1188 lines
33 KiB
C
1188 lines
33 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation, 2003-2009
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_sequencer/sequencer_draw.c
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* \ingroup spseq
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*/
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#include <string.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "IMB_imbuf_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_sound_types.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_sequencer.h"
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#include "BKE_sound.h"
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#include "IMB_imbuf.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "ED_anim_api.h"
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#include "ED_markers.h"
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#include "ED_types.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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/* own include */
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#include "sequencer_intern.h"
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#define SEQ_LEFTHANDLE 1
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#define SEQ_RIGHTHANDLE 2
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/* Note, Don't use SEQ_BEGIN/SEQ_END while drawing!
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* it messes up transform, - Campbell */
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static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2);
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static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[3])
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{
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unsigned char blendcol[3];
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SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
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switch (seq->type) {
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case SEQ_TYPE_IMAGE:
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UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col);
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break;
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case SEQ_TYPE_META:
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UI_GetThemeColor3ubv(TH_SEQ_META, col);
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break;
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case SEQ_TYPE_MOVIE:
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UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col);
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break;
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case SEQ_TYPE_MOVIECLIP:
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UI_GetThemeColor3ubv(TH_SEQ_MOVIECLIP, col);
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break;
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case SEQ_TYPE_SCENE:
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UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
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if (seq->scene == curscene) {
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UI_GetColorPtrShade3ubv(col, col, 20);
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}
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break;
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/* transitions */
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case SEQ_TYPE_CROSS:
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case SEQ_TYPE_GAMCROSS:
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case SEQ_TYPE_WIPE:
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UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col);
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/* slightly offset hue to distinguish different effects */
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if (seq->type == SEQ_TYPE_CROSS) rgb_byte_set_hue_float_offset(col, 0.04);
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if (seq->type == SEQ_TYPE_GAMCROSS) rgb_byte_set_hue_float_offset(col, 0.08);
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if (seq->type == SEQ_TYPE_WIPE) rgb_byte_set_hue_float_offset(col, 0.12);
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break;
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/* effects */
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case SEQ_TYPE_TRANSFORM:
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case SEQ_TYPE_SPEED:
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case SEQ_TYPE_ADD:
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case SEQ_TYPE_SUB:
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case SEQ_TYPE_MUL:
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case SEQ_TYPE_ALPHAOVER:
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case SEQ_TYPE_ALPHAUNDER:
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case SEQ_TYPE_OVERDROP:
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case SEQ_TYPE_GLOW:
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case SEQ_TYPE_MULTICAM:
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case SEQ_TYPE_ADJUSTMENT:
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UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col);
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/* slightly offset hue to distinguish different effects */
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if (seq->type == SEQ_TYPE_ADD) rgb_byte_set_hue_float_offset(col, 0.04);
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else if (seq->type == SEQ_TYPE_SUB) rgb_byte_set_hue_float_offset(col, 0.08);
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else if (seq->type == SEQ_TYPE_MUL) rgb_byte_set_hue_float_offset(col, 0.12);
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else if (seq->type == SEQ_TYPE_ALPHAOVER) rgb_byte_set_hue_float_offset(col, 0.16);
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else if (seq->type == SEQ_TYPE_ALPHAUNDER) rgb_byte_set_hue_float_offset(col, 0.20);
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else if (seq->type == SEQ_TYPE_OVERDROP) rgb_byte_set_hue_float_offset(col, 0.24);
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else if (seq->type == SEQ_TYPE_GLOW) rgb_byte_set_hue_float_offset(col, 0.28);
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else if (seq->type == SEQ_TYPE_TRANSFORM) rgb_byte_set_hue_float_offset(col, 0.36);
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else if (seq->type == SEQ_TYPE_MULTICAM) rgb_byte_set_hue_float_offset(col, 0.32);
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else if (seq->type == SEQ_TYPE_ADJUSTMENT) rgb_byte_set_hue_float_offset(col, 0.40);
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break;
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case SEQ_TYPE_COLOR:
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if (colvars->col) {
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rgb_float_to_uchar(col, colvars->col);
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}
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else {
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col[0] = col[1] = col[2] = 128;
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}
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break;
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case SEQ_TYPE_SOUND_RAM:
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UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col);
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blendcol[0] = blendcol[1] = blendcol[2] = 128;
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if (seq->flag & SEQ_MUTE) UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20);
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break;
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default:
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col[0] = 10; col[1] = 255; col[2] = 40;
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}
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}
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static void drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize)
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{
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/*
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* x1 is the starting x value to draw the wave,
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* x2 the end x value, same for y1 and y2
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* stepsize is width of a pixel.
