void draw_nla_channel_list(bContext *C, bAnimContext *ac, ARegion *ar) { ListBase anim_data = {NULL, NULL}; bAnimListElem *ale; int filter; SpaceNla *snla = (SpaceNla *)ac->sl; View2D *v2d = &ar->v2d; float y = 0.0f; size_t items; int height; /* build list of channels to draw */ filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS); items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype); /* Update max-extent of channels here (taking into account scrollers): * - this is done to allow the channel list to be scrollable, but must be done here * to avoid regenerating the list again and/or also because channels list is drawn first * - offset of NLACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for * start of list offset, and the second is as a correction for the scrollers. */ height = ((items * NLACHANNEL_STEP(snla)) + (NLACHANNEL_HEIGHT(snla) * 2)); /* don't use totrect set, as the width stays the same * (NOTE: this is ok here, the configuration is pretty straightforward) */ v2d->tot.ymin = (float)(-height); /* need to do a view-sync here, so that the keys area doesn't jump around (it must copy this) */ UI_view2d_sync(NULL, ac->sa, v2d, V2D_LOCK_COPY); /* draw channels */ { /* first pass: just the standard GL-drawing for backdrop + text */ y = (float)(-NLACHANNEL_HEIGHT(snla)); for (ale = anim_data.first; ale; ale = ale->next) { float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla)); float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla)); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw(ac, ale, yminc, ymaxc); } /* adjust y-position for next one */ y -= NLACHANNEL_STEP(snla); } } { /* second pass: UI widgets */ uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS); size_t channel_index = 0; y = (float)(-NLACHANNEL_HEIGHT(snla)); /* set blending again, as may not be set in previous step */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); /* loop through channels, and set up drawing depending on their type */ for (ale = anim_data.first; ale; ale = ale->next) { const float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla)); const float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla)); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw_widgets(C, ac, ale, block, yminc, ymaxc, channel_index); } /* adjust y-position for next one */ y -= NLACHANNEL_STEP(snla); channel_index++; } UI_block_end(C, block); UI_block_draw(C, block); glDisable(GL_BLEND); } /* free temporary channels */ ANIM_animdata_freelist(&anim_data); }
// TODO: depreceate this code... static void draw_nla_channel_list_gl (bAnimContext *ac, ListBase *anim_data, View2D *v2d, float y) { bAnimListElem *ale; float x = 0.0f; /* loop through channels, and set up drawing depending on their type */ for (ale= anim_data->first; ale; ale= ale->next) { const float yminc= (float)(y - NLACHANNEL_HEIGHT_HALF); const float ymaxc= (float)(y + NLACHANNEL_HEIGHT_HALF); const float ydatac= (float)(y - 7); /* check if visible */ if ( IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { short indent= 0, offset= 0, sel= 0, group= 0; int expand= -1, protect = -1, special= -1, mute = -1; char name[128]; short doDraw=0; /* determine what needs to be drawn */ switch (ale->type) { case ANIMTYPE_NLATRACK: /* NLA Track */ { NlaTrack *nlt= (NlaTrack *)ale->data; indent= 0; if (ale->id) { /* special exception for materials and particles */ if (ELEM(GS(ale->id->name),ID_MA,ID_PA)) { offset= 21; indent= 1; } else offset= 14; } else offset= 0; /* FIXME: 'solo' as the 'special' button? * - need special icons for these */ if (nlt->flag & NLATRACK_SOLO) special= ICON_LAYER_ACTIVE; else special= ICON_LAYER_USED; /* if this track is active and we're tweaking it, don't draw these toggles */ // TODO: need a special macro for this... if ( ((nlt->flag & NLATRACK_ACTIVE) && (nlt->flag & NLATRACK_DISABLED)) == 0 ) { if (nlt->flag & NLATRACK_MUTED) mute = ICON_MUTE_IPO_ON; else mute = ICON_MUTE_IPO_OFF; if (EDITABLE_NLT(nlt)) protect = ICON_UNLOCKED; else protect = ICON_LOCKED; } sel = SEL_NLT(nlt); strcpy(name, nlt->name); // draw manually still