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authorSergey Sharybin <sergey.vfx@gmail.com>2019-01-24 17:07:53 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2019-01-24 17:13:23 +0300
commit9eee2aa20c7b5d29e76f023771f9c27002292804 (patch)
treed976ca18c9649844064455b682c38f327e03ceca /source
parentd011ae1e0389c6262acdcc2e14122e913cf226c7 (diff)
Animation player: tweaks for zooming in and out
Use zoom steps lower than 1. This allows to zoom out a high-res image. For example, before it was not possible to maker 4K image to fit on FullHD monitor. Also, don't force zoom to be above 1. Not sure why that was done, but this disallows zooming out. It is still not possible to zoom in higher than the window size allows. In order to support this the player needs to be refactored in a way that allows to decouple zoom from window size. Fixes T59177: Animplayer extreme zooms in when playing rendered animation
Diffstat (limited to 'source')
-rw-r--r--source/blender/windowmanager/intern/wm_playanim.c8
1 files changed, 2 insertions, 6 deletions
diff --git a/source/blender/windowmanager/intern/wm_playanim.c b/source/blender/windowmanager/intern/wm_playanim.c
index 17e3f643a40..87737229d83 100644
--- a/source/blender/windowmanager/intern/wm_playanim.c
+++ b/source/blender/windowmanager/intern/wm_playanim.c
@@ -930,7 +930,7 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
{
if (val == 0) break;
if (g_WS.qual & WS_QUAL_CTRL) {
- playanim_window_zoom(ps, 1.0f);
+ playanim_window_zoom(ps, 0.1f);
}
else {
if (swaptime > ps->fstep / 60.0) {
@@ -945,7 +945,7 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
{
if (val == 0) break;
if (g_WS.qual & WS_QUAL_CTRL) {
- playanim_window_zoom(ps, -1.0f);
+ playanim_window_zoom(ps, -0.1f);
}
else {
if (swaptime < ps->fstep / 5.0) {
@@ -1048,10 +1048,6 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
/* zoom always show entire image */
ps->zoom = MIN2(zoomx, zoomy);
- /* zoom steps of 2 for speed */
- ps->zoom = floor(ps->zoom + 0.5f);
- if (ps->zoom < 1.0f) ps->zoom = 1.0f;
-
glViewport(0, 0, ps->win_x, ps->win_y);
glScissor(0, 0, ps->win_x, ps->win_y);