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*/
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if (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM) {
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int i, j, pos;
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int length = floor((x2 - x1) / stepsize) + 1;
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float ymid = (y1 + y2) / 2;
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float yscale = (y2 - y1) / 2;
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float samplestep;
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float startsample, endsample;
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float value;
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SoundWaveform *waveform;
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if (!seq->sound->waveform)
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sound_read_waveform(seq->sound);
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if (!seq->sound->waveform)
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return; /* zero length sound */
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waveform = seq->sound->waveform;
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if (!waveform)
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return;
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startsample = floor((seq->startofs + seq->anim_startofs) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
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endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
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samplestep = (endsample - startsample) * stepsize / (x2 - x1);
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if (length > floor((waveform->length - startsample) / samplestep))
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length = floor((waveform->length - startsample) / samplestep);
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glBegin(GL_LINE_STRIP);
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for (i = 0; i < length; i++) {
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pos = startsample + i * samplestep;
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value = waveform->data[pos * 3];
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for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) {
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if (value > waveform->data[j * 3])
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value = waveform->data[j * 3];
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}
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glVertex2f(x1 + i * stepsize, ymid + value * yscale);
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}
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glEnd();
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glBegin(GL_LINE_STRIP);
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for (i = 0; i < length; i++) {
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pos = startsample + i * samplestep;
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value = waveform->data[pos * 3 + 1];
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for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) {
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if (value < waveform->data[j * 3 + 1])
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value = waveform->data[j * 3 + 1];
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}
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glVertex2f(x1 + i * stepsize, ymid + value * yscale);
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}
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glEnd();
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}
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}
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static void drawmeta_stipple(int value)
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{
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if (value) {
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glEnable(GL_POLYGON_STIPPLE);
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glPolygonStipple(stipple_halftone);
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glEnable(GL_LINE_STIPPLE);
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glLineStipple(1, 0x8888);
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}
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else {
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glDisable(GL_POLYGON_STIPPLE);
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glDisable(GL_LINE_STIPPLE);
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}
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}
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static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2)
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{
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/* note: this used to use SEQ_BEGIN/SEQ_END, but it messes up the
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* seq->depth value, (needed by transform when doing overlap checks)
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* so for now, just use the meta's immediate children, could be fixed but
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* its only drawing - campbell */
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Sequence *seq;
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unsigned char col[4];
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int chan_min = MAXSEQ;