doDraw= 1; } break; case ANIMTYPE_NLAACTION: /* NLA Action-Line */ { bAction *act= (bAction *)ale->data; group = 5; if (ale->id) { /* special exception for materials and particles */ if (ELEM(GS(ale->id->name),ID_MA,ID_PA)) { offset= 21; indent= 1; } else offset= 14; } else offset= 0; special = ICON_ACTION; if (act) sprintf(name, "ActAction: <%s>", act->id.name+2); else sprintf(name, "<No Action>"); // draw manually still doDraw= 1; } break; default: /* handled by standard channel-drawing API */ // draw backdrops only... ANIM_channel_draw(ac, ale, yminc, ymaxc); break; } /* if special types, draw manually for now... */ if (doDraw) { /* now, start drawing based on this information */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); /* draw backing strip behind channel name */ if (group == 5) { /* Action Line */ AnimData *adt= ale->adt; // TODO: if tweaking some action, use the same color as for the tweaked track (quick hack done for now) if (adt && (adt->flag & ADT_NLA_EDIT_ON)) { // greenish color (same as tweaking strip) - hardcoded for now glColor3f(0.3f, 0.95f, 0.1f); } else { if (ale->data) glColor3f(0.8f, 0.2f, 0.0f); // reddish color - hardcoded for now else glColor3f(0.6f, 0.5f, 0.5f); // greyish-red color - hardcoded for now } offset += 7 * indent; /* only on top two corners, to show that this channel sits on top of the preceeding ones */ uiSetRoundBox((1|2)); /* draw slightly shifted up vertically to look like it has more separtion from other channels, * but we then need to slightly shorten it so that it doesn't look like it overlaps */ gl_round_box(GL_POLYGON, x+offset, yminc+NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc+NLACHANNEL_SKIP-1, 8); /* clear group value, otherwise we cause errors... */ group = 0; } else { /* for normal channels * - use 3 shades of color group/standard color for 3 indention level */ UI_ThemeColorShade(TH_HEADER, ((indent==0)?20: (indent==1)?-20: -40)); indent += group; offset += 7 * indent; glBegin(GL_QUADS); glVertex2f(x+offset, yminc); glVertex2f(x+offset, ymaxc); glVertex2f((float)v2d->cur.xmax, ymaxc); glVertex2f((float)v2d->cur.xmax, yminc); glEnd(); } /* draw expand/collapse triangle */ if (expand > 0) { UI_icon_draw(x+offset, ydatac, expand); offset += 17; } /* draw special icon indicating certain data-types */ if (special > -1) { /* for normal channels */ UI_icon_draw(x+offset, ydatac, special); offset += 17; } glDisable(GL_BLEND); /* draw name */ if (sel) UI_ThemeColor(TH_TEXT_HI); else UI_ThemeColor(TH_TEXT); offset += 3; UI_DrawString(x+offset, y-4, name); /* reset offset - for RHS of panel */ offset = 0; /* set blending again, as text drawing may clear it */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); /* draw protect 'lock' */ if (protect > -1) { offset = 16; UI_icon_draw((float)(v2d->cur.xmax-offset), ydatac, protect); } /* draw mute 'eye' */ if (mute > -1) { offset += 16; UI_icon_draw((float)(v2d->cur.xmax-offset), ydatac, mute); } /* draw NLA-action line 'status-icons' - only when there's an action */ if ((ale->type == ANIMTYPE_NLAACTION) && (ale->data)) { AnimData *adt= ale->adt; offset += 16; /* now draw some indicator icons */ if ((adt) && (adt->flag & ADT_NLA_EDIT_ON)) { /* toggle for tweaking with mapping/no-mapping (i.e. 'in place editing' toggle) */ // for now, use pin icon to symbolise this if (adt->flag & ADT_NLA_EDIT_NOMAP) UI_icon_draw((float)(v2d->cur.xmax-offset), ydatac, ICON_PINNED); else UI_icon_draw((float)(v2d->cur.xmax-offset), ydatac, ICON_UNPINNED); fdrawline((float)(v2d->cur.xmax-offset), yminc, (float)(v2d->cur.xmax-offset), ymaxc); offset += 16;; /* 'tweaking action' indicator - not a button */ UI_icon_draw((float)(v2d->cur.xmax-offset), ydatac, ICON_EDIT); } else { /* XXX firstly draw a little rect to help identify that it's different from the toggles */ glBegin(GL_LINE_LOOP); glVertex2f((float)v2d->cur.xmax-offset-1, y-7); glVertex2f((float)v2d->cur.xmax-offset-1, y+9); glVertex2f((float)v2d->cur.xmax-1, y+9); glVertex2f((float)v2d->cur.xmax-1, y-7); glEnd(); // GL_LINES /* 'push down' icon for normal active-actions */ UI_icon_draw((float)NLACHANNEL_NAMEWIDTH-offset, ydatac, ICON_FREEZE); } } glDisable(GL_BLEND); } } /* adjust y-position for next one */ y -= NLACHANNEL_STEP; } }
