2008-12-15 05:21:44 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2008-12-15 05:21:44 +00:00
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*
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* The Original Code is Copyright (C) 2004 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation (2008).
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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2010-01-19 22:44:43 +00:00
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#ifndef BKE_SEQUENCER_H
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#define BKE_SEQUENCER_H
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2008-12-15 05:21:44 +00:00
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struct Editing;
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struct Sequence;
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2009-01-12 19:02:08 +00:00
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struct Strip;
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struct StripElem;
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struct ImBuf;
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struct Scene;
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2009-08-09 21:16:39 +00:00
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struct bContext;
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2008-12-15 05:21:44 +00:00
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2009-01-12 19:02:08 +00:00
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#define MAXSEQ 32
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#define BUILD_SEQAR_COUNT_NOTHING 0
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#define BUILD_SEQAR_COUNT_CURRENT 1
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#define BUILD_SEQAR_COUNT_CHILDREN 2
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2008-12-15 05:21:44 +00:00
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/* sequence iterator */
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typedef struct SeqIterator {
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struct Sequence **array;
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int tot, cur;
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struct Sequence *seq;
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int valid;
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} SeqIterator;
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2009-01-12 19:02:08 +00:00
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void seq_begin(struct Editing *ed, SeqIterator *iter, int use_pointer);
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2008-12-15 05:21:44 +00:00
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void seq_next(SeqIterator *iter);
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void seq_end(SeqIterator *iter);
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2009-01-12 19:02:08 +00:00
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void seq_array(struct Editing *ed, struct Sequence ***seqarray, int *tot, int use_pointer);
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2008-12-15 05:21:44 +00:00
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2009-12-16 16:35:31 +00:00
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#define SEQP_BEGIN(ed, _seq) \
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2009-01-12 19:02:08 +00:00
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{ \
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SeqIterator iter;\
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for(seq_begin(ed, &iter, 1); iter.valid; seq_next(&iter)) { \
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2009-12-16 16:35:31 +00:00
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_seq= iter.seq;
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2009-01-12 19:02:08 +00:00
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2009-12-16 16:35:31 +00:00
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#define SEQ_BEGIN(ed, _seq) \
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2008-12-15 05:21:44 +00:00
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{ \
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SeqIterator iter;\
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2009-01-12 19:02:08 +00:00
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for(seq_begin(ed, &iter, 0); iter.valid; seq_next(&iter)) { \
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2009-12-16 16:35:31 +00:00
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_seq= iter.seq;
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2008-12-15 05:21:44 +00:00
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#define SEQ_END \
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} \
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seq_end(&iter); \
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}
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2009-01-12 19:02:08 +00:00
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/* Wipe effect */
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enum {DO_SINGLE_WIPE, DO_DOUBLE_WIPE, DO_BOX_WIPE, DO_CROSS_WIPE,
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DO_IRIS_WIPE,DO_CLOCK_WIPE};
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struct SeqEffectHandle {
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/* constructors & destructor */
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/* init & init_plugin are _only_ called on first creation */
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void (*init)(struct Sequence *seq);
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void (*init_plugin)(struct Sequence *seq, const char *fname);
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/* number of input strips needed
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(called directly after construction) */
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int (*num_inputs)();
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/* load is called first time after readblenfile in
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get_sequence_effect automatically */
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void (*load)(struct Sequence *seq);
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/* duplicate */
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void (*copy)(struct Sequence *dst, struct Sequence *src);
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/* destruct */
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void (*free)(struct Sequence *seq);
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/* returns: -1: no input needed,
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0: no early out,
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1: out = ibuf1,
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2: out = ibuf2 */
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2010-07-25 17:19:55 +00:00
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int (*early_out)(struct Sequence *seq, float facf0, float facf1);
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2009-01-12 19:02:08 +00:00
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/* stores the y-range of the effect IPO */
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void (*store_icu_yrange)(struct Sequence * seq,
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== Sequencer ==
This adds MULTICAM-editing support for blender. (Well, the beginning of.)
There is now a new effect track, named MULTICAM, which just selects
one of the lower tracks.
