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authorJoshua Leung <aligorith@gmail.com>2018-04-19 19:21:05 +0300
committerJoshua Leung <aligorith@gmail.com>2018-04-20 19:54:41 +0300
commitaf6a6627984372b850aac3f3135946ee5c6cb33e (patch)
treede4bd6ed538a6edceb365ec2fff19a73c547901f /source/blender/editors/animation/anim_draw.c
parentc9fc11a314662dd0ed1b9fb9de4d057b2cf2f1b3 (diff)
Preview Range: Show preview range using a different color (based on ANIM_ACTIVE)
instead of using "black" curtains With most editors now showing the start/end range by default, we need a way of easily distinguishing when preview range is now enabled. By using a different color (the exact color used is something we can change/adjust later), there is a more distinct visual difference between them, making it easier to see what's happening.
Diffstat (limited to 'source/blender/editors/animation/anim_draw.c')
-rw-r--r--source/blender/editors/animation/anim_draw.c12
1 files changed, 10 insertions, 2 deletions
diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c
index d903d8d9235..623a3e82ecc 100644
--- a/source/blender/editors/animation/anim_draw.c
+++ b/source/blender/editors/animation/anim_draw.c
@@ -167,7 +167,8 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+ immUniformThemeColorShadeAlpha(TH_ANIM_ACTIVE, -25, -30);
+ //immUniformColor4f(0.8f, 0.44f, 0.1f, 0.2f); /* XXX: Fix this hardcoded color (anim_active) */
/* only draw two separate 'curtains' if there's no overlap between them */
if (PSFRA < PEFRA + end_frame_width) {
@@ -190,7 +191,14 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
/* Draw frame range guides (for scene frame range) in background */
// TODO: Should we still show these when preview range is enabled?
void ANIM_draw_framerange(Scene *scene, View2D *v2d)
-{
+{
+ /* Don't draw frame range when preview range is enabled.
+ * Otherwise we get nasty/confusing visual conflicts
+ */
+ if (PRVRANGEON) {
+ return;
+ }
+
/* draw darkened area outside of active timeline frame range */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);