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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/space_nla/nla_draw.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/space_nla/nla_draw.c')
-rw-r--r--source/blender/editors/space_nla/nla_draw.c96
1 files changed, 38 insertions, 58 deletions
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index 1df2190b7af..b821a246dc5 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -689,23 +689,19 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
* - offset of NLACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for
* start of list offset, and the second is as a correction for the scrollers.
*/
- int height = ((items * NLACHANNEL_STEP(snla)) + (NLACHANNEL_HEIGHT(snla) * 2));
-
- /* don't use totrect set, as the width stays the same
- * (NOTE: this is ok here, the configuration is pretty straightforward)
- */
- v2d->tot.ymin = (float)(-height);
+ int height = NLACHANNEL_TOT_HEIGHT(snla, items);
+ v2d->tot.ymin = -height;
/* loop through channels, and set up drawing depending on their type */
- float y = (float)(-NLACHANNEL_HEIGHT(snla));
+ float ymax = NLACHANNEL_FIRST_TOP(snla);
- for (bAnimListElem *ale = anim_data.first; ale; ale = ale->next) {
- const float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla));
- const float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla));
+ for (bAnimListElem *ale = anim_data.first; ale; ale = ale->next, ymax -= NLACHANNEL_STEP(snla)) {
+ float ymin = ymax - NLACHANNEL_HEIGHT(snla);
+ float ycenter = (ymax + ymin) / 2.0f;
/* check if visible */
- if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
- IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax)) {
+ if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
+ IN_RANGE(ymax, v2d->cur.ymin, v2d->cur.ymax)) {
/* data to draw depends on the type of channel */
switch (ale->type) {
case ANIMTYPE_NLATRACK: {
@@ -721,18 +717,18 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
const float xmaxc = strip->end + text_margin_x;
/* draw the visualization of the strip */
- nla_draw_strip(snla, adt, nlt, strip, v2d, yminc, ymaxc);
+ nla_draw_strip(snla, adt, nlt, strip, v2d, ymin, ymax);
/* add the text for this strip to the cache */
if (xminc < xmaxc) {
- nla_draw_strip_text(adt, nlt, strip, index, v2d, xminc, xmaxc, yminc, ymaxc);
+ nla_draw_strip_text(adt, nlt, strip, index, v2d, xminc, xmaxc, ymin, ymax);
}
/* if transforming strips (only real reason for temp-metas currently),
* add to the cache the frame numbers of the strip's extents
*/
if (strip->flag & NLASTRIP_FLAG_TEMP_META) {
- nla_draw_strip_frames_text(nlt, strip, v2d, yminc, ymaxc);
+ nla_draw_strip_frames_text(nlt, strip, v2d, ymin, ymax);
}
}
}
@@ -761,27 +757,27 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
* but also slightly shorter for some more contrast when viewing the strips
*/
immRectf(
- pos, v2d->cur.xmin, yminc + NLACHANNEL_SKIP, v2d->cur.xmax, ymaxc - NLACHANNEL_SKIP);
+ pos, v2d->cur.xmin, ymin + NLACHANNEL_SKIP, v2d->cur.xmax, ymax - NLACHANNEL_SKIP);
/* draw 'embossed' lines above and below the strip for effect */
/* white base-lines */
GPU_line_width(2.0f);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.3f);
immBegin(GPU_PRIM_LINES, 4);
- immVertex2f(pos, v2d->cur.xmin, yminc + NLACHANNEL_SKIP);
- immVertex2f(pos, v2d->cur.xmax, yminc + NLACHANNEL_SKIP);
- immVertex2f(pos, v2d->cur.xmin, ymaxc - NLACHANNEL_SKIP);
- immVertex2f(pos, v2d->cur.xmax, ymaxc - NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmin, ymin + NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmax, ymin + NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmin, ymax - NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmax, ymax - NLACHANNEL_SKIP);
immEnd();
/* black top-lines */
GPU_line_width(1.0f);
immUniformColor3f(0.0f, 0.0f, 0.0f);
immBegin(GPU_PRIM_LINES, 4);
- immVertex2f(pos, v2d->cur.xmin, yminc + NLACHANNEL_SKIP);
- immVertex2f(pos, v2d->cur.xmax, yminc + NLACHANNEL_SKIP);
- immVertex2f(pos, v2d->cur.xmin, ymaxc - NLACHANNEL_SKIP);
- immVertex2f(pos, v2d->cur.xmax, ymaxc - NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmin, ymin + NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmax, ymin + NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmin, ymax - NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmax, ymax - NLACHANNEL_SKIP);
immEnd();
/* TODO: these lines but better --^ */
@@ -790,16 +786,13 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
/* draw keyframes in the action */
nla_action_draw_keyframes(
- v2d, adt, ale->data, y, yminc + NLACHANNEL_SKIP, ymaxc - NLACHANNEL_SKIP);
+ v2d, adt, ale->data, ycenter, ymin + NLACHANNEL_SKIP, ymax - NLACHANNEL_SKIP);
GPU_blend(false);
break;
}
}
}
-
- /* adjust y-position for next one */
- y -= NLACHANNEL_STEP(snla);
}
/* free tempolary channels */
@@ -817,7 +810,6 @@ void draw_nla_channel_list(const bContext *C, bAnimContext *ac, ARegion *ar)
SpaceNla *snla = (SpaceNla *)ac->sl;
View2D *v2d = &ar->v2d;
- float y = 0.0f;
size_t items;
/* build list of channels to draw */
@@ -830,11 +822,9 @@ void draw_nla_channel_list(const bContext *C, bAnimContext *ac, ARegion *ar)
* - offset of NLACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for
* start of list offset, and the second is as a correction for the scrollers.