Doesn't sound that exciting, but if you combine this with A/B-Trim (moving
split points of two directly connected tracks around, while magically
resizing both strips, something to be added), you just do:
* add several tracks for your camera angles
* (optionally) sync those tracks
* add one multicam track on top
Use that multicam-track to edit your movie. (Either using fcurves on the
multicam source selector or using knife-tool and A/B-Trim.)
Compare that to:
* add several tracks
* add cross fades between them
* do some python scripting to add several fcurves to make that beast
somewhat work.
* cry out loud, using it, if you have to move cut points around
Alternatively, even harder:
* just edit the old way and put strip after strip
You might think, that this isn't really helpfull for animators, but
consider using scene-strips (in OpenGL-mode) for input, that are set for
different camera angles and can now be intercut a lot more easily...
Also: small fix on the way: the speed effect can now be used in cascade.
(Don't know, if anyone used it that way, but now it works.)
2010-04-25 12:53:39 +00:00
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short adrcode, float *ymin, float *ymax);
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2009-01-12 19:02:08 +00:00
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/* stores the default facf0 and facf1 if no IPO is present */
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2010-07-25 17:19:55 +00:00
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void (*get_default_fac)(struct Sequence *seq, float cfra,
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== Sequencer ==
This adds MULTICAM-editing support for blender. (Well, the beginning of.)
There is now a new effect track, named MULTICAM, which just selects
one of the lower tracks.
Doesn't sound that exciting, but if you combine this with A/B-Trim (moving
split points of two directly connected tracks around, while magically
resizing both strips, something to be added), you just do:
* add several tracks for your camera angles
* (optionally) sync those tracks
* add one multicam track on top
Use that multicam-track to edit your movie. (Either using fcurves on the
multicam source selector or using knife-tool and A/B-Trim.)
Compare that to:
* add several tracks
* add cross fades between them
* do some python scripting to add several fcurves to make that beast
somewhat work.
* cry out loud, using it, if you have to move cut points around
Alternatively, even harder:
* just edit the old way and put strip after strip
You might think, that this isn't really helpfull for animators, but
consider using scene-strips (in OpenGL-mode) for input, that are set for
different camera angles and can now be intercut a lot more easily...
Also: small fix on the way: the speed effect can now be used in cascade.
(Don't know, if anyone used it that way, but now it works.)
2010-04-25 12:53:39 +00:00
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float * facf0, float * facf1);
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2009-01-12 19:02:08 +00:00
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/* execute the effect
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== Sequencer ==
This adds MULTICAM-editing support for blender. (Well, the beginning of.)
There is now a new effect track, named MULTICAM, which just selects
one of the lower tracks.
Doesn't sound that exciting, but if you combine this with A/B-Trim (moving
split points of two directly connected tracks around, while magically
resizing both strips, something to be added), you just do:
* add several tracks for your camera angles
* (optionally) sync those tracks
* add one multicam track on top
Use that multicam-track to edit your movie. (Either using fcurves on the
multicam source selector or using knife-tool and A/B-Trim.)
Compare that to:
* add several tracks
* add cross fades between them
* do some python scripting to add several fcurves to make that beast
somewhat work.
* cry out loud, using it, if you have to move cut points around
Alternatively, even harder:
* just edit the old way and put strip after strip
You might think, that this isn't really helpfull for animators, but
consider using scene-strips (in OpenGL-mode) for input, that are set for
different camera angles and can now be intercut a lot more easily...
Also: small fix on the way: the speed effect can now be used in cascade.
(Don't know, if anyone used it that way, but now it works.)
