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authorSergey Sharybin <sergey.vfx@gmail.com>2014-12-23 08:04:03 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2014-12-23 08:04:03 +0300
commit9282d305bdc56522543129436db1e8a5d19cf39f (patch)
treeb6d0cdcc7dd3f4113cf9e4f9813c40f44d29746e /source/blender/editors/space_sequencer/sequencer_draw.c
parentde724a258eda45d1fed2b2176006c3b2df8abea2 (diff)
parent646a96bf8edc211a06f3df652101c265ee166e8d (diff)
Merge branch 'master' into texture_nodes_refactortexture_nodes_refactor
Conflicts: source/blender/nodes/texture/nodes/node_texture_math.c
Diffstat (limited to 'source/blender/editors/space_sequencer/sequencer_draw.c')
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c423
1 files changed, 253 insertions, 170 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index dab51f752b4..144f7876b5e 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -34,6 +34,7 @@
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
+#include "BLI_threads.h"
#include "IMB_imbuf_types.h"
@@ -69,6 +70,7 @@
#include "WM_api.h"
+
/* own include */
#include "sequencer_intern.h"
@@ -82,9 +84,11 @@
/* Note, Don't use SEQ_BEGIN/SEQ_END while drawing!
* it messes up transform, - Campbell */
-static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2);
+#undef SEQ_BEGIN
+#undef SEQP_BEGIN
+#undef SEQ_END
-static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[3])
+void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
{
unsigned char blendcol[3];
SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
@@ -175,14 +179,14 @@ static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[
}
}
-static void drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize)
+static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize)
{
/*
* x1 is the starting x value to draw the wave,
* x2 the end x value, same for y1 and y2
* stepsize is width of a pixel.
*/
- if (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM) {
+ if ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM)) {
int i, j, pos;
int length = floor((x2 - x1) / stepsize) + 1;
float ymid = (y1 + y2) / 2;
@@ -190,20 +194,30 @@ static void drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x
float samplestep;
float startsample, endsample;
float value;
-
+ bSound *sound = seq->sound;
+
SoundWaveform *waveform;
-
- if (!seq->sound->waveform)
- sound_read_waveform(seq->sound);
-
- if (!seq->sound->waveform)
- return; /* zero length sound */
-
+
+ if (!sound->mutex)
+ sound->mutex = BLI_mutex_alloc();
+
+ BLI_mutex_lock(sound->mutex);
+ if (!seq->sound->waveform) {
+ if (!(sound->flags & SOUND_FLAGS_WAVEFORM_LOADING)) {
+ /* prevent sounds from reloading */
+ seq->sound->flags |= SOUND_FLAGS_WAVEFORM_LOADING;
+ BLI_mutex_unlock(sound->mutex);
+ sequencer_preview_add_sound(C, seq);
+ }
+ else {
+ BLI_mutex_unlock(sound->mutex);
+ }
+ return; /* nothing to draw */
+ }
+ BLI_mutex_unlock(sound->mutex);
+
waveform = seq->sound->waveform;
-
- if (!waveform)
- return;
-
+
startsample = floor((seq->startofs + seq->anim_startofs) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
samplestep = (endsample - startsample) * stepsize / (x2 - x1);
@@ -299,7 +313,7 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
drawmeta_stipple(1);
- get_seq_color3ubv(scene, seq, col);
+ color3ubv_from_seq(scene, seq, col);
glColor4ubv(col);
@@ -332,7 +346,10 @@ static float draw_seq_handle_size_get_clamped(Sequence *seq, const float pixelx)
{
const float minhandle = pixelx * SEQ_HANDLE_SIZE_MIN;
const float maxhandle = pixelx * SEQ_HANDLE_SIZE_MAX;
- return CLAMPIS(seq->handsize, minhandle, maxhandle);
+ float size = CLAMPIS(seq->handsize, minhandle, maxhandle);
+
+ /* ensure we're not greater than half width */
+ return min_ff(size, ((float)(seq->enddisp - seq->startdisp) / 2.0f) / pixelx);
}
/* draw a handle, for each end of a sequence strip */
@@ -415,112 +432,6 @@ static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_cla
}
}
-static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq)
