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sequencer_draw.c « space_sequencer « editors « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * $Id$
 *
 * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 <string.h>
#include <math.h>

#include "MEM_guardedalloc.h"

#include "BLI_blenlib.h"
#include "BLI_math.h"

#include "IMB_imbuf_types.h"

#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_sound_types.h"

#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_sequencer.h"
#include "BKE_utildefines.h"
#include "BKE_sound.h"

#include "IMB_imbuf.h"

#include "BIF_gl.h"
#include "BIF_glutil.h"

#include "ED_anim_api.h"
#include "ED_markers.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 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:
	case SEQ_MULTICAM:
		/* 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 drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize)
{
	/*
	x1 is the starting x value to draw the wave,
	x2 the end x value, same for y1 and y2
	stepsize is width of a pixel.
	*/
	if(seq->sound->cache)
	{
		int i;
		int length = floor((x2-x1)/stepsize)+1;
		float ymid = (y1+y2)/2;
		float yscale = (y2-y1)/2;
		float* samples = MEM_mallocN(length * sizeof(float) * 2, "seqwave_samples");
		if(!samples)
			return;
		if(sound_read_sound_buffer(seq->sound, samples, length,
								   (seq->startofs + seq->anim_startofs)/FPS,
								   (seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp)/FPS) != length)
		{
			MEM_freeN(samples);
			return;
		}
		glBegin(GL_LINES);
		for(i = 0; i < length; i++)
		{
			glVertex2f(x1+i*stepsize, ymid + samples[i * 2] * yscale);
			glVertex2f(x1+i*stepsize, ymid + samples[i * 2 + 1] * yscale);
		}
		glEnd();
		MEM_freeN(samples);
	}
}

static void drawmeta_stipple(int value)
{
	if(value) {
		glEnable(GL_POLYGON_STIPPLE);
		glPolygonStipple(stipple_halftone);
		
		glEnable(GL_LINE_STIPPLE);
		glLineStipple(1, 0x8888);
	}
	else {
		glDisable(GL_POLYGON_STIPPLE);
		glDisable(GL_LINE_STIPPLE);
	}
}

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;
	char col[4];

	int chan_min= MAXSEQ;
	int chan_max= 0;
	int chan_range= 0;
	float draw_range= y2 - y1;
	float draw_height;

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	if(seqm->flag & SEQ_MUTE)
		drawmeta_stipple(1);

	for (seq= seqm->seqbase.first; seq; seq= seq->next) {
		chan_min= MIN2(chan_min, seq->machine);
		chan_max= MAX2(chan_max, seq->machine);
	}

	chan_range= (chan_max - chan_min) + 1;
	draw_height= draw_range / chan_range; 

	col[3]= 196; /* alpha, used for all meta children */

	for (seq= seqm->seqbase.first; seq; seq= seq->next) {
		if((seq->startdisp > x2 || seq->enddisp < x1) == 0) {
			float y_chan= (seq->machine - chan_min) / (float)(chan_range) * draw_range;
			float x1_chan= seq->startdisp;
			float x2_chan= seq->enddisp;
			float y1_chan, y2_chan;

			if((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
				drawmeta_stipple(1);

			get_seq_color3ubv(scene, seq, col);

			glColor4ubv((GLubyte *)col);
			
			/* clamp within parent sequence strip bounds */
			if(x1_chan < x1) x1_chan= x1;
			if(x2_chan > x2) x2_chan= x2;

			y1_chan= y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM);
			y2_chan= y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP);

			glRectf(x1_chan,  y1_chan, x2_chan,  y2_chan);

			UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -30);
			glColor4ubv((GLubyte *)col);
			fdrawbox(x1_chan,  y1_chan, x2_chan,  y2_chan);

			if((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
				drawmeta_stipple(0);
		}
	}

	if (seqm->flag & SEQ_MUTE)
		drawmeta_stipple(0);
	
	glDisable(GL_BLEND);
}

/* 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, ARegion *ar, SpaceSeq *sseq, Sequence *seq)
{
	float x1, x2, y1, y2, pixely, a;
	char col[3], blendcol[3];
	View2D *v2d= &ar->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;

	pixely = (v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin);
	
	if(pixely <= 0) return; /* can happen when the view is split/resized */
	
	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];
	const char *name= seq->name+2;
	
	if(name[0]=='\0')
		name= give_seqname(seq);

