tornavis/source/blender/blenkernel/BKE_sequence.h

193 lines
6.2 KiB
C

/**
* $Id$
*
* ***** 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2004 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation (2008).
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BKE_SEQUENCE_H
#define BKE_SEQUENCE_H
struct Editing;
struct Sequence;
struct Strip;
struct StripElem;
struct ImBuf;
struct Scene;
struct bContext;
#define MAXSEQ 32
#define BUILD_SEQAR_COUNT_NOTHING 0
#define BUILD_SEQAR_COUNT_CURRENT 1
#define BUILD_SEQAR_COUNT_CHILDREN 2
/* sequence iterator */
typedef struct SeqIterator {
struct Sequence **array;
int tot, cur;
struct Sequence *seq;
int valid;
} SeqIterator;
void seq_begin(struct Editing *ed, SeqIterator *iter, int use_pointer);
void seq_next(SeqIterator *iter);
void seq_end(SeqIterator *iter);
void seq_array(struct Editing *ed, struct Sequence ***seqarray, int *tot, int use_pointer);
#define SEQP_BEGIN(ed, seq) \
{ \
SeqIterator iter;\
for(seq_begin(ed, &iter, 1); iter.valid; seq_next(&iter)) { \
seq= iter.seq;
#define SEQ_BEGIN(ed, seq) \
{ \
SeqIterator iter;\
for(seq_begin(ed, &iter, 0); iter.valid; seq_next(&iter)) { \
seq= iter.seq;
#define SEQ_END \
} \
seq_end(&iter); \
}
#endif
/* Wipe effect */
enum {DO_SINGLE_WIPE, DO_DOUBLE_WIPE, DO_BOX_WIPE, DO_CROSS_WIPE,
DO_IRIS_WIPE,DO_CLOCK_WIPE};
struct SeqEffectHandle {
/* constructors & destructor */
/* init & init_plugin are _only_ called on first creation */
void (*init)(struct Sequence *seq);
void (*init_plugin)(struct Sequence *seq, const char *fname);
/* number of input strips needed
(called directly after construction) */
int (*num_inputs)();
/* load is called first time after readblenfile in
get_sequence_effect automatically */
void (*load)(struct Sequence *seq);
/* duplicate */
void (*copy)(struct Sequence *dst, struct Sequence *src);
/* destruct */
void (*free)(struct Sequence *seq);
/* returns: -1: no input needed,
0: no early out,
1: out = ibuf1,
2: out = ibuf2 */
int (*early_out)(struct Sequence *seq,
float facf0, float facf1);
/* stores the y-range of the effect IPO */
void (*store_icu_yrange)(struct Sequence * seq,
short adrcode, float *ymin, float *ymax);
/* stores the default facf0 and facf1 if no IPO is present */
void (*get_default_fac)(struct Sequence *seq, int cfra,
float * facf0, float * facf1);
/* execute the effect
sequence effects are only required to either support
float-rects or byte-rects
(mixed cases are handled one layer up...) */
void (*execute)(struct Sequence *seq, int cfra,
float facf0, float facf1,
int x, int y,
struct ImBuf *ibuf1, struct ImBuf *ibuf2,
struct ImBuf *ibuf3, struct ImBuf *out);
};
/* ********************* prototypes *************** */
/* sequence.c */
void printf_strip(struct Sequence *seq);
// extern
void seq_free_sequence(struct Scene *scene, struct Sequence *seq);
void seq_free_strip(struct Strip *strip);
void seq_free_editing(struct Scene *scene);
struct Editing *seq_give_editing(struct Scene *scene, int alloc);
char *give_seqname(struct Sequence *seq);
struct ImBuf *give_ibuf_seq(struct Scene *scene, int rectx, int recty, int cfra, int chanshown, int render_size);
struct ImBuf *give_ibuf_seq_threaded(struct Scene *scene, int rectx, int recty, int cfra, int chanshown, int render_size);
struct ImBuf *give_ibuf_seq_direct(struct Scene *scene, int rectx, int recty, int cfra, int render_size, struct Sequence *seq);
void give_ibuf_prefetch_request(int rectx, int recty, int cfra, int chanshown, int render_size);
void calc_sequence(struct Sequence *seq);
void calc_sequence_disp(struct Sequence *seq);
void new_tstripdata(struct Sequence *seq);
void reload_sequence_new_file(struct Scene *scene, struct Sequence * seq);
void sort_seq(struct Scene *scene);
void build_seqar_cb(struct ListBase *seqbase, struct Sequence ***seqar, int *totseq,
int (*test_func)(struct Sequence * seq));
int evaluate_seq_frame(struct Scene *scene, int cfra);
struct StripElem *give_stripelem(struct Sequence *seq, int cfra);
// intern?
void update_changed_seq_and_deps(struct Scene *scene, struct Sequence *changed_seq, int len_change, int ibuf_change);
/* seqeffects.c */
// intern?
struct SeqEffectHandle get_sequence_blend(struct Sequence *seq);
void sequence_effect_speed_rebuild_map(struct Sequence *seq, int force);
// extern
struct SeqEffectHandle get_sequence_effect(struct Sequence *seq);
int get_sequence_effect_num_inputs(int seq_type);
/* for transform but also could use elsewhere */
int seq_tx_get_start(struct Sequence *seq);
int seq_tx_get_end(struct Sequence *seq);
int seq_tx_get_final_left(struct Sequence *seq, int metaclip);
int seq_tx_get_final_right(struct Sequence *seq, int metaclip);
void seq_tx_set_final_left(struct Sequence *seq, int val);
void seq_tx_set_final_right(struct Sequence *seq, int val);
void seq_tx_handle_xlimits(struct Sequence *seq, int leftflag, int rightflag);
int seq_tx_test(struct Sequence * seq);
int check_single_seq(struct Sequence *seq);
void fix_single_seq(struct Sequence *seq);
int seq_test_overlap(struct ListBase * seqbasep, struct Sequence *test);
int shuffle_seq(struct ListBase * seqbasep, struct Sequence *test);
int shuffle_seq_time(ListBase * seqbasep);
void free_imbuf_seq(struct ListBase * seqbasep, int check_mem_usage);
void seq_update_sound(struct Sequence *seq);
void clear_scene_in_allseqs(struct Scene *sce);