Code Cleanup: Split Action management operator stuff into action_data.c

This commit is contained in:
Joshua Leung 2015-04-03 01:31:34 +13:00
parent 64fed6841a
commit 5d4beee8c6
3 changed files with 510 additions and 426 deletions

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@ -36,6 +36,7 @@ set(INC_SYS
)
set(SRC
action_data.c
action_draw.c
action_edit.c
action_ops.c

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@ -0,0 +1,509 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015 Blender Foundation
* This is a new part of Blender
*
* Contributor(s): Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_action/action_edit.c
* \ingroup spaction
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <float.h>
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLF_translation.h"
#include "DNA_anim_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_key_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_mask_types.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "BKE_action.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_key.h"
#include "BKE_main.h"
#include "BKE_nla.h"
#include "BKE_context.h"
#include "BKE_report.h"
#include "UI_view2d.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
#include "ED_keyframing.h"
#include "ED_keyframes_edit.h"
#include "ED_screen.h"
#include "ED_markers.h"
#include "ED_mask.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "action_intern.h"
/* ************************************************************************** */
/* ACTION MANAGEMENT */
/* Helper function to find the active AnimData block from the Action Editor context */
static AnimData *actedit_animdata_from_context(bContext *C)
{
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
Object *ob = CTX_data_active_object(C);
AnimData *adt = NULL;
/* Get AnimData block to use */
if (saction->mode == SACTCONT_ACTION) {
/* Currently, "Action Editor" means object-level only... */
if (ob) {
adt = ob->adt;
}
}
else if (saction->mode == SACTCONT_SHAPEKEY) {
Key *key = BKE_key_from_object(ob);
if (key) {
adt = key->adt;
}
}
return adt;
}
/* -------------------------------------------------------------------- */
/* Create new action */
static bAction *action_create_new(bContext *C, bAction *oldact)
{
ScrArea *sa = CTX_wm_area(C);
bAction *action;
/* create action - the way to do this depends on whether we've got an
* existing one there already, in which case we make a copy of it
* (which is useful for "versioning" actions within the same file)
*/
if (oldact && GS(oldact->id.name) == ID_AC) {
/* make a copy of the existing action */
action = BKE_action_copy(oldact);
}
else {
/* just make a new (empty) action */
action = add_empty_action(CTX_data_main(C), "Action");
}
/* when creating new ID blocks, there is already 1 user (as for all new datablocks),
* but the RNA pointer code will assign all the proper users instead, so we compensate
* for that here
*/
BLI_assert(action->id.us == 1);
action->id.us--;
/* set ID-Root type */
if (sa->spacetype == SPACE_ACTION) {
SpaceAction *saction = (SpaceAction *)sa->spacedata.first;
if (saction->mode == SACTCONT_SHAPEKEY)
action->idroot = ID_KE;
else
action->idroot = ID_OB;
}
return action;
}
/* Change the active action used by the action editor */
static void actedit_change_action(bContext *C, bAction *act)
{
bScreen *screen = CTX_wm_screen(C);
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
PointerRNA ptr, idptr;
PropertyRNA *prop;
/* create RNA pointers and get the property */
RNA_pointer_create(&screen->id, &RNA_SpaceDopeSheetEditor, saction, &ptr);
prop = RNA_struct_find_property(&ptr, "action");
/* NOTE: act may be NULL here, so better to just use a cast here */
RNA_id_pointer_create((ID *)act, &idptr);
/* set the new pointer, and force a refresh */
RNA_property_pointer_set(&ptr, prop, idptr);
RNA_property_update(C, &ptr, prop);
}
/* ******************** New Action Operator *********************** */
/* Criteria:
* 1) There must be an dopesheet/action editor, and it must be in a mode which uses actions...
