/* General call for drawing current frame indicator in animation editor */ void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag) { Scene *scene = CTX_data_scene(C); float vec[2]; /* Draw a light green line to indicate current frame */ vec[0] = (float)(scene->r.cfra * scene->r.framelen); UI_ThemeColor(TH_CFRAME); if (flag & DRAWCFRA_WIDE) glLineWidth(3.0); else glLineWidth(2.0); glBegin(GL_LINE_STRIP); vec[1] = v2d->cur.ymin - 500.0f; /* XXX arbitrary... want it go to bottom */ glVertex2fv(vec); vec[1] = v2d->cur.ymax; glVertex2fv(vec); glEnd(); glLineWidth(1.0); /* Draw current frame number in a little box */ if (flag & DRAWCFRA_SHOW_NUMBOX) { UI_view2d_view_orthoSpecial(CTX_wm_region(C), v2d, 1); draw_cfra_number(scene, v2d, vec[0], (flag & DRAWCFRA_UNIT_SECONDS) != 0); } }
void clip_draw_cfra(SpaceClip *sc, ARegion *ar, Scene *scene) { View2D *v2d = &ar->v2d; float xscale, yscale; float vec[2]; /* Draw a light green line to indicate current frame */ vec[0] = (float)(sc->user.framenr * scene->r.framelen); UI_ThemeColor(TH_CFRAME); glLineWidth(2.0); glBegin(GL_LINE_STRIP); vec[1] = v2d->cur.ymin; glVertex2fv(vec); vec[1] = v2d->cur.ymax; glVertex2fv(vec); glEnd(); glLineWidth(1.0); UI_view2d_view_orthoSpecial(ar, v2d, 1); /* because the frame number text is subject to the same scaling as the contents of the view */ UI_view2d_scale_get(v2d, &xscale, &yscale); glScalef(1.0f / xscale, 1.0f, 1.0f); ED_region_cache_draw_curfra_label(sc->user.framenr, (float)sc->user.framenr * xscale, 18); /* restore view transform */ glScalef(xscale, 1.0, 1.0); }
/* General call for drawing current frame indicator in animation editor */ void ANIM_draw_cfra (const bContext *C, View2D *v2d, short flag) { Scene *scene= CTX_data_scene(C); float vec[2]; /* Draw a light green line to indicate current frame */ vec[0]= (float)(scene->r.cfra * scene->r.framelen); UI_ThemeColor(TH_CFRAME); glLineWidth(2.0); glBegin(GL_LINE_STRIP); vec[1]= v2d->cur.ymin-500.0f; /* XXX arbitrary... want it go to bottom */ glVertex2fv(vec); vec[1]= v2d->cur.ymax; glVertex2fv(vec); glEnd(); /* Draw dark green line if slow-parenting/time-offset is enabled */ if (flag & DRAWCFRA_SHOW_TIMEOFS) { Object *ob= OBACT; if(ob) { float timeoffset= give_timeoffset(ob); // XXX ob->ipoflag is depreceated! if ((ob->ipoflag & OB_OFFS_OB) && (timeoffset != 0.0f)) { vec[0]-= timeoffset; /* could avoid calling twice */ UI_ThemeColorShade(TH_CFRAME, -30); glBegin(GL_LINE_STRIP); /*vec[1]= v2d->cur.ymax;*/ // this is set already. this line is only included glVertex2fv(vec); vec[1]= v2d->cur.ymin; glVertex2fv(vec); glEnd(); } } } glLineWidth(1.0); /* Draw current frame number in a little box */ if (flag & DRAWCFRA_SHOW_NUMBOX) { UI_view2d_view_orthoSpecial(CTX_wm_region(C), v2d, 1); draw_cfra_number(scene, v2d, vec[0], (flag & DRAWCFRA_UNIT_SECONDS)); } }
/* General call for drawing current frame indicator in animation editor */ void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag) { Scene *scene = CTX_data_scene(C); /* Draw a light green line to indicate current frame */ UI_ThemeColor(TH_CFRAME); const float time = scene->r.cfra + scene->r.subframe; const float x = (float)(time * scene->r.framelen); glLineWidth((flag & DRAWCFRA_WIDE) ? 3.0 : 2.0); glBegin(GL_LINES); glVertex2f(x, v2d->cur.ymin - 500.0f); /* XXX arbitrary... want it go to bottom */ glVertex2f(x, v2d->cur.ymax); glEnd(); /* Draw current frame number in a little box */ if (flag & DRAWCFRA_SHOW_NUMBOX) { UI_view2d_view_orthoSpecial(CTX_wm_region(C), v2d, 1); draw_cfra_number(scene, v2d, x, (flag & DRAWCFRA_UNIT_SECONDS) != 0); } }
/* Draw Timeline/Strip Editor Mode for Sequencer */ void draw_timeline_seq(const bContext *C, ARegion *ar) { Scene *scene = CTX_data_scene(C); Editing *ed = BKE_sequencer_editing_get(scene, FALSE); SpaceSeq *sseq = CTX_wm_space_seq(C); View2D *v2d = &ar->v2d; View2DScrollers *scrollers; short unit = 0, flag = 0; float col[3]; /* clear and setup matrix */ UI_GetThemeColor3fv(TH_BACK, col); if (ed && ed->metastack.first) glClearColor(col[0], col[1], col[2] - 0.1f, 0.0f); else glClearColor(col[0], col[1], col[2], 0.0f); glClear(GL_COLOR_BUFFER_BIT); UI_view2d_view_ortho(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. 25-frame grid lines) */ // NOTE: the gridlines are currently spaced every 25 frames, which is only fine for 25 fps, but maybe not for 30... UI_view2d_constant_grid_draw(v2d); ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); seq_draw_sfra_efra(scene, v2d); /* 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(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(ar, v2d, 1); draw_markers_time(C, DRAW_MARKERS_LINES); /* preview range */ UI_view2d_view_ortho(v2d); ANIM_draw_previewrange(C, v2d, 1); /* 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(); } /* callback */ ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); /* reset view matrix */ UI_view2d_view_restore(C); /* scrollers */ unit = (sseq->flag & SEQ_DRAWFRAMES) ? V2D_UNIT_FRAMES : V2D_UNIT_SECONDSSEQ; scrollers = UI_view2d_scrollers_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP); UI_view2d_scrollers_draw(C, v2d, scrollers); UI_view2d_scrollers_free(scrollers); }