/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): Blender Foundation, 2003-2009 * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "IMB_imbuf_types.h" #include "DNA_gpencil_types.h" #include "DNA_sequence_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "DNA_view2d_types.h" #include "DNA_userdef_types.h" #include "BKE_context.h" #include "BKE_global.h" #include "BKE_plugin_types.h" #include "BKE_sequence.h" #include "BKE_scene.h" #include "BKE_utildefines.h" #include "IMB_imbuf_types.h" #include "IMB_imbuf.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "ED_anim_api.h" #include "ED_space_api.h" #include "ED_sequencer.h" #include "ED_types.h" #include "UI_interface.h" #include "UI_resources.h" #include "UI_view2d.h" /* own include */ #include "sequencer_intern.h" #define SEQ_LEFTHANDLE 1 #define SEQ_RIGHTHANDLE 2 /* Note, Dont use WHILE_SEQ while drawing! - it messes up transform, - Campbell */ int no_rightbox=0, no_leftbox= 0; static void draw_shadedstrip(Sequence *seq, char *col, float x1, float y1, float x2, float y2); static void draw_cfra_seq(View2D *v2d, int cfra) { glColor3ub(0x30, 0x90, 0x50); glLineWidth(2.0); glBegin(GL_LINES); glVertex2f(cfra, v2d->cur.ymin); glVertex2f(cfra, v2d->cur.ymax); glEnd(); glLineWidth(1.0); } static void get_seq_color3ubv(Scene *curscene, Sequence *seq, char *col) { char blendcol[3]; float hsv[3], rgb[3]; SolidColorVars *colvars = (SolidColorVars *)seq->effectdata; switch(seq->type) { case SEQ_IMAGE: UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col); break; case SEQ_META: UI_GetThemeColor3ubv(TH_SEQ_META, col); break; case SEQ_MOVIE: UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col); break; case SEQ_SCENE: UI_GetThemeColor3ubv(TH_SEQ_SCENE, col); if(seq->scene==curscene) { UI_GetColorPtrBlendShade3ubv(col, col, col, 1.0, 20); } break; /* transitions */ case SEQ_CROSS: case SEQ_GAMCROSS: case SEQ_WIPE: /* slightly offset hue to distinguish different effects */ UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col); rgb[0] = col[0]/255.0; rgb[1] = col[1]/255.0; rgb[2] = col[2]/255.0; rgb_to_hsv(rgb[0], rgb[1], rgb[2], hsv, hsv+1, hsv+2); if (seq->type == SEQ_CROSS) hsv[0]+= 0.04; if (seq->type == SEQ_GAMCROSS) hsv[0]+= 0.08; if (seq->type == SEQ_WIPE) hsv[0]+= 0.12; if(hsv[0]>1.0) hsv[0]-=1.0; else if(hsv[0]<0.0) hsv[0]+= 1.0; hsv_to_rgb(hsv[0], hsv[1], hsv[2], rgb, rgb+1, rgb+2); col[0] = (char)(rgb[0]*255); col[1] = (char)(rgb[1]*255); col[2] = (char)(rgb[2]*255); break; /* effects */ case SEQ_TRANSFORM: case SEQ_SPEED: case SEQ_ADD: case SEQ_SUB: case SEQ_MUL: case SEQ_ALPHAOVER: case SEQ_ALPHAUNDER: case SEQ_OVERDROP: case SEQ_GLOW: /* slightly offset hue to distinguish different effects */ UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col); rgb[0] = col[0]/255.0; rgb[1] = col[1]/255.0; rgb[2] = col[2]/255.0; rgb_to_hsv(rgb[0], rgb[1], rgb[2], hsv, hsv+1, hsv+2); if (seq->type == SEQ_ADD) hsv[0]+= 0.04; if (seq->type == SEQ_SUB) hsv[0]+= 0.08; if (seq->type == SEQ_MUL) hsv[0]+= 0.12; if (seq->type == SEQ_ALPHAOVER) hsv[0]+= 0.16; if (seq->type == SEQ_ALPHAUNDER) hsv[0]+= 0.20; if (seq->type == SEQ_OVERDROP) hsv[0]+= 0.24; if (seq->type == SEQ_GLOW) hsv[0]+= 0.28; if (seq->type == SEQ_TRANSFORM) hsv[0]+= 0.36; if(hsv[0]>1.0) hsv[0]-=1.0; else if(hsv[0]<0.0) hsv[0]+= 1.0; hsv_to_rgb(hsv[0], hsv[1], hsv[2], rgb, rgb+1, rgb+2); col[0] = (char)(rgb[0]*255); col[1] = (char)(rgb[1]*255); col[2] = (char)(rgb[2]*255); break; case SEQ_COLOR: if (colvars->col) { col[0]= (char)(colvars->col[0]*255); col[1]= (char)(colvars->col[1]*255); col[2]= (char)(colvars->col[2]*255); } else { col[0] = col[1] = col[2] = 128; } break; case SEQ_PLUGIN: UI_GetThemeColor3ubv(TH_SEQ_PLUGIN, col); break; case SEQ_SOUND: UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col); blendcol[0] = blendcol[1] = blendcol[2] = 128; if(seq->flag & SEQ_MUTE) UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20); break; default: col[0] = 10; col[1] = 255; col[2] = 40; } } static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2) { /* Note, this used to use WHILE_SEQ, but it messes up the seq->depth value, (needed by transform when doing overlap checks) * so for now, just use the meta's immediate children, could be fixed but its only drawing - Campbell */ Sequence *seq; float dx; int nr; char col[3]; nr= BLI_countlist(&seqm->seqbase); dx= (x2-x1)/nr; if (seqm->flag & SEQ_MUTE) { glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(stipple_halftone); glEnable(GL_LINE_STIPPLE); glLineStipple(1, 0x8888); } for (seq= seqm->seqbase.first; seq; seq= seq->next) { get_seq_color3ubv(scene, seq, col); glColor3ubv((GLubyte *)col); glRectf(x1, y1, x1+0.9*dx, y2); UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -30); glColor3ubv((GLubyte *)col); fdrawbox(x1, y1, x1+0.9*dx, y2); x1+= dx; } if (seqm->flag & SEQ_MUTE) { glDisable(GL_POLYGON_STIPPLE); glDisable(GL_LINE_STIPPLE); } } /* draw a handle, for each end of a sequence strip */ static void draw_seq_handle(View2D *v2d, Sequence *seq, float pixelx, short direction) { float v1[2], v2[2], v3[2], rx1=0, rx2=0; //for triangles and rect float x1, x2, y1, y2; float handsize; float minhandle, maxhandle; char str[32]; unsigned int whichsel=0; x1= seq->startdisp; x2= seq->enddisp; y1= seq->machine+SEQ_STRIP_OFSBOTTOM; y2= seq->machine+SEQ_STRIP_OFSTOP; /* clamp handles to defined size in pixel space */ handsize = seq->handsize; minhandle = 7; maxhandle = 40; CLAMP(handsize, minhandle*pixelx, maxhandle*pixelx); /* set up co-ordinates/dimensions for either left or right handle */ if (direction == SEQ_LEFTHANDLE) { rx1 = x1; rx2 = x1+handsize*0.75; v1[0]= x1+handsize/4; v1[1]= y1+( ((y1+y2)/2.0 - y1)/2); v2[0]= x1+handsize/4; v2[1]= y2-( ((y1+y2)/2.0 - y1)/2); v3[0]= v2[0] + handsize/4; v3[1]= (y1+y2)/2.0; whichsel = SEQ_LEFTSEL; } else if (direction == SEQ_RIGHTHANDLE) { rx1 = x2-handsize*0.75; rx2 = x2; v1[0]= x2-handsize/4; v1[1]= y1+( ((y1+y2)/2.0 - y1)/2); v2[0]= x2-handsize/4; v2[1]= y2-( ((y1+y2)/2.0 - y1)/2); v3[0]= v2[0] - handsize/4; v3[1]= (y1+y2)/2.0; whichsel = SEQ_RIGHTSEL; } /* draw! */ if(seq->type < SEQ_EFFECT || get_sequence_effect_num_inputs(seq->type) == 0) { glEnable( GL_BLEND ); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if(seq->flag & whichsel) glColor4ub(0, 0, 0, 80); else if (seq->flag & SELECT) glColor4ub(255, 255, 255, 30); else glColor4ub(0, 0, 0, 22); glRectf(rx1, y1, rx2, y2); if(seq->flag & whichsel) glColor4ub(255, 255, 255, 200); else glColor4ub(0, 0, 0, 50); glEnable( GL_POLYGON_SMOOTH ); glBegin(GL_TRIANGLES); glVertex2fv(v1); glVertex2fv(v2); glVertex2fv(v3); glEnd(); glDisable( GL_POLYGON_SMOOTH ); glDisable( GL_BLEND ); } if(G.moving || (seq->flag & whichsel)) { cpack(0xFFFFFF); if (direction == SEQ_LEFTHANDLE) { sprintf(str, "%d", seq->startdisp); x1= rx1; y1 -= 0.45; } else { sprintf(str, "%d", seq->enddisp - 1); x1= x2 - handsize*0.75; y1= y2 + 0.05; } UI_view2d_text_cache_add(v2d, x1, y1, str); } } static void draw_seq_extensions(Scene *scene, SpaceSeq *sseq, Sequence *seq) { float x1, x2, y1, y2, pixely, a; char col[3], blendcol[3]; View2D *v2d; if(seq->type >= SEQ_EFFECT) return; x1= seq->startdisp; x2= seq->enddisp; y1= seq->machine+SEQ_STRIP_OFSBOTTOM; y2= seq->machine+SEQ_STRIP_OFSTOP; v2d = &sseq->v2d; pixely = (v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin); 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_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -16); glColor3ubv((GLubyte *)col); for(a=y1; a< y2; a+= pixely*2.0 ) { 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_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24); else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -16); glColor3ubv((GLubyte *)col); for(a=y1; a< y2; a+= pixely*2.0 ) { 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, char *background_col) { rctf rect; char str[32 + FILE_MAXDIR+FILE_MAXFILE]; if(seq->name[2]) { sprintf(str, "%d | %s: %s", seq->len, give_seqname(seq), seq->name+2); } else{ if(seq->type == SEQ_META) { sprintf(str, "%d | %s", seq->len, give_seqname(seq)); } else if(seq->type == SEQ_SCENE) { if(seq->scene) sprintf(str, "%d | %s: %s", seq->len, give_seqname(seq), seq->scene->id.name+2); else sprintf(str, "%d | %s", seq->len, give_seqname(seq)); } else if(seq->type == SEQ_IMAGE) { sprintf(str, "%d | %s%s", seq->len, seq->strip->dir, seq->strip->stripdata->name); } else if(seq->type & SEQ_EFFECT) { int can_float = (seq->type != SEQ_PLUGIN) || (seq->plugin && seq->plugin->version >= 4); if(seq->seq3!=seq->seq2 && seq->seq1!=seq->seq3) sprintf(str, "%d | %s: %d>%d (use %d)%s", seq->len, give_seqname(seq), seq->seq1->machine, seq->seq2->machine, seq->seq3->machine, can_float ? "" : " No float, upgrade plugin!"); else if (seq->seq1 && seq->seq2) sprintf(str, "%d | %s: %d>%d%s", seq->len, give_seqname(seq), seq->seq1->machine, seq->seq2->machine, can_float ? "" : " No float, upgrade plugin!"); else sprintf(str, "%d | %s", seq->len, give_seqname(seq)); } else if (seq->type == SEQ_SOUND) { sprintf(str, "%d | %s", seq->len, seq->sound->name); } else if (seq->type == SEQ_MOVIE) { sprintf(str, "%d | %s%s", seq->len, seq->strip->dir, seq->strip->stripdata->name); } } if(seq->flag & SELECT){ cpack(0xFFFFFF); }else if ((((int)background_col[0] + (int)background_col[1] + (int)background_col[2]) / 