-{
- float x1, x2, y1, y2, pixely, a;
- unsigned char col[3], blendcol[3];
- View2D *v2d = &ar->v2d;
-
- if (seq->type >= SEQ_TYPE_EFFECT) return;
-
- x1 = seq->startdisp;
- x2 = seq->enddisp;
-
- y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
- y2 = seq->machine + SEQ_STRIP_OFSTOP;
-
- pixely = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
-
- if (pixely <= 0) return; /* can happen when the view is split/resized */
-
- blendcol[0] = blendcol[1] = blendcol[2] = 120;
-
- if (seq->startofs) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- get_seq_color3ubv(scene, seq, col);
-
- if (seq->flag & SELECT) {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
- glColor4ub(col[0], col[1], col[2], 170);
- }
- else {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
- glColor4ub(col[0], col[1], col[2], 110);
- }
-
- glRectf((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
-
- if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
- else glColor4ub(col[0], col[1], col[2], 160);
-
- fdrawbox((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); //outline
-
- glDisable(GL_BLEND);
- }
- if (seq->endofs) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- get_seq_color3ubv(scene, seq, col);
-
- if (seq->flag & SELECT) {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
- glColor4ub(col[0], col[1], col[2], 170);
- }
- else {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
- glColor4ub(col[0], col[1], col[2], 110);
- }
-
- glRectf(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
-
- if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
- else glColor4ub(col[0], col[1], col[2], 160);
-
- fdrawbox(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); //outline
-
- glDisable(GL_BLEND);
- }
- if (seq->startstill) {
- get_seq_color3ubv(scene, seq, col);
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
- glColor3ubv((GLubyte *)col);
-
- draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2);
-
- /* feint pinstripes, helps see exactly which is extended and which isn't,
- * especially when the extension is very small */
- if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24);
- else UI_GetColorPtrShade3ubv(col, col, -16);
-
- glColor3ubv((GLubyte *)col);
-
- for (a = y1; a < y2; a += pixely * 2.0f) {
- fdrawline(x1, a, (float)(seq->start), a);
- }
- }
- if (seq->endstill) {
- get_seq_color3ubv(scene, seq, col);
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
- glColor3ubv((GLubyte *)col);
-
- draw_shadedstrip(seq, col, (float)(seq->start + seq->len), y1, x2, y2);
-
- /* feint pinstripes, helps see exactly which is extended and which isn't,
- * especially when the extension is very small */
- if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24);
- else UI_GetColorPtrShade3ubv(col, col, -16);
-
- glColor3ubv((GLubyte *)col);
-
- for (a = y1; a < y2; a += pixely * 2.0f) {
- fdrawline((float)(seq->start + seq->len), a, x2, a);
- }
- }
-}
-
/* draw info text on a sequence strip */
static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3])
{
@@ -627,7 +538,7 @@ static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float
}
/* draws a shaded strip, made from gradient + flat color + gradient */
-static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2)
+void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2)
{
float ymid1, ymid2;
@@ -684,12 +595,117 @@ static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, floa
}
}
+void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq)
+{
+ float x1, x2, y1, y2, pixely, a;
+ unsigned char col[3], blendcol[3];
+ View2D *v2d = &ar->v2d;
+
+ x1 = seq->startdisp;
+ x2 = seq->enddisp;
+
+ y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
+ y2 = seq->machine + SEQ_STRIP_OFSTOP;
+
+ pixely = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
+
+ if (pixely <= 0) return; /* can happen when the view is split/resized */
+
+ blendcol[0] = blendcol[1] = blendcol[2] = 120;
+
+ if (seq->startofs) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ color3ubv_from_seq(scene, seq, col);