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int chan_max = 0;
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int chan_range = 0;
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float draw_range = y2 - y1;
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float draw_height;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (seqm->flag & SEQ_MUTE)
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drawmeta_stipple(1);
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for (seq = seqm->seqbase.first; seq; seq = seq->next) {
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chan_min = MIN2(chan_min, seq->machine);
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chan_max = MAX2(chan_max, seq->machine);
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}
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chan_range = (chan_max - chan_min) + 1;
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draw_height = draw_range / chan_range;
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col[3] = 196; /* alpha, used for all meta children */
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for (seq = seqm->seqbase.first; seq; seq = seq->next) {
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if ((seq->startdisp > x2 || seq->enddisp < x1) == 0) {
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float y_chan = (seq->machine - chan_min) / (float)(chan_range) * draw_range;
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float x1_chan = seq->startdisp;
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float x2_chan = seq->enddisp;
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float y1_chan, y2_chan;
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if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
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drawmeta_stipple(1);
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get_seq_color3ubv(scene, seq, col);
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glColor4ubv(col);
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/* clamp within parent sequence strip bounds */
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if (x1_chan < x1) x1_chan = x1;
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if (x2_chan > x2) x2_chan = x2;
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y1_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM);
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y2_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP);
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glRectf(x1_chan, y1_chan, x2_chan, y2_chan);
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UI_GetColorPtrShade3ubv(col, col, -30);
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glColor4ubv(col);
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fdrawbox(x1_chan, y1_chan, x2_chan, y2_chan);
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if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
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drawmeta_stipple(0);
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}
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}
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if (seqm->flag & SEQ_MUTE)
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drawmeta_stipple(0);
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glDisable(GL_BLEND);
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}
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/* draw a handle, for each end of a sequence strip */
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static void draw_seq_handle(View2D *v2d, Sequence *seq, float pixelx, short direction)
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{
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float v1[2], v2[2], v3[2], rx1 = 0, rx2 = 0; //for triangles and rect
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float x1, x2, y1, y2;
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float handsize;
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float minhandle, maxhandle;
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char numstr[32];
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unsigned int whichsel = 0;
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x1 = seq->startdisp;
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x2 = seq->enddisp;
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y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
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y2 = seq->machine + SEQ_STRIP_OFSTOP;
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/* clamp handles to defined size in pixel space */
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handsize = seq->handsize;
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minhandle = 7;
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maxhandle = 40;
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CLAMP(handsize, minhandle * pixelx, maxhandle * pixelx);
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/* set up co-ordinates/dimensions for either left or right handle */
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if (direction == SEQ_LEFTHANDLE) {
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rx1 = x1;
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rx2 = x1 + handsize * 0.75f;
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v1[0] = x1 + handsize / 4; v1[1] = y1 + ( ((y1 + y2) / 2.0f - y1) / 2);
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v2[0] = x1 + handsize / 4; v2[1] = y2 - ( ((y1 + y2) / 2.0f - y1) / 2);
