Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00019 * All rights reserved. 00020 * 00021 * Contributor(s): Blender Foundation, 2003-2009 00022 * 00023 * ***** END GPL LICENSE BLOCK ***** 00024 */ 00025 00031 #include <string.h> 00032 #include <math.h> 00033 00034 #include "MEM_guardedalloc.h" 00035 00036 #include "BLI_blenlib.h" 00037 #include "BLI_math.h" 00038 #include "BLI_utildefines.h" 00039 00040 #include "IMB_imbuf_types.h" 00041 00042 #include "DNA_scene_types.h" 00043 #include "DNA_screen_types.h" 00044 #include "DNA_space_types.h" 00045 #include "DNA_userdef_types.h" 00046 #include "DNA_sound_types.h" 00047 00048 #include "BKE_context.h" 00049 #include "BKE_global.h" 00050 #include "BKE_sequencer.h" 00051 00052 #include "BKE_sound.h" 00053 00054 #include "IMB_imbuf.h" 00055 00056 #include "BIF_gl.h" 00057 #include "BIF_glutil.h" 00058 00059 #include "ED_anim_api.h" 00060 #include "ED_markers.h" 00061 #include "ED_types.h" 00062 00063 #include "UI_interface.h" 00064 #include "UI_resources.h" 00065 #include "UI_view2d.h" 00066 00067 /* own include */ 00068 #include "sequencer_intern.h" 00069 00070 00071 #define SEQ_LEFTHANDLE 1 00072 #define SEQ_RIGHTHANDLE 2 00073 00074 00075 /* Note, Dont use SEQ_BEGIN/SEQ_END while drawing! 00076 * it messes up transform, - Campbell */ 00077 static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2); 00078 00079 static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[3]) 00080 { 00081 unsigned char blendcol[3]; 00082 SolidColorVars *colvars = (SolidColorVars *)seq->effectdata; 00083 00084 switch(seq->type) { 00085 case SEQ_IMAGE: 00086 UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col); 00087 break; 00088 00089 case SEQ_META: 00090 UI_GetThemeColor3ubv(TH_SEQ_META, col); 00091 break; 00092 00093 case SEQ_MOVIE: 00094 UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col); 00095 break; 00096 00097 case SEQ_SCENE: 00098 UI_GetThemeColor3ubv(TH_SEQ_SCENE, col); 00099 00100 if(seq->scene==curscene) { 00101 UI_GetColorPtrShade3ubv(col, col, 20); 00102 } 00103 break; 00104 00105 /* transitions */ 00106 case SEQ_CROSS: 00107 case SEQ_GAMCROSS: 00108 case SEQ_WIPE: 00109 UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col); 00110 00111 /* slightly offset hue to distinguish different effects */ 00112 if (seq->type == SEQ_CROSS) rgb_byte_set_hue_float_offset(col,0.04); 00113 if (seq->type == SEQ_GAMCROSS) rgb_byte_set_hue_float_offset(col,0.08); 00114 if (seq->type == SEQ_WIPE) rgb_byte_set_hue_float_offset(col,0.12); 00115 break; 00116 00117 /* effects */ 00118 case SEQ_TRANSFORM: 00119 case SEQ_SPEED: 00120 case SEQ_ADD: 00121 case SEQ_SUB: 00122 case SEQ_MUL: 00123 case SEQ_ALPHAOVER: 00124 case SEQ_ALPHAUNDER: 00125 case SEQ_OVERDROP: 00126 case SEQ_GLOW: 00127 case SEQ_MULTICAM: 00128 case SEQ_ADJUSTMENT: 00129 UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col); 00130 00131 /* slightly offset hue to distinguish different effects */ 00132 if (seq->type == SEQ_ADD) rgb_byte_set_hue_float_offset(col,0.04); 00133 if (seq->type == SEQ_SUB) rgb_byte_set_hue_float_offset(col,0.08); 00134 if (seq->type == SEQ_MUL) rgb_byte_set_hue_float_offset(col,0.12); 00135 if (seq->type == SEQ_ALPHAOVER) rgb_byte_set_hue_float_offset(col,0.16); 00136 if (seq->type == SEQ_ALPHAUNDER) rgb_byte_set_hue_float_offset(col,0.20); 00137 if (seq->type == SEQ_OVERDROP) rgb_byte_set_hue_float_offset(col,0.24); 00138 if (seq->type == SEQ_GLOW) rgb_byte_set_hue_float_offset(col,0.28); 00139 if (seq->type == SEQ_TRANSFORM) rgb_byte_set_hue_float_offset(col,0.36); 00140 if (seq->type == SEQ_MULTICAM) rgb_byte_set_hue_float_offset(col,0.32); 00141 if (seq->type == SEQ_ADJUSTMENT) rgb_byte_set_hue_float_offset(col,0.40); 00142 break; 00143 00144 case SEQ_COLOR: 00145 if (colvars->col) { 00146 rgb_float_to_byte(colvars->col, col); 00147 } else { 00148 col[0] = col[1] = col[2] = 128; 00149 } 00150 break; 00151 00152 case SEQ_PLUGIN: 00153 UI_GetThemeColor3ubv(TH_SEQ_PLUGIN, col); 00154 break; 00155 00156 case SEQ_SOUND: 00157 UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col); 00158 blendcol[0] = blendcol[1] = blendcol[2] = 128; 00159 if(seq->flag & SEQ_MUTE) UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20); 00160 break; 00161 00162 default: 00163 col[0] = 10; col[1] = 255; col[2] = 40; 00164 } 00165 } 00166 00167 static void drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize) 00168 { 00169 /* 00170 x1 is the starting x value to draw the wave, 00171 x2 the end x value, same for y1 and y2 00172 stepsize is width of a pixel. 