Fix linking & library-overriding with NLA Tweak Mode enabled. This is a two-pronged approach: - When linking an animated ID from a library file, and it happens to be in NLA Tweak Mode, it is forced out of tweak mode. This ensures that the correct Action is loaded, and that all the NLA flags are set correctly to display the NLA animation (instead of only the tweaked strip). - For library overrides there is now a post-process step that runs after all 'apply' functions have been run. This is necessary to ensure that all the flags and pointers that NLA Tweak Mode depends on are actually set correctly and consistently. This also adds one utility function `BKE_nla_debug_print_flags()` that is by now unused. It was very useful in debugging this, though, and I think it'll be useful in the future as well. Design task: #120573 Pull Request: https://projects.blender.org/blender/blender/pulls/120830
155 lines
4.6 KiB
C++
155 lines
4.6 KiB
C++
/* SPDX-FileCopyrightText: 2009 Blender Authors, Joshua Leung. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include <optional>
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#include "BLI_sys_types.h" /* for bool */
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struct AnimData;
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struct BlendDataReader;
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struct BlendWriter;
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struct ID;
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struct Library;
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struct LibraryForeachIDData;
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struct Main;
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struct ReportList;
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struct bAction;
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/* ************************************* */
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/* AnimData API */
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/**
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* Check if the given ID-block can have AnimData.
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*/
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bool id_type_can_have_animdata(short id_type);
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bool id_can_have_animdata(const ID *id);
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/**
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* Get #AnimData from the given ID-block.
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*/
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AnimData *BKE_animdata_from_id(const ID *id);
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/**
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* Ensure #AnimData exists in the given ID-block (when supported).
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*/
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AnimData *BKE_animdata_ensure_id(ID *id);
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/**
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* Set active action used by AnimData from the given ID-block.
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*
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* Called when user tries to change the active action of an #AnimData block
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* (via RNA, Outliner, etc.)
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*
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* \param reports: Can be NULL.
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* \param id: The owner of the animation data
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* \param act: The Action to set, or NULL to clear.
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*
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* \return true when the action was successfully updated, false otherwise.
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*/
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bool BKE_animdata_set_action(ReportList *reports, ID *id, bAction *act);
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/**
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* Same as BKE_animdata_set_action(), except sets `tmpact` instead of `action`.
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*/
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bool BKE_animdata_set_tmpact(ReportList *reports, ID *id, bAction *act);
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bool BKE_animdata_action_editable(const AnimData *adt);
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/**
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* Ensure that the action's idroot is set correctly given the ID type of the owner.
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* Return true if it is, false if it was already set to an incompatible type.
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*/
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bool BKE_animdata_action_ensure_idroot(const ID *owner, bAction *action);
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/**
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* Free AnimData used by the nominated ID-block, and clear ID-block's AnimData pointer.
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*/
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void BKE_animdata_free(ID *id, bool do_id_user);
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/**
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* Return true if the ID-block has non-empty AnimData.
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*/
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bool BKE_animdata_id_is_animated(const ID *id);
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/**
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* Callback used by lib_query to walk over all ID usages
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* (mimics `foreach_id` callback of #IDTypeInfo structure).
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*/
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void BKE_animdata_foreach_id(AnimData *adt, LibraryForeachIDData *data);
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/**
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* Make a copy of the given AnimData - to be used when copying data-blocks.
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*
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* \note Regarding handling of IDs managed by the #AnimData struct, this function follows the
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* behaviors of the generic #BKE_id_copy_ex, please see its documentation for more details.
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*
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* \param flag: Control ID pointers management, see LIB_ID_CREATE_.../LIB_ID_COPY_... flags in
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* `BKE_lib_id.hh`.
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*
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* \return The copied animdata.
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*/
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AnimData *BKE_animdata_copy(Main *bmain, AnimData *adt, int flag);
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/**
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* Same as #BKE_animdata_copy, but allows to duplicate Action IDs into a library.
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*
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* \param owner_library the Library to 'assign' the newly created ID to. Use `nullptr` to make ID
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* not use any library (i.e. become a local ID). Use `std::nullopt` for default behavior (i.e.
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* behavior of the #BKE_animdata_copy function).
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*/
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AnimData *BKE_animdata_copy_in_lib(Main *bmain,
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std::optional<Library *> owner_library,
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AnimData *adt,
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int flag);
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/**
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* \param flag: Control ID pointers management,
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* see LIB_ID_CREATE_.../LIB_ID_COPY_... flags in BKE_lib_id.hh
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* \return true is successfully copied.
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*/
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bool BKE_animdata_copy_id(Main *bmain, ID *id_to, ID *id_from, int flag);
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/**
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* Copy AnimData Actions.
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*/
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void BKE_animdata_copy_id_action(Main *bmain, ID *id);
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void BKE_animdata_duplicate_id_action(Main *bmain, ID *id, uint duplicate_flags);
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/* Merge copies of data from source AnimData block */
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typedef enum eAnimData_MergeCopy_Modes {
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/* Keep destination action */
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ADT_MERGECOPY_KEEP_DST = 0,
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/* Use src action (make a new copy) */
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ADT_MERGECOPY_SRC_COPY = 1,
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/* Use src action (but just reference the existing version) */
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ADT_MERGECOPY_SRC_REF = 2,
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} eAnimData_MergeCopy_Modes;
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/**
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* Merge copies of the data from the src AnimData into the destination AnimData.
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*/
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void BKE_animdata_merge_copy(
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Main *bmain, ID *dst_id, ID *src_id, eAnimData_MergeCopy_Modes action_mode, bool fix_drivers);
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void BKE_animdata_blend_write(BlendWriter *writer, ID *id);
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void BKE_animdata_blend_read_data(BlendDataReader *reader, ID *id);
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/**
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* Process the AnimData struct after all library overrides have been applied.
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*
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* This is necessary as an extra step to fix the NLA, as that requires multiple pointers & various
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* sets of flags to all be consistent. It's much easier to do that once all overrides have been
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* applied.
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*/
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void BKE_animdata_liboverride_post_process(ID *id);
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