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v3[0] = v2[0] + handsize / 4; v3[1] = (y1 + y2) / 2.0f;
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whichsel = SEQ_LEFTSEL;
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}
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else if (direction == SEQ_RIGHTHANDLE) {
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rx1 = x2 - handsize * 0.75f;
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rx2 = x2;
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v1[0] = x2 - handsize / 4; v1[1] = y1 + ( ((y1 + y2) / 2.0f - y1) / 2);
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v2[0] = x2 - handsize / 4; v2[1] = y2 - ( ((y1 + y2) / 2.0f - y1) / 2);
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v3[0] = v2[0] - handsize / 4; v3[1] = (y1 + y2) / 2.0f;
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whichsel = SEQ_RIGHTSEL;
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}
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/* draw! */
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if (seq->type < SEQ_TYPE_EFFECT ||
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get_sequence_effect_num_inputs(seq->type) == 0)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (seq->flag & whichsel) glColor4ub(0, 0, 0, 80);
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else if (seq->flag & SELECT) glColor4ub(255, 255, 255, 30);
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else glColor4ub(0, 0, 0, 22);
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glRectf(rx1, y1, rx2, y2);
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if (seq->flag & whichsel) glColor4ub(255, 255, 255, 200);
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else glColor4ub(0, 0, 0, 50);
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glEnable(GL_POLYGON_SMOOTH);
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glBegin(GL_TRIANGLES);
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glVertex2fv(v1); glVertex2fv(v2); glVertex2fv(v3);
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glEnd();
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glDisable(GL_POLYGON_SMOOTH);
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glDisable(GL_BLEND);
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}
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if (G.moving || (seq->flag & whichsel)) {
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const char col[4] = {255, 255, 255, 255};
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if (direction == SEQ_LEFTHANDLE) {
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BLI_snprintf(numstr, sizeof(numstr), "%d", seq->startdisp);
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x1 = rx1;
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y1 -= 0.45f;
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}
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else {
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BLI_snprintf(numstr, sizeof(numstr), "%d", seq->enddisp - 1);
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x1 = x2 - handsize * 0.75f;
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y1 = y2 + 0.05f;
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}
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UI_view2d_text_cache_add(v2d, x1, y1, numstr, col);
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}
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}
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static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq)
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{
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float x1, x2, y1, y2, pixely, a;
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unsigned char col[3], blendcol[3];
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View2D *v2d = &ar->v2d;
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if (seq->type >= SEQ_TYPE_EFFECT) return;
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x1 = seq->startdisp;
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x2 = seq->enddisp;
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y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
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y2 = seq->machine + SEQ_STRIP_OFSTOP;
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pixely = (v2d->cur.ymax - v2d->cur.ymin) / (v2d->mask.ymax - v2d->mask.ymin);
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if (pixely <= 0) return; /* can happen when the view is split/resized */
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blendcol[0] = blendcol[1] = blendcol[2] = 120;
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if (seq->startofs) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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get_seq_color3ubv(scene, seq, col);
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if (seq->flag & SELECT) {
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UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
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glColor4ub(col[0], col[1], col[2], 170);
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}
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else {
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UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
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glColor4ub(col[0], col[1], col[2], 110);
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}
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glRectf((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