00173 */ 00174 if(seq->flag & SEQ_AUDIO_DRAW_WAVEFORM) 00175 { 00176 int i, j, pos; 00177 int length = floor((x2-x1)/stepsize)+1; 00178 float ymid = (y1+y2)/2; 00179 float yscale = (y2-y1)/2; 00180 float samplestep; 00181 float startsample, endsample; 00182 float value; 00183 00184 SoundWaveform* waveform; 00185 00186 if(!seq->sound->waveform) 00187 sound_read_waveform(seq->sound); 00188 00189 if(!seq->sound->waveform) 00190 return; /* zero length sound */ 00191 00192 waveform = seq->sound->waveform; 00193 00194 if(!waveform) 00195 return; 00196 00197 startsample = floor((seq->startofs + seq->anim_startofs)/FPS * SOUND_WAVE_SAMPLES_PER_SECOND); 00198 endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp)/FPS * SOUND_WAVE_SAMPLES_PER_SECOND); 00199 samplestep = (endsample-startsample) * stepsize / (x2-x1); 00200 00201 if(length > floor((waveform->length - startsample) / samplestep)) 00202 length = floor((waveform->length - startsample) / samplestep); 00203 00204 glBegin(GL_LINE_STRIP); 00205 for(i = 0; i < length; i++) 00206 { 00207 pos = startsample + i * samplestep; 00208 00209 value = waveform->data[pos * 3]; 00210 00211 for(j = pos+1; (j < waveform->length) && (j < pos + samplestep); j++) 00212 { 00213 if(value > waveform->data[j * 3]) 00214 value = waveform->data[j * 3]; 00215 } 00216 00217 glVertex2f(x1+i*stepsize, ymid + value * yscale); 00218 } 00219 glEnd(); 00220 00221 glBegin(GL_LINE_STRIP); 00222 for(i = 0; i < length; i++) 00223 { 00224 pos = startsample + i * samplestep; 00225 00226 value = waveform->data[pos * 3 + 1]; 00227 00228 for(j = pos+1; (j < waveform->length) && (j < pos + samplestep); j++) 00229 { 00230 if(value < waveform->data[j * 3 + 1]) 00231 value = waveform->data[j * 3 + 1]; 00232 } 00233 00234 glVertex2f(x1+i*stepsize, ymid + value * yscale); 00235 } 00236 glEnd(); 00237 } 00238 } 00239 00240 static void drawmeta_stipple(int value) 00241 { 00242 if(value) { 00243 glEnable(GL_POLYGON_STIPPLE); 00244 glPolygonStipple(stipple_halftone); 00245 00246 glEnable(GL_LINE_STIPPLE); 00247 glLineStipple(1, 0x8888); 00248 } 00249 else { 00250 glDisable(GL_POLYGON_STIPPLE); 00251 glDisable(GL_LINE_STIPPLE); 00252 } 00253 } 00254 00255 static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2) 00256 { 00257 /* note: this used to use SEQ_BEGIN/SEQ_END, but it messes up the 00258 * seq->depth value, (needed by transform when doing overlap checks) 00259 * so for now, just use the meta's immediate children, could be fixed but 00260 * its only drawing - campbell */ 00261 Sequence *seq; 00262 unsigned char col[4]; 00263 00264 int chan_min= MAXSEQ; 00265 int chan_max= 0; 00266 int chan_range= 0; 00267 float draw_range= y2 - y1; 00268 float draw_height; 00269 00270 glEnable(GL_BLEND); 00271 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00272 00273 if(seqm->flag & SEQ_MUTE) 00274 drawmeta_stipple(1); 00275 00276 for (seq= seqm->seqbase.first; seq; seq= seq->next) { 00277 chan_min= MIN2(chan_min, seq->machine); 00278 chan_max= MAX2(chan_max, seq->machine); 00279 } 00280 00281 chan_range= (chan_max - chan_min) + 1; 00282 draw_height= draw_range / chan_range; 00283 00284 col[3]= 196; /* alpha, used for all meta children */ 00285 00286 for (seq= seqm->seqbase.first; seq; seq= seq->next) { 00287 if((seq->startdisp > x2 || seq->enddisp < x1) == 0) { 00288 float y_chan= (seq->machine - chan_min) / (float)(chan_range) * draw_range; 00289 float x1_chan= seq->startdisp; 00290 float x2_chan= seq->enddisp; 00291 float y1_chan, y2_chan; 00292 00293 if((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE)) 00294 drawmeta_stipple(1); 00295 00296 get_seq_color3ubv(scene, seq, col); 00297 00298 glColor4ubv(col); 00299 00300 /* clamp within parent sequence strip bounds */ 00301 if(x1_chan < x1) x1_chan= x1; 00302 if(x2_chan > x2) x2_chan= x2; 00303 00304 y1_chan= y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM); 00305 y2_chan= y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP); 00306 00307 glRectf(x1_chan, y1_chan, x2_chan, y2_chan); 00308 00309 UI_GetColorPtrShade3ubv(col, col, -30); 00310 glColor4ubv(col); 00311 fdrawbox(x1_chan, y1_chan, x2_chan, y2_chan); 00312 00313 if((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE)) 00314 drawmeta_stipple(0); 00315 } 00316 } 00317 00318 if (seqm->flag & SEQ_MUTE) 00319 drawmeta_stipple(0); 00320 00321 glDisable(GL_BLEND); 00322 } 00323 00324 /* draw a handle, for each end of a sequence strip */ 00325 static void