	if(seq->type == SEQ_META) {
		sprintf(str, "%d | %s", seq->len, name);
	}
	else if(seq->type == SEQ_SCENE) {
		if(seq->scene) {
			if(seq->scene_camera) {
				sprintf(str, "%d | %s: %s (%s)", seq->len, name, seq->scene->id.name+2, ((ID *)seq->scene_camera)->name+2);
			} else {
				sprintf(str, "%d | %s: %s", seq->len, name, seq->scene->id.name+2);
			}
		}
		else {
			sprintf(str, "%d | %s", seq->len, name);
		}
	}
	else if(seq->type == SEQ_MULTICAM) {
		sprintf(str, "Cam: %d", seq->multicam_source);
	}
	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, name, 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, name, seq->seq1->machine, seq->seq2->machine, can_float ? "" : " No float, upgrade plugin!");
		else
			sprintf(str, "%d | %s", seq->len, name);
	}
	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 already made
ARegion is currently only used to get the windows width in pixels
so wave file sample drawing precision 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)seq_single_check(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, ar, 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;
	
	/* draw sound wave */
	if(seq->type == SEQ_SOUND) drawseqwave(scene, seq, x1, y1, x2, y2, (ar->v2d.cur.xmax - ar->v2d.cur.xmin)/ar->winx);

	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);
	}
	
	if(seq->type==SEQ_META) drawmeta_contents(scene, seq, x1, y1, x2, y2);
	
	/* calculate if seq is long enough to print a name */
	x1= seq->startdisp+seq->handsize;
	x2= seq->enddisp-seq->handsize;

	/* info text on the strip */
	if(x1<v2d->cur.xmin) x1= v2d->cur.xmin;
	else if(x1>v2d->cur.xmax) x1= v2d->cur.xmax;
	if(x2<v2d->cur.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;
}

void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs)
{
	extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
	struct Main *bmain= CTX_data_main(C);
	struct ImBuf *ibuf = 0;
	struct ImBuf *scope = 0;
	struct View2D *v2d = &ar->v2d;
	int rectx, recty;
	float viewrectx, viewrecty;
	float render_size = 0.0;
	float proxy_size = 100.0;
	GLuint texid;
	GLuint last_texid;

	render_size = sseq->render_size;
	if (render_size == 0) {
		render_size = scene->r.size;
	} else {
		proxy_size = render_size;
	}
	if (render_size < 0) {
		return;
	}

	viewrectx = (render_size*(float)scene->r.xsch)/100.0f;
	viewrecty = (render_size*(float)scene->r.ysch)/100.0f;

	rectx = viewrectx + 0.5f;
	recty = viewrecty + 0.5f;

	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
		viewrectx *= scene->r.xasp / scene->r.yasp;
		viewrectx /= proxy_size / 100.0;
		viewrecty /= proxy_size / 100.0;
	}

	if(frame_ofs == 0) {
		/* XXX TODO: take color from theme */
		glClearColor(0.0, 0.0, 0.0, 0.0);
		glClear(GL_COLOR_BUFFER_BIT);
	}

	/* without this colors can flicker from previous opengl state */
	glColor4ub(255, 255, 255, 255);

	UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f);
	UI_view2d_curRect_validate(v2d);

	if (special_seq_update)
		ibuf= give_ibuf_seq_direct(bmain, scene, rectx, recty, cfra + frame_ofs, proxy_size, special_seq_update);
	else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) {
		ibuf= (ImBuf *)give_ibuf_seq(bmain, scene, rectx, recty, cfra + frame_ofs, sseq->chanshown, proxy_size);
	else
		ibuf= (ImBuf *)give_ibuf_seq_threaded(bmain, scene, rectx, recty, cfra + frame_ofs, sseq->chanshown, proxy_size);
	
