VSE: Strip drawing improvements

This patch include changes:
- Thicker and clearer selection indication
- Slimmer handles
- More transparent muted strips
- Trim frame number is drawn inside the strip
- Strip text is drawn in upper part of strip
- Color strips now have specific color, with chosen color drawn under strip text
- Transition strip will use color of input strips showing direction of transition
- Selecting effect strip will highlight input strips
- Selecting multicam strips will highlight target channel
- Missing media state is now indicated by a red line drawn on the top part of the strip
- A checkerboard pattern is now drawn on the outsides of the meta range
- Hold still regions are now always drawn if existent, with a darker shade of the strip’s background color

Author: Alessio Monti di Sopra <a.monti>

Reviewed By: ISS

Differential Revision: https://developer.blender.org/D6883
This commit is contained in:
Richard Antalik
2020-03-19 00:24:09 +01:00
parent 348d2fa09e
commit 271231f58e
12 changed files with 577 additions and 392 deletions

View File

@@ -641,13 +641,17 @@ const bTheme U_theme_default = {
.facedot_size = 4,
.movie = RGBA(0x4d6890ff),
.movieclip = RGBA(0x8f4c4cff),
.mask = RGBA(0x666666ff),
.image = RGBA(0x8f744bff),
.scene = RGBA(0x828f50ff),
.audio = RGBA(0x4c8f8fff),
.effect = RGBA(0x598f4cff),
.effect = RGBA(0x514a73ff),
.transition = RGBA(0x8f4571ff),
.meta = RGBA(0x5b4d91ff),
.text_strip = RGBA(0x824c8fff),
.color_strip = RGBA(0x8f8f8fff),
.active_strip = RGBA(0xd9d9d9ff),
.selected_strip = RGBA(0xff8f0dff),
.gp_vertex_size = 3,
.gp_vertex_select = RGBA(0xff8500ff),
.anim_preview_range = RGBA(0xa14d0066),
@@ -810,6 +814,7 @@ const bTheme U_theme_default = {
.vertex_size = 3,
.outline_width = 1,
.facedot_size = 4,
.grid_levels = 2,
.syntaxl = RGBA(0x565656ff),
.syntaxs = RGBA(0x975b5bff),
.syntaxb = RGBA(0xccb83dff),
@@ -827,7 +832,6 @@ const bTheme U_theme_default = {
.nodeclass_pattern = RGBA(0x6c696fff),
.nodeclass_layout = RGBA(0x6c696fff),
.movie = RGBA(0x1a1a1acc),
.grid_levels = 2,
.gp_vertex_size = 3,
.gp_vertex = RGBA(0x97979700),
.gp_vertex_select = RGBA(0xff8500ff),

View File

@@ -779,10 +779,13 @@
image_strip="#8f744b"
scene_strip="#828f50"
audio_strip="#4c8f8f"
effect_strip="#598f4c"
transition_strip="#8f4571"
effect_strip="#4c456c"
meta_strip="#5b4d91"
mask_strip="#8f5656"
text_strip="#824c8f"
color_strip="#8f8f8f"
active_strip="#d9d9d9"
selected_strip="#ff6a00"
frame_current="#5680c2"
time_scrub_background="#292929e6"
keyframe="#ff8500"

View File

@@ -806,14 +806,6 @@ void BKE_sequence_calc_disp(Scene *scene, Sequence *seq)
seq->startdisp = seq->start + seq->startofs - seq->startstill;
seq->enddisp = seq->start + seq->len - seq->endofs + seq->endstill;
seq->handsize = 10.0; /* 10 frames */
if (seq->enddisp - seq->startdisp < 10) {
seq->handsize = (float)(0.5 * (seq->enddisp - seq->startdisp));
}
else if (seq->enddisp - seq->startdisp > 250) {
seq->handsize = (float)((seq->enddisp - seq->startdisp) / 25);
}
if (seq->type == SEQ_TYPE_META) {
seq_update_sound_bounds_recursive(scene, seq);
}

View File

@@ -207,6 +207,10 @@ static void do_versions_theme(const UserDef *userdef, bTheme *btheme)
*/
{
/* Keep this block, even when empty. */
FROM_DEFAULT_V4_UCHAR(space_sequencer.active_strip);
FROM_DEFAULT_V4_UCHAR(space_sequencer.selected_strip);
FROM_DEFAULT_V4_UCHAR(space_sequencer.color_strip);
FROM_DEFAULT_V4_UCHAR(space_sequencer.mask);
}
#undef FROM_DEFAULT_V4_UCHAR

View File

@@ -205,10 +205,12 @@ typedef enum ThemeColorID {
TH_SEQ_SCENE,
TH_SEQ_AUDIO,
TH_SEQ_EFFECT,
TH_SEQ_TRANSITION,
TH_SEQ_META,
TH_SEQ_TEXT,
TH_SEQ_PREVIEW,
TH_SEQ_COLOR,
TH_SEQ_ACTIVE,
TH_SEQ_SELECTED,
TH_EDGE_SHARP,
TH_EDITMESH_ACTIVE,

View File

@@ -665,9 +665,6 @@ const uchar *UI_ThemeGetColorPtr(bTheme *btheme, int spacetype, int colorid)
case TH_SEQ_EFFECT:
cp = ts->effect;
break;
case TH_SEQ_TRANSITION:
cp = ts->transition;
break;
case TH_SEQ_META:
cp = ts->meta;
break;
@@ -677,6 +674,15 @@ const uchar *UI_ThemeGetColorPtr(bTheme *btheme, int spacetype, int colorid)
case TH_SEQ_PREVIEW:
cp = ts->preview_back;
break;
case TH_SEQ_COLOR:
cp = ts->color_strip;
break;
case TH_SEQ_ACTIVE:
cp = ts->active_strip;
break;
case TH_SEQ_SELECTED:
cp = ts->selected_strip;
break;
case TH_CONSOLE_OUTPUT:
cp = ts->console_output;