draw_seq_handle(View2D *v2d, Sequence *seq, float pixelx, short direction) 00326 { 00327 float v1[2], v2[2], v3[2], rx1=0, rx2=0; //for triangles and rect 00328 float x1, x2, y1, y2; 00329 float handsize; 00330 float minhandle, maxhandle; 00331 char numstr[32]; 00332 unsigned int whichsel=0; 00333 00334 x1= seq->startdisp; 00335 x2= seq->enddisp; 00336 00337 y1= seq->machine+SEQ_STRIP_OFSBOTTOM; 00338 y2= seq->machine+SEQ_STRIP_OFSTOP; 00339 00340 /* clamp handles to defined size in pixel space */ 00341 handsize = seq->handsize; 00342 minhandle = 7; 00343 maxhandle = 40; 00344 CLAMP(handsize, minhandle*pixelx, maxhandle*pixelx); 00345 00346 /* set up co-ordinates/dimensions for either left or right handle */ 00347 if (direction == SEQ_LEFTHANDLE) { 00348 rx1 = x1; 00349 rx2 = x1+handsize * 0.75f; 00350 00351 v1[0]= x1+handsize/4; v1[1]= y1+( ((y1+y2)/2.0f - y1)/2); 00352 v2[0]= x1+handsize/4; v2[1]= y2-( ((y1+y2)/2.0f - y1)/2); 00353 v3[0]= v2[0] + handsize/4; v3[1]= (y1+y2)/2.0f; 00354 00355 whichsel = SEQ_LEFTSEL; 00356 } else if (direction == SEQ_RIGHTHANDLE) { 00357 rx1 = x2-handsize*0.75f; 00358 rx2 = x2; 00359 00360 v1[0]= x2-handsize/4; v1[1]= y1+( ((y1+y2)/2.0f - y1)/2); 00361 v2[0]= x2-handsize/4; v2[1]= y2-( ((y1+y2)/2.0f - y1)/2); 00362 v3[0]= v2[0] - handsize/4; v3[1]= (y1+y2)/2.0f; 00363 00364 whichsel = SEQ_RIGHTSEL; 00365 } 00366 00367 /* draw! */ 00368 if(seq->type < SEQ_EFFECT || 00369 get_sequence_effect_num_inputs(seq->type) == 0) { 00370 glEnable( GL_BLEND ); 00371 00372 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00373 00374 if(seq->flag & whichsel) glColor4ub(0, 0, 0, 80); 00375 else if (seq->flag & SELECT) glColor4ub(255, 255, 255, 30); 00376 else glColor4ub(0, 0, 0, 22); 00377 00378 glRectf(rx1, y1, rx2, y2); 00379 00380 if(seq->flag & whichsel) glColor4ub(255, 255, 255, 200); 00381 else glColor4ub(0, 0, 0, 50); 00382 00383 glEnable( GL_POLYGON_SMOOTH ); 00384 glBegin(GL_TRIANGLES); 00385 glVertex2fv(v1); glVertex2fv(v2); glVertex2fv(v3); 00386 glEnd(); 00387 00388 glDisable( GL_POLYGON_SMOOTH ); 00389 glDisable( GL_BLEND ); 00390 } 00391 00392 if(G.moving || (seq->flag & whichsel)) { 00393 const char col[4]= {255, 255, 255, 255}; 00394 if (direction == SEQ_LEFTHANDLE) { 00395 BLI_snprintf(numstr, sizeof(numstr),"%d", seq->startdisp); 00396 x1= rx1; 00397 y1 -= 0.45f; 00398 } else { 00399 BLI_snprintf(numstr, sizeof(numstr), "%d", seq->enddisp - 1); 00400 x1= x2 - handsize*0.75f; 00401 y1= y2 + 0.05f; 00402 } 00403 UI_view2d_text_cache_add(v2d, x1, y1, numstr, col); 00404 } 00405 } 00406 00407 static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq) 00408 { 00409 float x1, x2, y1, y2, pixely, a; 00410 unsigned char col[3], blendcol[3]; 00411 View2D *v2d= &ar->v2d; 00412 00413 if(seq->type >= SEQ_EFFECT) return; 00414 00415 x1= seq->startdisp; 00416 x2= seq->enddisp; 00417 00418 y1= seq->machine+SEQ_STRIP_OFSBOTTOM; 00419 y2= seq->machine+SEQ_STRIP_OFSTOP; 00420 00421 pixely = (v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin); 00422 00423 if(pixely <= 0) return; /* can happen when the view is split/resized */ 00424 00425 blendcol[0] = blendcol[1] = blendcol[2] = 120; 00426 00427 if(seq->startofs) { 00428 glEnable( GL_BLEND ); 00429 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00430 00431 get_seq_color3ubv(scene, seq, col); 00432 00433 if (seq->flag & SELECT) { 00434 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40); 00435 glColor4ub(col[0], col[1], col[2], 170); 00436 } else { 00437 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0); 00438 glColor4ub(col[0], col[1], col[2], 110); 00439 } 00440 00441 glRectf((float)(seq->start), y1-SEQ_STRIP_OFSBOTTOM, x1, y1); 00442 00443 if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255); 00444 else glColor4ub(col[0], col[1], col[2], 160); 00445 00446 fdrawbox((float)(seq->start), y1-SEQ_STRIP_OFSBOTTOM, x1, y1); //outline 00447 00448 glDisable( GL_BLEND ); 00449 } 00450 if(seq->endofs) { 00451 glEnable( GL_BLEND ); 00452 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00453 00454 get_seq_color3ubv(scene, seq, col); 00455 00456 if (seq->flag & SELECT) { 00457 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40); 00458 glColor4ub(col[0], col[1], col[2], 170); 00459 } else { 00460 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0); 00461 glColor4ub(col[0], col[1], col[2], 110); 00462 } 00463 00464 glRectf(x2, y2, (float)(seq->start+seq->len), y2+SEQ_STRIP_OFSBOTTOM); 00465 00466 if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255); 