* OR
* The NLA Editor is active (i.e. Animation Data panel -> new action)
* 2) The associated AnimData block must not be in tweakmode
*/
static int action_new_poll(bContext *C)
{
Scene *scene = CTX_data_scene(C);
/* Check tweakmode is off (as you don't want to be tampering with the action in that case) */
/* NOTE: unlike for pushdown, this operator needs to be run when creating an action from nothing... */
if (!(scene->flag & SCE_NLA_EDIT_ON)) {
if (ED_operator_action_active(C)) {
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
Object *ob = CTX_data_active_object(C);
/* For now, actions are only for the active object, and on object and shapekey levels... */
if (saction->mode == SACTCONT_ACTION) {
/* XXX: This assumes that actions are assigned to the active object */
if (ob)
return true;
}
else if (saction->mode == SACTCONT_SHAPEKEY) {
Key *key = BKE_key_from_object(ob);
if (key)
return true;
}
}
else if (ED_operator_nla_active(C)) {
return true;
}
}
/* something failed... */
return false;
}
static int action_new_exec(bContext *C, wmOperator *UNUSED(op))
{
PointerRNA ptr, idptr;
PropertyRNA *prop;
/* hook into UI */
UI_context_active_but_prop_get_templateID(C, &ptr, &prop);
if (prop) {
bAction *action = NULL, *oldact = NULL;
AnimData *adt = NULL;
PointerRNA oldptr;
oldptr = RNA_property_pointer_get(&ptr, prop);
oldact = (bAction *)oldptr.id.data;
/* stash the old action to prevent it from being lost */
if (ptr.type == &RNA_AnimData) {
adt = ptr.data;
}
else if (ptr.type == &RNA_SpaceDopeSheetEditor) {
adt = actedit_animdata_from_context(C);
}
/* Perform stashing operation - But only if there is an action */
if (adt && oldact) {
/* stash the action */
if (BKE_nla_action_stash(adt)) {
/* The stash operation will remove the user already
* (and unlink the action from the AnimData action slot).
* Hence, we must unset the ref to the action in the
* action editor too (if this is where we're being called from)
* first before setting the new action once it is created,
* or else the user gets decremented twice!
*/
if (ptr.type == &RNA_SpaceDopeSheetEditor) {
SpaceAction *saction = (SpaceAction *)ptr.data;
saction->action = NULL;
}
}
else {
//printf("WARNING: Failed to stash %s. It may already exist in the NLA stack though\n", oldact->id.name);
}
}
/* create action */
action = action_create_new(C, oldact);
/* set this new action
* NOTE: we can't use actedit_change_action, as this function is also called from the NLA
*/
RNA_id_pointer_create(&action->id, &idptr);
RNA_property_pointer_set(&ptr, prop, idptr);
RNA_property_update(C, &ptr, prop);
}
/* set notifier that keyframes have changed */
WM_event_add_notifier(C, NC_ANIMATION | ND_KEYFRAME | NA_ADDED, NULL);
return OPERATOR_FINISHED;
}
void ACTION_OT_new(wmOperatorType *ot)
{
/* identifiers */
ot->name = "New Action";
ot->idname = "ACTION_OT_new";
ot->description = "Create new action";
/* api callbacks */
ot->exec = action_new_exec;
ot->poll = action_new_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ******************* Action Push-Down Operator ******************** */
/* Criteria:
* 1) There must be an dopesheet/action editor, and it must be in a mode which uses actions
* 2) There must be an action active
* 3) The associated AnimData block must not be in tweakmode
*/
static int action_pushdown_poll(bContext *C)
{
if (ED_operator_action_active(C)) {
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
/* Check for actions and that tweakmode is off */
if ((saction->action) && !(scene->flag & SCE_NLA_EDIT_ON)) {
/* For now, actions are only for the active object, and on object and shapekey levels... */
if (saction->mode == SACTCONT_ACTION) {
return (ob->adt != NULL);
}
else if (saction->mode == SACTCONT_SHAPEKEY) {
Key *key = BKE_key_from_object(ob);
return (key && key->adt);
}
}
}
/* something failed... */
return false;
}
static int action_pushdown_exec(bContext *C, wmOperator *op)
{
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
AnimData *adt = actedit_animdata_from_context(C);
/* Do the deed... */
if (adt) {
/* Perform the pushdown operation
* - This will deal with all the AnimData-side usercounts
*/
if (action_has_motion(adt->action) == 0) {
/* action may not be suitable... */
BKE_report(op->reports, RPT_WARNING, "Action must have at least one keyframe or F-Modifier");
return OPERATOR_CANCELLED;
}
else {
/* action can be safely added */
BKE_nla_action_pushdown(adt);
}
/* Stop displaying this action in this editor
* NOTE: The editor itself doesn't set a user...
