From fa59346c1340da4189e5c7d38164a74dc096db10 Mon Sep 17 00:00:00 2001 From: Jacques Lucke Date: Fri, 3 May 2019 13:00:18 +0200 Subject: 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 --- source/blender/editors/space_action/action_draw.c | 137 +++++++--------------- 1 file changed, 44 insertions(+), 93 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 9827967f947..2a6ae93fc99 100644 --- a/source/blender/editors/space_action/action_draw.c +++ b/source/blender/editors/space_action/action_draw.c @@ -71,68 +71,50 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar) 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) - */ - v2d->tot.ymin = (float)(-height); - } + int height = ACHANNEL_TOT_HEIGHT(ac, 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); /* 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; + float ymax = ACHANNEL_FIRST_TOP(ac); - 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)); + for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac), channel_index++) { + float ymin = ymax - ACHANNEL_HEIGHT(ac); /* 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 -= ACHANNEL_STEP(ac); - channel_index++; } } { /* second pass: widgets */ uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS); size_t channel_index = 0; + float ymax = ACHANNEL_FIRST_TOP(ac); - 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)); + for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac), channel_index++) { + float ymin = ymax - ACHANNEL_HEIGHT(ac); /* 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 -= ACHANNEL_STEP(ac); - channel_index++; } UI_block_end(C, block); @@ -159,8 +141,6 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) bDopeSheet *ads = &saction->ads; AnimData *adt = NULL; - float y; - unsigned char col1[4], col2[4]; unsigned char col1a[4], col2a[4]; unsigned char col1b[4], col2b[4]; @@ -181,14 +161,8 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) 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) - */ - v2d->tot.ymin = (float)(-height); - - /* first backdrop strips */ - y = (float)(-ACHANNEL_HEIGHT(ac)); + int height = ACHANNEL_TOT_HEIGHT(ac, items); + v2d->tot.ymin = -height; GPUVertFormat *format = immVertexFormat(); uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); @@ -197,13 +171,15 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) GPU_blend(true); - 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)); + /* first backdrop strips */ + float ymax = ACHANNEL_FIRST_TOP(ac); + + for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac)) { + float ymin = ymax - ACHANNEL_HEIGHT(ac); /* 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)) { const bAnimChannelType *acf = ANIM_channel_get_typeinfo(ale); int sel = 0; @@ -264,11 +240,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) } /* 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)); + immRectf(pos, v2d->cur.xmin, ymin, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymax); } else if (ac->datatype == ANIMCONT_GPENCIL) { unsigned char *color; @@ -285,44 +257,25 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) } /* frames less than one get less saturated background */ immUniformColor4ubv(color); - immRectf(pos, - 0.0f, - (float)y - ACHANNEL_HEIGHT_HALF(ac), - v2d->cur.xmin, - (float)y + ACHANNEL_HEIGHT_HALF(ac)); + immRectf(pos, 0.0f, ymin, v2d->cur.xmin, ymax); /* frames one and higher get a saturated background */ immUniformColor3ubvAlpha(color, MIN2(255, color[3] * 2)); - immRectf(pos, - v2d->cur.xmin, - (float)y - ACHANNEL_HEIGHT_HALF(ac), - v2d->cur.xmax + EXTRA_SCROLL_PAD, - (float)y + ACHANNEL_HEIGHT_HALF(ac)); + immRectf(pos, v2d->cur.xmin, ymin, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymax); } else if (ac->datatype == ANIMCONT_MASK) { /* TODO --- this is a copy of gpencil */ /* frames less than one get less saturated background */ unsigned char *color = sel ? col1 : col2; immUniformColor4ubv(color); - immRectf(pos, - 0.0f, - (float)y - ACHANNEL_HEIGHT_HALF(ac), - v2d->cur.xmin, - (float)y + ACHANNEL_HEIGHT_HALF(ac)); + immRectf(pos, 0.0f, ymin, v2d->cur.xmin, ymax); /* frames one and higher get a saturated background */ immUniformColor3ubvAlpha(color, MIN2(255, color[3] * 2)); - immRectf(pos, - v2d->cur.xmin, - (float)y - ACHANNEL_HEIGHT_HALF(ac), - v2d->cur.xmax + EXTRA_SCROLL_PAD, - (float)y + ACHANNEL_HEIGHT_HALF(ac)); + immRectf(pos, v2d->cur.xmin, ymin, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymax); } } } - - /* Increment the step */ - y -= ACHANNEL_STEP(ac); } GPU_blend(false); @@ -342,21 +295,21 @@ 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(ac)); - int action_flag = saction->flag; if (saction->mode == SACTCONT_TIMELINE) { action_flag &= ~(SACTION_SHOW_INTERPOLATION | SACTION_SHOW_EXTREMES); } - 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)); + ymax = ACHANNEL_FIRST_TOP(ac); + + for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac)) { + float ymin = ymax - ACHANNEL_HEIGHT(ac); + float ycenter = (ymin + ymax) / 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)) { /* check if anything to show for this channel */ if (ale->datatype != ALE_NONE) { adt = ANIM_nla_mapping_get(ac, ale); @@ -364,34 +317,32 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar) /* draw 'keyframes' for each specific datatype */ switch (ale->datatype) { case ALE_ALL: - draw_summary_channel(v2d, ale->data, y, ac->yscale_fac, action_flag); + draw_summary_channel(v2d, ale->data, ycenter, ac->yscale_fac, action_flag); break; case ALE_SCE: - draw_scene_channel(v2d, ads, ale->key_data, y, ac->yscale_fac, action_flag); + draw_scene_channel(v2d, ads, ale->key_data, ycenter, ac->yscale_fac, action_flag); break; case ALE_OB: - draw_object_channel(v2d, ads, ale->key_data, y, ac->yscale_fac, action_flag); + draw_object_channel(v2d, ads, ale->key_data, ycenter, ac->yscale_fac, action_flag); break; case ALE_ACT: - draw_action_channel(v2d, adt, ale->key_data, y, ac->yscale_fac, action_flag); + draw_action_channel(v2d, adt, ale->key_data, ycenter, ac->yscale_fac, action_flag); break; case ALE_GROUP: - draw_agroup_channel(v2d, adt, ale->data, y, ac->yscale_fac, action_flag); + draw_agroup_channel(v2d, adt, ale->data, ycenter, ac->yscale_fac, action_flag); break; case ALE_FCURVE: - draw_fcurve_channel(v2d, adt, ale->key_data, y, ac->yscale_fac, action_flag); + draw_fcurve_channel(v2d, adt, ale->key_data, ycenter, ac->yscale_fac, action_flag); break; case ALE_GPFRAME: - draw_gpl_channel(v2d, ads, ale->data, y, ac->yscale_fac, action_flag); + draw_gpl_channel(v2d, ads, ale->data, ycenter, ac->yscale_fac, action_flag); break; case ALE_MASKLAY: - draw_masklay_channel(v2d, ads, ale->data, y, ac->yscale_fac, action_flag); + draw_masklay_channel(v2d, ads, ale->data, ycenter, ac->yscale_fac, action_flag); break; } } } - - y -= ACHANNEL_STEP(ac); } /* free temporary channels used for drawing */ -- cgit v1.2.3