View File

@@ -17,6 +17,7 @@
set(INC
../include
../../blenfont
../../blenkernel
../../blenlib
../../blentranslation

View File

@@ -75,6 +75,8 @@
#include "WM_api.h"
#include "WM_types.h"
#include "BLF_api.h"
#include "MEM_guardedalloc.h"
/* own include */
@@ -83,11 +85,12 @@
#define SEQ_LEFTHANDLE 1
#define SEQ_RIGHTHANDLE 2
#define SEQ_HANDLE_SIZE_MIN 7.0f
#define SEQ_HANDLE_SIZE_MAX 40.0f
#define SEQ_HANDLE_SIZE 8.0f
#define SEQ_SCROLLER_TEXT_OFFSET 8
#define MUTE_ALPHA 120
/* Note, Don't use SEQ_BEGIN/SEQ_END while drawing!
* it messes up transform, - Campbell */
#undef SEQ_BEGIN
@@ -99,7 +102,6 @@ static Sequence *special_seq_update = NULL;
void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
{
unsigned char blendcol[3];
SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
switch (seq->type) {
case SEQ_TYPE_IMAGE:
@@ -119,7 +121,7 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
break;
case SEQ_TYPE_MASK:
UI_GetThemeColor3ubv(TH_SEQ_MASK, col); /* TODO */
UI_GetThemeColor3ubv(TH_SEQ_MASK, col);
break;
case SEQ_TYPE_SCENE:
@@ -130,22 +132,13 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
}
break;
/* transitions */
/* Transitions use input colors, fallback for when the input is a transition itself. */
case SEQ_TYPE_CROSS:
case SEQ_TYPE_GAMCROSS:
case SEQ_TYPE_WIPE:
UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col);
/* slightly offset hue to distinguish different effects */
if (seq->type == SEQ_TYPE_CROSS) {
rgb_byte_set_hue_float_offset(col, 0.04);
}
if (seq->type == SEQ_TYPE_GAMCROSS) {
rgb_byte_set_hue_float_offset(col, 0.08);
}
if (seq->type == SEQ_TYPE_WIPE) {
rgb_byte_set_hue_float_offset(col, 0.12);
}
col[0] = 130;
col[1] = 130;
col[2] = 130;
break;
/* effects */
@@ -164,47 +157,50 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
case SEQ_TYPE_COLORMIX:
UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col);
/* slightly offset hue to distinguish different effects */
/* Slightly offset hue to distinguish different effects. */
if (seq->type == SEQ_TYPE_ADD) {
rgb_byte_set_hue_float_offset(col, 0.04);
rgb_byte_set_hue_float_offset(col, 0.03);
}
else if (seq->type == SEQ_TYPE_SUB) {
rgb_byte_set_hue_float_offset(col, 0.08);
rgb_byte_set_hue_float_offset(col, 0.06);
}
else if (seq->type == SEQ_TYPE_MUL) {
rgb_byte_set_hue_float_offset(col, 0.12);
rgb_byte_set_hue_float_offset(col, 0.13);
}
else if (seq->type == SEQ_TYPE_ALPHAOVER) {
rgb_byte_set_hue_float_offset(col, 0.16);
}
else if (seq->type == SEQ_TYPE_ALPHAUNDER) {
rgb_byte_set_hue_float_offset(col, 0.20);
rgb_byte_set_hue_float_offset(col, 0.23);
}
else if (seq->type == SEQ_TYPE_OVERDROP) {
rgb_byte_set_hue_float_offset(col, 0.24);
}
else if (seq->type == SEQ_TYPE_GLOW) {
rgb_byte_set_hue_float_offset(col, 0.28);
}
else if (seq->type == SEQ_TYPE_TRANSFORM) {
rgb_byte_set_hue_float_offset(col, 0.36);
}
else if (seq->type == SEQ_TYPE_MULTICAM) {
rgb_byte_set_hue_float_offset(col, 0.32);
}
else if (seq->type == SEQ_TYPE_ADJUSTMENT) {
rgb_byte_set_hue_float_offset(col, 0.40);
}
else if (seq->type == SEQ_TYPE_GAUSSIAN_BLUR) {
rgb_byte_set_hue_float_offset(col, 0.42);
rgb_byte_set_hue_float_offset(col, 0.26);
}
else if (seq->type == SEQ_TYPE_COLORMIX) {
rgb_byte_set_hue_float_offset(col, 0.33);
}
else if (seq->type == SEQ_TYPE_GAUSSIAN_BLUR) {
rgb_byte_set_hue_float_offset(col, 0.43);
}
else if (seq->type == SEQ_TYPE_GLOW) {
rgb_byte_set_hue_float_offset(col, 0.46);
}
else if (seq->type == SEQ_TYPE_ADJUSTMENT) {
rgb_byte_set_hue_float_offset(col, 0.55);
}
else if (seq->type == SEQ_TYPE_SPEED) {
rgb_byte_set_hue_float_offset(col, 0.65);
}
else if (seq->type == SEQ_TYPE_TRANSFORM) {
rgb_byte_set_hue_float_offset(col, 0.75);
}
else if (seq->type == SEQ_TYPE_MULTICAM) {
rgb_byte_set_hue_float_offset(col, 0.85);
}
break;
case SEQ_TYPE_COLOR:
rgb_float_to_uchar(col, colvars->col);
UI_GetThemeColor3ubv(TH_SEQ_COLOR, col);
break;
case SEQ_TYPE_SOUND_RAM:
@@ -227,16 +223,16 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
}
}
static void drawseqwave(View2D *v2d,
const bContext *C,
SpaceSeq *sseq,
Scene *scene,
Sequence *seq,
float x1,
float y1,
float x2,
float y2,
float stepsize)
static void draw_seq_waveform(View2D *v2d,
const bContext *C,
SpaceSeq *sseq,
Scene *scene,
Sequence *seq,
float x1,
float y1,
float x2,
float y2,
float stepsize)
{
/*
* x1 is the starting x value to draw the wave,
@@ -362,6 +358,7 @@ static void drawseqwave(View2D *v2d,
GPU_blend(false);
}
}
static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2)
{
/* note: this used to use SEQ_BEGIN/SEQ_END, but it messes up the
@@ -419,7 +416,13 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
float x2_chan = enddisp;
float y1_chan, y2_chan;
color3ubv_from_seq(scene, seq, col);
if (seq->type == SEQ_TYPE_COLOR) {
SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
rgb_float_to_uchar(col, colvars->col);
}
else {
color3ubv_from_seq(scene, seq, col);
}
if ((seqm->flag & SEQ_MUTE) || (seq->flag & SEQ_MUTE)) {