/* left hand part */ void graph_draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar) { ListBase anim_data = {NULL, NULL}; bAnimListElem *ale; int filter; View2D *v2d = &ar->v2d; float y = 0.0f, height; size_t items; int i = 0; /* build list of channels to draw */ filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS); items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype); /* Update max-extent of channels here (taking into account scrollers): * - this is done to allow the channel list to be scrollable, but must be done here * to avoid regenerating the list again and/or also because channels list is drawn first * - offset of ACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for * start of list offset, and the second is as a correction for the scrollers. */ height = (float)((items * ACHANNEL_STEP) + (ACHANNEL_HEIGHT * 2)); UI_view2d_totRect_set(v2d, ar->winx, height); /* loop through channels, and set up drawing depending on their type */ { /* first pass: just the standard GL-drawing for backdrop + text */ y = (float)ACHANNEL_FIRST; for (ale = anim_data.first, i = 0; ale; ale = ale->next, i++) { const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF); const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw(ac, ale, yminc, ymaxc); } /* adjust y-position for next one */ y -= ACHANNEL_STEP; } } { /* second pass: widgets */ uiBlock *block = uiBeginBlock(C, ar, __func__, UI_EMBOSS); size_t channel_index = 0; y = (float)ACHANNEL_FIRST; /* set blending again, as may not be set in previous step */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); for (ale = anim_data.first, i = 0; ale; ale = ale->next, i++) { const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF); const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw_widgets(C, ac, ale, block, yminc, ymaxc, channel_index); } /* adjust y-position for next one */ y -= ACHANNEL_STEP; channel_index++; } uiEndBlock(C, block); uiDrawBlock(C, block); glDisable(GL_BLEND); } /* free tempolary channels */ BLI_freelistN(&anim_data); }
// TODO: depreceate this code... static void draw_nla_channel_list_gl(bAnimContext *ac, ListBase *anim_data, View2D *v2d, float y) { SpaceNla *snla = (SpaceNla *)ac->sl; bAnimListElem *ale; float x = 0.0f; /* loop through channels, and set up drawing depending on their type */ for (ale = anim_data->first; ale; ale = ale->next) { const float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla)); const float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla)); const float ydatac = (float)(y - 0.35f * U.widget_unit); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { AnimData *adt = ale->adt; short indent = 0, offset = 0, sel = 0, group = 0; int special = -1; char name[128]; bool do_draw = false; /* determine what needs to be drawn */ switch (ale->type) { case ANIMTYPE_NLAACTION: /* NLA Action-Line */ { bAction *act = (bAction *)ale->data; group = 5; special = ICON_ACTION; BLI_strncpy(name, act ? act->id.name + 2 : "<No Action>", sizeof(name)); /* draw manually still */ do_draw = TRUE; break; } default: /* handled by standard channel-drawing API */ /* (draw backdrops only...) */ ANIM_channel_draw(ac, ale, yminc, ymaxc); break; } /* if special types, draw manually for now... */ if (do_draw) { if (ale->id) { /* special exception for textures */ if (GS(ale->id->name) == ID_TE) { offset = 0.7f * U.widget_unit; indent = 1; } /* special exception for nodetrees */ else if (GS(ale->id->name) == ID_NT) { bNodeTree *ntree = (bNodeTree *)ale->id; switch (ntree->type) { case NTREE_SHADER: { /* same as for textures */ offset = 0.7f * U.widget_unit; indent = 1; break; } case NTREE_TEXTURE: { /* even more */ offset = U.widget_unit; indent = 1; break; } default: /* normal will do */ offset = 0.7f * U.widget_unit; break; } } else { offset = 0.7f * U.widget_unit; } } else { offset = 0; } /* now, start drawing based on this information */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); /* draw backing strip behind channel name */ if (group == 5) { float color[4]; /* Action Line * The alpha values action_get_color returns are only useful for drawing * strips backgrounds but here we're doing channel list backgrounds instead * so we ignore that and use our own when needed */ nla_action_get_color(adt, (bAction *)ale->data, color); if (adt && (adt->flag & ADT_NLA_EDIT_ON)) { /* Yes, the color vector has 4 components, BUT we only want to be using 3 of them! */ glColor3fv(color); } else { float alpha = (adt && (adt->flag & ADT_NLA_SOLO_TRACK)) ? 