Files
test2/source/blender/blenkernel/intern/armature_selection.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

67 lines
1.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "BKE_armature.hh"
#include "BLI_listbase.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
namespace blender::bke {
namespace {
void find_selected_bones__visit_bone(const bArmature *armature,
SelectedBoneCallback callback,
SelectedBonesResult &result,
Bone *bone)
{
const bool is_selected = PBONE_SELECTED(armature, bone);
result.all_bones_selected &= is_selected;
result.no_bones_selected &= !is_selected;
if (is_selected) {
callback(bone);
}
LISTBASE_FOREACH (Bone *, child_bone, &bone->childbase) {
find_selected_bones__visit_bone(armature, callback, result, child_bone);
}
}
} // namespace
SelectedBonesResult BKE_armature_find_selected_bones(const bArmature *armature,
SelectedBoneCallback callback)
{
SelectedBonesResult result;
LISTBASE_FOREACH (Bone *, root_bone, &armature->bonebase) {
find_selected_bones__visit_bone(armature, callback, result, root_bone);
}
return result;
}
BoneNameSet BKE_armature_find_selected_bone_names(const bArmature *armature)
{
BoneNameSet selected_bone_names;
/* Iterate over the selected bones to fill the set of bone names. */
auto callback = [&](Bone *bone) { selected_bone_names.add(bone->name); };
SelectedBonesResult result = BKE_armature_find_selected_bones(armature, callback);
/* If no bones are selected, act as if all are. */
if (result.all_bones_selected || result.no_bones_selected) {
return BoneNameSet();
}
return selected_bone_names;
}
} // namespace blender::bke