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@@ -75,6 +75,8 @@
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#include "WM_api.h"
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#include "WM_types.h"
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#include "BLF_api.h"
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#include "MEM_guardedalloc.h"
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/* own include */
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@@ -83,11 +85,12 @@
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#define SEQ_LEFTHANDLE 1
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#define SEQ_RIGHTHANDLE 2
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#define SEQ_HANDLE_SIZE_MIN 7.0f
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#define SEQ_HANDLE_SIZE_MAX 40.0f
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#define SEQ_HANDLE_SIZE 8.0f
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#define SEQ_SCROLLER_TEXT_OFFSET 8
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#define MUTE_ALPHA 120
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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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#undef SEQ_BEGIN
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@@ -99,7 +102,6 @@ static Sequence *special_seq_update = NULL;
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void color3ubv_from_seq(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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@@ -119,7 +121,7 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
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break;
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case SEQ_TYPE_MASK:
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UI_GetThemeColor3ubv(TH_SEQ_MASK, col); /* TODO */
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UI_GetThemeColor3ubv(TH_SEQ_MASK, col);
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break;
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case SEQ_TYPE_SCENE:
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@@ -130,22 +132,13 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
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}
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break;
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/* transitions */
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/* Transitions use input colors, fallback for when the input is a transition itself. */
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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) {
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rgb_byte_set_hue_float_offset(col, 0.04);
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}
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if (seq->type == SEQ_TYPE_GAMCROSS) {
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rgb_byte_set_hue_float_offset(col, 0.08);
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}
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if (seq->type == SEQ_TYPE_WIPE) {
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rgb_byte_set_hue_float_offset(col, 0.12);
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}
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col[0] = 130;
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col[1] = 130;
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col[2] = 130;
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break;
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/* effects */
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@@ -164,47 +157,50 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
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case SEQ_TYPE_COLORMIX:
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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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/* Slightly offset hue to distinguish different effects. */
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if (seq->type == SEQ_TYPE_ADD) {
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rgb_byte_set_hue_float_offset(col, 0.04);
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rgb_byte_set_hue_float_offset(col, 0.03);
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}
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else if (seq->type == SEQ_TYPE_SUB) {
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rgb_byte_set_hue_float_offset(col, 0.08);
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rgb_byte_set_hue_float_offset(col, 0.06);
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}
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else if (seq->type == SEQ_TYPE_MUL) {
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rgb_byte_set_hue_float_offset(col, 0.12);
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rgb_byte_set_hue_float_offset(col, 0.13);
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}
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else if (seq->type == SEQ_TYPE_ALPHAOVER) {
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rgb_byte_set_hue_float_offset(col, 0.16);
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}
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else if (seq->type == SEQ_TYPE_ALPHAUNDER) {
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rgb_byte_set_hue_float_offset(col, 0.20);
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rgb_byte_set_hue_float_offset(col, 0.23);
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}
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else if (seq->type == SEQ_TYPE_OVERDROP) {
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rgb_byte_set_hue_float_offset(col, 0.24);
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}
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else if (seq->type == SEQ_TYPE_GLOW) {
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rgb_byte_set_hue_float_offset(col, 0.28);
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}
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else if (seq->type == SEQ_TYPE_TRANSFORM) {
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rgb_byte_set_hue_float_offset(col, 0.36);
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}
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else if (seq->type == SEQ_TYPE_MULTICAM) {
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rgb_byte_set_hue_float_offset(col, 0.32);
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}
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else if (seq->type == SEQ_TYPE_ADJUSTMENT) {
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rgb_byte_set_hue_float_offset(col, 0.40);
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}
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else if (seq->type == SEQ_TYPE_GAUSSIAN_BLUR) {
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rgb_byte_set_hue_float_offset(col, 0.42);
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rgb_byte_set_hue_float_offset(col, 0.26);
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}
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else if (seq->type == SEQ_TYPE_COLORMIX) {
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rgb_byte_set_hue_float_offset(col, 0.33);
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}
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else if (seq->type == SEQ_TYPE_GAUSSIAN_BLUR) {
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rgb_byte_set_hue_float_offset(col, 0.43);
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}
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else if (seq->type == SEQ_TYPE_GLOW) {
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rgb_byte_set_hue_float_offset(col, 0.46);
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}
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else if (seq->type == SEQ_TYPE_ADJUSTMENT) {
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rgb_byte_set_hue_float_offset(col, 0.55);
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}
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else if (seq->type == SEQ_TYPE_SPEED) {
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rgb_byte_set_hue_float_offset(col, 0.65);
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}
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else if (seq->type == SEQ_TYPE_TRANSFORM) {
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rgb_byte_set_hue_float_offset(col, 0.75);
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}
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else if (seq->type == SEQ_TYPE_MULTICAM) {
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rgb_byte_set_hue_float_offset(col, 0.85);
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}
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break;
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case SEQ_TYPE_COLOR:
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rgb_float_to_uchar(col, colvars->col);
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UI_GetThemeColor3ubv(TH_SEQ_COLOR, col);
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break;
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case SEQ_TYPE_SOUND_RAM:
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@@ -227,16 +223,16 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
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}
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}
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static void drawseqwave(View2D *v2d,
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const bContext *C,
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SpaceSeq *sseq,
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Scene *scene,
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Sequence *seq,
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float x1,
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float y1,
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float x2,
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float y2,
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float stepsize)
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static void draw_seq_waveform(View2D *v2d,
