklay, elem->keylist);
break;
}
}
}
static void draw_channel_blocks(ChannelListElement *elem, View2D *v2d)
{
DrawKeylistUIData ctx;
channel_ui_data_init(&ctx, v2d, elem->yscale_fac, elem->channel_locked, elem->saction_flag);
const int key_len = ED_keylist_array_len(elem->keylist);
const ActKeyColumn *keys = ED_keylist_array(elem->keylist);
draw_keylist_blocks(&ctx, keys, key_len, elem->ypos);
}
static void draw_channel_keys(ChannelListElement *elem,
View2D *v2d,
const KeyframeShaderBindings *sh_bindings)
{
DrawKeylistUIData ctx;
channel_ui_data_init(&ctx, v2d, elem->yscale_fac, elem->channel_locked, elem->saction_flag);
const int key_len = ED_keylist_array_len(elem->keylist);
const ActKeyColumn *keys = ED_keylist_array(elem->keylist);
draw_keylist_keys(&ctx, v2d, sh_bindings, keys, key_len, elem->ypos, elem->saction_flag);
}
static void prepare_channel_for_drawing(ChannelListElement *elem)
{
ED_keylist_prepare_for_direct_access(elem->keylist);
}
/** List of channels that are actually drawn because they are in view. */
struct ChannelDrawList {
ListBase /*ChannelListElement*/ channels;
};
ChannelDrawList *ED_channel_draw_list_create()
{
return static_cast<ChannelDrawList *>(MEM_callocN(sizeof(ChannelDrawList), __func__));
}
static void channel_list_build_keylists(ChannelDrawList *channel_list, blender::float2 range)
{
LISTBASE_FOREACH (ChannelListElement *, elem, &channel_list->channels) {
build_channel_keylist(elem, range);
prepare_channel_for_drawing(elem);
}
}
static void channel_list_draw_blocks(ChannelDrawList *channel_list, View2D *v2d)
{
LISTBASE_FOREACH (ChannelListElement *, elem, &channel_list->channels) {
draw_channel_blocks(elem, v2d);
}
}
static int channel_visible_key_len(const View2D *v2d, const ListBase * /*ActKeyColumn*/ keys)
{
/* count keys */
uint len = 0;
LISTBASE_FOREACH (ActKeyColumn *, ak, keys) {
/* Optimization: if keyframe doesn't appear within 5 units (screenspace)
* in visible area, don't draw.
* This might give some improvements,
* since we current have to flip between view/region matrices.
*/
if (draw_keylist_is_visible_key(v2d, ak)) {
len++;
}
}
return len;
}
static int channel_list_visible_key_len(const ChannelDrawList *channel_list, const View2D *v2d)
{
uint len = 0;
LISTBASE_FOREACH (ChannelListElement *, elem, &channel_list->channels) {
const ListBase *keys = ED_keylist_listbase(elem->keylist);
len += channel_visible_key_len(v2d, keys);
}
return len;
}
static void channel_list_draw_keys(ChannelDrawList *channel_list, View2D *v2d)
{
const int visible_key_len = channel_list_visible_key_len(channel_list, v2d);
if (visible_key_len == 0) {
return;
}
GPU_blend(GPU_BLEND_ALPHA);
GPUVertFormat *format = immVertexFormat();
KeyframeShaderBindings sh_bindings;
sh_bindings.pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
sh_bindings.size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
sh_bindings.color_id = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
sh_bindings.outline_color_id = GPU_vertformat_attr_add(
format, "outlineColor", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
sh_bindings.flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 1.0f);
immUniform2f("ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
immBegin(GPU_PRIM_POINTS, visible_key_len);
LISTBASE_FOREACH (ChannelListElement *, elem, &channel_list->channels) {
draw_channel_keys(elem, v2d, &sh_bindings);
}
immEnd();
GPU_program_point_size(false);
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
static void channel_list_draw(ChannelDrawList *channel_list, View2D *v2d)
{
channel_list_draw_blocks(channel_list, v2d);