0.3f : 1.0f; glColor4f(color[0], color[1], color[2], alpha); } offset += 0.35f * U.widget_unit * indent; /* only on top two corners, to show that this channel sits on top of the preceding ones */ uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT); /* draw slightly shifted up vertically to look like it has more separation from other channels, * but we then need to slightly shorten it so that it doesn't look like it overlaps */ uiDrawBox(GL_POLYGON, x + offset, yminc + NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc + NLACHANNEL_SKIP - 1, 8); /* clear group value, otherwise we cause errors... */ group = 0; } /* draw special icon indicating certain data-types */ if (special > -1) { /* for normal channels */ UI_icon_draw(x + offset, ydatac, special); offset += 0.85f * U.widget_unit; } glDisable(GL_BLEND); /* draw name */ if (sel) UI_ThemeColor(TH_TEXT_HI); else UI_ThemeColor(TH_TEXT); offset += 3; UI_DrawString(x + offset, y - 4, name); /* reset offset - for RHS of panel */ offset = 0; /* set blending again, as text drawing may clear it */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); /* draw NLA-action line 'status-icons' - only when there's an action */ if ((ale->type == ANIMTYPE_NLAACTION) && (ale->data)) { offset += 0.8f * U.widget_unit; /* now draw some indicator icons */ if ((adt) && (adt->flag & ADT_NLA_EDIT_ON)) { /* toggle for tweaking with mapping/no-mapping (i.e. 'in place editing' toggle) */ // for now, use pin icon to symbolise this if (adt->flag & ADT_NLA_EDIT_NOMAP) UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_PINNED); else UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_UNPINNED); fdrawline((float)(v2d->cur.xmax - offset), yminc, (float)(v2d->cur.xmax - offset), ymaxc); offset += 0.8f * U.widget_unit; /* 'tweaking action' indicator - not a button */ UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_EDIT); } else { /* XXX firstly draw a little rect to help identify that it's different from the toggles */ glBegin(GL_LINE_LOOP); glVertex2f((float)v2d->cur.xmax - offset - 1, y - 0.35f * U.widget_unit); glVertex2f((float)v2d->cur.xmax - offset - 1, y + 0.45f * U.widget_unit); glVertex2f((float)v2d->cur.xmax - 1, y + 0.45f * U.widget_unit); glVertex2f((float)v2d->cur.xmax - 1, y - 0.35f * U.widget_unit); glEnd(); /* 'push down' icon for normal active-actions */ UI_icon_draw((float)v2d->cur.xmax - offset, ydatac, ICON_FREEZE); } } glDisable(GL_BLEND); } } /* adjust y-position for next one */ y -= NLACHANNEL_STEP(snla); } }
/* left hand part */ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar) { ListBase anim_data = {NULL, NULL}; bAnimListElem *ale; int filter; View2D *v2d = &ar->v2d; float y = 0.0f; size_t items; int height; /* build list of channels to draw */ filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS); items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype); /* Update max-extent of channels here (taking into account scrollers): * - this is done to allow the channel list to be scrollable, but must be done here * to avoid regenerating the list again and/or also because channels list is drawn first * - offset of ACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for * start of list offset, and the second is as a correction for the scrollers. */ height = ((items * ACHANNEL_STEP) + (ACHANNEL_HEIGHT * 2)); if (height > (v2d->mask.ymax - v2d->mask.ymin)) { /* don't use totrect set, as the width stays the same * (NOTE: this is ok here, the configuration is pretty