col[3] = 64;
@@ -453,12 +456,10 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
/* clamp handles to defined size in pixel space */
float sequence_handle_size_get_clamped(Sequence *seq, const float pixelx)
{
const float minhandle = pixelx * SEQ_HANDLE_SIZE_MIN;
const float maxhandle = pixelx * SEQ_HANDLE_SIZE_MAX;
float size = CLAMPIS(seq->handsize, minhandle, maxhandle);
const float maxhandle = pixelx * SEQ_HANDLE_SIZE;
/* ensure we're not greater than half width */
return min_ff(size, ((float)(seq->enddisp - seq->startdisp) / 2.0f) / pixelx);
return min_ff(maxhandle, ((float)(seq->enddisp - seq->startdisp) / 2.0f) / pixelx);
}
/* draw a handle, for each end of a sequence strip */
@@ -466,11 +467,15 @@ static void draw_seq_handle(View2D *v2d,
Sequence *seq,
const float handsize_clamped,
const short direction,
unsigned int pos)
unsigned int pos,
bool seq_active,
float pixelx,
bool y_threshold)
{
float v1[2], v2[2], v3[2], rx1 = 0, rx2 = 0; // for triangles and rect
float rx1 = 0, rx2 = 0;
float x1, x2, y1, y2;
unsigned int whichsel = 0;
unsigned char col[4];
x1 = seq->startdisp;
x2 = seq->enddisp;
@@ -481,28 +486,12 @@ static void draw_seq_handle(View2D *v2d,
/* set up co-ordinates/dimensions for either left or right handle */
if (direction == SEQ_LEFTHANDLE) {
rx1 = x1;
rx2 = x1 + handsize_clamped * 0.75f;
v1[0] = x1 + handsize_clamped / 4;
v1[1] = y1 + (((y1 + y2) / 2.0f - y1) / 2);
v2[0] = x1 + handsize_clamped / 4;
v2[1] = y2 - (((y1 + y2) / 2.0f - y1) / 2);
v3[0] = v2[0] + handsize_clamped / 4;
v3[1] = (y1 + y2) / 2.0f;
rx2 = x1 + handsize_clamped;
whichsel = SEQ_LEFTSEL;
}
else if (direction == SEQ_RIGHTHANDLE) {
rx1 = x2 - handsize_clamped * 0.75f;
rx1 = x2 - handsize_clamped;
rx2 = x2;
v1[0] = x2 - handsize_clamped / 4;
v1[1] = y1 + (((y1 + y2) / 2.0f - y1) / 2);
v2[0] = x2 - handsize_clamped / 4;
v2[1] = y2 - (((y1 + y2) / 2.0f - y1) / 2);
v3[0] = v2[0] - handsize_clamped / 4;
v3[1] = (y1 + y2) / 2.0f;
whichsel = SEQ_RIGHTSEL;
}
@@ -514,61 +503,129 @@ static void draw_seq_handle(View2D *v2d,
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
if (seq->flag & whichsel) {
immUniformColor4ub(0, 0, 0, 80);
}
else if (seq->flag & SELECT) {
immUniformColor4ub(255, 255, 255, 30);
}
else {
immUniformColor4ub(0, 0, 0, 22);
}
immRectf(pos, rx1, y1, rx2, y2);
if (seq->flag & whichsel) {
immUniformColor4ub(255, 255, 255, 200);
if (seq_active) {
UI_GetThemeColor3ubv(TH_SEQ_ACTIVE, col);
}
else {
UI_GetThemeColor3ubv(TH_SEQ_SELECTED, col);
/* Make handles slightly brighter than the outlines. */
UI_GetColorPtrShade3ubv(col, col, 50);
}
col[3] = 255;
immUniformColor4ubv(col);
}
else {
immUniformColor4ub(0, 0, 0, 50);
}
immBegin(GPU_PRIM_TRIS, 3);
immVertex2fv(pos, v1);
immVertex2fv(pos, v2);
immVertex2fv(pos, v3);
immEnd();
immRectf(pos, rx1, y1, rx2, y2);
GPU_blend(false);
}
if ((G.moving & G_TRANSFORM_SEQ) || (seq->flag & whichsel)) {
const uchar col[4] = {255, 255, 255, 255};
char numstr[32];
size_t numstr_len;
/* Draw numbers for start and end of the strip next to its handles.
* - Draw only when handles are selected or while translating the strip.
*/
if (y_threshold &&
(((seq->flag & SELECT) && (G.moving & G_TRANSFORM_SEQ)) || (seq->flag & whichsel))) {
if (direction == SEQ_LEFTHANDLE) {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->startdisp);
x1 = rx1;
y1 -= 0.45f;
char numstr[64];
size_t numstr_len;
const int fontid = BLF_default();
BLF_set_default();
/* Calculate if strip is wide enough for showing the labels. */
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d%d", seq->startdisp, seq->enddisp);
float tot_width = BLF_width(fontid, numstr, numstr_len);
if ((x2 - x1) / pixelx > 20 + tot_width) {
col[0] = col[1] = col[2] = col[3] = 255;
float text_margin = 1.2f * handsize_clamped;
if (direction == SEQ_LEFTHANDLE) {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->startdisp);
x1 += text_margin;
y1 += 0.09f;
}
else {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->enddisp - 1);
x1 = x2 - (text_margin + pixelx * BLF_width(fontid, numstr, numstr_len));
y1 += 0.09f;
}
UI_view2d_text_cache_add(v2d, x1, y1, numstr, numstr_len, col);
}
}
}
static void draw_seq_outline(Sequence *seq,
unsigned int pos,
float x1,
float x2,
float y1,
float y2,
float pixelx,
float pixely,
bool seq_active)
{
unsigned char col[3];
/* Get the color for the outline. */
if (seq_active && (seq->flag & SELECT)) {
UI_GetThemeColor3ubv(TH_SEQ_ACTIVE, col);
}
else if (seq->flag & SELECT) {
UI_GetThemeColor3ubv(TH_SEQ_SELECTED, col);
}
/* Regular color for unselected strips: a bit darker than the background. */
else {
UI_GetThemeColor3ubv(TH_BACK, col);
UI_GetColorPtrShade3ubv(col, col, -40);
}
/* Outline while translating strips:
* - Slightly lighter.
* - Red when overlapping with other strips.
*/
if ((G.moving & G_TRANSFORM_SEQ) && (seq->flag & SELECT)) {
if (seq->flag & SEQ_OVERLAP) {
col[0] = 255;
col[1] = col[2] = 33;
}
else {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->enddisp - 1);