2010-04-25 12:53:39 +00:00
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sequence effects are only required to either support
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float-rects or byte-rects
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(mixed cases are handled one layer up...) */
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2009-01-12 19:02:08 +00:00
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2010-07-25 17:19:55 +00:00
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struct ImBuf* (*execute)(
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struct Scene *scene, struct Sequence *seq, float cfra,
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float facf0, float facf1,
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int x, int y, int preview_render_size,
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struct ImBuf *ibuf1, struct ImBuf *ibuf2,
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struct ImBuf *ibuf3);
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2009-01-12 19:02:08 +00:00
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};
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/* ********************* prototypes *************** */
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/* sequence.c */
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2009-10-19 10:07:19 +00:00
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void printf_strip(struct Sequence *seq);
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2009-01-12 19:02:08 +00:00
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2009-12-18 13:28:03 +00:00
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/* apply functions recursively */
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2010-07-06 16:44:05 +00:00
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int seqbase_recursive_apply(struct ListBase *seqbase, int (*apply_func)(struct Sequence *seq, void *), void *arg);
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int seq_recursive_apply(struct Sequence *seq, int (*apply_func)(struct Sequence *, void *), void *arg);
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2009-12-18 13:28:03 +00:00
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2009-01-12 19:02:08 +00:00
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// extern
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2009-08-09 21:16:39 +00:00
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void seq_free_sequence(struct Scene *scene, struct Sequence *seq);
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2009-01-12 19:02:08 +00:00
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void seq_free_strip(struct Strip *strip);
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2009-08-09 21:16:39 +00:00
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void seq_free_editing(struct Scene *scene);
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2009-12-17 16:28:45 +00:00
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void seq_free_clipboard(void);
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2009-01-28 22:36:34 +00:00
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struct Editing *seq_give_editing(struct Scene *scene, int alloc);
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2009-01-12 19:02:08 +00:00
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char *give_seqname(struct Sequence *seq);
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2009-06-08 20:08:19 +00:00
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struct ImBuf *give_ibuf_seq(struct Scene *scene, int rectx, int recty, int cfra, int chanshown, int render_size);
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struct ImBuf *give_ibuf_seq_threaded(struct Scene *scene, int rectx, int recty, int cfra, int chanshown, int render_size);
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struct ImBuf *give_ibuf_seq_direct(struct Scene *scene, int rectx, int recty, int cfra, int render_size, struct Sequence *seq);
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== Sequencer ==
This adds MULTICAM-editing support for blender. (Well, the beginning of.)
There is now a new effect track, named MULTICAM, which just selects
one of the lower tracks.
Doesn't sound that exciting, but if you combine this with A/B-Trim (moving
split points of two directly connected tracks around, while magically
resizing both strips, something to be added), you just do:
* add several tracks for your camera angles
* (optionally) sync those tracks
* add one multicam track on top
Use that multicam-track to edit your movie. (Either using fcurves on the
multicam source selector or using knife-tool and A/B-Trim.)
Compare that to:
* add several tracks
* add cross fades between them
* do some python scripting to add several fcurves to make that beast
somewhat work.
* cry out loud, using it, if you have to move cut points around
Alternatively, even harder:
* just edit the old way and put strip after strip
You might think, that this isn't really helpfull for animators, but
consider using scene-strips (in OpenGL-mode) for input, that are set for
different camera angles and can now be intercut a lot more easily...
Also: small fix on the way: the speed effect can now be used in cascade.
(Don't know, if anyone used it that way, but now it works.)
2010-04-25 12:53:39 +00:00
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struct ImBuf *give_ibuf_seqbase(struct Scene *scene, int rectx, int recty, int cfra, int chan_shown, int render_size, struct ListBase *seqbasep);
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2009-06-08 20:08:19 +00:00
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void give_ibuf_prefetch_request(int rectx, int recty, int cfra, int chanshown, int render_size);
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2010-02-07 23:41:17 +00:00
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void calc_sequence(struct Scene *scene, struct Sequence *seq);
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void calc_sequence_disp(struct Scene *scene, struct Sequence *seq);
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2009-01-12 19:02:08 +00:00
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void new_tstripdata(struct Sequence *seq);
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2010-05-08 16:36:28 +00:00
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void reload_sequence_new_file(struct Scene *scene, struct Sequence * seq, int lock_range);
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2009-01-12 19:02:08 +00:00
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void sort_seq(struct Scene *scene);
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void build_seqar_cb(struct ListBase *seqbase, struct Sequence ***seqar, int *totseq,
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int (*test_func)(struct Sequence * seq));
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int evaluate_seq_frame(struct Scene *scene, int cfra);
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struct StripElem *give_stripelem(struct Sequence *seq, int cfra);
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// intern?