straightforward) */ v2d->tot.ymin = (float)(-height); } /* need to do a view-sync here, so that the keys area doesn't jump around (it must copy this) */ UI_view2d_sync(NULL, ac->sa, v2d, V2D_LOCK_COPY); /* loop through channels, and set up drawing depending on their type */ { /* first pass: just the standard GL-drawing for backdrop + text */ y = (float)ACHANNEL_FIRST; for (ale = anim_data.first; ale; ale = ale->next) { float yminc = (float)(y - ACHANNEL_HEIGHT_HALF); float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw(ac, ale, yminc, ymaxc); } /* adjust y-position for next one */ y -= ACHANNEL_STEP; } } { /* second pass: widgets */ uiBlock *block = uiBeginBlock(C, ar, __func__, UI_EMBOSS); size_t channel_index = 0; y = (float)ACHANNEL_FIRST; for (ale = anim_data.first; ale; ale = ale->next) { float yminc = (float)(y - ACHANNEL_HEIGHT_HALF); float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw_widgets(C, ac, ale, block, yminc, ymaxc, channel_index); } /* adjust y-position for next one */ y -= ACHANNEL_STEP; channel_index++; } uiEndBlock(C, block); uiDrawBlock(C, block); } /* free tempolary channels */ BLI_freelistN(&anim_data); }
// TODO: depreceate this code... static void draw_nla_channel_list_gl(bAnimContext *ac, ListBase *anim_data, View2D *v2d, float y) { SpaceNla *snla = (SpaceNla *)ac->sl; bAnimListElem *ale; float x = 0.0f; /* loop through channels, and set up drawing depending on their type */ for (ale = anim_data->first; ale; ale = ale->next) { const float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla)); const float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla)); const float ydatac = (float)(y - 7); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { AnimData *adt = ale->adt; short indent = 0, offset = 0, sel = 0, group = 0, nonSolo = 0; int expand = -1, protect = -1, special = -1, mute = -1; char name[128]; short do_draw = FALSE; /* determine what needs to be drawn */ switch (ale->type) { case ANIMTYPE_NLATRACK: /* NLA Track */ { NlaTrack *nlt = (NlaTrack *)ale->data; /* 'solo' as the 'special' button? */ if (nlt->flag & NLATRACK_SOLO) special = ICON_SOLO_ON; else special = ICON_SOLO_OFF; /* if this track is active and we're tweaking it, don't draw these toggles */ // TODO: need a special macro for this... if (((nlt->flag & NLATRACK_ACTIVE) && (nlt->flag & NLATRACK_DISABLED)) == 0) { if (nlt->flag & NLATRACK_MUTED) mute = ICON_MUTE_IPO_ON; else mute = ICON_MUTE_IPO_OFF; if (EDITABLE_NLT(nlt)) protect = ICON_UNLOCKED; else protect = ICON_LOCKED; } /* is track enabled for solo drawing? */ if ((adt) && (adt->flag & ADT_NLA_SOLO_TRACK)) { if ((nlt->flag & NLATRACK_SOLO) == 0) { /* tag for special non-solo handling; also hide the mute toggles */ nonSolo = 1; mute = 0; } } sel = SEL_NLT(nlt); BLI_strncpy(name, nlt->name, sizeof(name)); /* draw manually still */ do_draw = TRUE; } break; case ANIMTYPE_NLAACTION: /* NLA Action-Line */ { bAction *act = (bAction *)ale->data; group = 5; special = ICON_ACTION; if (act) BLI_snprintf(name, sizeof(name), "%s", act->id.name + 2); else BLI_strncpy(name, "<No Action>", sizeof(name)); /* draw manually still */ do_draw = TRUE; } break; default: /* handled by standard channel-drawing API */ // draw backdrops only... ANIM_channel_draw(ac, ale, yminc, ymaxc); break; } /* if special types, draw manually for now... */ if (do_draw) { if (ale->id) { /* special exception for textures */ if (GS(ale->id->name) == ID_TE) { offset = 14; indent = 1; } /* special exception for nodetrees */ else if (GS(ale->id->name) == ID_NT) { bNodeTree *ntree = (bNodeTree *)ale->id; switch (ntree->type) { case NTREE_SHADER: { /* same as for textures */ offset = 14; indent = 1; } break; case NTREE_TEXTURE: { /* even more */ offset = 21; indent = 1; } break; default: /* normal will do */ offset = 14; break; } } else { offset = 14; } } else { offset = 0; } /* now, start drawing based on this information */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); /* draw backing strip behind channel name */ // FIXME: hardcoded colors!!! if (group == 5) { float color[4]; /* Action Line * The alpha values action_get_color returns are only useful for drawing * strips backgrounds but here we're doing channel list backgrounds instead * so we ignore that and use our own when needed */ nla_action_get_color(adt, (bAction *)ale->data, color); if (adt && (adt->flag & ADT_NLA_EDIT_ON)) { /* Yes, the color vector has 4 components, BUT we only want to be using 3 of them! */ glColor3fv(color); } else { float alpha = (adt && (adt->flag & ADT_NLA_SOLO_TRACK)) ? 