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if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
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else glColor4ub(col[0], col[1], col[2], 160);
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fdrawbox((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); //outline
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glDisable(GL_BLEND);
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}
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if (seq->endofs) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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get_seq_color3ubv(scene, seq, col);
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if (seq->flag & SELECT) {
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UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
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glColor4ub(col[0], col[1], col[2], 170);
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}
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else {
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UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
|
|
glColor4ub(col[0], col[1], col[2], 110);
|
|
}
|
|
|
|
glRectf(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
|
|
|
|
if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
|
|
else glColor4ub(col[0], col[1], col[2], 160);
|
|
|
|
fdrawbox(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); //outline
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
if (seq->startstill) {
|
|
get_seq_color3ubv(scene, seq, col);
|
|
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
|
|
glColor3ubv((GLubyte *)col);
|
|
|
|
draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2);
|
|
|
|
/* feint pinstripes, helps see exactly which is extended and which isn't,
|
|
* especially when the extension is very small */
|
|
if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24);
|
|
else UI_GetColorPtrShade3ubv(col, col, -16);
|
|
|
|
glColor3ubv((GLubyte *)col);
|
|
|
|
for (a = y1; a < y2; a += pixely * 2.0f) {
|
|
fdrawline(x1, a, (float)(seq->start), a);
|
|
}
|
|
}
|
|
if (seq->endstill) {
|
|
get_seq_color3ubv(scene, seq, col);
|
|
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
|
|
glColor3ubv((GLubyte *)col);
|
|
|
|
draw_shadedstrip(seq, col, (float)(seq->start + seq->len), y1, x2, y2);
|
|
|
|
/* feint pinstripes, helps see exactly which is extended and which isn't,
|
|
* especially when the extension is very small */
|
|
if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24);
|
|
else UI_GetColorPtrShade3ubv(col, col, -16);
|
|
|
|
glColor3ubv((GLubyte *)col);
|
|
|
|
for (a = y1; a < y2; a += pixely * 2.0f) {
|
|
fdrawline((float)(seq->start + seq->len), a, x2, a);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* draw info text on a sequence strip */
|
|
static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3])
|
|
{
|
|
rctf rect;
|
|
char str[32 + FILE_MAX];
|
|
const char *name = seq->name + 2;
|
|
char col[4];
|
|
|
|
/* note, all strings should include 'name' */
|
|
if (name[0] == '\0')
|
|
name = give_seqname(seq);
|
|
|
|
if (seq->type == SEQ_TYPE_META || seq->type == SEQ_TYPE_ADJUSTMENT) {
|
|
BLI_snprintf(str, sizeof(str), "%d | %s", seq->len, name);
|
|
}
|
|
else if (seq->type == SEQ_TYPE_SCENE) {
|
|
if (seq->scene) {
|
|
if (seq->scene_camera) {
|
|
BLI_snprintf(str, sizeof(str), "%d | %s: %s (%s)",
|
|
seq->len, name, seq->scene->id.name + 2, ((ID *)seq->scene_camera)->name + 2);
|
|
}
|
|
else {
|
|
BLI_snprintf(str, sizeof(str), "%d | %s: %s",
|
|
seq->len, name, seq->scene->id.name + 2);
|
|
}
|
|
}
|
|
else {
|
|
BLI_snprintf(str, sizeof(str), "%d | %s",
|
|
seq->len, name);
|
|
}
|
|
}
|
|
else if (seq->type == SEQ_TYPE_MOVIECLIP) {
|
|
if (seq->clip && strcmp(name, seq->clip->id.name + 2) != 0) {
|
|
BLI_snprintf(str, sizeof(str), "%d | %s: %s",
|
|
seq->len, name, seq->clip->id.name + 2);
|
|
}
|
|
else {
|
|
BLI_snprintf(str, sizeof(str), "%d | %s",
|
|
seq->len, name);
|
|
}
|
|
}
|
|
else if (seq->type == SEQ_TYPE_MULTICAM) {
|
|
BLI_snprintf(str, sizeof(str), "Cam | %s: %d",
|
|
name, seq->multicam_source);
|
|
}
|
|
else if (seq->type == SEQ_TYPE_IMAGE) {
|
|
BLI_snprintf(str, sizeof(str), "%d | %s: %s%s",
|
|
seq->len, name, seq->strip->dir, seq->strip->stripdata->name);
|
|
}
|
|
else if (seq->type & SEQ_TYPE_EFFECT) {
|
|
BLI_snprintf(str, sizeof(str), "%d | %s",
|
|
seq->len, name);
|
|
}
|
|
else if (seq->type == SEQ_TYPE_SOUND_RAM) {
|
|
if (seq->sound)
|
|
BLI_snprintf(str, sizeof(str), "%d | %s: %s",
|
|
seq->len, name, seq->sound->name);
|
|
else
|
|
BLI_snprintf(str, sizeof(str), "%d | %s",
|
|
seq->len, name);
|
|
}
|
|
else if (seq->type == SEQ_TYPE_MOVIE) {
|
|
BLI_snprintf(str, sizeof(str), "%d | %s: %s%s",
|
|
seq->len, name, seq->strip->dir, seq->strip->stripdata->name);
|
|
}
|
|
|
|
if (seq->flag & SELECT) {
|
|
col[0] = col[1] = col[2] = 255;
|
|
}
|
|
else if ((((int)background_col[0] + (int)background_col[1] + (int)background_col[2]) / 3) < 50) {
|
|
col[0] = col[1] = col[2] = 80; /* use lighter text color for dark background */
|
|
}
|
|
else {
|
|
col[0] = col[1] = col[2] = 0;
|
|
}
|
|
col[3] = 255;
|
|
|
|
rect.xmin = x1;
|
|
rect.ymin = y1;
|
|
rect.xmax = x2;
|
|
rect.ymax = y2;
|
|
UI_view2d_text_cache_rectf(v2d, &rect, str, col);
|
|
}
|
|
|
|
/* draws a shaded strip, made from gradient + flat color + gradient */
|
|
static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2)
|
|
{
|
|
float ymid1, ymid2;
|
|
|
|
if (seq->flag & SEQ_MUTE) {
|
|
glEnable(GL_POLYGON_STIPPLE);
|
|
glPolygonStipple(stipple_halftone);
|
|
}
|
|
|
|
ymid1 = (y2 - y1) * 0.25f + y1;