x1 = x2 - handsize_clamped * 0.75f;
y1 = y2 + 0.05f;
UI_GetColorPtrShade3ubv(col, col, 70);
}
UI_view2d_text_cache_add(v2d, x1, y1, numstr, numstr_len, col);
}
immUniformColor3ubv(col);
/* 2px wide outline for selected strips. */
/* XXX: some platforms don't support glLines wider than 1px (see T57570),
* draw outline as four boxes instead.
*/
if (seq->flag & SELECT) {
/* Left */
immRectf(pos, x1 - pixelx, y1, x1 + pixelx, y2);
/* Bottom */
immRectf(pos, x1 - pixelx, y1, x2 + pixelx, y1 + 2 * pixely);
/* Right */
immRectf(pos, x2 - pixelx, y1, x2 + pixelx, y2);
/* Top */
immRectf(pos, x1 - pixelx, y2 - 2 * pixely, x2 + pixelx, y2);
}
/* 1px wide outline for unselected strips. */
else {
imm_draw_box_wire_2d(pos, x1, y1, x2, y2);
}
}
/* draw info text on a sequence strip */
static void draw_seq_text(View2D *v2d,
SpaceSeq *sseq,
Sequence *seq,
SpaceSeq *sseq,
float x1,
float x2,
float y1,
float y2,
const unsigned char background_col[3])
bool seq_active,
bool y_threshold)
{
rctf rect;
char str[32 + FILE_MAX];
@@ -642,9 +699,10 @@ static void draw_seq_text(View2D *v2d,
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
else if (seq->type == SEQ_TYPE_SOUND_RAM) {
/* If a waveform is drawn, we don't want to overlay it with text,
* as it would make both hard to read. */
if ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM)) {
/* If a waveform is drawn, avoid to draw text when there is not enough vertical space. */
if (!y_threshold && (sseq->flag & SEQ_NO_WAVEFORMS) == 0 &&
((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) {
str[0] = 0;
str_len = 0;
}
@@ -671,17 +729,20 @@ static void draw_seq_text(View2D *v2d,
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
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;
}
/* White text for the active strip. */
col[0] = col[1] = col[2] = seq_active ? 255 : 10;
col[3] = 255;
/* Make the text duller when the strip is muted. */
if (seq->flag & SEQ_MUTE) {
if (seq_active) {
UI_GetColorPtrShade3ubv(col, col, -70);
}
else {
UI_GetColorPtrShade3ubv(col, col, 15);
}
}
rect.xmin = x1;
rect.ymin = y1;
rect.xmax = x2;
@@ -690,14 +751,10 @@ static void draw_seq_text(View2D *v2d,
UI_view2d_text_cache_add_rectf(v2d, &rect, str, str_len, col);
}
static void draw_sequence_extensions(Scene *scene,
ARegion *region,
Sequence *seq,
unsigned int pos)
static void draw_sequence_extensions(Scene *scene, Sequence *seq, unsigned int pos, float pixely)
{
float x1, x2, y1, y2, pixely;
unsigned char col[4], blendcol[3];
View2D *v2d = &region->v2d;
float x1, x2, y1, y2;
unsigned char col[4], blend_col[3];
x1 = seq->startdisp;
x2 = seq->enddisp;
@@ -705,96 +762,225 @@ static void draw_sequence_extensions(Scene *scene,
y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
pixely = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
if (pixely <= 0) {
return; /* can happen when the view is split/resized */
}
blendcol[0] = blendcol[1] = blendcol[2] = 120;
if (seq->startofs || seq->endofs) {
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
color3ubv_from_seq(scene, seq, col);
if (seq->flag & SELECT) {
UI_GetColorPtrShade3ubv(col, col, -50);
}
if (seq->flag & SEQ_MUTE) {
col[3] = 64;
}
else {
if (seq->flag & SELECT) {
col[3] = 170;
}
else {
col[3] = 80;
}
}
color3ubv_from_seq(scene, seq, col);
if (seq->flag & SELECT) {
UI_GetColorPtrShade3ubv(col, col, 50);
}
col[3] = seq->flag & SEQ_MUTE ? MUTE_ALPHA : 200;
UI_GetColorPtrShade3ubv(col, blend_col, 10);
if (seq->startofs) {
immUniformColor4ubv(col);
immRectf(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
immRectf(pos, (float)(seq->start), y1 - pixely, x1, y1 - SEQ_STRIP_OFSBOTTOM);
immUniformColor3ubvAlpha(col, col[3] + 50);
/* outline */
imm_draw_box_wire_2d(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
/* Outline. */
immUniformColor3ubv(blend_col);
imm_draw_box_wire_2d(pos, x1, y1 - pixely, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM);
}
if (seq->endofs) {
immUniformColor4ubv(col);
immRectf(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
immRectf(pos, x2, y2 + pixely, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
immUniformColor3ubvAlpha(col, col[3] + 50);
/* Outline. */
immUniformColor3ubv(blend_col);
imm_draw_box_wire_2d(
pos, x2, y2 + pixely, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
}
GPU_blend(false);
}
/* outline */
imm_draw_box_wire_2d(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
static void draw_color_strip_band(Sequence *seq, unsigned int pos, float text_margin_y, float y1)
{
unsigned char col[4];
SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
rgb_float_to_uchar(col, colvars->col);
if (seq->flag & SEQ_MUTE) {
GPU_blend(true);
col[3] = MUTE_ALPHA;
}
else {
col[3] = 255;
}
if (seq->startofs || seq->endofs) {
immUniformColor4ubv(col);
immRectf(pos, seq->startdisp, y1, seq->enddisp, text_margin_y);
/* 1px line to better separate the color band. */
UI_GetColorPtrShade3ubv(col, col, -20);