*/
- int height = ((items * NLACHANNEL_STEP(snla)) + (NLACHANNEL_HEIGHT(snla) * 2));
- /* don't use totrect set, as the width stays the same
- * (NOTE: this is ok here, the configuration is pretty straightforward)
- */
- v2d->tot.ymin = (float)(-height);
+ int height = NLACHANNEL_TOT_HEIGHT(snla, items);
+ v2d->tot.ymin = -height;
+
/* need to do a view-sync here, so that the keys area doesn't jump around
* (it must copy this) */
UI_view2d_sync(NULL, ac->sa, v2d, V2D_LOCK_COPY);
@@ -842,30 +832,24 @@ void draw_nla_channel_list(const bContext *C, bAnimContext *ac, ARegion *ar)
/* draw channels */
{ /* first pass: just the standard GL-drawing for backdrop + text */
size_t channel_index = 0;
+ float ymax = NLACHANNEL_FIRST_TOP(snla);
- y = (float)(-NLACHANNEL_HEIGHT(snla));
-
- for (ale = anim_data.first; ale; ale = ale->next) {
- float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla));
- float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla));
+ for (ale = anim_data.first; ale;
+ ale = ale->next, ymax -= NLACHANNEL_STEP(snla), channel_index++) {
+ float ymin = ymax - NLACHANNEL_HEIGHT(snla);
/* check if visible */
- if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
- IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax)) {
+ if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
+ IN_RANGE(ymax, v2d->cur.ymin, v2d->cur.ymax)) {
/* draw all channels using standard channel-drawing API */
- ANIM_channel_draw(ac, ale, yminc, ymaxc, channel_index);
+ ANIM_channel_draw(ac, ale, ymin, ymax, channel_index);
}
-
- /* adjust y-position for next one */
- y -= NLACHANNEL_STEP(snla);
- channel_index++;
}
}
{ /* second pass: UI widgets */
uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS);
size_t channel_index = 0;
-
- y = (float)(-NLACHANNEL_HEIGHT(snla));
+ float ymax = NLACHANNEL_FIRST_TOP(snla);
/* set blending again, as may not be set in previous step */
GPU_blend_set_func_separate(
@@ -873,22 +857,18 @@ void draw_nla_channel_list(const bContext *C, bAnimContext *ac, ARegion *ar)
GPU_blend(true);
/* loop through channels, and set up drawing depending on their type */
- for (ale = anim_data.first; ale; ale = ale->next) {
- const float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla));
- const float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla));
+ for (ale = anim_data.first; ale;
+ ale = ale->next, ymax -= NLACHANNEL_STEP(snla), channel_index++) {
+ float ymin = ymax - NLACHANNEL_HEIGHT(snla);
/* check if visible */
- if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
- IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax)) {
+ if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
+ IN_RANGE(ymax, v2d->cur.ymin, v2d->cur.ymax)) {
/* draw all channels using standard channel-drawing API */
rctf channel_rect;
- BLI_rctf_init(&channel_rect, 0, v2d->cur.xmax, yminc, ymaxc);
+ BLI_rctf_init(&channel_rect, 0, v2d->cur.xmax, ymin, ymax);
ANIM_channel_draw_widgets(C, ac, ale, block, &channel_rect, channel_index);
}
-
- /* adjust y-position for next one */
- y -= NLACHANNEL_STEP(snla);
- channel_index++;
}
UI_block_end(C, block);