|
|
ymid2 = (y2 - y1) * 0.65f + y1;
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
glBegin(GL_QUADS);
|
|
|
|
if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
|
|
else if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -50);
|
|
/* else UI_GetColorPtrShade3ubv(col, col, 0); */ /* DO NOTHING */
|
|
|
|
glColor3ubv(col);
|
|
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2, y1);
|
|
|
|
if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
|
|
else if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5);
|
|
else UI_GetColorPtrShade3ubv(col, col, -5);
|
|
|
|
glColor3ubv((GLubyte *)col);
|
|
|
|
glVertex2f(x2, ymid1);
|
|
glVertex2f(x1, ymid1);
|
|
|
|
glEnd();
|
|
|
|
glRectf(x1, ymid1, x2, ymid2);
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
glVertex2f(x1, ymid2);
|
|
glVertex2f(x2, ymid2);
|
|
|
|
if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -15);
|
|
else UI_GetColorPtrShade3ubv(col, col, 25);
|
|
|
|
glColor3ubv((GLubyte *)col);
|
|
|
|
glVertex2f(x2, y2);
|
|
glVertex2f(x1, y2);
|
|
|
|
glEnd();
|
|
|
|
if (seq->flag & SEQ_MUTE) {
|
|
glDisable(GL_POLYGON_STIPPLE);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Draw a sequence strip, bounds check already made
|
|
* ARegion is currently only used to get the windows width in pixels
|
|
* so wave file sample drawing precision is zoom adjusted
|
|
*/
|
|
static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline_tint, float pixelx)
|
|
{
|
|
View2D *v2d = &ar->v2d;
|
|
float x1, x2, y1, y2;
|
|
unsigned char col[3], background_col[3], is_single_image;
|
|
|
|
/* we need to know if this is a single image/color or not for drawing */
|
|
is_single_image = (char)seq_single_check(seq);
|
|
|
|
/* body */
|
|
x1 = (seq->startstill) ? seq->start : seq->startdisp;
|
|
y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
|
|
x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp;
|
|
y2 = seq->machine + SEQ_STRIP_OFSTOP;
|
|
|
|
|
|
/* get the correct color per strip type*/
|
|
//get_seq_color3ubv(scene, seq, col);
|
|
get_seq_color3ubv(scene, seq, background_col);
|
|
|
|
/* draw the main strip body */
|
|
if (is_single_image) { /* single image */
|
|
draw_shadedstrip(seq, background_col, seq_tx_get_final_left(seq, 0), y1, seq_tx_get_final_right(seq, 0), y2);
|
|
}
|
|
else { /* normal operation */
|
|
draw_shadedstrip(seq, background_col, x1, y1, x2, y2);
|
|
}
|
|
|
|
/* draw additional info and controls */
|
|
if (!is_single_image)
|
|
draw_seq_extensions(scene, ar, seq);
|
|
|
|
draw_seq_handle(v2d, seq, pixelx, SEQ_LEFTHANDLE);
|
|
draw_seq_handle(v2d, seq, pixelx, SEQ_RIGHTHANDLE);
|
|
|
|
/* draw the strip outline */
|
|
x1 = seq->startdisp;
|
|
x2 = seq->enddisp;
|
|
|
|
/* draw sound wave */
|
|
if (seq->type == SEQ_TYPE_SOUND_RAM) {
|
|
drawseqwave(scene, seq, x1, y1, x2, y2, (ar->v2d.cur.xmax - ar->v2d.cur.xmin) / ar->winx);
|
|
}
|
|
|
|
/* draw lock */
|
|
if (seq->flag & SEQ_LOCK) {
|
|
glEnable(GL_POLYGON_STIPPLE);
|
|
glEnable(GL_BLEND);
|
|
|
|
/* light stripes */
|
|
glColor4ub(255, 255, 255, 32);
|
|
glPolygonStipple(stipple_diag_stripes_pos);
|
|
glRectf(x1, y1, x2, y2);
|
|
|
|
/* dark stripes */
|
|
glColor4ub(0, 0, 0, 32);
|
|
glPolygonStipple(stipple_diag_stripes_neg);
|
|
glRectf(x1, y1, x2, y2);
|
|
|
|
glDisable(GL_POLYGON_STIPPLE);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
get_seq_color3ubv(scene, seq, col);
|
|
if (G.moving && (seq->flag & SELECT)) {
|
|
if (seq->flag & SEQ_OVERLAP) {
|
|
col[0] = 255; col[1] = col[2] = 40;
|
|
}
|
|
else
|
|
UI_GetColorPtrShade3ubv(col, col, 120 + outline_tint);
|
|
}
|
|
else
|
|
UI_GetColorPtrShade3ubv(col, col, outline_tint);
|
|
|
|
glColor3ubv((GLubyte *)col);
|
|
|
|
if (seq->flag & SEQ_MUTE) {
|
|
glEnable(GL_LINE_STIPPLE);
|
|
glLineStipple(1, 0x8888);
|
|
}
|
|
|
|
uiDrawBoxShade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0);
|
|
|
|
if (seq->flag & SEQ_MUTE) {
|
|
glDisable(GL_LINE_STIPPLE);
|
|
}
|
|
|
|
if (seq->type == SEQ_TYPE_META) {
|
|
drawmeta_contents(scene, seq, x1, y1, x2, y2);
|
|
}
|
|
|
|
/* calculate if seq is long enough to print a name */
|
|
x1 = seq->startdisp + seq->handsize;
|
|
x2 = seq->enddisp - seq->handsize;
|
|
|
|
/* info text on the strip */
|
|
if (x1 < v2d->cur.xmin) x1 = v2d->cur.xmin;
|
|
else if (x1 > v2d->cur.xmax) x1 = v2d->cur.xmax;
|
|
if (x2 < v2d->cur.xmin) x2 = v2d->cur.xmin;
|
|
else if (x2 > v2d->cur.xmax) x2 = v2d->cur.xmax;
|
|
|
|
/* nice text here would require changing the view matrix for texture text */
|
|
if ((x2 - x1) / pixelx > 32) {
|
|
draw_seq_text(v2d, seq, x1, x2, y1, y2, background_col);
|
|
}
|
|
}
|
|
|
|
static Sequence *special_seq_update = NULL;
|
|
|
|
static void UNUSED_FUNCTION(set_special_seq_update) (int val)
|
|
{
|
|
// int x;
|
|
|
|
/* if mouse over a sequence && LEFTMOUSE */
|
|
if (val) {
|
|
// XXX special_seq_update= find_nearest_seq(&x);
|
|
}
|
|
else special_seq_update = NULL;
|
|
}
|
|
|
|
void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs)
|
|
{
|
|
struct Main *bmain = CTX_data_main(C);
|
|
struct ImBuf *ibuf = NULL;
|
|
struct ImBuf *scope = NULL;
|
|
struct View2D *v2d = &ar->v2d;
|
|
int rectx, recty;
|
|
float viewrectx, viewrecty;
|
|
float render_size = 0.0;
|
|
float proxy_size = 100.0;
|
|
float col[3];
|
|
GLuint texid;
|
|
GLuint last_texid;
|
|
SeqRenderData context;
|
|
|
|
render_size = sseq->render_size;
|
|
if (render_size == 0) {
|
|
render_size = scene->r.size;
|
|
}
|
|
else {
|
|
proxy_size = render_size;
|
|
}
|
|
if (render_size < 0) {
|
|
return;
|
|
}
|
|
|
|
viewrectx = (render_size * (float)scene->r.xsch) / 100.0f;
|
|
viewrecty = (render_size * (float)scene->r.ysch) / 100.0f;