0.3 : 1.0f; glColor4f(color[0], color[1], color[2], alpha); } offset += 7 * indent; /* only on top two corners, to show that this channel sits on top of the preceding ones */ uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT); /* draw slightly shifted up vertically to look like it has more separation from other channels, * but we then need to slightly shorten it so that it doesn't look like it overlaps */ uiDrawBox(GL_POLYGON, x + offset, yminc + NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc + NLACHANNEL_SKIP - 1, 8); /* clear group value, otherwise we cause errors... */ group = 0; } else { /* NLA tracks - darker color if not solo track when we're showing solo */ UI_ThemeColorShade(TH_HEADER, ((nonSolo == 0) ? 20 : -20)); indent += group; offset += 7 * indent; glBegin(GL_QUADS); glVertex2f(x + offset, yminc); glVertex2f(x + offset, ymaxc); glVertex2f((float)v2d->cur.xmax, ymaxc); glVertex2f((float)v2d->cur.xmax, yminc); glEnd(); } /* draw expand/collapse triangle */ if (expand > 0) { UI_icon_draw(x + offset, ydatac, expand); offset += 17; } /* draw special icon indicating certain data-types */ if (special > -1) { /* for normal channels */ UI_icon_draw(x + offset, ydatac, special); offset += 17; } glDisable(GL_BLEND); /* draw name */ if (sel) UI_ThemeColor(TH_TEXT_HI); else UI_ThemeColor(TH_TEXT); offset += 3; UI_DrawString(x + offset, y - 4, name); /* reset offset - for RHS of panel */ offset = 0; /* set blending again, as text drawing may clear it */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); /* draw protect 'lock' */ if (protect > -1) { offset = 16; UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, protect); } /* draw mute 'eye' */ if (mute > -1) { offset += 16; UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, mute); } /* draw NLA-action line 'status-icons' - only when there's an action */ if ((ale->type == ANIMTYPE_NLAACTION) && (ale->data)) { AnimData *adt = ale->adt; offset += 16; /* now draw some indicator icons */ if ((adt) && (adt->flag & ADT_NLA_EDIT_ON)) { /* toggle for tweaking with mapping/no-mapping (i.e. 'in place editing' toggle) */ // for now, use pin icon to symbolise this if (adt->flag & ADT_NLA_EDIT_NOMAP) UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_PINNED); else UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_UNPINNED); fdrawline((float)(v2d->cur.xmax - offset), yminc, (float)(v2d->cur.xmax - offset), ymaxc); offset += 16; /* 'tweaking action' indicator - not a button */ UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_EDIT); } else { /* XXX firstly draw a little rect to help identify that it's different from the toggles */ glBegin(GL_LINE_LOOP); glVertex2f((float)v2d->cur.xmax - offset - 1, y - 7); glVertex2f((float)v2d->cur.xmax - offset - 1, y + 9); glVertex2f((float)v2d->cur.xmax - 1, y + 9); glVertex2f((float)v2d->cur.xmax - 1, y - 7); glEnd(); // GL_LINES /* 'push down' icon for normal active-actions */ UI_icon_draw((float)v2d->cur.xmax - offset, ydatac, ICON_FREEZE); } } glDisable(GL_BLEND); } } /* adjust y-position for next one */ y -= NLACHANNEL_STEP(snla); } }