channel_list_draw_keys(channel_list, v2d);
}
void ED_channel_list_flush(ChannelDrawList *channel_list, View2D *v2d)
{
channel_list_build_keylists(channel_list, {v2d->cur.xmin, v2d->cur.xmax});
channel_list_draw(channel_list, v2d);
}
void ED_channel_list_free(ChannelDrawList *channel_list)
{
LISTBASE_FOREACH (ChannelListElement *, elem, &channel_list->channels) {
ED_keylist_free(elem->keylist);
}
BLI_freelistN(&channel_list->channels);
MEM_freeN(channel_list);
}
static ChannelListElement *channel_list_add_element(ChannelDrawList *channel_list,
ChannelType elem_type,
float ypos,
float yscale_fac,
eSAction_Flag saction_flag)
{
ChannelListElement *draw_elem = static_cast<ChannelListElement *>(
MEM_callocN(sizeof(ChannelListElement), __func__));
BLI_addtail(&channel_list->channels, draw_elem);
draw_elem->type = elem_type;
draw_elem->keylist = ED_keylist_create();
draw_elem->ypos = ypos;
draw_elem->yscale_fac = yscale_fac;
draw_elem->saction_flag = saction_flag;
return draw_elem;
}
/* *************************** Channel Drawing Functions *************************** */
void ED_add_summary_channel(ChannelDrawList *channel_list,
bAnimContext *ac,
float ypos,
float yscale_fac,
int saction_flag)
{
saction_flag &= ~SACTION_SHOW_EXTREMES;
ChannelListElement *draw_elem = channel_list_add_element(
channel_list, ChannelType::SUMMARY, ypos, yscale_fac, eSAction_Flag(saction_flag));
draw_elem->ac = ac;
}
void ED_add_scene_channel(ChannelDrawList *channel_list,
bDopeSheet *ads,
Scene *sce,
float ypos,
float yscale_fac,
int saction_flag)
{
saction_flag &= ~SACTION_SHOW_EXTREMES;
ChannelListElement *draw_elem = channel_list_add_element(
channel_list, ChannelType::SCENE, ypos, yscale_fac, eSAction_Flag(saction_flag));
draw_elem->ads = ads;
draw_elem->sce = sce;
}
void ED_add_object_channel(ChannelDrawList *channel_list,
bDopeSheet *ads,
Object *ob,
float ypos,
float yscale_fac,
int saction_flag)
{
saction_flag &= ~SACTION_SHOW_EXTREMES;
ChannelListElement *draw_elem = channel_list_add_element(
channel_list, ChannelType::OBJECT, ypos, yscale_fac, eSAction_Flag(saction_flag));
draw_elem->ads = ads;
draw_elem->ob = ob;
}
void ED_add_fcurve_channel(ChannelDrawList *channel_list,
AnimData *adt,
FCurve *fcu,
float ypos,
float yscale_fac,
int saction_flag)
{
const bool locked = (fcu->flag & FCURVE_PROTECTED) ||
((fcu->grp) && (fcu->grp->flag & AGRP_PROTECTED)) ||
((adt && adt->action) &&
(!ID_IS_EDITABLE(adt->action) || ID_IS_OVERRIDE_LIBRARY(adt->action)));
ChannelListElement *draw_elem = channel_list_add_element(
channel_list, ChannelType::FCURVE, ypos, yscale_fac, eSAction_Flag(saction_flag));
draw_elem->adt = adt;
draw_elem->fcu = fcu;
draw_elem->channel_locked = locked;
}
void ED_add_action_group_channel(ChannelDrawList *channel_list,
AnimData *adt,
bActionGroup *agrp,
float ypos,
float yscale_fac,
int saction_flag)
{
bool locked = (agrp->flag & AGRP_PROTECTED) ||
((adt && adt->action) &&
(!ID_IS_EDITABLE(adt->action) || ID_IS_OVERRIDE_LIBRARY(adt->action)));
ChannelListElement *draw_elem = channel_list_add_element(
channel_list, ChannelType::ACTION_GROUP, ypos, yscale_fac, eSAction_Flag(saction_flag));
draw_elem->adt = adt;
draw_elem->agrp = agrp;
draw_elem->channel_locked = locked;
}
void ED_add_action_layered_channel(ChannelDrawList *channel_list,
AnimData *adt,
bAction *action,
const float ypos,
const float yscale_fac,
int saction_flag)
{
BLI_assert(action);
BLI_assert(action->wrap().is_action_layered());
const bool locked = (!ID_IS_EDITABLE(action) || ID_IS_OVERRIDE_LIBRARY(action));
saction_flag &= ~SACTION_SHOW_EXTREMES;