*/
saction->action = NULL;
}
/* Send notifiers that stuff has changed */
WM_event_add_notifier(C, NC_ANIMATION | ND_NLA_ACTCHANGE, NULL);
return OPERATOR_FINISHED;
}
void ACTION_OT_push_down(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Push Down Action";
ot->idname = "ACTION_OT_push_down";
ot->description = "Push action down on to the NLA stack as a new strip";
/* callbacks */
ot->exec = action_pushdown_exec;
ot->poll = action_pushdown_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ******************* Action Stash Operator ******************** */
static int action_stash_exec(bContext *C, wmOperator *op)
{
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
AnimData *adt = actedit_animdata_from_context(C);
/* Perform stashing operation */
if (adt) {
/* don't do anything if this action is empty... */
if (action_has_motion(adt->action) == 0) {
/* action may not be suitable... */
BKE_report(op->reports, RPT_WARNING, "Action must have at least one keyframe or F-Modifier");
return OPERATOR_CANCELLED;
}
else {
/* stash the action */
if (BKE_nla_action_stash(adt)) {
/* The stash operation will remove the user already,
* so the flushing step later shouldn't double up
* the usercount fixes. Hence, we must unset this ref
* first before setting the new action.
*/
saction->action = NULL;
}
else {
/* action has already been added - simply warn about this, and clear */
BKE_report(op->reports, RPT_ERROR, "Action has already been stashed");
}
/* clear action refs from editor, and then also the backing data (not necessary) */
actedit_change_action(C, NULL);
}
}
/* Send notifiers that stuff has changed */
WM_event_add_notifier(C, NC_ANIMATION | ND_NLA_ACTCHANGE, NULL);
return OPERATOR_FINISHED;
}
void ACTION_OT_stash(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Stash Action";
ot->idname = "ACTION_OT_stash";
ot->description = "Store this action in the NLA stack as a non-contributing strip for later use";
/* callbacks */
ot->exec = action_stash_exec;
ot->poll = action_pushdown_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
ot->prop = RNA_def_boolean(ot->srna, "create_new", true, "Create New Action",
"Create a new action once the existing one has been safely stored");
}
/* ----------------- */
/* Criteria:
* 1) There must be an dopesheet/action editor, and it must be in a mode which uses actions
* 2) The associated AnimData block must not be in tweakmode
*/
static int action_stash_create_poll(bContext *C)
{
if (ED_operator_action_active(C)) {
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
Scene *scene = CTX_data_scene(C);
/* Check tweakmode is off (as you don't want to be tampering with the action in that case) */
/* NOTE: unlike for pushdown, this operator needs to be run when creating an action from nothing... */
if (!(scene->flag & SCE_NLA_EDIT_ON)) {
/* For now, actions are only for the active object, and on object and shapekey levels... */
return ELEM(saction->mode, SACTCONT_ACTION, SACTCONT_SHAPEKEY);
}
}
/* something failed... */
return false;
}
static int action_stash_create_exec(bContext *C, wmOperator *op)
{
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
AnimData *adt = actedit_animdata_from_context(C);
/* Check for no action... */
if (saction->action == NULL) {
/* just create a new action */
bAction *action = action_create_new(C, NULL);
actedit_change_action(C, action);
}
else if (adt) {
/* Perform stashing operation */
if (action_has_motion(adt->action) == 0) {
/* don't do anything if this action is empty... */
BKE_report(op->reports, RPT_WARNING, "Action must have at least one keyframe or F-Modifier");
return OPERATOR_CANCELLED;
}
else {
/* stash the action */
if (BKE_nla_action_stash(adt)) {
bAction *new_action = NULL;
/* create new action not based on the old one (since the "new" operator already does that) */
new_action = action_create_new(C, NULL);
/* The stash operation will remove the user already,
* so the flushing step later shouldn't double up
* the usercount fixes. Hence, we must unset this ref
* first before setting the new action.