	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) {
			scope = make_zebra_view_from_ibuf(ibuf, sseq->zebra);
		}
		break;
	case SEQ_DRAW_IMG_WAVEFORM:
		if ((sseq->flag & SEQ_DRAW_COLOR_SEPERATED) != 0) {
			scope = make_sep_waveform_view_from_ibuf(ibuf);
		} else {
			scope = make_waveform_view_from_ibuf(ibuf);
		}
		break;
	case SEQ_DRAW_IMG_VECTORSCOPE:
		scope = make_vectorscope_view_from_ibuf(ibuf);
		break;
	case SEQ_DRAW_IMG_HISTOGRAM:
		scope = make_histogram_view_from_ibuf(ibuf);
		break;
	}

	if (scope) {
		IMB_freeImBuf(ibuf);
		ibuf = scope;
	}

	if(ibuf->rect_float && ibuf->rect==NULL) {
		IMB_rect_from_float(ibuf);	
	}
	
	/* setting up the view - actual drawing starts here */
	UI_view2d_view_ortho(C, v2d);

	last_texid= glaGetOneInteger(GL_TEXTURE_2D);
	glEnable(GL_TEXTURE_2D);
	glGenTextures(1, (GLuint *)&texid);

	glBindTexture(GL_TEXTURE_2D, texid);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
	glBegin(GL_QUADS);

	if(frame_ofs) {
		rctf tot_clip;
		tot_clip.xmin= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmin);
		tot_clip.ymin= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymin);
		tot_clip.xmax= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmax);
		tot_clip.ymax= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymax);

		glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmin, tot_clip.ymin);
		glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmin, tot_clip.ymax);
		glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmax, tot_clip.ymax);
		glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmax, tot_clip.ymin);
	}
	else {
		glTexCoord2f(0.0f, 0.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
		glTexCoord2f(0.0f, 1.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
		glTexCoord2f(1.0f, 1.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
		glTexCoord2f(1.0f, 0.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
	}
	glEnd( );
	glBindTexture(GL_TEXTURE_2D, last_texid);
	glDisable(GL_TEXTURE_2D);
	glDeleteTextures(1, &texid);

	if(sseq->mainb == SEQ_DRAW_IMG_IMBUF) {

		float x1 = v2d->tot.xmin;
		float y1 = v2d->tot.ymin;
		float x2 = v2d->tot.xmax;
		float y2 = v2d->tot.ymax;

		/* border */
		setlinestyle(3);

		UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);

		glBegin(GL_LINE_LOOP);
		glVertex2f(x1-0.5, y1-0.5);
		glVertex2f(x1-0.5, y2+0.5);
		glVertex2f(x2+0.5, y2+0.5);
		glVertex2f(x2+0.5, y1-0.5);
		glEnd();

		/* safety border */
		if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
			float fac= 0.1;

			float a= fac*(x2-x1);
			x1+= a;
			x2-= a;

			a= fac*(y2-y1);
			y1+= a;
			y2-= a;

			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

			uiSetRoundBox(15);
			gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);

			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

		}

		setlinestyle(0);
	}
	
	/* draw grease-pencil (image aligned) */
//	if (sseq->flag & SEQ_DRAW_GPENCIL)
// XXX		draw_gpencil_2dimage(sa, ibuf);

	IMB_freeImBuf(ibuf);
	
	/* draw grease-pencil (screen aligned) */
//	if (sseq->flag & SEQ_DRAW_GPENCIL)
// XXX		draw_gpencil_view2d(sa, 0);
	
	/* ortho at pixel level */
	UI_view2d_view_restore(C);
}

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);
	}
}

/* draw backdrop of the sequencer strips view */
static void draw_seq_backdrop(View2D *v2d)
{
	int i;
	
	/* darker grey overlay over the view backdrop */
	UI_ThemeColorShade(TH_BACK, -20);
	glRectf(v2d->cur.xmin,  -1.0,  v2d->cur.xmax,  1.0);

	/* Alternating horizontal stripes */
	i= MAX2(1, ((int)v2d->cur.ymin)-1);

	glBegin(GL_QUADS);
		while (i<v2d->cur.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();
	
	/* Darker lines separating the horizontal bands */
	i= MAX2(1, ((int)v2d->cur.ymin)-1);
	UI_ThemeColor(TH_GRID);
	
	glBegin(GL_LINES);
		while (i < v2d->cur.ymax) {
			glVertex2f(v2d->cur.xmax, i);
			glVertex2f(v2d->cur.xmin, i);
			
			i+=1.0;
		}
	glEnd();
}

/* draw the contents of the sequencer strips view */
static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
{
	Scene *scene= CTX_data_scene(C);
	SpaceSeq *sseq= CTX_wm_space_seq(C);
	View2D *v2d= &ar->v2d;
	Sequence *last_seq = seq_active_get(scene);
	int sel = 0, j;
	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++) {
		Sequence *seq;
		int outline_tint= (j) ? -60 : -150; /* highlighting around strip edges indicating selection */
		