+
+ if (seq->flag & SELECT) {
+ UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
+ glColor4ub(col[0], col[1], col[2], 170);
+ }
+ else {
+ UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
+ glColor4ub(col[0], col[1], col[2], 110);
+ }
+
+ glRectf((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
+
+ if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
+ else glColor4ub(col[0], col[1], col[2], 160);
+
+ fdrawbox((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); //outline
+
+ glDisable(GL_BLEND);
+ }
+ if (seq->endofs) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ color3ubv_from_seq(scene, seq, col);
+
+ if (seq->flag & SELECT) {
+ UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
+ glColor4ub(col[0], col[1], col[2], 170);
+ }
+ else {
+ UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
+ glColor4ub(col[0], col[1], col[2], 110);
+ }
+
+ glRectf(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
+
+ if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
+ else glColor4ub(col[0], col[1], col[2], 160);
+
+ fdrawbox(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); //outline
+
+ glDisable(GL_BLEND);
+ }
+ if (seq->startstill) {
+ color3ubv_from_seq(scene, seq, col);
+ UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
+ glColor3ubv((GLubyte *)col);
+
+ draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2);
+
+ /* feint pinstripes, helps see exactly which is extended and which isn't,
+ * especially when the extension is very small */
+ if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24);
+ else UI_GetColorPtrShade3ubv(col, col, -16);
+
+ glColor3ubv((GLubyte *)col);
+
+ for (a = y1; a < y2; a += pixely * 2.0f) {
+ fdrawline(x1, a, (float)(seq->start), a);
+ }
+ }
+ if (seq->endstill) {
+ color3ubv_from_seq(scene, seq, col);
+ UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
+ glColor3ubv((GLubyte *)col);
+
+ draw_shadedstrip(seq, col, (float)(seq->start + seq->len), y1, x2, y2);
+
+ /* feint pinstripes, helps see exactly which is extended and which isn't,
+ * especially when the extension is very small */
+ if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24);
+ else UI_GetColorPtrShade3ubv(col, col, -16);
+
+ glColor3ubv((GLubyte *)col);
+
+ for (a = y1; a < y2; a += pixely * 2.0f) {
+ fdrawline((float)(seq->start + seq->len), a, x2, a);
+ }
+ }
+}
+
+
/*
* Draw a sequence strip, bounds check already made
* ARegion is currently only used to get the windows width in pixels
* so wave file sample drawing precision is zoom adjusted
*/
-static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline_tint, float pixelx)
+static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, ARegion *ar, Sequence *seq, int outline_tint, float pixelx)
{
View2D *v2d = &ar->v2d;
float x1, x2, y1, y2;
@@ -707,8 +723,8 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline
/* get the correct color per strip type*/
- //get_seq_color3ubv(scene, seq, col);
- get_seq_color3ubv(scene, seq, background_col);
+ //color3ubv_from_seq(scene, seq, col);
+ color3ubv_from_seq(scene, seq, background_col);
/* draw the main strip body */
if (is_single_image) { /* single image */
@@ -720,10 +736,10 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline
draw_shadedstrip(seq, background_col, x1, y1, x2, y2);
}
- /* draw additional info and controls */
- if (!is_single_image)
- draw_seq_extensions(scene, ar, seq);
-
+ if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) && !is_single_image) {
+ draw_sequence_extensions(scene, ar, seq);
+ }
+
draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE);
draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE);
@@ -733,7 +749,9 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline
/* draw sound wave */
if (seq->type == SEQ_TYPE_SOUND_RAM) {
- drawseqwave(scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx);
+ if (!(sseq->flag & SEQ_NO_WAVEFORMS)) {
+ drawseqwave(C, sseq, scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx);