00467 else glColor4ub(col[0], col[1], col[2], 160); 00468 00469 fdrawbox(x2, y2, (float)(seq->start+seq->len), y2+SEQ_STRIP_OFSBOTTOM); //outline 00470 00471 glDisable( GL_BLEND ); 00472 } 00473 if(seq->startstill) { 00474 get_seq_color3ubv(scene, seq, col); 00475 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40); 00476 glColor3ubv((GLubyte *)col); 00477 00478 draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2); 00479 00480 /* feint pinstripes, helps see exactly which is extended and which isn't, 00481 * especially when the extension is very small */ 00482 if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24); 00483 else UI_GetColorPtrShade3ubv(col, col, -16); 00484 00485 glColor3ubv((GLubyte *)col); 00486 00487 for(a=y1; a< y2; a+= pixely * 2.0f) { 00488 fdrawline(x1, a, (float)(seq->start), a); 00489 } 00490 } 00491 if(seq->endstill) { 00492 get_seq_color3ubv(scene, seq, col); 00493 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40); 00494 glColor3ubv((GLubyte *)col); 00495 00496 draw_shadedstrip(seq, col, (float)(seq->start+seq->len), y1, x2, y2); 00497 00498 /* feint pinstripes, helps see exactly which is extended and which isn't, 00499 * especially when the extension is very small */ 00500 if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24); 00501 else UI_GetColorPtrShade3ubv(col, col, -16); 00502 00503 glColor3ubv((GLubyte *)col); 00504 00505 for(a=y1; a< y2; a+= pixely * 2.0f) { 00506 fdrawline((float)(seq->start+seq->len), a, x2, a); 00507 } 00508 } 00509 } 00510 00511 /* draw info text on a sequence strip */ 00512 static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3]) 00513 { 00514 rctf rect; 00515 char str[32 + FILE_MAX]; 00516 const char *name= seq->name+2; 00517 char col[4]; 00518 00519 /* note, all strings should include 'name' */ 00520 if(name[0]=='\0') 00521 name= give_seqname(seq); 00522 00523 if(seq->type == SEQ_META || seq->type == SEQ_ADJUSTMENT) { 00524 BLI_snprintf(str, sizeof(str), "%d | %s", seq->len, name); 00525 } 00526 else if(seq->type == SEQ_SCENE) { 00527 if(seq->scene) { 00528 if(seq->scene_camera) { 00529 BLI_snprintf(str, sizeof(str), "%d | %s: %s (%s)", seq->len, name, seq->scene->id.name+2, ((ID *)seq->scene_camera)->name+2); 00530 } else { 00531 BLI_snprintf(str, sizeof(str), "%d | %s: %s", seq->len, name, seq->scene->id.name+2); 00532 } 00533 } 00534 else { 00535 BLI_snprintf(str, sizeof(str), "%d | %s", seq->len, name); 00536 } 00537 } 00538 else if(seq->type == SEQ_MULTICAM) { 00539 BLI_snprintf(str, sizeof(str), "Cam | %s: %d", name, seq->multicam_source); 00540 } 00541 else if(seq->type == SEQ_IMAGE) { 00542 BLI_snprintf(str, sizeof(str), "%d | %s: %s%s", seq->len, name, seq->strip->dir, seq->strip->stripdata->name); 00543 } 00544 else if(seq->type & SEQ_EFFECT) { 00545 int can_float = (seq->type != SEQ_PLUGIN) 00546 || (seq->plugin && seq->plugin->version >= 4); 00547 00548 if(seq->seq3!=seq->seq2 && seq->seq1!=seq->seq3) 00549 BLI_snprintf(str, sizeof(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!"); 00550 else if (seq->seq1 && seq->seq2) 00551 BLI_snprintf(str, sizeof(str), "%d | %s: %d>%d%s", seq->len, name, seq->seq1->machine, seq->seq2->machine, can_float ? "" : " No float, upgrade plugin!"); 00552 else 00553 BLI_snprintf(str, sizeof(str), "%d | %s", seq->len, name); 00554 } 00555 else if (seq->type == SEQ_SOUND) { 00556 BLI_snprintf(str, sizeof(str), "%d | %s: %s", seq->len, name, seq->sound->name); 00557 } 00558 else if (seq->type == SEQ_MOVIE) { 00559 BLI_snprintf(str, sizeof(str), "%d | %s: %s%s", seq->len, name, seq->strip->dir, seq->strip->stripdata->name); 00560 } 00561 00562 if(seq->flag & SELECT){ 00563 col[0]= col[1]= col[2]= 255; 00564 }else if ((((int)background_col[0] + (int)background_col[1] + (int)background_col[2]) / 3) < 50){ 00565 col[0]= col[1]= col[2]= 80; /* use lighter text color for dark background */ 00566 }else{ 00567 col[0]= col[1]= col[2]= 0; 00568 } 00569 col[3]= 255; 00570 00571 rect.xmin= x1; 00572 rect.ymin= y1; 00573 rect.xmax= x2; 00574 rect.ymax= y2; 00575 UI_view2d_text_cache_rectf(v2d, &rect, str, col); 00576 } 00577 00578 /* draws a shaded strip, made from gradient + flat color + gradient */ 00579 static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2) 00580 { 00581 float ymid1, ymid2; 00582 00583 if (seq->flag & SEQ_MUTE) { 00584 glEnable(GL_POLYGON_STIPPLE); 00585 glPolygonStipple(stipple_halftone); 00586 } 00587 00588 ymid1 = (y2-y1)*0.25f + y1; 00589 ymid2 = (y2-y1)*0.65f + y1; 00590 