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Diffstat (limited to 'source/blender/editors/space_action/action_draw.c')
-rw-r--r--source/blender/editors/space_action/action_draw.c86
1 files changed, 43 insertions, 43 deletions
diff --git a/source/blender/editors/space_action/action_draw.c b/source/blender/editors/space_action/action_draw.c
index 3e9b742480a..7c8be943a87 100644
--- a/source/blender/editors/space_action/action_draw.c
+++ b/source/blender/editors/space_action/action_draw.c
@@ -53,7 +53,7 @@
#include "BKE_pointcache.h"
-/* Everything from source (BIF, BDR, BSE) ------------------------------ */
+/* Everything from source (BIF, BDR, BSE) ------------------------------ */
#include "BIF_gl.h"
@@ -73,41 +73,41 @@
/* Channel List */
/* left hand part */
-void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar)
+void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar)
{
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
-
+
View2D *v2d = &ar->v2d;
float y = 0.0f;
size_t items;
int height;
-
+
/* build list of channels to draw */
filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
-
+
height = ((items * ACHANNEL_STEP(ac)) + (ACHANNEL_HEIGHT(ac)));
if (height > BLI_rcti_size_y(&v2d->mask)) {
- /* don't use totrect set, as the width stays the same
- * (NOTE: this is ok here, the configuration is pretty straightforward)
+ /* 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);
}
/* 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);
-
+
/* loop through channels, and set up drawing depending on their type */
{ /* first pass: just the standard GL-drawing for backdrop + text */
size_t channel_index = 0;
-
+
y = (float)ACHANNEL_FIRST(ac);
-
+
for (ale = anim_data.first; ale; ale = ale->next) {
float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
-
+
/* check if visible */
if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
@@ -115,7 +115,7 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar)
/* draw all channels using standard channel-drawing API */
ANIM_channel_draw(ac, ale, yminc, ymaxc, channel_index);
}
-
+
/* adjust y-position for next one */
y -= ACHANNEL_STEP(ac);
channel_index++;
@@ -124,13 +124,13 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar)
{ /* second pass: widgets */
uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS);
size_t channel_index = 0;
-
+
y = (float)ACHANNEL_FIRST(ac);
-
+
for (ale = anim_data.first; ale; ale = ale->next) {
float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
-
+
/* check if visible */
if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
@@ -138,16 +138,16 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar)
/* draw all channels using standard channel-drawing API */
ANIM_channel_draw_widgets(C, ac, ale, block, yminc, ymaxc, channel_index);
}
-
+
/* adjust y-position for next one */
y -= ACHANNEL_STEP(ac);
channel_index++;
}
-
+
UI_block_end(C, block);
UI_block_draw(C, block);
}
-
+
/* free tempolary channels */
ANIM_animdata_freelist(&anim_data);
}
@@ -163,50 +163,50 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
{
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
-
+
View2D *v2d = &ar->v2d;
bDopeSheet *ads = &saction->ads;
AnimData *adt = NULL;
-
+
float act_start, act_end, y;
-
+
unsigned char col1[3], col2[3];
unsigned char col1a[3], col2a[3];
unsigned char col1b[3], col2b[3];
-
+
const bool show_group_colors = !(saction->flag & SACTION_NODRAWGCOLORS);
-
-
+
+
/* get theme colors */
UI_GetThemeColor3ubv(TH_BACK, col2);
UI_GetThemeColor3ubv(TH_HILITE, col1);
-
+
UI_GetThemeColor3ubv(TH_GROUP, col2a);
UI_GetThemeColor3ubv(TH_GROUP_ACTIVE, col1a);
-
+
UI_GetThemeColor3ubv(TH_DOPESHEET_CHANNELOB, col1b);
UI_GetThemeColor3ubv(TH_DOPESHEET_CHANNELSUBOB, col2b);
-
+
/* set view-mapping rect (only used for x-axis), for NLA-scaling mapping with less calculation */
/* if in NLA there's a strip active, map the view */
if (ac->datatype == ANIMCONT_ACTION) {
/* adt = ANIM_nla_mapping_get(ac, NULL); */ /* UNUSED */
-
+
/* start and end of action itself */
calc_action_range(ac->data, &act_start, &act_end, 0);
}
-
+
/* build list of channels to draw */
int filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
size_t items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
-
+
int height = ((items * ACHANNEL_STEP(ac)) + (ACHANNEL_HEIGHT(ac)));
- /* don't use totrect set, as the width stays the same
- * (NOTE: this is ok here, the configuration is pretty straightforward)
+ /* 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);
-
+
/* first backdrop strips */
y = (float)(-ACHANNEL_HEIGHT(ac));
@@ -216,18 +216,18 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glEnable(GL_BLEND);
-
+
for (ale = anim_data.first; ale; ale = ale->next) {
const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
-
+
/* check if visible */
if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
{
const bAnimChannelType *acf = ANIM_channel_get_typeinfo(ale);
int sel = 0;
-
+
/* determine if any need to draw channel */
if (ale->datatype != ALE_NONE) {
/* determine if channel is selected */
@@ -287,10 +287,10 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
immUniformColor3ubvAlpha(sel ? col1 : col2, 0x22);
}
}
-
+
/* draw region twice: firstly backdrop, then the current range */
immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
-
+
if (ac->datatype == ANIMCONT_ACTION)
immRectf(pos, act_start, (float)y - ACHANNEL_HEIGHT_HALF(ac), act_end, (float)y + ACHANNEL_HEIGHT_HALF(ac));
}
@@ -298,7 +298,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* frames less than one get less saturated background */
immUniformColor3ubvAlpha(sel ? col1 : col2, 0x22);
immRectf(pos, 0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
-
+
/* frames one and higher get a saturated background */
immUniformColor3ubvAlpha(sel ? col1 : col2, 0x44);
immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
@@ -315,7 +315,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
}
}
}
-
+
/* Increment the step */
y -= ACHANNEL_STEP(ac);
}
@@ -335,7 +335,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* Draw keyframes
* 1) Only channels that are visible in the Action Editor get drawn/evaluated.
* This is to try to optimize this for heavier data sets
- * 2) Keyframes which are out of view horizontally are disregarded
+ * 2) Keyframes which are out of view horizontally are disregarded
*/
y = (float)(-ACHANNEL_HEIGHT(ac));
@@ -397,7 +397,7 @@ void timeline_draw_cache(SpaceAction *saction, Object *ob, Scene *scene)
ListBase pidlist;
const float cache_draw_height = (4.0f * UI_DPI_FAC * U.pixelsize);
float yoffs = 0.f;
-
+
if (!(saction->cache_display & TIME_CACHE_DISPLAY) || (!ob))
return;
@@ -438,7 +438,7 @@ void timeline_draw_cache(SpaceAction *saction, Object *ob, Scene *scene)
gpuPushMatrix();
gpuTranslate2f(0.0, (float)V2D_SCROLL_HEIGHT + yoffs);
gpuScale2f(1.0, cache_draw_height);
-
+
switch (pid->type) {
case PTCACHE_TYPE_SOFTBODY:
col[0] = 1.0; col[1] = 0.4; col[2] = 0.02;