immUniformColor4ubv(col);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, seq->startdisp, text_margin_y);
immVertex2f(pos, seq->enddisp, text_margin_y);
immEnd();
if (seq->flag & SEQ_MUTE) {
GPU_blend(false);
}
}
if (seq->startstill || seq->endstill) {
static void draw_seq_background(Scene *scene,
Sequence *seq,
unsigned int pos,
float x1,
float x2,
float y1,
float y2,
bool is_single_image)
{
unsigned char col[4];
/* Get the correct color per strip type, transitions use their inputs ones. */
if (ELEM(seq->type, SEQ_TYPE_CROSS, SEQ_TYPE_GAMCROSS, SEQ_TYPE_WIPE)) {
Sequence *seq1 = seq->seq1;
if (seq1->type == SEQ_TYPE_COLOR) {
SolidColorVars *colvars = (SolidColorVars *)seq1->effectdata;
rgb_float_to_uchar(col, colvars->col);
}
else {
color3ubv_from_seq(scene, seq1, col);
}
}
else {
color3ubv_from_seq(scene, seq, col);
}
if (seq->flag & SEQ_MUTE) {
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
color3ubv_from_seq(scene, seq, col);
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5f, 60);
col[3] = MUTE_ALPHA;
}
else {
col[3] = 255;
}
immUniformColor4ubv(col);
if (seq->flag & SEQ_MUTE) {
col[3] = 96;
/* Draw the main strip body. */
if (is_single_image) {
immRectf(pos,
BKE_sequence_tx_get_final_left(seq, false),
y1,
BKE_sequence_tx_get_final_right(seq, false),
y2);
}
else {
immRectf(pos, x1, y1, x2, y2);
}
/* Draw background for hold still regions. */
if (!is_single_image && (seq->startstill || seq->endstill)) {
UI_GetColorPtrShade3ubv(col, col, -35);
immUniformColor4ubv(col);
if (seq->startstill) {
immRectf(pos, seq->startdisp, y1, (float)(seq->start), y2);
}
if (seq->endstill) {
immRectf(pos, (float)(seq->start + seq->len), y1, seq->enddisp, y2);
}
}
/* Transition strips.. Draw right half. */
if (ELEM(seq->type, SEQ_TYPE_CROSS, SEQ_TYPE_GAMCROSS, SEQ_TYPE_WIPE)) {
float vert_pos[3][2];
Sequence *seq1 = seq->seq1;
Sequence *seq2 = seq->seq2;
if (seq2->type == SEQ_TYPE_COLOR) {
SolidColorVars *colvars = (SolidColorVars *)seq2->effectdata;
rgb_float_to_uchar(col, colvars->col);
}
else {
if (seq->flag & SELECT) {
col[3] = 255;
}
else {
col[3] = 170;
color3ubv_from_seq(scene, seq2, col);
/* If the transition inputs are of the same type, draw the right side slightly darker. */
if (seq1->type == seq2->type) {
UI_GetColorPtrShade3ubv(col, col, -15);
}
}
immUniformColor4ubv(col);
copy_v2_fl2(vert_pos[0], x1, y2);
copy_v2_fl2(vert_pos[1], x2, y2);
copy_v2_fl2(vert_pos[2], x2, y1);
immBegin(GPU_PRIM_TRIS, 3);
immVertex2fv(pos, vert_pos[0]);
immVertex2fv(pos, vert_pos[1]);
immVertex2fv(pos, vert_pos[2]);
immEnd();
}
if (seq->startstill) {
immRectf(pos, x1, y1, (float)(seq->start), y2);
}
if (seq->endstill) {
immRectf(pos, (float)(seq->start + seq->len), y1, x2, y2);
}
if (seq->startstill || seq->endstill) {
if (seq->flag & SEQ_MUTE) {
GPU_blend(false);
}
}
static void draw_seq_locked(float x1, float y1, float x2, float y2)
{
GPU_blend(true);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
immUniform4f("color1", 1.0f, 1.0f, 1.0f, 0.0f);
immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.25f);
immUniform1i("size1", 8);
immUniform1i("size2", 4);
immRectf(pos, x1, y1, x2, y2);
immUnbindProgram();
GPU_blend(false);
}
static void draw_seq_invalid(float x1, float x2, float y2, float text_margin_y)
{
GPU_blend(true);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(1.0f, 0.0f, 0.0f, 0.9f);
immRectf(pos, x1, y2, x2, text_margin_y);
immUnbindProgram();
GPU_blend(false);
}
static void calculate_seq_text_offsets(
View2D *v2d, Sequence *seq, float *x1, float *x2, float pixelx)
{
const float handsize_clamped = sequence_handle_size_get_clamped(seq, pixelx);
float text_margin = 2.0f * handsize_clamped;
*x1 += text_margin;
*x2 -= text_margin;
float scroller_vert_xoffs = (V2D_SCROLL_HANDLE_WIDTH + SEQ_SCROLLER_TEXT_OFFSET) * pixelx;
/* info text on the strip */
if (*x1 < v2d->cur.xmin + scroller_vert_xoffs) {
*x1 = v2d->cur.xmin + scroller_vert_xoffs;
}
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;
}
}
/*
* Draw a sequence strip, bounds check already made
* ARegion is currently only used to get the windows width in pixels
@@ -805,16 +991,16 @@ static void draw_seq_strip(const bContext *C,
Scene *scene,
ARegion *region,
Sequence *seq,
int outline_tint,
float pixelx)
float pixelx,
bool seq_active)
{
View2D *v2d = &region->v2d;
float x1, x2, y1, y2;
unsigned char col[4], background_col[4], is_single_image;
const float handsize_clamped = sequence_handle_size_get_clamped(seq, pixelx);
float pixely = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
/* we need to know if this is a single image/color or not for drawing */
is_single_image = (char)BKE_sequence_single_check(seq);
/* We need to know if this is a single image/color or not for drawing. */
bool is_single_image = (char)BKE_sequence_single_check(seq);
/* body */
x1 = (seq->startstill) ? seq->start : seq->startdisp;
@@ -822,182 +1008,123 @@ static void draw_seq_strip(const bContext *C,