00591 glShadeModel(GL_SMOOTH); 00592 glBegin(GL_QUADS); 00593 00594 if(seq->flag & SEQ_INVALID_EFFECT) { col[0]= 255; col[1]= 0; col[2]= 255; } 00595 else if(seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -50); 00596 /* else UI_GetColorPtrShade3ubv(col, col, 0); */ /* DO NOTHING */ 00597 00598 glColor3ubv(col); 00599 00600 glVertex2f(x1,y1); 00601 glVertex2f(x2,y1); 00602 00603 if(seq->flag & SEQ_INVALID_EFFECT) { col[0]= 255; col[1]= 0; col[2]= 255; } 00604 else if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5); 00605 else UI_GetColorPtrShade3ubv(col, col, -5); 00606 00607 glColor3ubv((GLubyte *)col); 00608 00609 glVertex2f(x2,ymid1); 00610 glVertex2f(x1,ymid1); 00611 00612 glEnd(); 00613 00614 glRectf(x1, ymid1, x2, ymid2); 00615 00616 glBegin(GL_QUADS); 00617 00618 glVertex2f(x1,ymid2); 00619 glVertex2f(x2,ymid2); 00620 00621 if(seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -15); 00622 else UI_GetColorPtrShade3ubv(col, col, 25); 00623 00624 glColor3ubv((GLubyte *)col); 00625 00626 glVertex2f(x2,y2); 00627 glVertex2f(x1,y2); 00628 00629 glEnd(); 00630 00631 if (seq->flag & SEQ_MUTE) { 00632 glDisable(GL_POLYGON_STIPPLE); 00633 } 00634 } 00635 00636 /* 00637 Draw a sequence strip, bounds check already made 00638 ARegion is currently only used to get the windows width in pixels 00639 so wave file sample drawing precision is zoom adjusted 00640 */ 00641 static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline_tint, float pixelx) 00642 { 00643 View2D *v2d= &ar->v2d; 00644 float x1, x2, y1, y2; 00645 unsigned char col[3], background_col[3], is_single_image; 00646 00647 /* we need to know if this is a single image/color or not for drawing */ 00648 is_single_image = (char)seq_single_check(seq); 00649 00650 /* body */ 00651 if(seq->startstill) x1= seq->start; 00652 else x1= seq->startdisp; 00653 y1= seq->machine+SEQ_STRIP_OFSBOTTOM; 00654 if(seq->endstill) x2= seq->start+seq->len; 00655 else x2= seq->enddisp; 00656 y2= seq->machine+SEQ_STRIP_OFSTOP; 00657 00658 00659 /* get the correct color per strip type*/ 00660 //get_seq_color3ubv(scene, seq, col); 00661 get_seq_color3ubv(scene, seq, background_col); 00662 00663 /* draw the main strip body */ 00664 if (is_single_image) /* single image */ 00665 draw_shadedstrip(seq, background_col, seq_tx_get_final_left(seq, 0), y1, seq_tx_get_final_right(seq, 0), y2); 00666 else /* normal operation */ 00667 draw_shadedstrip(seq, background_col, x1, y1, x2, y2); 00668 00669 /* draw additional info and controls */ 00670 if (!is_single_image) 00671 draw_seq_extensions(scene, ar, seq); 00672 00673 draw_seq_handle(v2d, seq, pixelx, SEQ_LEFTHANDLE); 00674 draw_seq_handle(v2d, seq, pixelx, SEQ_RIGHTHANDLE); 00675 00676 /* draw the strip outline */ 00677 x1= seq->startdisp; 00678 x2= seq->enddisp; 00679 00680 /* draw sound wave */ 00681 if(seq->type == SEQ_SOUND) drawseqwave(scene, seq, x1, y1, x2, y2, (ar->v2d.cur.xmax - ar->v2d.cur.xmin)/ar->winx); 00682 00683 /* draw lock */ 00684 if(seq->flag & SEQ_LOCK) { 00685 glEnable(GL_POLYGON_STIPPLE); 00686 glEnable(GL_BLEND); 00687 00688 /* light stripes */ 00689 glColor4ub(255, 255, 255, 32); 00690 glPolygonStipple(stipple_diag_stripes_pos); 00691 glRectf(x1, y1, x2, y2); 00692 00693 /* dark stripes */ 00694 glColor4ub(0, 0, 0, 32); 00695 glPolygonStipple(stipple_diag_stripes_neg); 00696 glRectf(x1, y1, x2, y2); 00697 00698 glDisable(GL_POLYGON_STIPPLE); 00699 glDisable(GL_BLEND); 00700 } 00701 00702 get_seq_color3ubv(scene, seq, col); 00703 if (G.moving && (seq->flag & SELECT)) { 00704 if(seq->flag & SEQ_OVERLAP) { 00705 col[0]= 255; col[1]= col[2]= 40; 00706 } 00707 else 00708 UI_GetColorPtrShade3ubv(col, col, 120+outline_tint); 00709 } 00710 else 00711 UI_GetColorPtrShade3ubv(col, col, outline_tint); 00712 00713 glColor3ubv((GLubyte *)col); 00714 00715 if (seq->flag & SEQ_MUTE) { 00716 glEnable(GL_LINE_STIPPLE); 00717 glLineStipple(1, 0x8888); 00718 } 00719 00720 uiDrawBoxShade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0); 00721 00722 if (seq->flag & SEQ_MUTE) { 00723 glDisable(GL_LINE_STIPPLE); 00724 } 00725 00726 if(seq->type==SEQ_META) drawmeta_contents(scene, seq, x1, y1, x2, y2); 00727 00728 /* calculate if seq is long enough to print a name */ 00729 x1= seq->startdisp+seq->handsize; 00730 x2= seq->enddisp-seq->handsize; 00731 00732 /* info text on the strip */ 00733 if(x1<v2d->cur.xmin) x1= v2d->cur.xmin; 00734 else if(x1>v2d->cur.xmax) x1= v2d->cur.xmax; 00735 if(x2<v2d->cur.xmin) x2= v2d->cur.xmin; 00736 else