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void update_changed_seq_and_deps(struct Scene *scene, struct Sequence *changed_seq, int len_change, int ibuf_change);
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2010-07-25 17:19:55 +00:00
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int input_have_to_preprocess(
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struct Scene *scene, struct Sequence * seq,
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float cfra, int seqrectx, int seqrecty);
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2010-07-23 16:57:11 +00:00
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/* seqcache.c */
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typedef enum {
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SEQ_STRIPELEM_IBUF,
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SEQ_STRIPELEM_IBUF_COMP,
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SEQ_STRIPELEM_IBUF_STARTSTILL,
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SEQ_STRIPELEM_IBUF_ENDSTILL
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} seq_stripelem_ibuf_t;
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void seq_stripelem_cache_init();
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void seq_stripelem_cache_destruct();
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void seq_stripelem_cache_cleanup();
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struct ImBuf * seq_stripelem_cache_get(
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struct Sequence * seq, int rectx, int recty,
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float cfra, seq_stripelem_ibuf_t type);
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void seq_stripelem_cache_put(
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struct Sequence * seq, int rectx, int recty,
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float cfra, seq_stripelem_ibuf_t type, struct ImBuf * nval);
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2009-01-12 19:02:08 +00:00
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/* seqeffects.c */
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// intern?
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struct SeqEffectHandle get_sequence_blend(struct Sequence *seq);
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2009-11-14 14:58:19 +00:00
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void sequence_effect_speed_rebuild_map(struct Scene *scene, struct Sequence *seq, int force);
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2009-01-12 19:02:08 +00:00
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// extern
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struct SeqEffectHandle get_sequence_effect(struct Sequence *seq);
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int get_sequence_effect_num_inputs(int seq_type);
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2009-01-21 07:01:20 +00:00
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/* for transform but also could use elsewhere */
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int seq_tx_get_start(struct Sequence *seq);
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int seq_tx_get_end(struct Sequence *seq);
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int seq_tx_get_final_left(struct Sequence *seq, int metaclip);
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int seq_tx_get_final_right(struct Sequence *seq, int metaclip);
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void seq_tx_set_final_left(struct Sequence *seq, int val);
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void seq_tx_set_final_right(struct Sequence *seq, int val);
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void seq_tx_handle_xlimits(struct Sequence *seq, int leftflag, int rightflag);
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2009-01-23 23:14:02 +00:00
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int seq_tx_test(struct Sequence * seq);
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2009-12-15 11:27:46 +00:00
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int seq_single_check(struct Sequence *seq);
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void seq_single_fix(struct Sequence *seq);
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2009-01-25 14:53:41 +00:00
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int seq_test_overlap(struct ListBase * seqbasep, struct Sequence *test);
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2009-12-16 16:35:31 +00:00
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struct ListBase *seq_seqbase(struct ListBase *seqbase, struct Sequence *seq);
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2009-12-09 16:46:41 +00:00
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void seq_offset_animdata(struct Scene *scene, struct Sequence *seq, int ofs);
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2010-07-07 16:17:18 +00:00
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void seq_dupe_animdata(struct Scene *scene, char *name_from, char *name_to);
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2009-12-21 16:57:39 +00:00
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int shuffle_seq(struct ListBase * seqbasep, struct Sequence *test, struct Scene *evil_scene);
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int shuffle_seq_time(ListBase * seqbasep, struct Scene *evil_scene);
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2009-12-17 23:29:11 +00:00
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int seqbase_isolated_sel_check(struct ListBase *seqbase);
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2010-07-19 20:01:18 +00:00
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void free_imbuf_seq(struct Scene *scene, struct ListBase * seqbasep, int check_mem_usage, int keep_file_handles);
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2010-06-25 12:04:04 +00:00
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struct Sequence *seq_dupli_recursive(struct Scene *scene, struct Sequence * seq, int dupe_flag);
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2010-06-21 17:37:50 +00:00
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int seq_swap(struct Sequence *seq_a, struct Sequence *seq_b);
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2009-01-23 23:14:02 +00:00
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2010-02-07 23:41:17 +00:00