3) < 50){ cpack(0x505050); /* use lighter text colour for dark background */ }else{ cpack(0); } rect.xmin= x1; rect.ymin= y1; rect.xmax= x2; rect.ymax= y2; UI_view2d_text_cache_rectf(v2d, &rect, str); } /* draws a shaded strip, made from gradient + flat color + gradient */ static void draw_shadedstrip(Sequence *seq, char *col, float x1, float y1, float x2, float y2) { float ymid1, ymid2; if (seq->flag & SEQ_MUTE) { glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(stipple_halftone); } ymid1 = (y2-y1)*0.25 + y1; ymid2 = (y2-y1)*0.65 + y1; glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -50); else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 0); glColor3ubv((GLubyte *)col); glVertex2f(x1,y1); glVertex2f(x2,y1); if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5); else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -5); glColor3ubv((GLubyte *)col); glVertex2f(x2,ymid1); glVertex2f(x1,ymid1); glEnd(); glRectf(x1, ymid1, x2, ymid2); glBegin(GL_QUADS); glVertex2f(x1,ymid2); glVertex2f(x2,ymid2); if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -15); else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 25); glColor3ubv((GLubyte *)col); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); if (seq->flag & SEQ_MUTE) { glDisable(GL_POLYGON_STIPPLE); } } /* Draw a sequence strip, bounds check alredy made ARegion is currently only used to get the windows width in pixels so wave file sample drawing precission is zoom adjusted */ static void draw_seq_strip(Scene *scene, ARegion *ar, SpaceSeq *sseq, Sequence *seq, int outline_tint, float pixelx) { // XXX extern void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown); View2D *v2d= &ar->v2d; float x1, x2, y1, y2; char col[3], background_col[3], is_single_image; /* we need to know if this is a single image/color or not for drawing */ is_single_image = (char)check_single_seq(seq); /* body */ if(seq->startstill) x1= seq->start; else x1= seq->startdisp; y1= seq->machine+SEQ_STRIP_OFSBOTTOM; if(seq->endstill) x2= seq->start+seq->len; else x2= seq->enddisp; y2= seq->machine+SEQ_STRIP_OFSTOP; /* get the correct color per strip type*/ //get_seq_color3ubv(scene, seq, col); get_seq_color3ubv(scene, seq, background_col); /* draw the main strip body */ if (is_single_image) /* single image */ draw_shadedstrip(seq, background_col, seq_tx_get_final_left(seq, 0), y1, seq_tx_get_final_right(seq, 0), y2); else /* normal operation */ draw_shadedstrip(seq, background_col, x1, y1, x2, y2); /* draw additional info and controls */ if (!is_single_image) draw_seq_extensions(scene, sseq, seq); draw_seq_handle(v2d, seq, pixelx, SEQ_LEFTHANDLE); draw_seq_handle(v2d, seq, pixelx, SEQ_RIGHTHANDLE); /* draw the strip outline */ x1= seq->startdisp; x2= seq->enddisp; get_seq_color3ubv(scene, seq, col); if (G.moving && (seq->flag & SELECT)) { if(seq->flag & SEQ_OVERLAP) { col[0]= 255; col[1]= col[2]= 40; } else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 120); } UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, outline_tint); glColor3ubv((GLubyte *)col); if (seq->flag & SEQ_MUTE) { glEnable(GL_LINE_STIPPLE); glLineStipple(1, 0x8888); } gl_round_box_shade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0); if (seq->flag & SEQ_MUTE) { glDisable(GL_LINE_STIPPLE); } /* calculate if seq is long enough to print a name */ x1= seq->startdisp+seq->handsize; x2= seq->enddisp-seq->handsize; /* but first the contents of a meta */ if(seq->type==SEQ_META) drawmeta_contents(scene, seq, x1, y1+0.15, x2, y2-0.15); /* info text on the strip */ if(x1cur.xmin) x1= v2d->cur.xmin; else if(x1>v2d->cur.xmax) x1= v2d->cur.xmax; if(x2cur.xmin) x2= v2d->cur.xmin; else if(x2>v2d->cur.xmax) x2= v2d->cur.xmax; /* nice text here would require changing the view matrix for texture text */ if( (x2-x1) / pixelx > 32) { draw_seq_text(v2d, seq, x1, x2, y1, y2, background_col); } } static Sequence *special_seq_update= 0; void set_special_seq_update(int val) { // int x; /* if mouse over a sequence && LEFTMOUSE */ if(val) { // XXX special_seq_update= find_nearest_seq(&x); } else special_seq_update= 0; } static void draw_image_seq(Scene *scene, ARegion *ar, SpaceSeq *sseq) { extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad); struct ImBuf *ibuf; int x1, y1, rectx, recty; int free_ibuf = 0; static int recursive= 0; float zoom; float zoomx, zoomy; float render_size = 0.0; float proxy_size = 100.0; glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); render_size = sseq->render_size; if (render_size == 0) { render_size = scene->r.size; } else { proxy_size = render_size; } if (render_size < 0) { return; } rectx= (render_size*scene->r.xsch)/100; recty= (render_size*scene->r.ysch)/100; /* BIG PROBLEM: the give_ibuf_seq() can call a rendering, which in turn calls redraws... this shouldn't belong in a window drawing.... So: solve this once event based. Now we check for recursion, space type and active area again (ton) */ if(recursive) return; else { recursive= 1; if (special_seq_update) { ibuf= give_ibuf_seq_direct(scene, rectx, recty, (scene->r.cfra), proxy_size, special_seq_update); } else if (!U.prefetchframes) { // XXX || (G.f & G_PLAYANIM) == 0) { ibuf= (ImBuf *)give_ibuf_seq(scene, rectx, recty, (scene->r.cfra), sseq->chanshown, proxy_size); } else { ibuf= (ImBuf *)give_ibuf_seq_threaded(scene, rectx, recty, (scene->r.cfra), sseq->chanshown, proxy_size); } recursive= 0; /* XXX HURMF! the give_ibuf_seq can call image display in this window */ // if(sa->spacetype!=SPACE_SEQ) // return; // if(sa!=curarea) { // areawinset(sa->win); // } } if(ibuf==NULL) return; if(ibuf->rect==NULL && ibuf->rect_float == NULL) return; switch(sseq->mainb) { case SEQ_DRAW_IMG_IMBUF: if (sseq->zebra != 0) { ibuf = make_zebra_view_from_ibuf(ibuf, sseq->zebra); free_ibuf = 1; } break; case SEQ_DRAW_IMG_WAVEFORM: if ((sseq->flag & SEQ_DRAW_COLOR_SEPERATED) != 0) { ibuf = make_sep_waveform_view_from_ibuf(ibuf); } else { ibuf = make_waveform_view_from_ibuf(ibuf); } free_ibuf = 1; break; case SEQ_DRAW_IMG_VECTORSCOPE: ibuf = make_vectorscope_view_from_ibuf(ibuf); free_ibuf = 1; break; case SEQ_DRAW_IMG_HISTOGRAM: ibuf = make_histogram_view_from_ibuf(ibuf); free_ibuf = 1; break; } if(ibuf->rect_float && ibuf->rect==NULL) IMB_rect_from_float(ibuf); /* needed for gla draw */ glaDefine2DArea(&ar->winrct); zoom= SEQ_ZOOM_FAC(sseq->zoom); if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { zoom /= proxy_size / 100.0; zoomx = zoom * ((float)scene->r.xasp / (float)scene->r.yasp); zoomy = zoom; } else { zoomx = zoomy = zoom; } /* calc location */ x1= (ar->winx-zoomx*ibuf->x)/2 + sseq->xof; y1= (ar->winy-zoomy*ibuf->y)/2 + sseq->yof; glPixelZoom(zoomx, zoomy); glaDrawPixelsSafe(x1, y1, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); glPixelZoom(1.0, 1.0); /* safety border */ if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && (sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) { float fac= 0.1; float x2 = x1 + ibuf->x * zoomx; float y2 = y1 + ibuf->y * zoomy; float a= fac*(x2-x1); x1+= a; x2-= a; a= fac*(y2-y1); y1+= a; y2-= a; glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); setlinestyle(3); UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0); uiSetRoundBox(15); gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0); setlinestyle(0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } /* draw grease-pencil (image aligned) */ // if (sseq->flag & SEQ_DRAW_GPENCIL) // XXX draw_gpencil_2dimage(sa, ibuf); if (free_ibuf) { IMB_freeImBuf(ibuf); } /* draw grease-pencil (screen aligned) */ // if (sseq->flag & SEQ_DRAW_GPENCIL) // XXX draw_gpencil_2dview(sa, 0); /* ortho at pixel level sa */ // XXX myortho2(-0.375, sa->winx-0.375, -0.375, sa->winy-0.375); } void seq_reset_imageofs(SpaceSeq *sseq) { sseq->xof = sseq->yof = sseq->zoom = 0; } #if 0 /* XXX - these should really be made to use View2D instead of so wacko private system - Aligorith */ void seq_viewzoom(SpaceSeq *sseq, unsigned short event, int invert) { if(event==PAD1) sseq->zoom= 1.0; else if(event==PAD2) sseq->zoom= (invert)? 2.0: 0.5; else if(event==PAD4) sseq->zoom= (invert)? 4.0: 0.25; else if(event==PAD8) sseq->zoom= (invert)? 8.0: 0.125; /* ensure pixel exact locations for draw */ sseq->xof= (int)sseq->xof; sseq->yof= (int)sseq->yof; } void seq_viewmove(Scene *scene, ARegion *ar, SpaceSeq *sseq) { short mval[2], mvalo[2]; short rectx, recty, xmin, xmax, ymin, ymax, pad; int oldcursor; Window *win; sa = sseq->area; rectx= (scene->r.size*scene->r.xsch)/100; recty= (scene->r.size*scene->r.ysch)/100; pad = 10; xmin = -(ar->winx/2) - rectx/2 + pad; xmax = ar->winx/2 + rectx/2 - pad; ymin = -(ar->winy/2) - recty/2 + pad; ymax = ar->winy/2 + recty/2 - pad; getmouseco_sc(mvalo); oldcursor=get_cursor(); win=winlay_get_active_window(); SetBlenderCursor(BC_NSEW_SCROLLCURSOR); while(get_mbut()&(L_MOUSE|M_MOUSE)) { getmouseco_sc(mval); if(mvalo[0]!=mval[0] || mvalo[1]!