if(x2>v2d->cur.xmax) x2= v2d->cur.xmax; 00737 00738 /* nice text here would require changing the view matrix for texture text */ 00739 if( (x2-x1) / pixelx > 32) { 00740 draw_seq_text(v2d, seq, x1, x2, y1, y2, background_col); 00741 } 00742 } 00743 00744 static Sequence *special_seq_update= NULL; 00745 00746 static void UNUSED_FUNCTION(set_special_seq_update)(int val) 00747 { 00748 // int x; 00749 00750 /* if mouse over a sequence && LEFTMOUSE */ 00751 if(val) { 00752 // XXX special_seq_update= find_nearest_seq(&x); 00753 } 00754 else special_seq_update= NULL; 00755 } 00756 00757 void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs) 00758 { 00759 struct Main *bmain= CTX_data_main(C); 00760 struct ImBuf *ibuf= NULL; 00761 struct ImBuf *scope= NULL; 00762 struct View2D *v2d = &ar->v2d; 00763 int rectx, recty; 00764 float viewrectx, viewrecty; 00765 float render_size = 0.0; 00766 float proxy_size = 100.0; 00767 GLuint texid; 00768 GLuint last_texid; 00769 SeqRenderData context; 00770 00771 render_size = sseq->render_size; 00772 if (render_size == 0) { 00773 render_size = scene->r.size; 00774 } else { 00775 proxy_size = render_size; 00776 } 00777 if (render_size < 0) { 00778 return; 00779 } 00780 00781 viewrectx = (render_size*(float)scene->r.xsch)/100.0f; 00782 viewrecty = (render_size*(float)scene->r.ysch)/100.0f; 00783 00784 rectx = viewrectx + 0.5f; 00785 recty = viewrecty + 0.5f; 00786 00787 if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { 00788 viewrectx *= scene->r.xasp / scene->r.yasp; 00789 viewrectx /= proxy_size / 100.0f; 00790 viewrecty /= proxy_size / 100.0f; 00791 } 00792 00793 if(frame_ofs == 0) { 00794 /* XXX TODO: take color from theme */ 00795 glClearColor(0.0, 0.0, 0.0, 0.0); 00796 glClear(GL_COLOR_BUFFER_BIT); 00797 } 00798 00799 /* without this colors can flicker from previous opengl state */ 00800 glColor4ub(255, 255, 255, 255); 00801 00802 UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f); 00803 UI_view2d_curRect_validate(v2d); 00804 00805 /* only initialize the preview if a render is in progress */ 00806 if(G.rendering) 00807 return; 00808 00809 context = seq_new_render_data(bmain, scene, rectx, recty, proxy_size); 00810 00811 if (special_seq_update) 00812 ibuf= give_ibuf_seq_direct(context, cfra + frame_ofs, special_seq_update); 00813 else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) { 00814 ibuf= (ImBuf *)give_ibuf_seq(context, cfra + frame_ofs, sseq->chanshown); 00815 else 00816 ibuf= (ImBuf *)give_ibuf_seq_threaded(context, cfra + frame_ofs, sseq->chanshown); 00817 00818 if(ibuf==NULL) 00819 return; 00820 00821 if(ibuf->rect==NULL && ibuf->rect_float == NULL) 00822 return; 00823 00824 switch(sseq->mainb) { 00825 case SEQ_DRAW_IMG_IMBUF: 00826 if (sseq->zebra != 0) { 00827 scope = make_zebra_view_from_ibuf(ibuf, sseq->zebra); 00828 } 00829 break; 00830 case SEQ_DRAW_IMG_WAVEFORM: 00831 if ((sseq->flag & SEQ_DRAW_COLOR_SEPERATED) != 0) { 00832 scope = make_sep_waveform_view_from_ibuf(ibuf); 00833 } else { 00834 scope = make_waveform_view_from_ibuf(ibuf); 00835 } 00836 break; 00837 case SEQ_DRAW_IMG_VECTORSCOPE: 00838 scope = make_vectorscope_view_from_ibuf(ibuf); 00839 break; 00840 case SEQ_DRAW_IMG_HISTOGRAM: 00841 scope = make_histogram_view_from_ibuf(ibuf); 00842 break; 00843 } 00844 00845 if (scope) { 00846 IMB_freeImBuf(ibuf); 00847 ibuf = scope; 00848 } 00849 00850 if(ibuf->rect_float && ibuf->rect==NULL) { 00851 IMB_rect_from_float(ibuf); 00852 } 00853 00854 /* setting up the view - actual drawing starts here */ 00855 UI_view2d_view_ortho(v2d); 00856 00857 last_texid= glaGetOneInteger(GL_TEXTURE_2D); 00858 glEnable(GL_TEXTURE_2D); 00859 glGenTextures(1, (GLuint *)&texid); 00860 00861 glBindTexture(GL_TEXTURE_2D, texid); 00862 00863 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 00864 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 00865 00866 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); 00867 glBegin(GL_QUADS); 00868 00869 if(frame_ofs) { 00870 rctf tot_clip; 00871 tot_clip.xmin= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmin); 00872 tot_clip.ymin= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymin); 00873 tot_clip.xmax= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmax); 00874 tot_clip.ymax= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymax); 00875 00876 glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmin, tot_clip.ymin); 00877 glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmin, tot_clip.ymax); 00878 glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmax, tot_clip.ymax); 00879 glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmax, tot_clip.ymin); 00880 } 00881 else { 00882 glTexCoord2f(0.0f, 0.