|
|
|
|
rectx = viewrectx + 0.5f;
|
|
recty = viewrecty + 0.5f;
|
|
|
|
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
|
|
viewrectx *= scene->r.xasp / scene->r.yasp;
|
|
viewrectx /= proxy_size / 100.0f;
|
|
viewrecty /= proxy_size / 100.0f;
|
|
}
|
|
|
|
if (frame_ofs == 0) {
|
|
UI_GetThemeColor3fv(TH_SEQ_PREVIEW, col);
|
|
glClearColor(col[0], col[1], col[2], 0.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
/* without this colors can flicker from previous opengl state */
|
|
glColor4ub(255, 255, 255, 255);
|
|
|
|
UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f);
|
|
UI_view2d_curRect_validate(v2d);
|
|
|
|
/* only initialize the preview if a render is in progress */
|
|
if (G.rendering)
|
|
return;
|
|
|
|
context = seq_new_render_data(bmain, scene, rectx, recty, proxy_size);
|
|
|
|
if (special_seq_update)
|
|
ibuf = give_ibuf_seq_direct(context, cfra + frame_ofs, special_seq_update);
|
|
else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) {
|
|
ibuf = give_ibuf_seq(context, cfra + frame_ofs, sseq->chanshown);
|
|
else
|
|
ibuf = give_ibuf_seq_threaded(context, cfra + frame_ofs, sseq->chanshown);
|
|
|
|
if (ibuf == NULL)
|
|
return;
|
|
|
|
if (ibuf->rect == NULL && ibuf->rect_float == NULL)
|
|
return;
|
|
|
|
switch (sseq->mainb) {
|
|
case SEQ_DRAW_IMG_IMBUF:
|
|
if (sseq->zebra != 0) {
|
|
scope = make_zebra_view_from_ibuf(ibuf, sseq->zebra);
|
|
}
|
|
break;
|
|
case SEQ_DRAW_IMG_WAVEFORM:
|
|
if ((sseq->flag & SEQ_DRAW_COLOR_SEPARATED) != 0) {
|
|
scope = make_sep_waveform_view_from_ibuf(ibuf);
|
|
}
|
|
else {
|
|
scope = make_waveform_view_from_ibuf(ibuf);
|
|
}
|
|
break;
|
|
case SEQ_DRAW_IMG_VECTORSCOPE:
|
|
scope = make_vectorscope_view_from_ibuf(ibuf);
|
|
break;
|
|
case SEQ_DRAW_IMG_HISTOGRAM:
|
|
scope = make_histogram_view_from_ibuf(ibuf);
|
|
break;
|
|
}
|
|
|
|
if (scope) {
|
|
IMB_freeImBuf(ibuf);
|
|
ibuf = scope;
|
|
}
|
|
|
|
if (ibuf->rect_float && ibuf->rect == NULL) {
|
|
IMB_rect_from_float(ibuf);
|
|
}
|
|
|
|
/* setting up the view - actual drawing starts here */
|
|
UI_view2d_view_ortho(v2d);
|
|
|
|
last_texid = glaGetOneInteger(GL_TEXTURE_2D);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glGenTextures(1, (GLuint *)&texid);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texid);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
|
|
glBegin(GL_QUADS);
|
|
|
|
if (frame_ofs) {
|
|
rctf tot_clip;
|
|
tot_clip.xmin = v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmin);
|
|
tot_clip.ymin = v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymin);
|
|
tot_clip.xmax = v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmax);
|
|
tot_clip.ymax = v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymax);
|
|
|
|
glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmin, tot_clip.ymin);
|
|
glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmin, tot_clip.ymax);
|
|
glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmax, tot_clip.ymax);
|
|
glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmax, tot_clip.ymin);
|
|
}
|
|
else {
|
|
glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
|
|
glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
|
|
glTexCoord2f(1.0f, 1.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
|
|
glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
|
|
}
|
|
glEnd();
|
|
glBindTexture(GL_TEXTURE_2D, last_texid);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDeleteTextures(1, &texid);
|
|
|
|
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
|
|
|
|
float x1 = v2d->tot.xmin;
|
|
float y1 = v2d->tot.ymin;
|
|
float x2 = v2d->tot.xmax;
|
|
float y2 = v2d->tot.ymax;
|
|
|
|
/* border */
|
|
setlinestyle(3);
|
|
|
|
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(x1 - 0.5f, y1 - 0.5f);
|
|
glVertex2f(x1 - 0.5f, y2 + 0.5f);
|
|
glVertex2f(x2 + 0.5f, y2 + 0.5f);
|
|
glVertex2f(x2 + 0.5f, y1 - 0.5f);
|
|
glEnd();
|
|
|
|
/* safety border */
|
|
if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
|
|
float fac = 0.1;
|
|
|
|
float a = fac * (x2 - x1);
|
|
x1 += a;
|
|
x2 -= a;
|
|
|
|
a = fac * (y2 - y1);
|
|
y1 += a;
|
|
y2 -= a;
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
uiSetRoundBox(UI_CNR_ALL);
|
|
uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
}
|
|
|
|
setlinestyle(0);
|
|
}
|
|
|
|
/* draw grease-pencil (image aligned) */
|
|
// if (sseq->flag & SEQ_DRAW_GPENCIL)
|
|
// XXX draw_gpencil_2dimage(sa, ibuf);
|
|
|
|
IMB_freeImBuf(ibuf);
|
|
|
|
/* draw grease-pencil (screen aligned) */
|
|
// if (sseq->flag & SEQ_DRAW_GPENCIL)
|
|
// XXX draw_gpencil_view2d(sa, 0);
|
|
|
|
/* ortho at pixel level */
|
|
UI_view2d_view_restore(C);
|
|
}
|
|
|
|
#if 0
|
|
void drawprefetchseqspace(Scene *scene, ARegion *UNUSED(ar), SpaceSeq *sseq)
|
|
{
|
|
int rectx, recty;
|
|
int render_size = sseq->render_size;
|
|
int proxy_size = 100.0;
|
|
if (render_size == 0) {
|
|
render_size = scene->r.size;
|
|
}
|
|
else {
|
|
proxy_size = render_size;
|
|
}
|
|
if (render_size < 0) {
|
|
return;
|
|
}
|
|
|
|
rectx = (render_size * scene->r.xsch) / 100;
|
|
recty = (render_size * scene->r.ysch) / 100;
|
|
|
|
if (sseq->mainb != SEQ_DRAW_SEQUENCE) {
|
|
give_ibuf_prefetch_request(
|
|
rectx, recty, (scene->r.cfra), sseq->chanshown,
|
|
proxy_size);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* draw backdrop of the sequencer strips view */
|
|
static void draw_seq_backdrop(View2D *v2d)
|
|
{
|
|
int i;
|
|
|
|
/* darker grey overlay over the view backdrop */
|
|
UI_ThemeColorShade(TH_BACK, -20);
|
|
glRectf(v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0);
|
|
|
|
/* Alternating horizontal stripes */