+ }
}
/* draw lock */
@@ -766,7 +784,7 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline
glDisable(GL_POLYGON_STIPPLE);
}
- get_seq_color3ubv(scene, seq, col);
+ color3ubv_from_seq(scene, seq, col);
if ((G.moving & G_TRANSFORM_SEQ) && (seq->flag & SELECT)) {
if (seq->flag & SEQ_OVERLAP) {
col[0] = 255; col[1] = col[2] = 40;
@@ -784,7 +802,7 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline
glLineStipple(1, 0x8888);
}
- uiDrawBoxShade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0);
+ UI_draw_roundbox_shade_x(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0);
if (seq->flag & SEQ_MUTE) {
glDisable(GL_LINE_STIPPLE);
@@ -917,7 +935,7 @@ static ImBuf *sequencer_make_scope(Scene *scene, ImBuf *ibuf, ImBuf *(*make_scop
return scope;
}
-void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs, bool draw_overlay)
+void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs, bool draw_overlay, bool draw_backdrop)
{
struct Main *bmain = CTX_data_main(C);
struct ImBuf *ibuf = NULL;
@@ -973,7 +991,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
viewrecty /= proxy_size / 100.0f;
}
- if (!draw_overlay || sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
+ if ((!draw_overlay || sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) && !draw_backdrop) {
UI_GetThemeColor3fv(TH_SEQ_PREVIEW, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
@@ -1048,23 +1066,25 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
/* without this colors can flicker from previous opengl state */
glColor4ub(255, 255, 255, 255);
- UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f);
- UI_view2d_curRect_validate(v2d);
-
- /* setting up the view - actual drawing starts here */
- UI_view2d_view_ortho(v2d);
-
- /* only draw alpha for main buffer */
- if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
- if (sseq->flag & SEQ_USE_ALPHA) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
- glColor4f(1.0, 1.0, 1.0, 1.0);
+ if (!draw_backdrop) {
+ UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f);
+ UI_view2d_curRect_validate(v2d);
+
+ /* setting up the view - actual drawing starts here */
+ UI_view2d_view_ortho(v2d);
+
+ /* only draw alpha for main buffer */
+ if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
+ if (sseq->flag & SEQ_USE_ALPHA) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
+ glColor4f(1.0, 1.0, 1.0, 1.0);
+ }
}
}
-
+
if (scope) {
IMB_freeImBuf(ibuf);
ibuf = scope;
@@ -1154,6 +1174,14 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, format, type, display_buffer);
+ if (draw_backdrop) {
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ }
glBegin(GL_QUADS);
if (draw_overlay) {
@@ -1176,6 +1204,25 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
}
}
+ else if (draw_backdrop) {
+ float aspect = BLI_rcti_size_x(&ar->winrct) / (float)BLI_rcti_size_y(&ar->winrct);
+ float image_aspect = viewrectx / viewrecty;
+ float imagex, imagey;
+
+ if (aspect >= image_aspect) {
+ imagex = image_aspect / aspect;
+ imagey = 1.0f;
+ }
+ else {
+ imagex = 1.0f;
+ imagey = aspect / image_aspect;
+ }
+
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(-imagex, -imagey);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(-imagex, imagey);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(imagex, imagey);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(imagex, -imagey);
+ }
else {
glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
@@ -1183,6 +1230,15 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
}
glEnd();
+
+ if (draw_backdrop) {
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+
+ }
+
glBindTexture(GL_TEXTURE_2D, last_texid);
glDisable(GL_TEXTURE_2D);
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA)
@@ -1192,6 +1248,16 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
if (glsl_used)
IMB_colormanagement_finish_glsl_draw();
+ if (cache_handle)
+ IMB_display_buffer_release(cache_handle);
+
+ if (!scope)
+ IMB_freeImBuf(ibuf);
+
+ if (draw_backdrop) {
