/* 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); }
/* sets up the opengl context. * width, height are to match the values from ED_mask_get_size() */ void ED_mask_draw_region(Mask *mask, ARegion *ar, const char draw_flag, const char draw_type, const char overlay_mode, const int width_i, const int height_i, /* convert directly into aspect corrected vars */ const float aspx, const float aspy, const bool do_scale_applied, const bool do_draw_cb, float stabmat[4][4], /* optional - only used by clip */ const bContext *C /* optional - only used when do_post_draw is set or called from clip editor */ ) { struct View2D *v2d = &ar->v2d; /* aspect always scales vertically in movie and image spaces */ const float width = width_i, height = (float)height_i * (aspy / aspx); int x, y; /* int w, h; */ float zoomx, zoomy; /* frame image */ float maxdim; float xofs, yofs; /* find window pixel coordinates of origin */ UI_view2d_view_to_region(&ar->v2d, 0.0f, 0.0f, &x, &y); /* w = BLI_rctf_size_x(&v2d->tot); */ /* h = BLI_rctf_size_y(&v2d->tot); */ zoomx = (float)(BLI_rcti_size_x(&ar->winrct) + 1) / BLI_rctf_size_x(&ar->v2d.cur); zoomy = (float)(BLI_rcti_size_y(&ar->winrct) + 1) / BLI_rctf_size_y(&ar->v2d.cur); if (do_scale_applied) { zoomx /= width; zoomy /= height; } x += v2d->tot.xmin * zoomx; y += v2d->tot.ymin * zoomy; /* frame the image */ maxdim = max_ff(width, height); if (width == height) { xofs = yofs = 0; } else if (width < height) { xofs = ((height - width) / -2.0f) * zoomx; yofs = 0.0f; } else { /* (width > height) */ xofs = 0.0f; yofs = ((width - height) / -2.0f) * zoomy; } if (draw_flag & MASK_DRAWFLAG_OVERLAY) { float *buffer = threaded_mask_rasterize(mask, width, height); int format; if (overlay_mode == MASK_OVERLAY_ALPHACHANNEL) { glColor3f(1.0f, 1.0f, 1.0f); format = GL_LUMINANCE; } else { /* More blending types could be supported in the future. */ glEnable(GL_BLEND); glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA); format = GL_ALPHA; } glPushMatrix(); glTranslatef(x, y, 0); glScalef(zoomx, zoomy, 0); if (stabmat) { glMultMatrixf(stabmat); } glaDrawPixelsTex(0.0f, 0.0f, width, height, format, GL_FLOAT, GL_NEAREST, buffer); glPopMatrix(); if (overlay_mode != MASK_OVERLAY_ALPHACHANNEL) { glDisable(GL_BLEND); } MEM_freeN(buffer); } /* apply transformation so mask editing tools will assume drawing from the origin in normalized space */ glPushMatrix(); if (stabmat) { glMultMatrixf(stabmat); } glTranslatef(x + xofs, y + yofs, 0); glScalef(maxdim * zoomx, maxdim * zoomy, 0); if (do_draw_cb) { ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); } /* draw! */ draw_masklays(C, mask, draw_flag, draw_type, width, height, maxdim * zoomx, maxdim * zoomy); if (do_draw_cb) { ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); } glPopMatrix(); }