From 855c11ff8c3363521ac956f4a1b8991a66d774ad Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 8 May 2012 16:02:13 +0000 Subject: style cleanup: space action --- source/blender/editors/space_action/action_draw.c | 118 +++++++++++----------- 1 file changed, 59 insertions(+), 59 deletions(-) (limited to 'source/blender/editors/space_action/action_draw.c') diff --git a/source/blender/editors/space_action/action_draw.c b/source/blender/editors/space_action/action_draw.c index 024a9ffb57d..3961e566f80 100644 --- a/source/blender/editors/space_action/action_draw.c +++ b/source/blender/editors/space_action/action_draw.c @@ -73,22 +73,22 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar) bAnimListElem *ale; int filter; - View2D *v2d= &ar->v2d; - float y= 0.0f; + 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); + filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS); + items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype); /* Update max-extent of channels here (taking into account scrollers): - * - this is done to allow the channel list to be scrollable, but must be done here - * to avoid regenerating the list again and/or also because channels list is drawn first + * - this is done to allow the channel list to be scrollable, but must be done here + * to avoid regenerating the list again and/or also because channels list is drawn first * - offset of ACHANNEL_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. */ - height= ((items*ACHANNEL_STEP) + (ACHANNEL_HEIGHT*2)); + height = ((items * ACHANNEL_STEP) + (ACHANNEL_HEIGHT * 2)); if (height > (v2d->mask.ymax - v2d->mask.ymin)) { /* don't use totrect set, as the width stays the same * (NOTE: this is ok here, the configuration is pretty straightforward) @@ -99,16 +99,16 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar) 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 */ - y= (float)ACHANNEL_FIRST; + { /* first pass: just the standard GL-drawing for backdrop + text */ + y = (float)ACHANNEL_FIRST; - for (ale= anim_data.first; ale; ale= ale->next) { - float yminc= (float)(y - ACHANNEL_HEIGHT_HALF); - float ymaxc= (float)(y + ACHANNEL_HEIGHT_HALF); + for (ale = anim_data.first; ale; ale = ale->next) { + float yminc = (float)(y - ACHANNEL_HEIGHT_HALF); + float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF); /* 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(yminc, v2d->cur.ymin, v2d->cur.ymax) || + IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw(ac, ale, yminc, ymaxc); @@ -118,19 +118,19 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar) y -= ACHANNEL_STEP; } } - { /* second pass: widgets */ - uiBlock *block= uiBeginBlock(C, ar, __func__, UI_EMBOSS); + { /* second pass: widgets */ + uiBlock *block = uiBeginBlock(C, ar, __func__, UI_EMBOSS); size_t channel_index = 0; - y= (float)ACHANNEL_FIRST; + y = (float)ACHANNEL_FIRST; - for (ale= anim_data.first; ale; ale= ale->next) { - float yminc= (float)(y - ACHANNEL_HEIGHT_HALF); - float ymaxc= (float)(y + ACHANNEL_HEIGHT_HALF); + for (ale = anim_data.first; ale; ale = ale->next) { + float yminc = (float)(y - ACHANNEL_HEIGHT_HALF); + float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF); /* 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(yminc, v2d->cur.ymin, v2d->cur.ymax) || + IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw_widgets(C, ac, ale, block, yminc, ymaxc, channel_index); @@ -153,7 +153,7 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar) /* Keyframes */ /* extra padding for lengths (to go under scrollers) */ -#define EXTRA_SCROLL_PAD 100.0f +#define EXTRA_SCROLL_PAD 100.0f /* draw keyframes in each channel */ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) @@ -162,9 +162,9 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) bAnimListElem *ale; int filter; - View2D *v2d= &ar->v2d; - bDopeSheet *ads= &saction->ads; - AnimData *adt= NULL; + View2D *v2d = &ar->v2d; + bDopeSheet *ads = &saction->ads; + AnimData *adt = NULL; float act_start, act_end, y; size_t items; @@ -196,41 +196,41 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) } /* 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); + filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS); + items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype); /* Update max-extent of channels here (taking into account scrollers): - * - this is done to allow the channel list to be scrollable, but must be done here - * to avoid regenerating the list again and/or also because channels list is drawn first + * - this is done to allow the channel list to be scrollable, but must be done here + * to avoid regenerating the list again and/or also because channels list is drawn first * - offset of ACHANNEL_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. */ - height= ((items*ACHANNEL_STEP) + (ACHANNEL_HEIGHT*2)); + height = ((items * ACHANNEL_STEP) + (ACHANNEL_HEIGHT * 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); /* first backdrop strips */ - y= (float)(-ACHANNEL_HEIGHT); + y = (float)(-ACHANNEL_HEIGHT); glEnable(GL_BLEND); - for (ale= anim_data.first; ale; ale= ale->next) { - const float yminc= (float)(y - ACHANNEL_HEIGHT_HALF); - const float ymaxc= (float)(y + ACHANNEL_HEIGHT_HALF); + for (ale = anim_data.first; ale; ale = ale->next) { + const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF); + const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF); /* 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(yminc, v2d->cur.ymin, v2d->cur.ymax) || + IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { - bAnimChannelType *acf= ANIM_channel_get_typeinfo(ale); - int sel=0; + 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 */ if (acf->has_setting(ac, ale, ACHANNEL_SETTING_SELECT)) - sel= ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT); + sel = ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT); if (ELEM3(ac->datatype, ANIMCONT_ACTION, ANIMCONT_DOPESHEET, ANIMCONT_SHAPEKEY)) { switch (ale->type) { @@ -239,7 +239,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) // FIXME: hardcoded colors - reddish color from NLA glColor4f(0.8f, 0.2f, 0.0f, 0.4f); } - break; + break; case ANIMTYPE_SCENE: case ANIMTYPE_OBJECT: @@ -247,7 +247,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) if (sel) glColor4ub(col1b[0], col1b[1], col1b[2], 0x45); else glColor4ub(col1b[0], col1b[1], col1b[2], 0x22); } - break; + break; case ANIMTYPE_FILLACTD: case ANIMTYPE_DSSKEY: @@ -256,39 +256,39 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) if (sel) glColor4ub(col2b[0], col2b[1], col2b[2], 0x45); else glColor4ub(col2b[0], col2b[1], col2b[2], 0x22); } - break; + break; case ANIMTYPE_GROUP: { if (sel) glColor4ub(col1a[0], col1a[1], col1a[2], 0x22); else glColor4ub(col2a[0], col2a[1], col2a[2], 0x22); } - break; + break; default: { if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22); else glColor4ub(col2[0], col2[1], col2[2], 0x22); } - break; + break; } /* draw region twice: firstly backdrop, then the current range */ - glRectf(v2d->cur.xmin, (float)y-ACHANNEL_HEIGHT_HALF, v2d->cur.xmax+EXTRA_SCROLL_PAD, (float)y+ACHANNEL_HEIGHT_HALF); + glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF); if (ac->datatype == ANIMCONT_ACTION) - glRectf(act_start, (float)y-ACHANNEL_HEIGHT_HALF, act_end, (float)y+ACHANNEL_HEIGHT_HALF); + glRectf(act_start, (float)y - ACHANNEL_HEIGHT_HALF, act_end, (float)y + ACHANNEL_HEIGHT_HALF); } else if (ac->datatype == ANIMCONT_GPENCIL) { /* frames less than one get less saturated background */ if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22); else glColor4ub(col2[0], col2[1], col2[2], 0x22); - glRectf(0.0f, (float)y-ACHANNEL_HEIGHT_HALF, v2d->cur.xmin, (float)y+ACHANNEL_HEIGHT_HALF); + glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF); /* frames one and higher get a saturated background */ if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44); else glColor4ub(col2[0], col2[1], col2[2], 0x44); - glRectf(v2d->cur.xmin, (float)y-ACHANNEL_HEIGHT_HALF, v2d->cur.xmax+EXTRA_SCROLL_PAD, (float)y+ACHANNEL_HEIGHT_HALF); + glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF); } } } @@ -303,19 +303,19 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) * This is to try to optimize this for heavier data sets * 2) Keyframes which are out of view horizontally are disregarded */ - y= (float)(-ACHANNEL_HEIGHT); + y = (float)(-ACHANNEL_HEIGHT); - for (ale= anim_data.first; ale; ale= ale->next) { - const float yminc= (float)(y - ACHANNEL_HEIGHT_HALF); - const float ymaxc= (float)(y + ACHANNEL_HEIGHT_HALF); + for (ale = anim_data.first; ale; ale = ale->next) { + const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF); + const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF); /* 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(yminc, v2d->cur.ymin, v2d->cur.ymax) || + IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* check if anything to show for this channel */ if (ale->datatype != ALE_NONE) { - adt= ANIM_nla_mapping_get(ac, ale); + adt = ANIM_nla_mapping_get(ac, ale); /* draw 'keyframes' for each specific datatype */ switch (ale->datatype) { @@ -344,7 +344,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) } } - y-= ACHANNEL_STEP; + y -= ACHANNEL_STEP; } /* free tempolary channels used for drawing */ @@ -355,8 +355,8 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) glColor3f(0.0f, 0.0f, 0.0f); glBegin(GL_LINES); - glVertex2f(saction->timeslide, v2d->cur.ymin-EXTRA_SCROLL_PAD); - glVertex2f(saction->timeslide, v2d->cur.ymax); + glVertex2f(saction->timeslide, v2d->cur.ymin - EXTRA_SCROLL_PAD); + glVertex2f(saction->timeslide, v2d->cur.ymax); glEnd(); } } -- cgit v1.2.3