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void seq_update_sound(struct Scene* scene, struct Sequence *seq);
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void seq_update_muting(struct Scene* scene, struct Editing *ed);
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2010-07-19 20:01:18 +00:00
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void seqbase_sound_reload(struct Scene *scene, ListBase *seqbase);
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2010-02-16 17:58:50 +00:00
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void seqbase_unique_name_recursive(ListBase *seqbasep, struct Sequence *seq);
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2010-06-25 12:04:04 +00:00
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void seqbase_dupli_recursive(struct Scene *scene, ListBase *nseqbase, ListBase *seqbase, int dupe_flag);
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2010-06-24 10:04:18 +00:00
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2009-08-15 16:43:03 +00:00
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void clear_scene_in_allseqs(struct Scene *sce);
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2009-12-17 11:16:28 +00:00
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struct Sequence *get_seq_by_name(struct ListBase *seqbase, const char *name, int recursive);
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2009-12-17 04:55:15 +00:00
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2010-06-21 17:37:50 +00:00
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struct Sequence *seq_active_get(struct Scene *scene);
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void seq_active_set(struct Scene *scene, struct Sequence *seq);
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int seq_active_pair_get(struct Scene *scene, struct Sequence **seq_act, struct Sequence **seq_other);
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2009-11-14 19:26:58 +00:00
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/* api for adding new sequence strips */
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typedef struct SeqLoadInfo {
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int start_frame;
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2010-01-29 17:01:53 +00:00
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int end_frame;
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2009-11-14 19:26:58 +00:00
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int channel;
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int flag; /* use sound, replace sel */
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int type;
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int tot_success;
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int tot_error;
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int len; /* only for image strips */
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char path[512];
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char name[32];
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} SeqLoadInfo;
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/* SeqLoadInfo.flag */
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#define SEQ_LOAD_REPLACE_SEL 1<<0
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#define SEQ_LOAD_FRAME_ADVANCE 1<<1
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#define SEQ_LOAD_MOVIE_SOUND 1<<2
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#define SEQ_LOAD_SOUND_CACHE 1<<3
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2010-06-25 12:04:04 +00:00
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/* seq_dupli' flags */
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#define SEQ_DUPE_UNIQUE_NAME 1<<0
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#define SEQ_DUPE_CONTEXT 1<<1
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2010-07-07 16:17:18 +00:00
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#define SEQ_DUPE_ANIM 1<<2
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2010-07-08 14:30:43 +00:00
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#define SEQ_DUPE_ALL 1<<3 /* otherwise only selected are copied */
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2010-06-25 12:04:04 +00:00
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2009-11-14 19:26:58 +00:00
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/* use as an api function */
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typedef struct Sequence *(*SeqLoadFunc)(struct bContext *, ListBase *, struct SeqLoadInfo *);
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struct Sequence *alloc_sequence(ListBase *lb, int cfra, int machine);
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void seq_load_apply(struct Scene *scene, struct Sequence *seq, struct SeqLoadInfo *seq_load);
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struct Sequence *sequencer_add_image_strip(struct bContext *C, ListBase *seqbasep, struct SeqLoadInfo *seq_load);
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struct Sequence *sequencer_add_sound_strip(struct bContext *C, ListBase *seqbasep, struct SeqLoadInfo *seq_load);
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struct Sequence *sequencer_add_movie_strip(struct bContext *C, ListBase *seqbasep, struct SeqLoadInfo *seq_load);
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2009-08-15 16:43:03 +00:00
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2010-03-09 07:41:04 +00:00
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/* view3d draw callback, run when not in background view */
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2010-03-16 17:37:34 +00:00
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typedef struct ImBuf *(*SequencerDrawView)(struct Scene *, int, int, int);
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2010-03-09 07:41:04 +00:00
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extern SequencerDrawView sequencer_view3d_cb;
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2009-12-17 16:28:45 +00:00
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/* copy/paste */
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extern ListBase seqbase_clipboard;
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extern int seqbase_clipboard_frame;
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2010-01-19 22:44:43 +00:00
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#endif // BKE_SEQUENCER_H
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