x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* Position of the text,
* make sure that the strip content is visible also when the strip heigh gets lower. */
float text_margin_y = y2 - min_ff(0.40f, 20 * U.dpi_fac * pixely);
/* Show some content only when the strip is high enough. */
bool y_threshold = ((y2 - y1) / pixely) > 20 * U.dpi_fac;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* get the correct color per strip type*/
// color3ubv_from_seq(scene, seq, col);
color3ubv_from_seq(scene, seq, background_col);
draw_seq_background(scene, seq, pos, x1, x2, y1, y2, is_single_image);
if (seq->flag & SEQ_MUTE) {
background_col[3] = 128;
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
}
else {
background_col[3] = 255;
/* Color strips.. Draw a band with the strip's color on its lower part. */
if (seq->type == SEQ_TYPE_COLOR && y_threshold) {
draw_color_strip_band(seq, pos, text_margin_y, y1);
}
if (seq->flag & SELECT) {
UI_GetColorPtrShade3ubv(background_col, background_col, -50);
}
immUniformColor4ubv(background_col);
/* draw the main strip body */
if (is_single_image) { /* single image */
immRectf(pos,
BKE_sequence_tx_get_final_left(seq, false),
y1,
BKE_sequence_tx_get_final_right(seq, false),
y2);
}
else { /* normal operation */
immRectf(pos, x1, y1, x2, y2);
}
if (seq->flag & SEQ_MUTE) {
GPU_blend(false);
}
if (!is_single_image) {
/* Draw strip's offsets when flag is enabled or during "solo preview". */
if (!is_single_image && (seq->startofs || seq->endofs) && pixely > 0) {
if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) || (seq == special_seq_update)) {
draw_sequence_extensions(scene, region, seq, pos);
draw_sequence_extensions(scene, seq, pos, pixely);
}
}
draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE, pos);
draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE, pos);
x1 = seq->startdisp;
x2 = seq->enddisp;
immUnbindProgram();
/* draw sound wave */
if (seq->type == SEQ_TYPE_SOUND_RAM) {
if (!(sseq->flag & SEQ_NO_WAVEFORMS)) {
drawseqwave(v2d,
C,
sseq,
scene,
seq,
x1,
y1,
x2,
y2,
BLI_rctf_size_x(&region->v2d.cur) / region->winx);
}
}
/* draw lock */
if (seq->flag & SEQ_LOCK) {
GPU_blend(true);
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
immUniform4f("color1", 1.0f, 1.0f, 1.0f, 0.125f);
immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.125f);
immUniform1i("size1", 8);
immUniform1i("size2", 8);
immRectf(pos, x1, y1, x2, y2);
immUnbindProgram();
GPU_blend(false);
}
if (!BKE_sequence_is_valid_check(seq)) {
GPU_blend(true);
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
immUniform4f("color1", 1.0f, 0.0f, 0.0f, 1.0f);
immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
immUniform1i("size1", 8);
immUniform1i("size2", 8);
immRectf(pos, x1, y1, x2, y2);
immUnbindProgram();
GPU_blend(false);
}
color3ubv_from_seq(scene, seq, col);
/* draw the strip outline */
color3ubv_from_seq(scene, seq, col);
if ((G.moving & G_TRANSFORM_SEQ) && (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);
}
x1 = seq->startdisp;
x2 = seq->enddisp;
if ((seq->type == SEQ_TYPE_META) ||
((seq->type == SEQ_TYPE_SCENE) && (seq->flag & SEQ_SCENE_STRIPS))) {
drawmeta_contents(scene, seq, x1, y1, x2, y2);
}
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* Sound strips.. Draw waveforms. */
if ((seq->type == SEQ_TYPE_SOUND_RAM) && (sseq->flag & SEQ_NO_WAVEFORMS) == 0) {
draw_seq_waveform(v2d,
C,
sseq,
scene,
seq,
x1,
y_threshold ? y1 + 0.05f : y1,
x2,
y_threshold ? text_margin_y : y2,
BLI_rctf_size_x(&region->v2d.cur) / region->winx);
}
/* TODO: add back stippled line for muted strips? */
/* Draw locked state. */
if (seq->flag & SEQ_LOCK) {
draw_seq_locked(x1, y1, x2, y2);
}
/* Missing media indication.. Draw a red line on the top of the strip. */
if (!BKE_sequence_is_valid_check(seq)) {
draw_seq_invalid(x1, x2, y2, text_margin_y);
}
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (seq->flag & SEQ_MUTE) {
col[3] = 96;
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
immUniformColor4ubv(col);
}
else {
immUniformColor3ubv(col);
if ((seq->flag & SEQ_LOCK) == 0) {
draw_seq_handle(
v2d, seq, handsize_clamped, SEQ_LEFTHANDLE, pos, seq_active, pixelx, y_threshold);
draw_seq_handle(
v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE, pos, seq_active, pixelx, y_threshold);
}
imm_draw_box_wire_2d(pos, x1, y1, x2, y2); /* outline */
draw_seq_outline(seq, pos, x1, x2, y1, y2, pixelx, pixely, seq_active);
immUnbindProgram();
/* calculate if seq is long enough to print a name */
x1 = seq->startdisp + handsize_clamped;
x2 = seq->enddisp - handsize_clamped;
calculate_seq_text_offsets(v2d, seq, &x1, &x2, pixelx);
float scroller_vert_xoffs = (V2D_SCROLL_HANDLE_WIDTH + SEQ_SCROLLER_TEXT_OFFSET) * pixelx;
/* Draw the text on the top section of the strip,
* - depending on the vertical space, move it to the center or don't draw it.
* - don't draw it when there is not enough horizontal space.
*/