*/
saction->action = NULL;
actedit_change_action(C, new_action);
}
else {
/* action has already been added - simply warn about this, and clear */
BKE_report(op->reports, RPT_ERROR, "Action has already been stashed");
actedit_change_action(C, NULL);
}
}
}
/* Send notifiers that stuff has changed */
WM_event_add_notifier(C, NC_ANIMATION | ND_NLA_ACTCHANGE, NULL);
return OPERATOR_FINISHED;
}
void ACTION_OT_stash_and_create(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Stash Action";
ot->idname = "ACTION_OT_stash_and_create";
ot->description = "Store this action in the NLA stack as a non-contributing strip for later use, and create a new action";
/* callbacks */
ot->exec = action_stash_create_exec;
ot->poll = action_stash_create_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}

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@ -80,432 +80,6 @@
#include "action_intern.h"
/* ************************************************************************** */
/* ACTION MANAGEMENT */
/* Helper function to find the active AnimData block from the Action Editor context */
static AnimData *actedit_animdata_from_context(bContext *C)
{
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
Object *ob = CTX_data_active_object(C);
AnimData *adt = NULL;
/* Get AnimData block to use */
if (saction->mode == SACTCONT_ACTION) {
/* Currently, "Action Editor" means object-level only... */
if (ob) {
adt = ob->adt;
}
}
else if (saction->mode == SACTCONT_SHAPEKEY) {
Key *key = BKE_key_from_object(ob);
if (key) {
adt = key->adt;
}
}
return adt;
}
/* Create new action */
static bAction *action_create_new(bContext *C, bAction *oldact)
{
ScrArea *sa = CTX_wm_area(C);
bAction *action;
/* create action - the way to do this depends on whether we've got an
* existing one there already, in which case we make a copy of it
* (which is useful for "versioning" actions within the same file)
*/
if (oldact && GS(oldact->id.name) == ID_AC) {
/* make a copy of the existing action */
action = BKE_action_copy(oldact);
}
else {
/* just make a new (empty) action */
action = add_empty_action(CTX_data_main(C), "Action");
}
/* when creating new ID blocks, there is already 1 user (as for all new datablocks),
* but the RNA pointer code will assign all the proper users instead, so we compensate
* for that here
*/
BLI_assert(action->id.us == 1);
action->id.us--;
/* set ID-Root type */
if (sa->spacetype == SPACE_ACTION) {
SpaceAction *saction = (SpaceAction *)sa->spacedata.first;
if (saction->mode == SACTCONT_SHAPEKEY)
action->idroot = ID_KE;
else
action->idroot = ID_OB;
}
return action;
}
/* Change the active action used by the action editor */
static void actedit_change_action(bContext *C, bAction *act)
{
bScreen *screen = CTX_wm_screen(C);
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
PointerRNA ptr, idptr;
PropertyRNA *prop;
/* create RNA pointers and get the property */
RNA_pointer_create(&screen->id, &RNA_SpaceDopeSheetEditor, saction, &ptr);
prop = RNA_struct_find_property(&ptr, "action");
/* NOTE: act may be NULL here, so better to just use a cast here */
RNA_id_pointer_create((ID *)act, &idptr);
/* set the new pointer, and force a refresh */
RNA_property_pointer_set(&ptr, prop, idptr);
RNA_property_update(C, &ptr, prop);
}
/* ******************** New Action Operator *********************** */
/* Criteria:
* 1) There must be an dopesheet/action editor, and it must be in a mode which uses actions...
* OR
* The NLA Editor is active (i.e. Animation Data panel -> new action)
* 2) The associated AnimData block must not be in tweakmode
*/
static int action_new_poll(bContext *C)
{
Scene *scene = CTX_data_scene(C);
/* Check tweakmode is off (as you don't want to be tampering with the action in that case) */
/* NOTE: unlike for pushdown, this operator needs to be run when creating an action from nothing... */
if (!(scene->flag & SCE_NLA_EDIT_ON)) {
if (ED_operator_action_active(C)) {
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
Object *ob = CTX_data_active_object(C);
/* For now, actions are only for the active object, and on object and shapekey levels... */
if (saction->mode == SACTCONT_ACTION) {
/* XXX: This assumes that actions are assigned to the active object */
if (ob)
return true;
}
else if (saction->mode == SACTCONT_SHAPEKEY) {
Key *key = BKE_key_from_object(ob);
if (key)
return true;
}
}
else if (ED_operator_nla_active(C)) {
return true;
}
}
/* something failed... */
return false;
}
static int action_new_exec(bContext *C, wmOperator *UNUSED(op))
{
PointerRNA ptr, idptr;
PropertyRNA *prop;
/* hook into UI */
UI_context_active_but_prop_get_templateID(C, &ptr, &prop);
if (prop) {
bAction *action = NULL, *oldact = NULL;
AnimData *adt = NULL;
PointerRNA oldptr;
oldptr = RNA_property_pointer_get(&ptr, prop);
oldact = (bAction *)oldptr.id.data;
/* stash the old action to prevent it from being lost */
if (ptr.type == &RNA_AnimData) {
adt = ptr.data;
}
else if (ptr.type == &RNA_SpaceDopeSheetEditor) {
adt = actedit_animdata_from_context(C);
}
/* Perform stashing operation - But only if there is an action */
if (adt && oldact) {
/* stash the action */
if (BKE_nla_action_stash(adt)) {
/* The stash operation will remove the user already
* (and unlink the action from the AnimData action slot).