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymin); 00883 glTexCoord2f(0.0f, 1.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymax); 00884 glTexCoord2f(1.0f, 1.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymax); 00885 glTexCoord2f(1.0f, 0.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymin); 00886 } 00887 glEnd( ); 00888 glBindTexture(GL_TEXTURE_2D, last_texid); 00889 glDisable(GL_TEXTURE_2D); 00890 glDeleteTextures(1, &texid); 00891 00892 if(sseq->mainb == SEQ_DRAW_IMG_IMBUF) { 00893 00894 float x1 = v2d->tot.xmin; 00895 float y1 = v2d->tot.ymin; 00896 float x2 = v2d->tot.xmax; 00897 float y2 = v2d->tot.ymax; 00898 00899 /* border */ 00900 setlinestyle(3); 00901 00902 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0); 00903 00904 glBegin(GL_LINE_LOOP); 00905 glVertex2f(x1-0.5f, y1-0.5f); 00906 glVertex2f(x1-0.5f, y2+0.5f); 00907 glVertex2f(x2+0.5f, y2+0.5f); 00908 glVertex2f(x2+0.5f, y1-0.5f); 00909 glEnd(); 00910 00911 /* safety border */ 00912 if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) { 00913 float fac= 0.1; 00914 00915 float a= fac*(x2-x1); 00916 x1+= a; 00917 x2-= a; 00918 00919 a= fac*(y2-y1); 00920 y1+= a; 00921 y2-= a; 00922 00923 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 00924 00925 uiSetRoundBox(UI_CNR_ALL); 00926 uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0); 00927 00928 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 00929 00930 } 00931 00932 setlinestyle(0); 00933 } 00934 00935 /* draw grease-pencil (image aligned) */ 00936 // if (sseq->flag & SEQ_DRAW_GPENCIL) 00937 // XXX draw_gpencil_2dimage(sa, ibuf); 00938 00939 IMB_freeImBuf(ibuf); 00940 00941 /* draw grease-pencil (screen aligned) */ 00942 // if (sseq->flag & SEQ_DRAW_GPENCIL) 00943 // XXX draw_gpencil_view2d(sa, 0); 00944 00945 /* ortho at pixel level */ 00946 UI_view2d_view_restore(C); 00947 } 00948 00949 #if 0 00950 void drawprefetchseqspace(Scene *scene, ARegion *UNUSED(ar), SpaceSeq *sseq) 00951 { 00952 int rectx, recty; 00953 int render_size = sseq->render_size; 00954 int proxy_size = 100.0; 00955 if (render_size == 0) { 00956 render_size = scene->r.size; 00957 } else { 00958 proxy_size = render_size; 00959 } 00960 if (render_size < 0) { 00961 return; 00962 } 00963 00964 rectx= (render_size*scene->r.xsch)/100; 00965 recty= (render_size*scene->r.ysch)/100; 00966 00967 if(sseq->mainb != SEQ_DRAW_SEQUENCE) { 00968 give_ibuf_prefetch_request( 00969 rectx, recty, (scene->r.cfra), sseq->chanshown, 00970 proxy_size); 00971 } 00972 } 00973 #endif 00974 00975 /* draw backdrop of the sequencer strips view */ 00976 static void draw_seq_backdrop(View2D *v2d) 00977 { 00978 int i; 00979 00980 /* darker grey overlay over the view backdrop */ 00981 UI_ThemeColorShade(TH_BACK, -20); 00982 glRectf(v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0); 00983 00984 /* Alternating horizontal stripes */ 00985 i= MAX2(1, ((int)v2d->cur.ymin)-1); 00986 00987 glBegin(GL_QUADS); 00988 while (i<v2d->cur.ymax) { 00989 if (((int)i) & 1) 00990 UI_ThemeColorShade(TH_BACK, -15); 00991 else 00992 UI_ThemeColorShade(TH_BACK, -25); 00993 00994 glVertex2f(v2d->cur.xmax, i); 00995 glVertex2f(v2d->cur.xmin, i); 00996 glVertex2f(v2d->cur.xmin, i+1); 00997 glVertex2f(v2d->cur.xmax, i+1); 00998 00999 i+=1.0; 01000 } 01001 glEnd(); 01002 01003 /* Darker lines separating the horizontal bands */ 01004 i= MAX2(1, ((int)v2d->cur.ymin)-1); 01005 UI_ThemeColor(TH_GRID); 01006 01007 glBegin(GL_LINES); 01008 while (i < v2d->cur.ymax) { 01009 glVertex2f(v2d->cur.xmax, i); 01010 glVertex2f(v2d->cur.xmin, i); 01011 01012 i+=1.0; 01013 } 01014 glEnd(); 01015 } 01016 01017 /* draw the contents of the sequencer strips view */ 01018 static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar) 01019 { 01020 Scene *scene= CTX_data_scene(C); 01021 View2D *v2d= &ar->v2d; 01022 Sequence *last_seq = seq_active_get(scene); 01023 int sel = 0, j; 01024 float pixelx = (v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin); 01025 01026 /* loop through twice, first unselected, then selected */ 01027 for (j=0; j<2; j++) { 01028 Sequence *seq; 01029 int outline_tint= (j) ? -60 : -150; /* highlighting around strip edges indicating selection */ 01030 01031 /* loop through strips, checking for those that are visible */ 01032 for (seq= ed->seqbasep->first; seq; seq= seq->next) { 