/* left hand part */ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar) { ListBase anim_data = {NULL, NULL}; bAnimListElem *ale; int filter; View2D *v2d = &ar->v2d; float y = 0.0f; size_t items; int height; /* build list of channels to draw */ filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS); items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype); height = ((items * ACHANNEL_STEP(ac)) + (ACHANNEL_HEIGHT(ac))); if (height > BLI_rcti_size_y(&v2d->mask)) { /* don't use totrect set, as the width stays the same * (NOTE: this is ok here, the configuration is pretty straightforward) */ v2d->tot.ymin = (float)(-height); } /* need to do a view-sync here, so that the keys area doesn't jump around (it must copy this) */ UI_view2d_sync(NULL, ac->sa, v2d, V2D_LOCK_COPY); /* loop through channels, and set up drawing depending on their type */ { /* first pass: just the standard GL-drawing for backdrop + text */ size_t channel_index = 0; y = (float)ACHANNEL_FIRST(ac); for (ale = anim_data.first; ale; ale = ale->next) { float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac)); float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac)); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw(ac, ale, yminc, ymaxc, channel_index); } /* adjust y-position for next one */ y -= ACHANNEL_STEP(ac); channel_index++; } } { /* second pass: widgets */ uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS); size_t channel_index = 0; y = (float)ACHANNEL_FIRST(ac); for (ale = anim_data.first; ale; ale = ale->next) { float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac)); float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac)); /* check if visible */ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) ) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw_widgets(C, ac, ale, block, yminc, ymaxc, channel_index); } /* adjust y-position for next one */ y -= ACHANNEL_STEP(ac); channel_index++; } UI_block_end(C, block); UI_block_draw(C, block); } /* free tempolary channels */ ANIM_animdata_freelist(&anim_data); }
void draw_nla_channel_list(const bContext *C, bAnimContext *ac, ARegion *ar) { ListBase anim_data = {NULL, NULL}; bAnimListElem *ale; int filter; SpaceNla *snla = (SpaceNla *)ac->sl; View2D *v2d = &ar->v2d; size_t items; /* build list of channels to draw */ filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS); items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype); /* Update max-extent of channels here (taking into account scrollers): * - this is done to allow the channel list to be scrollable, but must be done here * to avoid regenerating the list again and/or also because channels list is drawn first * - offset of NLACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for * start of list offset, and the second is as a correction for the scrollers. */ int height = NLACHANNEL_TOT_HEIGHT(ac, items); v2d->tot.ymin = -height; /* need to do a view-sync here, so that the keys area doesn't jump around * (it must copy this) */ UI_view2d_sync(NULL, ac->sa, v2d, V2D_LOCK_COPY); /* draw channels */ { /* first pass: just the standard GL-drawing for backdrop + text */ size_t channel_index = 0; float ymax = NLACHANNEL_FIRST_TOP(ac); for (ale = anim_data.first; ale; ale = ale->next, ymax -= NLACHANNEL_STEP(snla), channel_index++) { float ymin = ymax - NLACHANNEL_HEIGHT(snla); /* check if visible */ if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymax, v2d->cur.ymin, v2d->cur.ymax)) { /* draw all channels using standard channel-drawing API */ ANIM_channel_draw(ac, ale, ymin, ymax, channel_index); } } } { /* second pass: UI widgets */ uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS); size_t channel_index = 0; float ymax = NLACHANNEL_FIRST_TOP(ac); /* set blending again, as may not be set in previous step */ GPU_blend_set_func_separate( GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); GPU_blend(true); /* loop through channels, and set up drawing depending on their type */ for (ale = anim_data.first; ale; ale = ale->next, ymax -= NLACHANNEL_STEP(snla), channel_index++) { float ymin = ymax - NLACHANNEL_HEIGHT(snla); /* check if visible */ if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) || IN_RANGE(ymax, v2d->cur.ymin, v2d->cur.ymax)) { /* draw all channels using standard channel-drawing API */ rctf channel_rect; BLI_rctf_init(&channel_rect, 0, v2d->cur.xmax, ymin, ymax); ANIM_channel_draw_widgets(C, ac, ale, block, &channel_rect, channel_index); } } UI_block_end(C, block); UI_block_draw(C, block); GPU_blend(false); } /* free temporary channels */ ANIM_animdata_freelist(&anim_data); }