* Hence, we must unset the ref to the action in the
* action editor too (if this is where we're being called from)
* first before setting the new action once it is created,
* or else the user gets decremented twice!
*/
if (ptr.type == &RNA_SpaceDopeSheetEditor) {
SpaceAction *saction = (SpaceAction *)ptr.data;
saction->action = NULL;
}
}
else {
//printf("WARNING: Failed to stash %s. It may already exist in the NLA stack though\n", oldact->id.name);
}
}
/* create action */
action = action_create_new(C, oldact);
/* set this new action
* NOTE: we can't use actedit_change_action, as this function is also called from the NLA
*/
RNA_id_pointer_create(&action->id, &idptr);
RNA_property_pointer_set(&ptr, prop, idptr);
RNA_property_update(C, &ptr, prop);
}
/* set notifier that keyframes have changed */
WM_event_add_notifier(C, NC_ANIMATION | ND_KEYFRAME | NA_ADDED, NULL);
return OPERATOR_FINISHED;
}
void ACTION_OT_new(wmOperatorType *ot)
{
/* identifiers */
ot->name = "New Action";
ot->idname = "ACTION_OT_new";
ot->description = "Create new action";
/* api callbacks */
ot->exec = action_new_exec;
ot->poll = action_new_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ******************* Action Push-Down Operator ******************** */
/* Criteria:
* 1) There must be an dopesheet/action editor, and it must be in a mode which uses actions
* 2) There must be an action active
* 3) The associated AnimData block must not be in tweakmode
*/
static int action_pushdown_poll(bContext *C)
{
if (ED_operator_action_active(C)) {
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
/* Check for actions and that tweakmode is off */
if ((saction->action) && !(scene->flag & SCE_NLA_EDIT_ON)) {
/* For now, actions are only for the active object, and on object and shapekey levels... */
if (saction->mode == SACTCONT_ACTION) {
return (ob->adt != NULL);
}
else if (saction->mode == SACTCONT_SHAPEKEY) {
Key *key = BKE_key_from_object(ob);
return (key && key->adt);
}
}
}
/* something failed... */
return false;
}
static int action_pushdown_exec(bContext *C, wmOperator *op)
{
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
AnimData *adt = actedit_animdata_from_context(C);
/* Do the deed... */
if (adt) {
/* Perform the pushdown operation
* - This will deal with all the AnimData-side usercounts
*/
if (action_has_motion(adt->action) == 0) {
/* action may not be suitable... */
BKE_report(op->reports, RPT_WARNING, "Action must have at least one keyframe or F-Modifier");
return OPERATOR_CANCELLED;
}
else {
/* action can be safely added */
BKE_nla_action_pushdown(adt);
}
/* Stop displaying this action in this editor
* NOTE: The editor itself doesn't set a user...
