Animation player: tweaks for zooming in and out

Use zoom steps lower than 1. This allows to zoom out a high-res
image. For example, before it was not possible to maker 4K image
to fit on FullHD monitor.

Also, don't force zoom to be above 1. Not sure why that was done,
but this disallows zooming out.

It is still not possible to zoom in higher than the window size
allows. In order to support this the player needs to be refactored
in a way that allows to decouple zoom from window size.

Fixes T59177: Animplayer extreme zooms in when playing rendered animation
This commit is contained in:
Sergey Sharybin
2019-01-24 15:07:53 +01:00
parent d011ae1e03
commit 9eee2aa20c

View File

@@ -930,7 +930,7 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
{
if (val == 0) break;
if (g_WS.qual & WS_QUAL_CTRL) {
playanim_window_zoom(ps, 1.0f);
playanim_window_zoom(ps, 0.1f);
}
else {
if (swaptime > ps->fstep / 60.0) {
@@ -945,7 +945,7 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
{
if (val == 0) break;
if (g_WS.qual & WS_QUAL_CTRL) {
playanim_window_zoom(ps, -1.0f);
playanim_window_zoom(ps, -0.1f);
}
else {
if (swaptime < ps->fstep / 5.0) {
@@ -1048,10 +1048,6 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
/* zoom always show entire image */
ps->zoom = MIN2(zoomx, zoomy);
/* zoom steps of 2 for speed */
ps->zoom = floor(ps->zoom + 0.5f);
if (ps->zoom < 1.0f) ps->zoom = 1.0f;
glViewport(0, 0, ps->win_x, ps->win_y);
glScissor(0, 0, ps->win_x, ps->win_y);