		/* loop through strips, checking for those that are visible */
		for (seq= ed->seqbasep->first; seq; seq= seq->next) {
			/* boundbox and selection tests for NOT drawing the strip... */
			if ((seq->flag & SELECT) == sel) continue;
			else if (seq == last_seq) continue;
			else if (MIN2(seq->startdisp, seq->start) > v2d->cur.xmax) continue;
			else if (MAX2(seq->enddisp, seq->start+seq->len) < v2d->cur.xmin) continue;
			else if (seq->machine+1.0 < v2d->cur.ymin) continue;
			else if (seq->machine > v2d->cur.ymax) continue;
			
			/* strip passed all tests unscathed... so draw it now */
			draw_seq_strip(scene, ar, sseq, seq, outline_tint, pixelx);
		}
		
		/* draw selected next time round */
		sel= SELECT; 
	}
	
	/* draw the last selected last (i.e. 'active' in other parts of Blender), removes some overlapping error */
	if (last_seq)
		draw_seq_strip(scene, ar, sseq, last_seq, 120, pixelx);
}

static void seq_draw_sfra_efra(const bContext *C, SpaceSeq *sseq, ARegion *ar)
{
	View2D *v2d= UI_view2d_fromcontext(C);
	Scene *scene= CTX_data_scene(C);
	
	glEnable(GL_BLEND);
	
	/* draw darkened area outside of active timeline 
	 * frame range used is preview range or scene range */
	UI_ThemeColorShadeAlpha(TH_BACK, -25, -100);

	if (PSFRA < PEFRA) {
		glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
		glRectf((float)PEFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
	}
	else {
		glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
	}

	UI_ThemeColorShade(TH_BACK, -60);
	/* thin lines where the actual frames are */
	fdrawline((float)PSFRA, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
	fdrawline((float)PEFRA, v2d->cur.ymin, (float)PEFRA, v2d->cur.ymax);
	
	glDisable(GL_BLEND);
}

/* Draw Timeline/Strip Editor Mode for Sequencer */
void draw_timeline_seq(const bContext *C, ARegion *ar)
{
	Scene *scene= CTX_data_scene(C);
	Editing *ed= seq_give_editing(scene, FALSE);
	SpaceSeq *sseq= CTX_wm_space_seq(C);
	View2D *v2d= &ar->v2d;
	View2DScrollers *scrollers;
	float col[3];
	int flag=0;
	
	/* clear and setup matrix */
	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);
	
	
	/* calculate extents of sequencer strips/data 
	 * NOTE: needed for the scrollers later
	 */
	boundbox_seq(scene, &v2d->tot);
	
	
	/* draw backdrop */
	draw_seq_backdrop(v2d);
	
	/* regular grid-pattern over the rest of the view (i.e. frame grid lines) */
	UI_view2d_constant_grid_draw(C, v2d);

	seq_draw_sfra_efra(C, sseq, ar);	

	/* sequence strips (if there is data available to be drawn) */
	if (ed) {
		/* draw the data */
		draw_seq_strips(C, ed, ar);
		
		/* text draw cached (for sequence names), in pixelspace now */
		UI_view2d_text_cache_draw(ar);
	}
	
	/* current frame */
	UI_view2d_view_ortho(C, v2d);
	if ((sseq->flag & SEQ_DRAWFRAMES)==0) 	flag |= DRAWCFRA_UNIT_SECONDS;
	if ((sseq->flag & SEQ_NO_DRAW_CFRANUM)==0)  flag |= DRAWCFRA_SHOW_NUMBOX;
	ANIM_draw_cfra(C, v2d, flag);
	
	/* markers */
	UI_view2d_view_orthoSpecial(C, v2d, 1);
	draw_markers_time(C, DRAW_MARKERS_LINES);
	
	/* preview range */
	UI_view2d_view_ortho(C, v2d);
	ANIM_draw_previewrange(C, v2d);

	/* overlap playhead */
	if(scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
		int cfra_over= (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs;
		glColor3f(0.2, 0.2, 0.2);
		// glRectf(cfra_over, v2d->cur.ymin, scene->ed->over_ofs + scene->r.cfra + 1, v2d->cur.ymax);

		glBegin(GL_LINES);
			glVertex2f(cfra_over, v2d->cur.ymin);
			glVertex2f(cfra_over, v2d->cur.ymax);
		glEnd();

	}
	
	/* 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);
}