=mval[1]) { sseq->xof -= (mvalo[0]-mval[0]); sseq->yof -= (mvalo[1]-mval[1]); /* prevent dragging image outside of the window and losing it! */ CLAMP(sseq->xof, xmin, xmax); CLAMP(sseq->yof, ymin, ymax); mvalo[0]= mval[0]; mvalo[1]= mval[1]; } } } #endif void drawprefetchseqspace(Scene *scene, ARegion *ar, SpaceSeq *sseq) { int rectx, recty; int render_size = sseq->render_size; int proxy_size = 100.0; if (render_size == 0) { render_size = scene->r.size; } else { proxy_size = render_size; } if (render_size < 0) { return; } rectx= (render_size*scene->r.xsch)/100; recty= (render_size*scene->r.ysch)/100; if(sseq->mainb != SEQ_DRAW_SEQUENCE) { give_ibuf_prefetch_request( rectx, recty, (scene->r.cfra), sseq->chanshown, proxy_size); } } void drawseqspace(const bContext *C, ARegion *ar) { ScrArea *sa= CTX_wm_area(C); SpaceSeq *sseq= sa->spacedata.first; Scene *scene= CTX_data_scene(C); View2D *v2d= &ar->v2d; View2DScrollers *scrollers; Editing *ed= seq_give_editing(scene, FALSE); Sequence *seq; float col[3]; int i; if(sseq->mainb != SEQ_DRAW_SEQUENCE) { draw_image_seq(scene, ar, sseq); return; } UI_GetThemeColor3fv(TH_BACK, col); if(ed && ed->metastack.first) glClearColor(col[0], col[1], col[2]-0.1, 0.0); else glClearColor(col[0], col[1], col[2], 0.0); glClear(GL_COLOR_BUFFER_BIT); UI_view2d_view_ortho(C, v2d); UI_ThemeColorShade(TH_BACK, -20); glRectf(v2d->cur.xmin, 0.0, v2d->cur.xmax, 1.0); boundbox_seq(scene, &v2d->tot); /* Alternating horizontal stripes */ i= MAX2(1, ((int)v2d->cur.ymin)-1); glBegin(GL_QUADS); while (icur.ymax) { if (((int)i) & 1) UI_ThemeColorShade(TH_BACK, -15); else UI_ThemeColorShade(TH_BACK, -25); glVertex2f(v2d->cur.xmax, i); glVertex2f(v2d->cur.xmin, i); glVertex2f(v2d->cur.xmin, i+1); glVertex2f(v2d->cur.xmax, i+1); i+=1.0; } glEnd(); /* Force grid lines */ i= MAX2(1, ((int)v2d->cur.ymin)-1); glBegin(GL_LINES); while (icur.ymax) { UI_ThemeColor(TH_GRID); glVertex2f(v2d->cur.xmax, i); glVertex2f(v2d->cur.xmin, i); i+=1.0; } glEnd(); UI_view2d_constant_grid_draw(C, v2d); draw_cfra_seq(v2d, scene->r.cfra); /* sequences: first deselect */ if(ed) { Sequence *last_seq = get_last_seq(scene); int sel = 0, j; int outline_tint; float pixelx = (v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin); /* loop through twice, first unselected, then selected */ for (j=0; j<2; j++) { seq= ed->seqbasep->first; if (j==0) outline_tint = -150; else outline_tint = -60; while(seq) { /* bound box test, dont draw outside the view */ if ( ((seq->flag & SELECT) == sel) || seq == last_seq || MIN2(seq->startdisp, seq->start) > v2d->cur.xmax || MAX2(seq->enddisp, seq->start+seq->len) < v2d->cur.xmin || seq->machine+1.0 < v2d->cur.ymin || seq->machine > v2d->cur.ymax) { /* dont draw */ } else { draw_seq_strip(scene, ar, sseq, seq, outline_tint, pixelx); } seq= seq->next; } sel= SELECT; /* draw selected next time round */ } /* draw the last selected last, removes some overlapping error */ if (last_seq) { draw_seq_strip(scene, ar, sseq, last_seq, 120, pixelx); } } /* text draw cached, in pixelspace now */ UI_view2d_text_cache_draw(ar); /* Draw markers */ // draw_markers_timespace(SCE_MARKERS, DRAW_MARKERS_LINES); /* reset view matrix */ UI_view2d_view_restore(C); /* scrollers */ scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_UNIT_SECONDSSEQ, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP); UI_view2d_scrollers_draw(C, v2d, scrollers); UI_view2d_scrollers_free(scrollers); }