01033 /* boundbox and selection tests for NOT drawing the strip... */ 01034 if ((seq->flag & SELECT) != sel) continue; 01035 else if (seq == last_seq) continue; 01036 else if (MIN2(seq->startdisp, seq->start) > v2d->cur.xmax) continue; 01037 else if (MAX2(seq->enddisp, seq->start+seq->len) < v2d->cur.xmin) continue; 01038 else if (seq->machine+1.0f < v2d->cur.ymin) continue; 01039 else if (seq->machine > v2d->cur.ymax) continue; 01040 01041 /* strip passed all tests unscathed... so draw it now */ 01042 draw_seq_strip(scene, ar, seq, outline_tint, pixelx); 01043 } 01044 01045 /* draw selected next time round */ 01046 sel= SELECT; 01047 } 01048 01049 /* draw the last selected last (i.e. 'active' in other parts of Blender), removes some overlapping error */ 01050 if (last_seq) 01051 draw_seq_strip(scene, ar, last_seq, 120, pixelx); 01052 } 01053 01054 static void seq_draw_sfra_efra(Scene *scene, View2D *v2d) 01055 { 01056 glEnable(GL_BLEND); 01057 01058 /* draw darkened area outside of active timeline 01059 * frame range used is preview range or scene range */ 01060 UI_ThemeColorShadeAlpha(TH_BACK, -25, -100); 01061 01062 if (PSFRA < PEFRA) { 01063 glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax); 01064 glRectf((float)PEFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax); 01065 } 01066 else { 01067 glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax); 01068 } 01069 01070 UI_ThemeColorShade(TH_BACK, -60); 01071 /* thin lines where the actual frames are */ 01072 fdrawline((float)PSFRA, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax); 01073 fdrawline((float)PEFRA, v2d->cur.ymin, (float)PEFRA, v2d->cur.ymax); 01074 01075 glDisable(GL_BLEND); 01076 } 01077 01078 /* Draw Timeline/Strip Editor Mode for Sequencer */ 01079 void draw_timeline_seq(const bContext *C, ARegion *ar) 01080 { 01081 Scene *scene= CTX_data_scene(C); 01082 Editing *ed= seq_give_editing(scene, FALSE); 01083 SpaceSeq *sseq= CTX_wm_space_seq(C); 01084 View2D *v2d= &ar->v2d; 01085 View2DScrollers *scrollers; 01086 short unit=0, flag=0; 01087 float col[3]; 01088 01089 /* clear and setup matrix */ 01090 UI_GetThemeColor3fv(TH_BACK, col); 01091 if (ed && ed->metastack.first) 01092 glClearColor(col[0], col[1], col[2]-0.1f, 0.0f); 01093 else 01094 glClearColor(col[0], col[1], col[2], 0.0f); 01095 glClear(GL_COLOR_BUFFER_BIT); 01096 01097 UI_view2d_view_ortho(v2d); 01098 01099 01100 /* calculate extents of sequencer strips/data 01101 * NOTE: needed for the scrollers later 01102 */ 01103 boundbox_seq(scene, &v2d->tot); 01104 01105 01106 /* draw backdrop */ 01107 draw_seq_backdrop(v2d); 01108 01109 /* regular grid-pattern over the rest of the view (i.e. 25-frame grid lines) */ 01110 // NOTE: the gridlines are currently spaced every 25 frames, which is only fine for 25 fps, but maybe not for 30... 01111 UI_view2d_constant_grid_draw(v2d); 01112 01113 seq_draw_sfra_efra(scene, v2d); 01114 01115 /* sequence strips (if there is data available to be drawn) */ 01116 if (ed) { 01117 /* draw the data */ 01118 draw_seq_strips(C, ed, ar); 01119 01120 /* text draw cached (for sequence names), in pixelspace now */ 01121 UI_view2d_text_cache_draw(ar); 01122 } 01123 01124 /* current frame */ 01125 UI_view2d_view_ortho(v2d); 01126 if ((sseq->flag & SEQ_DRAWFRAMES)==0) flag |= DRAWCFRA_UNIT_SECONDS; 01127 if ((sseq->flag & SEQ_NO_DRAW_CFRANUM)==0) flag |= DRAWCFRA_SHOW_NUMBOX; 01128 ANIM_draw_cfra(C, v2d, flag); 01129 01130 /* markers */ 01131 UI_view2d_view_orthoSpecial(ar, v2d, 1); 01132 draw_markers_time(C, DRAW_MARKERS_LINES); 01133 01134 /* preview range */ 01135 UI_view2d_view_ortho(v2d); 01136 ANIM_draw_previewrange(C, v2d); 01137 01138 /* overlap playhead */ 01139 if(scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) { 01140 int cfra_over= (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs; 01141 glColor3f(0.2, 0.2, 0.2); 01142 // glRectf(cfra_over, v2d->cur.ymin, scene->ed->over_ofs + scene->r.cfra + 1, v2d->cur.ymax); 01143 01144 glBegin(GL_LINES); 01145 glVertex2f(cfra_over, v2d->cur.ymin); 01146 glVertex2f(cfra_over, v2d->cur.ymax); 01147 glEnd(); 01148 01149 } 01150 01151 /* reset view matrix */ 01152 UI_view2d_view_restore(C); 01153 01154 /* scrollers */ 01155 unit= (sseq->flag & SEQ_DRAWFRAMES)? V2D_UNIT_FRAMES : V2D_UNIT_SECONDSSEQ; 01156 scrollers= UI_view2d_scrollers_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP); 01157 UI_view2d_scrollers_draw(C, v2d, scrollers); 01158 UI_view2d_scrollers_free(scrollers); 01159 } 01160 01161