*/
saction->action = NULL;
}
/* Send notifiers that stuff has changed */
WM_event_add_notifier(C, NC_ANIMATION | ND_NLA_ACTCHANGE, NULL);
return OPERATOR_FINISHED;
}
void ACTION_OT_push_down(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Push Down Action";
ot->idname = "ACTION_OT_push_down";
ot->description = "Push action down on to the NLA stack as a new strip";
/* callbacks */
ot->exec = action_pushdown_exec;
ot->poll = action_pushdown_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ******************* Action Stash Operator ******************** */
static int action_stash_exec(bContext *C, wmOperator *op)
{
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
AnimData *adt = actedit_animdata_from_context(C);
/* Perform stashing operation */
if (adt) {
/* don't do anything if this action is empty... */
if (action_has_motion(adt->action) == 0) {
/* action may not be suitable... */
BKE_report(op->reports, RPT_WARNING, "Action must have at least one keyframe or F-Modifier");
return OPERATOR_CANCELLED;
}
else {
/* stash the action */
if (BKE_nla_action_stash(adt)) {
/* The stash operation will remove the user already,
* so the flushing step later shouldn't double up
* the usercount fixes. Hence, we must unset this ref
* first before setting the new action.
*/
saction->action = NULL;
}
else {
/* action has already been added - simply warn about this, and clear */
BKE_report(op->reports, RPT_ERROR, "Action has already been stashed");
}
/* clear action refs from editor, and then also the backing data (not necessary) */
actedit_change_action(C, NULL);
}
}
/* Send notifiers that stuff has changed */
WM_event_add_notifier(C, NC_ANIMATION | ND_NLA_ACTCHANGE, NULL);
return OPERATOR_FINISHED;
}
void ACTION_OT_stash(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Stash Action";
ot->idname = "ACTION_OT_stash";
ot->description = "Store this action in the NLA stack as a non-contributing strip for later use";
/* callbacks */
ot->exec = action_stash_exec;
ot->poll = action_pushdown_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
ot->prop = RNA_def_boolean(ot->srna, "create_new", true, "Create New Action",
"Create a new action once the existing one has been safely stored");
}
/* ----------------- */
/* Criteria:
* 1) There must be an dopesheet/action editor, and it must be in a mode which uses actions
* 2) The associated AnimData block must not be in tweakmode
*/
static int action_stash_create_poll(bContext *C)
{
if (ED_operator_action_active(C)) {
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
Scene *scene = CTX_data_scene(C);
/* Check tweakmode is off (as you don't want to be tampering with the action in that case) */
/* NOTE: unlike for pushdown, this operator needs to be run when creating an action from nothing... */
if (!(scene->flag & SCE_NLA_EDIT_ON)) {
/* For now, actions are only for the active object, and on object and shapekey levels... */
return ELEM(saction->mode, SACTCONT_ACTION, SACTCONT_SHAPEKEY);
}
}
/* something failed... */
return false;
}
static int action_stash_create_exec(bContext *C, wmOperator *op)
{
SpaceAction *saction = (SpaceAction *)CTX_wm_space_data(C);
AnimData *adt = actedit_animdata_from_context(C);
/* Check for no action... */
if (saction->action == NULL) {
/* just create a new action */
bAction *action = action_create_new(C, NULL);
actedit_change_action(C, action);
}
else if (adt) {
/* Perform stashing operation */
if (action_has_motion(adt->action) == 0) {
/* don't do anything if this action is empty... */
BKE_report(op->reports, RPT_WARNING, "Action must have at least one keyframe or F-Modifier");
return OPERATOR_CANCELLED;
}
else {
/* stash the action */
if (BKE_nla_action_stash(adt)) {
bAction *new_action = NULL;
/* create new action not based on the old one (since the "new" operator already does that) */
new_action = action_create_new(C, NULL);
/* The stash operation will remove the user already,
* so the flushing step later shouldn't double up
* the usercount fixes. Hence, we must unset this ref
* first before setting the new action.
*/
saction->action = NULL;
actedit_change_action(C, new_action);
}
else {
/* action has already been added - simply warn about this, and clear */
BKE_report(op->reports, RPT_ERROR, "Action has already been stashed");
actedit_change_action(C, NULL);
}
}
}
/* Send notifiers that stuff has changed */
WM_event_add_notifier(C, NC_ANIMATION | ND_NLA_ACTCHANGE, NULL);
return OPERATOR_FINISHED;
}
void ACTION_OT_stash_and_create(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Stash Action";
ot->idname = "ACTION_OT_stash_and_create";
ot->description = "Store this action in the NLA stack as a non-contributing strip for later use, and create a new action";
/* callbacks */
ot->exec = action_stash_create_exec;
ot->poll = action_stash_create_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ************************************************************************** */
/* POSE MARKERS STUFF */