if (((x2 - x1) > 32 * pixelx * U.dpi_fac) && ((y2 - y1) > 8 * pixely * U.dpi_fac)) {
draw_seq_text(
v2d, seq, sseq, x1, x2, y_threshold ? text_margin_y : y1, y2, seq_active, y_threshold);
}
}
/* info text on the strip */
if (x1 < v2d->cur.xmin + scroller_vert_xoffs) {
x1 = v2d->cur.xmin + scroller_vert_xoffs;
}
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;
}
static void draw_effect_inputs_highlight(Sequence *seq)
{
Sequence *seq1 = seq->seq1;
Sequence *seq2 = seq->seq2;
Sequence *seq3 = seq->seq3;
GPU_blend(true);
/* nice text here would require changing the view matrix for texture text */
if ((x2 - x1) / pixelx > 32) {
draw_seq_text(v2d, sseq, seq, x1, x2, y1, y2, background_col);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 255, 255, 48);
immRectf(pos,
seq1->startdisp,
seq1->machine + SEQ_STRIP_OFSBOTTOM,
seq1->enddisp,
seq1->machine + SEQ_STRIP_OFSTOP);
if (seq2 && seq2 != seq1) {
immRectf(pos,
seq2->startdisp,
seq2->machine + SEQ_STRIP_OFSBOTTOM,
seq2->enddisp,
seq2->machine + SEQ_STRIP_OFSTOP);
}
if (seq3 && !ELEM(seq3, seq1, seq2)) {
immRectf(pos,
seq3->startdisp,
seq3->machine + SEQ_STRIP_OFSBOTTOM,
seq3->enddisp,
seq3->machine + SEQ_STRIP_OFSTOP);
}
immUnbindProgram();
GPU_blend(false);
}
void sequencer_special_update_set(Sequence *seq)
@@ -1688,16 +1815,13 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *region)
/* loop through twice, first unselected, then selected */
for (j = 0; j < 2; j++) {
Sequence *seq;
/* highlighting around strip edges indicating selection */
int outline_tint = (j) ? -60 : -150;
/* 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) {
else if (seq == last_seq && (last_seq->flag & SELECT)) {
continue;
}
else if (min_ii(seq->startdisp, seq->start) > v2d->cur.xmax) {
@@ -1714,17 +1838,38 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *region)
}
/* strip passed all tests unscathed... so draw it now */
draw_seq_strip(C, sseq, scene, region, seq, outline_tint, pixelx);
draw_seq_strip(C, sseq, scene, region, seq, pixelx, seq == last_seq ? true : false);
}
/* 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(C, sseq, scene, region, last_seq, 120, pixelx);
/* When selected draw the last selected (active) strip last,
* removes some overlapping error. */
if (last_seq && (last_seq->flag & SELECT)) {
draw_seq_strip(C, sseq, scene, region, last_seq, pixelx, true);
/* When active strip is an effect, highlight its inputs. */
if (BKE_sequence_effect_get_num_inputs(last_seq->type) > 0) {
draw_effect_inputs_highlight(last_seq);
}
/* When active is a Multicam strip, highlight its source channel. */
else if (last_seq->type == SEQ_TYPE_MULTICAM) {
int channel = last_seq->multicam_source;
if (channel != 0) {
GPU_blend(true);
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 255, 255, 48);
immRectf(pos, v2d->cur.xmin, channel, v2d->cur.xmax, channel + 1);
immUnbindProgram();
GPU_blend(false);
}
}
}
/* draw highlight when previewing a single strip */
@@ -1784,12 +1929,23 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
immEnd();
/* While inside a meta strip, draw a checkerboard pattern outside of its range. */
if (ed && !BLI_listbase_is_empty(&ed->metastack)) {
MetaStack *ms = ed->metastack.last;
immUnbindProgram();
immUniformColor4ub(255, 255, 255, 8);
immRectf(pos, ms->disp_range[0], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
immUniform4f("color1", 0.0f, 0.0f, 0.0f, 0.22f);
immUniform4f("color2", 1.0f, 1.0f, 1.0f, 0.0f);
immUniform1i("size", 8);
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, ms->disp_range[0], v2d->cur.ymax);
immRectf(pos, ms->disp_range[1], v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
immUnbindProgram();
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, -40);
immBegin(GPU_PRIM_LINES, 4);
@@ -2072,6 +2228,30 @@ void draw_timeline_seq(const bContext *C, ARegion *region)
}
ANIM_draw_cfra(C, v2d, cfra_flag);
/* 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;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("colors_len", 0); /* "simple" mode */
immUniform1f("dash_width", 20.0f * U.pixelsize);
immUniform1f("dash_factor", 0.5f);
immUniformThemeColor(TH_CFRAME);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, cfra_over, v2d->cur.ymin);
immVertex2f(pos, cfra_over, v2d->cur.ymax);
immEnd();
immUnbindProgram();
}
/* markers */
UI_view2d_view_orthoSpecial(region, v2d, 1);
int marker_draw_flag = DRAW_MARKERS_MARGIN;
@@ -2087,29 +2267,6 @@ void draw_timeline_seq(const bContext *C, ARegion *region)
/* preview range */
ANIM_draw_previewrange(C, v2d, 1);
/* 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;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1f("dash_width", 20.0f * U.pixelsize);
immUniform1f("dash_factor", 0.5f);
immUniformThemeColor(TH_CFRAME);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, cfra_over, v2d->cur.ymin);
immVertex2f(pos, cfra_over, v2d->cur.ymax);
immEnd();
immUnbindProgram();
}
/* callback */
ED_region_draw_cb_draw(C, region, REGION_DRAW_POST_VIEW);