ChannelListElement *draw_elem = channel_list_add_element(
channel_list, ChannelType::ACTION_LAYERED, ypos, yscale_fac, eSAction_Flag(saction_flag));
draw_elem->adt = adt;
draw_elem->act = action;
draw_elem->channel_locked = locked;
}
void ED_add_action_slot_channel(ChannelDrawList *channel_list,
AnimData *adt,
animrig::Action &action,
animrig::Slot &slot,
const float ypos,
const float yscale_fac,
int saction_flag)
{
const bool locked = (ID_IS_LINKED(&action) || ID_IS_OVERRIDE_LIBRARY(&action));
saction_flag &= ~SACTION_SHOW_EXTREMES;
ChannelListElement *draw_elem = channel_list_add_element(
channel_list, ChannelType::ACTION_SLOT, ypos, yscale_fac, eSAction_Flag(saction_flag));
draw_elem->adt = adt;
draw_elem->act = &action;
draw_elem->action_slot = &slot;
draw_elem->channel_locked = locked;
}
void ED_add_action_channel(ChannelDrawList *channel_list,
AnimData *adt,
bAction *act,
float ypos,
float yscale_fac,
int saction_flag)
{
BLI_assert(!act || act->wrap().is_action_legacy());
const bool locked = (act && (!ID_IS_EDITABLE(act) || ID_IS_OVERRIDE_LIBRARY(act)));
saction_flag &= ~SACTION_SHOW_EXTREMES;
ChannelListElement *draw_elem = channel_list_add_element(
channel_list, ChannelType::ACTION_LEGACY, ypos, yscale_fac, eSAction_Flag(saction_flag));
draw_elem->adt = adt;
draw_elem->act = act;
draw_elem->channel_locked = locked;
}
void ED_add_grease_pencil_datablock_channel(ChannelDrawList *channel_list,
bDopeSheet * /*ads*/,
const GreasePencil *grease_pencil,
const float ypos,
const float yscale_fac,
int saction_flag)
{
ChannelListElement *draw_elem = channel_list_add_element(channel_list,
ChannelType::GREASE_PENCIL_DATA,
ypos,
yscale_fac,
eSAction_Flag(saction_flag));
draw_elem->grease_pencil = grease_pencil;
}
void ED_add_grease_pencil_cels_channel(ChannelDrawList *channel_list,
bDopeSheet *ads,
const GreasePencilLayer *layer,
const float ypos,
const float yscale_fac,
int saction_flag)
{
ChannelListElement *draw_elem = channel_list_add_element(channel_list,
ChannelType::GREASE_PENCIL_CELS,
ypos,
yscale_fac,
eSAction_Flag(saction_flag));
draw_elem->ads = ads;
draw_elem->grease_pencil_layer = layer;
draw_elem->channel_locked = layer->wrap().is_locked();
}
void ED_add_grease_pencil_layer_group_channel(ChannelDrawList *channel_list,
bDopeSheet *ads,
const GreasePencilLayerTreeGroup *layer_group,
const float ypos,
const float yscale_fac,
int saction_flag)
{
ChannelListElement *draw_elem = channel_list_add_element(channel_list,
ChannelType::GREASE_PENCIL_GROUP,
ypos,
yscale_fac,
eSAction_Flag(saction_flag));
draw_elem->ads = ads;
draw_elem->grease_pencil_layer_group = layer_group;
draw_elem->channel_locked = layer_group->wrap().is_locked();
}
void ED_add_grease_pencil_layer_legacy_channel(ChannelDrawList *channel_list,
bDopeSheet *ads,
bGPDlayer *gpl,
float ypos,
float yscale_fac,
int saction_flag)
{
bool locked = (gpl->flag & GP_LAYER_LOCKED) != 0;
ChannelListElement *draw_elem = channel_list_add_element(channel_list,
ChannelType::GREASE_PENCIL_LAYER,
ypos,
yscale_fac,
eSAction_Flag(saction_flag));
draw_elem->ads = ads;
draw_elem->gpl = gpl;
draw_elem->channel_locked = locked;
}
void ED_add_mask_layer_channel(ChannelDrawList *channel_list,
bDopeSheet *ads,
MaskLayer *masklay,
float ypos,
float yscale_fac,
int saction_flag)
{
bool locked = (masklay->flag & MASK_LAYERFLAG_LOCKED) != 0;
ChannelListElement *draw_elem = channel_list_add_element(
channel_list, ChannelType::MASK_LAYER, ypos, yscale_fac, eSAction_Flag(saction_flag));
draw_elem->ads = ads;
draw_elem->masklay = masklay;
draw_elem->channel_locked = locked;
}