+ return;
+ }
+
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
float x1 = v2d->tot.xmin;
@@ -1225,8 +1291,8 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- uiSetRoundBox(UI_CNR_ALL);
- uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@@ -1241,9 +1307,6 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
ED_gpencil_draw_2dimage(C);
}
}
-
- if (!scope)
- IMB_freeImBuf(ibuf);
/* ortho at pixel level */
UI_view2d_view_restore(C);
@@ -1280,9 +1343,6 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
NULL, C);
}
}
-
- if (cache_handle)
- IMB_display_buffer_release(cache_handle);
}
#if 0
@@ -1359,6 +1419,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
View2D *v2d = &ar->v2d;
+ SpaceSeq *sseq = CTX_wm_space_seq(C);
Sequence *last_seq = BKE_sequencer_active_get(scene);
int sel = 0, j;
float pixelx = BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask);
@@ -1379,7 +1440,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
else if (seq->machine > v2d->cur.ymax) continue;
/* strip passed all tests unscathed... so draw it now */
- draw_seq_strip(scene, ar, seq, outline_tint, pixelx);
+ draw_seq_strip(C, sseq, scene, ar, seq, outline_tint, pixelx);
}
/* draw selected next time round */
@@ -1388,20 +1449,24 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
/* draw the last selected last (i.e. 'active' in other parts of Blender), removes some overlapping error */
if (last_seq)
- draw_seq_strip(scene, ar, last_seq, 120, pixelx);
+ draw_seq_strip(C, sseq, scene, ar, last_seq, 120, pixelx);
}
static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
-{
+{
+ const Editing *ed = BKE_sequencer_editing_get(scene, false);
+ const int frame_sta = PSFRA;
+ const int frame_end = PEFRA + 1;
+
glEnable(GL_BLEND);
/* draw darkened area outside of active timeline
* frame range used is preview range or scene range */
UI_ThemeColorShadeAlpha(TH_BACK, -25, -100);
- if (PSFRA < PEFRA + 1) {
- glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
- glRectf((float)(PEFRA + 1), v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+ if (frame_sta < frame_end) {
+ glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)frame_sta, v2d->cur.ymax);
+ glRectf((float)frame_end, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
else {
glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
@@ -1409,9 +1474,21 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
UI_ThemeColorShade(TH_BACK, -60);
/* thin lines where the actual frames are */
- fdrawline((float)PSFRA, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
- fdrawline((float)(PEFRA + 1), v2d->cur.ymin, (float)(PEFRA + 1), v2d->cur.ymax);
-
+ fdrawline(frame_sta, v2d->cur.ymin, frame_sta, v2d->cur.ymax);
+ fdrawline(frame_end, v2d->cur.ymin, frame_end, v2d->cur.ymax);
+
+ if (ed && !BLI_listbase_is_empty(&ed->metastack)) {
+ MetaStack *ms = ed->metastack.last;
+
+ glColor4ub(255, 255, 255, 8);
+ glRectf(ms->disp_range[0], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
+
+ UI_ThemeColorShade(TH_BACK, -40);
+
+ fdrawline(ms->disp_range[0], v2d->cur.ymin, ms->disp_range[0], v2d->cur.ymax);
+ fdrawline(ms->disp_range[1], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
+ }
+
glDisable(GL_BLEND);
}
@@ -1450,6 +1527,12 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
// NOTE: the gridlines are currently spaced every 25 frames, which is only fine for 25 fps, but maybe not for 30...
UI_view2d_constant_grid_draw(v2d);
+ if (sseq->draw_flag & SEQ_DRAW_BACKDROP) {
+ draw_image_seq(C, scene, ar, sseq, scene->r.cfra, 0, false, true);
+ UI_SetTheme(SPACE_SEQ, RGN_TYPE_WINDOW);
+ UI_view2d_view_ortho(v2d);
+ }
+
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
seq_draw_sfra_efra(scene, v2d);
@@ -1471,7 +1554,7 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
/* markers */
UI_view2d_view_orthoSpecial(ar, v2d, 1);
- draw_markers_time(C, DRAW_MARKERS_LINES);
+ ED_markers_draw(C, DRAW_MARKERS_LINES | DRAW_MARKERS_MARGIN);
/* preview range */
UI_view2d_view_ortho(v2d);