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@@ -407,7 +407,7 @@ Sequence *find_nearest_seq(Scene *scene, View2D *v2d, int *hand, const int mval[
/* clamp handles to defined size in pixel space */
handsize = seq->handsize;
handsize = 2.0f * sequence_handle_size_get_clamped(seq, pixelx);
displen = (float)abs(seq->startdisp - seq->enddisp);
/* don't even try to grab the handles of small strips */

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@@ -1044,7 +1044,7 @@ static int sequencer_box_select_exec(bContext *C, wmOperator *op)
if (handles) {
/* Get the handles draw size. */
float pixelx = BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask);
float handsize = sequence_handle_size_get_clamped(seq, pixelx) * 0.75f;
float handsize = sequence_handle_size_get_clamped(seq, pixelx);
/* Right handle. */
if (rectf.xmax > (seq->enddisp - handsize)) {

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@@ -324,7 +324,7 @@ typedef struct ThemeSpace {
unsigned char syntaxd[4], syntaxr[4]; // in nodespace used for distort
unsigned char line_numbers[4];
char _pad6[3];
char _pad6[7];
unsigned char nodeclass_output[4], nodeclass_filter[4];
unsigned char nodeclass_vector[4], nodeclass_texture[4];
@@ -333,7 +333,8 @@ typedef struct ThemeSpace {
/** For sequence editor. */
unsigned char movie[4], movieclip[4], mask[4], image[4], scene[4], audio[4];
unsigned char effect[4], transition[4], meta[4], text_strip[4];
unsigned char effect[4], transition[4], meta[4], text_strip[4], color_strip[4];
unsigned char active_strip[4], selected_strip[4];
/** For dopesheet - scale factor for size of keyframes (i.e. height of channels). */
float keyframe_scale_fac;

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@@ -3079,10 +3079,9 @@ static void rna_def_userdef_theme_space_seq(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Effect Strip", "");
RNA_def_property_update(prop, 0, "rna_userdef_theme_update");
prop = RNA_def_property(srna, "transition_strip", PROP_FLOAT, PROP_COLOR_GAMMA);
RNA_def_property_float_sdna(prop, NULL, "transition");
prop = RNA_def_property(srna, "color_strip", PROP_FLOAT, PROP_COLOR_GAMMA);
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Transition Strip", "");
RNA_def_property_ui_text(prop, "Color Strip", "");
RNA_def_property_update(prop, 0, "rna_userdef_theme_update");
prop = RNA_def_property(srna, "meta_strip", PROP_FLOAT, PROP_COLOR_GAMMA);
@@ -3091,11 +3090,27 @@ static void rna_def_userdef_theme_space_seq(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Meta Strip", "");
RNA_def_property_update(prop, 0, "rna_userdef_theme_update");
prop = RNA_def_property(srna, "mask_strip", PROP_FLOAT, PROP_COLOR_GAMMA);
RNA_def_property_float_sdna(prop, NULL, "mask");
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Mask Strip", "");
RNA_def_property_update(prop, 0, "rna_userdef_theme_update");
prop = RNA_def_property(srna, "text_strip", PROP_FLOAT, PROP_COLOR_GAMMA);
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Text Strip", "");
RNA_def_property_update(prop, 0, "rna_userdef_theme_update");
prop = RNA_def_property(srna, "active_strip", PROP_FLOAT, PROP_COLOR_GAMMA);
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Active Strip", "");
RNA_def_property_update(prop, 0, "rna_userdef_theme_update");
prop = RNA_def_property(srna, "selected_strip", PROP_FLOAT, PROP_COLOR_GAMMA);
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Selected Strips", "");
RNA_def_property_update(prop, 0, "rna_userdef_theme_update");
prop = RNA_def_property(srna, "frame_current", PROP_FLOAT, PROP_COLOR_GAMMA);
RNA_def_property_float_sdna(prop, NULL, "cframe");
RNA_def_property_array(prop, 3);