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const bContext *C,
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SpaceSeq *sseq,
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Scene *scene,
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Sequence *seq,
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float x1,
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float y1,
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float x2,
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float y2,
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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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@@ -362,6 +358,7 @@ static void drawseqwave(View2D *v2d,
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GPU_blend(false);
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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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@@ -419,7 +416,13 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
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float x2_chan = enddisp;
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float y1_chan, y2_chan;
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color3ubv_from_seq(scene, seq, col);
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if (seq->type == SEQ_TYPE_COLOR) {
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SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
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rgb_float_to_uchar(col, colvars->col);
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}
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else {
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color3ubv_from_seq(scene, seq, col);
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}
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if ((seqm->flag & SEQ_MUTE) || (seq->flag & SEQ_MUTE)) {
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col[3] = 64;
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@@ -453,12 +456,10 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
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/* clamp handles to defined size in pixel space */
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float sequence_handle_size_get_clamped(Sequence *seq, const float pixelx)
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{
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const float minhandle = pixelx * SEQ_HANDLE_SIZE_MIN;
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const float maxhandle = pixelx * SEQ_HANDLE_SIZE_MAX;
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float size = CLAMPIS(seq->handsize, minhandle, maxhandle);
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const float maxhandle = pixelx * SEQ_HANDLE_SIZE;
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/* ensure we're not greater than half width */
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return min_ff(size, ((float)(seq->enddisp - seq->startdisp) / 2.0f) / pixelx);
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return min_ff(maxhandle, ((float)(seq->enddisp - seq->startdisp) / 2.0f) / pixelx);
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}
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/* draw a handle, for each end of a sequence strip */
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@@ -466,11 +467,15 @@ static void draw_seq_handle(View2D *v2d,
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Sequence *seq,
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const float handsize_clamped,
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const short direction,
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unsigned int pos)
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unsigned int pos,
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bool seq_active,
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float pixelx,
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bool y_threshold)
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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 rx1 = 0, rx2 = 0;
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float x1, x2, y1, y2;
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unsigned int whichsel = 0;
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unsigned char col[4];
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x1 = seq->startdisp;
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x2 = seq->enddisp;
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@@ -481,28 +486,12 @@ static void draw_seq_handle(View2D *v2d,
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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_clamped * 0.75f;
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v1[0] = x1 + handsize_clamped / 4;
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v1[1] = y1 + (((y1 + y2) / 2.0f - y1) / 2);
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v2[0] = x1 + handsize_clamped / 4;
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v2[1] = y2 - (((y1 + y2) / 2.0f - y1) / 2);
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v3[0] = v2[0] + handsize_clamped / 4;
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v3[1] = (y1 + y2) / 2.0f;
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rx2 = x1 + handsize_clamped;
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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_clamped * 0.75f;
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rx1 = x2 - handsize_clamped;
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rx2 = x2;
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v1[0] = x2 - handsize_clamped / 4;
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v1[1] = y1 + (((y1 + y2) / 2.0f - y1) / 2);
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v2[0] = x2 - handsize_clamped / 4;
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v2[1] = y2 - (((y1 + y2) / 2.0f - y1) / 2);
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v3[0] = v2[0] - handsize_clamped / 4;
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v3[1] = (y1 + y2) / 2.0f;
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whichsel = SEQ_RIGHTSEL;
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}
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@@ -514,61 +503,129 @@ static void draw_seq_handle(View2D *v2d,
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GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
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if (seq->flag & whichsel) {
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immUniformColor4ub(0, 0, 0, 80);
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}
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else if (seq->flag & SELECT) {
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immUniformColor4ub(255, 255, 255, 30);
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}
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else {
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immUniformColor4ub(0, 0, 0, 22);
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}
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immRectf(pos, rx1, y1, rx2, y2);
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if (seq->flag & whichsel) {
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immUniformColor4ub(255, 255, 255, 200);
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if (seq_active) {
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UI_GetThemeColor3ubv(TH_SEQ_ACTIVE, col);
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}
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else {
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UI_GetThemeColor3ubv(TH_SEQ_SELECTED, col);
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/* Make handles slightly brighter than the outlines. */
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UI_GetColorPtrShade3ubv(col, col, 50);
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}
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col[3] = 255;
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immUniformColor4ubv(col);
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}
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else {
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immUniformColor4ub(0, 0, 0, 50);
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}
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immBegin(GPU_PRIM_TRIS, 3);
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immVertex2fv(pos, v1);
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immVertex2fv(pos, v2);
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immVertex2fv(pos, v3);
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immEnd();
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immRectf(pos, rx1, y1, rx2, y2);
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GPU_blend(false);
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}
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if ((G.moving & G_TRANSFORM_SEQ) || (seq->flag & whichsel)) {
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const uchar col[4] = {255, 255, 255, 255};
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char numstr[32];
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size_t numstr_len;
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/* 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 = ®ion->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 = ®ion->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(®ion->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(®ion->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);
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immVertex2f(pos, cfra_over, v2d->cur.ymax);
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immEnd();
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immUnbindProgram();
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}
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/* callback */
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ED_region_draw_cb_draw(C, region, REGION_DRAW_POST_VIEW);
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