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authorJacques Lucke <mail@jlucke.com>2019-05-03 14:00:18 +0300
committerJacques Lucke <mail@jlucke.com>2019-05-03 14:05:03 +0300
commitfa59346c1340da4189e5c7d38164a74dc096db10 (patch)
treee1d7a70936b38a284d68b5b7e2721cfbeb75ce33 /source/blender/editors/animation/anim_channels_edit.c
parentb5eb6548d1e7f8c01d84e4949ce614c83c7174c8 (diff)
Refactor: Support arbitrary y offset for channel list
At first you could think that this refactor would not be necessary, because `ACHANNEL_FIRST` exists already. It contained the small y offset that all channels had. Unfortunately, a lot of code assumed that `ACHANNEL_FIRST = -ACHANNEL_HEIGHT`, making the define pretty much useless. This refactor fixes that for the action and nla editor. As a nice side effect, this patch fixes channel box select. Before there was always have a half-channel offset. Reviewers: brecht Differential Revision: https://developer.blender.org/D4783
Diffstat (limited to 'source/blender/editors/animation/anim_channels_edit.c')
-rw-r--r--source/blender/editors/animation/anim_channels_edit.c50
1 files changed, 17 insertions, 33 deletions
diff --git a/source/blender/editors/animation/anim_channels_edit.c b/source/blender/editors/animation/anim_channels_edit.c
index 6e0277d5fff..adc6ec3f6be 100644
--- a/source/blender/editors/animation/anim_channels_edit.c
+++ b/source/blender/editors/animation/anim_channels_edit.c
@@ -2531,17 +2531,6 @@ static void box_select_anim_channels(bAnimContext *ac, rcti *rect, short selectm
SpaceNla *snla = (SpaceNla *)ac->sl;
View2D *v2d = &ac->ar->v2d;
rctf rectf;
- float ymin, ymax;
-
- /* set initial y extents */
- if (ac->datatype == ANIMCONT_NLA) {
- ymin = (float)(-NLACHANNEL_HEIGHT(snla));
- ymax = 0.0f;
- }
- else {
- ymin = 0.0f;
- ymax = (float)(-ACHANNEL_HEIGHT(ac));
- }
/* convert border-region to view coordinates */
UI_view2d_region_to_view(v2d, rect->xmin, rect->ymin + 2, &rectf.xmin, &rectf.ymin);
@@ -2551,8 +2540,17 @@ static void box_select_anim_channels(bAnimContext *ac, rcti *rect, short selectm
filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
+ float ymax;
+ if (ac->datatype == ANIMCONT_NLA) {
+ ymax = NLACHANNEL_FIRST_TOP(snla);
+ }
+ else {
+ ymax = ACHANNEL_FIRST_TOP(ac);
+ }
+
/* loop over data, doing box select */
for (ale = anim_data.first; ale; ale = ale->next) {
+ float ymin;
if (ac->datatype == ANIMCONT_NLA) {
ymin = ymax - NLACHANNEL_STEP(snla);
}
@@ -2729,32 +2727,25 @@ static int animchannels_channel_get(bAnimContext *ac, const int mval[2])
ar = ac->ar;
v2d = &ar->v2d;
- /* Figure out which channel user clicked in.
- *
- * Note: although channels technically start at (y = ACHANNEL_FIRST),
- * we need to adjust by half a channel's height so that the tops of channels get caught ok.
- * Since ACHANNEL_FIRST is really ACHANNEL_HEIGHT, we simply use ACHANNEL_HEIGHT_HALF.
- */
+ /* Figure out which channel user clicked in. */
UI_view2d_region_to_view(v2d, mval[0], mval[1], &x, &y);
if (ac->datatype == ANIMCONT_NLA) {
SpaceNla *snla = (SpaceNla *)ac->sl;
- UI_view2d_listview_view_to_cell(v2d,
- NLACHANNEL_NAMEWIDTH,
+ UI_view2d_listview_view_to_cell(NLACHANNEL_NAMEWIDTH,
NLACHANNEL_STEP(snla),
0,
- (float)NLACHANNEL_HEIGHT_HALF(snla),
+ NLACHANNEL_FIRST_TOP(snla),
x,
y,
NULL,
&channel_index);
}
else {
- UI_view2d_listview_view_to_cell(v2d,
- ACHANNEL_NAMEWIDTH,
+ UI_view2d_listview_view_to_cell(ACHANNEL_NAMEWIDTH,
ACHANNEL_STEP(ac),
0,
- (float)ACHANNEL_HEIGHT_HALF(ac),
+ ACHANNEL_FIRST_TOP(ac),
x,
y,
NULL,
@@ -3206,19 +3197,12 @@ static int animchannels_mouseclick_invoke(bContext *C, wmOperator *op, const wmE
selectmode = SELECT_REPLACE;
}
- /* figure out which channel user clicked in
- *
- * Note:
- * although channels technically start at (y = ACHANNEL_FIRST),
- * we need to adjust by half a channel's height so that the tops of channels get caught ok.
- * Since ACHANNEL_FIRST is really ACHANNEL_HEIGHT, we simply use ACHANNEL_HEIGHT_HALF.
- */
+ /* figure out which channel user clicked in */
UI_view2d_region_to_view(v2d, event->mval[0], event->mval[1], &x, &y);
- UI_view2d_listview_view_to_cell(v2d,
- ACHANNEL_NAMEWIDTH,
+ UI_view2d_listview_view_to_cell(ACHANNEL_NAMEWIDTH,
ACHANNEL_STEP(&ac),
0,
- (float)ACHANNEL_HEIGHT_HALF(&ac),
+ ACHANNEL_FIRST_TOP(&ac),
x,
y,
NULL,