|
|
i = MAX2(1, ((int)v2d->cur.ymin) - 1);
|
|
|
|
glBegin(GL_QUADS);
|
|
while (i < v2d->cur.ymax) {
|
|
if (((int)i) & 1)
|
|
UI_ThemeColorShade(TH_BACK, -15);
|
|
else
|
|
UI_ThemeColorShade(TH_BACK, -25);
|
|
|
|
glVertex2f(v2d->cur.xmax, i);
|
|
glVertex2f(v2d->cur.xmin, i);
|
|
glVertex2f(v2d->cur.xmin, i + 1);
|
|
glVertex2f(v2d->cur.xmax, i + 1);
|
|
|
|
i += 1.0;
|
|
}
|
|
glEnd();
|
|
|
|
/* Darker lines separating the horizontal bands */
|
|
i = MAX2(1, ((int)v2d->cur.ymin) - 1);
|
|
UI_ThemeColor(TH_GRID);
|
|
|
|
glBegin(GL_LINES);
|
|
while (i < v2d->cur.ymax) {
|
|
glVertex2f(v2d->cur.xmax, i);
|
|
glVertex2f(v2d->cur.xmin, i);
|
|
|
|
i += 1.0;
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
/* draw the contents of the sequencer strips view */
|
|
static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
|
|
{
|
|
Scene *scene = CTX_data_scene(C);
|
|
View2D *v2d = &ar->v2d;
|
|
Sequence *last_seq = BKE_sequencer_active_get(scene);
|
|
int sel = 0, j;
|
|
float pixelx = (v2d->cur.xmax - v2d->cur.xmin) / (v2d->mask.xmax - v2d->mask.xmin);
|
|
|
|
/* loop through twice, first unselected, then selected */
|
|
for (j = 0; j < 2; j++) {
|
|
Sequence *seq;
|
|
int outline_tint = (j) ? -60 : -150; /* highlighting around strip edges indicating selection */
|
|
|
|
/* loop through strips, checking for those that are visible */
|
|
for (seq = ed->seqbasep->first; seq; seq = seq->next) {
|
|
/* boundbox and selection tests for NOT drawing the strip... */
|
|
if ((seq->flag & SELECT) != sel) continue;
|
|
else if (seq == last_seq) continue;
|
|
else if (MIN2(seq->startdisp, seq->start) > v2d->cur.xmax) continue;
|
|
else if (MAX2(seq->enddisp, seq->start + seq->len) < v2d->cur.xmin) continue;
|
|
else if (seq->machine + 1.0f < v2d->cur.ymin) continue;
|
|
else if (seq->machine > v2d->cur.ymax) continue;
|
|
|
|
/* strip passed all tests unscathed... so draw it now */
|
|
draw_seq_strip(scene, ar, seq, outline_tint, pixelx);
|
|
}
|
|
|
|
/* draw selected next time round */
|
|
sel = SELECT;
|
|
}
|
|
|
|
/* draw the last selected last (i.e. 'active' in other parts of Blender), removes some overlapping error */
|
|
if (last_seq)
|
|
draw_seq_strip(scene, ar, last_seq, 120, pixelx);
|
|
}
|
|
|
|
static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
|
|
/* draw darkened area outside of active timeline
|
|
* frame range used is preview range or scene range */
|
|
UI_ThemeColorShadeAlpha(TH_BACK, -25, -100);
|
|
|
|
if (PSFRA < PEFRA) {
|
|
glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
|
|
glRectf((float)PEFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
|
|
}
|
|
else {
|
|
glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
|
|
}
|
|
|
|
UI_ThemeColorShade(TH_BACK, -60);
|
|
/* thin lines where the actual frames are */
|
|
fdrawline((float)PSFRA, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
|
|
fdrawline((float)PEFRA, v2d->cur.ymin, (float)PEFRA, v2d->cur.ymax);
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
/* Draw Timeline/Strip Editor Mode for Sequencer */
|
|
void draw_timeline_seq(const bContext *C, ARegion *ar)
|
|
{
|
|
Scene *scene = CTX_data_scene(C);
|
|
Editing *ed = BKE_sequencer_editing_get(scene, FALSE);
|
|
SpaceSeq *sseq = CTX_wm_space_seq(C);
|
|
View2D *v2d = &ar->v2d;
|
|
View2DScrollers *scrollers;
|
|
short unit = 0, flag = 0;
|
|
float col[3];
|
|
|
|
/* clear and setup matrix */
|
|
UI_GetThemeColor3fv(TH_BACK, col);
|
|
if (ed && ed->metastack.first)
|
|
glClearColor(col[0], col[1], col[2] - 0.1f, 0.0f);
|
|
else
|
|
glClearColor(col[0], col[1], col[2], 0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
UI_view2d_view_ortho(v2d);
|
|
|
|
|
|
/* calculate extents of sequencer strips/data
|
|
* NOTE: needed for the scrollers later
|
|
*/
|
|
boundbox_seq(scene, &v2d->tot);
|
|
|
|
|
|
/* draw backdrop */
|
|
draw_seq_backdrop(v2d);
|
|
|
|
/* regular grid-pattern over the rest of the view (i.e. 25-frame grid lines) */
|
|
// NOTE: the gridlines are currently spaced every 25 frames, which is only fine for 25 fps, but maybe not for 30...
|
|
UI_view2d_constant_grid_draw(v2d);
|
|
|
|
seq_draw_sfra_efra(scene, v2d);
|
|
|
|
/* sequence strips (if there is data available to be drawn) */
|
|
if (ed) {
|
|
/* draw the data */
|
|
draw_seq_strips(C, ed, ar);
|
|
|
|
/* text draw cached (for sequence names), in pixelspace now */
|
|
UI_view2d_text_cache_draw(ar);
|
|
}
|
|
|
|
/* current frame */
|
|
UI_view2d_view_ortho(v2d);
|
|
if ((sseq->flag & SEQ_DRAWFRAMES) == 0) flag |= DRAWCFRA_UNIT_SECONDS;
|
|
if ((sseq->flag & SEQ_NO_DRAW_CFRANUM) == 0) flag |= DRAWCFRA_SHOW_NUMBOX;
|
|
ANIM_draw_cfra(C, v2d, flag);
|
|
|
|
/* markers */
|
|
UI_view2d_view_orthoSpecial(ar, v2d, 1);
|
|
draw_markers_time(C, DRAW_MARKERS_LINES);
|
|
|
|
/* preview range */
|
|
UI_view2d_view_ortho(v2d);
|
|
ANIM_draw_previewrange(C, v2d);
|
|
|
|
/* overlap playhead */
|
|
if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
|
|
int cfra_over = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs;
|
|
glColor3f(0.2, 0.2, 0.2);
|
|
// glRectf(cfra_over, v2d->cur.ymin, scene->ed->over_ofs + scene->r.cfra + 1, v2d->cur.ymax);
|
|
|
|
glBegin(GL_LINES);
|
|
glVertex2f(cfra_over, v2d->cur.ymin);
|
|
glVertex2f(cfra_over, v2d->cur.ymax);
|
|
glEnd();
|
|
|
|
}
|
|
|
|
/* reset view matrix */
|
|
UI_view2d_view_restore(C);
|
|
|
|
/* scrollers */
|
|
unit = (sseq->flag & SEQ_DRAWFRAMES) ? V2D_UNIT_FRAMES : V2D_UNIT_SECONDSSEQ;
|
|
scrollers = UI_view2d_scrollers_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP);
|
|
UI_view2d_scrollers_draw(C, v2d, scrollers);
|
|
UI_view2d_scrollers_free(scrollers);
|
|
}
|
|
|
|
|