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blender-archive/source/blender/editors/space_action/action_draw.c
Campbell Barton 5c6e333780 UI Refactor T41640
Make the UI API more consistent and reduce confusion with some naming.

mainly:
- API function calls
- enum values

some internal static functions have been left for now
2014-11-10 23:06:54 +01:00

361 lines
11 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_action/action_draw.c
* \ingroup spaction
*/
/* System includes ----------------------------------------------------- */
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <float.h>
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
/* Types --------------------------------------------------------------- */
#include "DNA_anim_types.h"
#include "DNA_screen_types.h"
#include "BKE_action.h"
#include "BKE_context.h"
/* Everything from source (BIF, BDR, BSE) ------------------------------ */
#include "BIF_gl.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "ED_anim_api.h"
#include "ED_keyframes_draw.h"
#include "action_intern.h"
/* ************************************************************************* */
/* Channel List */
/* 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) + (ACHANNEL_HEIGHT));
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 */
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 = UI_block_begin(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++;
}
UI_block_end(C, block);
UI_block_draw(C, block);
}
/* free tempolary channels */
ANIM_animdata_freelist(&anim_data);
}
/* ************************************************************************* */
/* Keyframes */
/* extra padding for lengths (to go under scrollers) */
#define EXTRA_SCROLL_PAD 100.0f
/* draw keyframes in each channel */
void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
{
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
View2D *v2d = &ar->v2d;
bDopeSheet *ads = &saction->ads;
AnimData *adt = NULL;
float act_start, act_end, y;
size_t items;
int height;
unsigned char col1[3], col2[3];
unsigned char col1a[3], col2a[3];
unsigned char col1b[3], col2b[3];
/* get theme colors */
UI_GetThemeColor3ubv(TH_BACK, col2);
UI_GetThemeColor3ubv(TH_HILITE, col1);
UI_GetThemeColor3ubv(TH_GROUP, col2a);
UI_GetThemeColor3ubv(TH_GROUP_ACTIVE, col1a);
UI_GetThemeColor3ubv(TH_DOPESHEET_CHANNELOB, col1b);
UI_GetThemeColor3ubv(TH_DOPESHEET_CHANNELSUBOB, col2b);
/* set view-mapping rect (only used for x-axis), for NLA-scaling mapping with less calculation */
/* if in NLA there's a strip active, map the view */
if (ac->datatype == ANIMCONT_ACTION) {
/* adt = ANIM_nla_mapping_get(ac, NULL); */ /* UNUSED */
/* start and end of action itself */
calc_action_range(ac->data, &act_start, &act_end, 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);
height = ((items * ACHANNEL_STEP) + (ACHANNEL_HEIGHT));
/* 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);
/* first backdrop strips */
y = (float)(-ACHANNEL_HEIGHT);
glEnable(GL_BLEND);
for (ale = anim_data.first; ale; ale = ale->next) {
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) )
{
bAnimChannelType *acf = ANIM_channel_get_typeinfo(ale);
int sel = 0;
/* determine if any need to draw channel */
if (ale->datatype != ALE_NONE) {
/* determine if channel is selected */
if (acf->has_setting(ac, ale, ACHANNEL_SETTING_SELECT))
sel = ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT);
if (ELEM(ac->datatype, ANIMCONT_ACTION, ANIMCONT_DOPESHEET, ANIMCONT_SHAPEKEY)) {
switch (ale->type) {
case ANIMTYPE_SUMMARY:
{
/* reddish color from NLA */
UI_ThemeColor4(TH_ANIM_ACTIVE);
break;
}
case ANIMTYPE_SCENE:
case ANIMTYPE_OBJECT:
{
if (sel) glColor4ub(col1b[0], col1b[1], col1b[2], 0x45);
else glColor4ub(col1b[0], col1b[1], col1b[2], 0x22);
break;
}
case ANIMTYPE_FILLACTD:
case ANIMTYPE_DSSKEY:
case ANIMTYPE_DSWOR:
{
if (sel) glColor4ub(col2b[0], col2b[1], col2b[2], 0x45);
else glColor4ub(col2b[0], col2b[1], col2b[2], 0x22);
break;
}
case ANIMTYPE_GROUP:
{
if (sel) glColor4ub(col1a[0], col1a[1], col1a[2], 0x22);
else glColor4ub(col2a[0], col2a[1], col2a[2], 0x22);
break;
}
default:
{
if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
else glColor4ub(col2[0], col2[1], col2[2], 0x22);
break;
}
}
/* draw region twice: firstly backdrop, then the current range */
glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF);
if (ac->datatype == ANIMCONT_ACTION)
glRectf(act_start, (float)y - ACHANNEL_HEIGHT_HALF, act_end, (float)y + ACHANNEL_HEIGHT_HALF);
}
else if (ac->datatype == ANIMCONT_GPENCIL) {
/* frames less than one get less saturated background */
if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
else glColor4ub(col2[0], col2[1], col2[2], 0x22);
glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF);
/* frames one and higher get a saturated background */
if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44);
else glColor4ub(col2[0], col2[1], col2[2], 0x44);
glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF);
}
else if (ac->datatype == ANIMCONT_MASK) {
/* TODO --- this is a copy of gpencil */
/* frames less than one get less saturated background */
if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
else glColor4ub(col2[0], col2[1], col2[2], 0x22);
glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF);
/* frames one and higher get a saturated background */
if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44);
else glColor4ub(col2[0], col2[1], col2[2], 0x44);
glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF);
}
}
}
/* Increment the step */
y -= ACHANNEL_STEP;
}
glDisable(GL_BLEND);
/* Draw keyframes
* 1) Only channels that are visible in the Action Editor get drawn/evaluated.
* This is to try to optimize this for heavier data sets
* 2) Keyframes which are out of view horizontally are disregarded
*/
y = (float)(-ACHANNEL_HEIGHT);
for (ale = anim_data.first; ale; ale = ale->next) {
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) )
{
/* check if anything to show for this channel */
if (ale->datatype != ALE_NONE) {
adt = ANIM_nla_mapping_get(ac, ale);
/* draw 'keyframes' for each specific datatype */
switch (ale->datatype) {
case ALE_ALL:
draw_summary_channel(v2d, ale->data, y);
break;
case ALE_SCE:
draw_scene_channel(v2d, ads, ale->key_data, y);
break;
case ALE_OB:
draw_object_channel(v2d, ads, ale->key_data, y);
break;
case ALE_ACT:
draw_action_channel(v2d, adt, ale->key_data, y);
break;
case ALE_GROUP:
draw_agroup_channel(v2d, adt, ale->data, y);
break;
case ALE_FCURVE:
draw_fcurve_channel(v2d, adt, ale->key_data, y);
break;
case ALE_GPFRAME:
draw_gpl_channel(v2d, ads, ale->data, y);
break;
case ALE_MASKLAY:
draw_masklay_channel(v2d, ads, ale->data, y);
break;
}
}
}
y -= ACHANNEL_STEP;
}
/* free tempolary channels used for drawing */
ANIM_animdata_freelist(&anim_data);
/* black line marking 'current frame' for Time-Slide transform mode */
if (saction->flag & SACTION_MOVING) {
glColor3f(0.0f, 0.0f, 0.0f);
glBegin(GL_LINES);
glVertex2f(saction->timeslide, v2d->cur.ymin - EXTRA_SCROLL_PAD);
glVertex2f(saction->timeslide, v2d->cur.ymax);
glEnd();
}
}