Files
test2/source/blender/sequencer/intern/render.hh
John Kiril Swenson 2ab59859c9 Cleanup: VSE: Replace remaining seq and sequence references
Ref: #132179

Renames:
- `Editing.act_seq` -> `Editing.act_strip`
- `SequenceModifierData` -> `StripModifierData`
  - Its member `mask_sequence` is now `mask_strip`.
- `MetaStack.parseq` -> `MetaStack.parent_strip`
- Remaining function names/parameters that were not dealt with in #132748
- Various references to `seq` or `sequence` throughout code and docs when
  referring to a strip

Also moves `_get` to the end of the renamed function names where
applicable for standardization (unless "by" or "from" are used).

There should be no changes to current behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/138077
2025-05-01 00:22:04 +02:00

61 lines
1.8 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup sequencer
*/
#include "BLI_math_vector_types.hh"
#include "BLI_vector.hh"
struct ImBuf;
struct LinkNode;
struct ListBase;
struct Mask;
struct Scene;
struct RenderData;
struct Strip;
namespace blender::seq {
/* mutable state for sequencer */
struct SeqRenderState {
LinkNode *scene_parents = nullptr;
};
/* Strip corner coordinates in screen pixel space. Note that they might not be
* axis aligned when rotation is present. */
struct StripScreenQuad {
float2 v0, v1, v2, v3;
bool is_empty() const
{
return v0 == v1 && v2 == v3 && v0 == v2;
}
};
ImBuf *seq_render_give_ibuf_seqbase(const RenderData *context,
float timeline_frame,
int chan_shown,
ListBase *channels,
ListBase *seqbasep);
void seq_imbuf_to_sequencer_space(const Scene *scene, ImBuf *ibuf, bool make_float);
blender::Vector<Strip *> seq_shown_strips_get(
const Scene *scene, ListBase *channels, ListBase *seqbase, int timeline_frame, int chanshown);
ImBuf *seq_render_strip(const RenderData *context,
SeqRenderState *state,
Strip *strip,
float timeline_frame);
/* Renders Mask into an image suitable for sequencer:
* RGB channels contain mask intensity; alpha channel is opaque. */
ImBuf *seq_render_mask(const RenderData *context, Mask *mask, float frame_index, bool make_float);
void seq_imbuf_assign_spaces(const Scene *scene, ImBuf *ibuf);
StripScreenQuad get_strip_screen_quad(const RenderData *context, const Strip *strip);
} // namespace blender::seq