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blender-archive/source/blender/editors/space_nla/nla_draw.c

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C

/*
* 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) 2009 Blender Foundation, Joshua Leung
* All rights reserved.
*/
/** \file
* \ingroup spnla
*/
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <float.h>
#include "DNA_anim_types.h"
#include "DNA_node_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_blenlib.h"
#include "BLI_dlrbTree.h"
#include "BLI_utildefines.h"
#include "BKE_fcurve.h"
#include "BKE_nla.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "ED_anim_api.h"
#include "ED_keyframes_draw.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_state.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "nla_private.h"
#include "nla_intern.h" /* own include */
/* *********************************************** */
/* Strips */
/* Action-Line ---------------------- */
/* get colors for drawing Action-Line
* NOTE: color returned includes fine-tuned alpha!
*/
void nla_action_get_color(AnimData *adt, bAction *act, float color[4])
{
if (adt && (adt->flag & ADT_NLA_EDIT_ON)) {
/* greenish color (same as tweaking strip) */
UI_GetThemeColor4fv(TH_NLA_TWEAK, color);
}
else {
if (act) {
/* reddish color - same as dopesheet summary */
UI_GetThemeColor4fv(TH_ANIM_ACTIVE, color);
}
else {
/* grayish-red color */
UI_GetThemeColor4fv(TH_ANIM_INACTIVE, color);
}
}
/* when an NLA track is tagged "solo", action doesn't contribute,
* so shouldn't be as prominent */
if (adt && (adt->flag & ADT_NLA_SOLO_TRACK)) {
color[3] *= 0.15f;
}
}
/* draw the keyframes in the specified Action */
static void nla_action_draw_keyframes(
View2D *v2d, AnimData *adt, bAction *act, float y, float ymin, float ymax)
{
/* get a list of the keyframes with NLA-scaling applied */
DLRBT_Tree keys;
BLI_dlrbTree_init(&keys);
action_to_keylist(adt, act, &keys, 0);
if (ELEM(NULL, act, keys.first)) {
return;
}
/* draw a darkened region behind the strips
* - get and reset the background color, this time without the alpha to stand out better
* (amplified alpha is used instead)
*/
float color[4];
nla_action_get_color(adt, act, color);
color[3] *= 2.5f;
GPUVertFormat *format = immVertexFormat();
uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(color);
/* - draw a rect from the first to the last frame (no extra overlaps for now)
* that is slightly stumpier than the track background (hardcoded 2-units here)
*/
float f1 = ((ActKeyColumn *)keys.first)->cfra;
float f2 = ((ActKeyColumn *)keys.last)->cfra;
immRectf(pos_id, f1, ymin + 2, f2, ymax - 2);
immUnbindProgram();
/* count keys before drawing */
/* Note: It's safe to cast DLRBT_Tree, as it's designed to degrade down to a ListBase */
uint key_len = BLI_listbase_count((ListBase *)&keys);
if (key_len > 0) {
format = immVertexFormat();
pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
uint color_id = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
uint outline_color_id = GPU_vertformat_attr_add(
format, "outlineColor", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
uint flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
immUniform1f("outline_scale", 1.0f);
immUniform2f("ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
immBegin(GPU_PRIM_POINTS, key_len);
/* - disregard the selection status of keyframes so they draw a certain way
* - size is 6.0f which is smaller than the editable keyframes, so that there is a distinction
*/
for (ActKeyColumn *ak = keys.first; ak; ak = ak->next) {
draw_keyframe_shape(ak->cfra,
y,
6.0f,
false,
ak->key_type,
KEYFRAME_SHAPE_FRAME,
1.0f,
pos_id,
size_id,
color_id,
outline_color_id,
flags_id,
KEYFRAME_HANDLE_NONE,
KEYFRAME_EXTREME_NONE);
}
immEnd();
GPU_program_point_size(false);
immUnbindProgram();
}
/* free icons */
BLI_dlrbTree_free(&keys);
}
/* Strip Markers ------------------------ */
/* Markers inside an action strip */
static void nla_actionclip_draw_markers(
NlaStrip *strip, float yminc, float ymaxc, int shade, const bool dashed)
{
const bAction *act = strip->act;
if (ELEM(NULL, act, act->markers.first)) {
return;
}
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (dashed) {
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 0); /* "simple" mode */
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
}
else {
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
}
immUniformThemeColorShade(TH_STRIP_SELECT, shade);
immBeginAtMost(GPU_PRIM_LINES, BLI_listbase_count(&act->markers) * 2);
for (TimeMarker *marker = act->markers.first; marker; marker = marker->next) {
if ((marker->frame > strip->actstart) && (marker->frame < strip->actend)) {
float frame = nlastrip_get_frame(strip, marker->frame, NLATIME_CONVERT_MAP);
/* just a simple line for now */
/* XXX: draw a triangle instead... */
immVertex2f(shdr_pos, frame, yminc + 1);
immVertex2f(shdr_pos, frame, ymaxc - 1);
}
}
immEnd();
immUnbindProgram();
}
/* Markers inside a NLA-Strip */
static void nla_strip_draw_markers(NlaStrip *strip, float yminc, float ymaxc)
{
GPU_line_width(2.0f);
if (strip->type == NLASTRIP_TYPE_CLIP) {
/* try not to be too conspicuous, while being visible enough when transforming */
int shade = (strip->flag & NLASTRIP_FLAG_SELECT) ? -60 : -40;
/* just draw the markers in this clip */
nla_actionclip_draw_markers(strip, yminc, ymaxc, shade, true);
}
else if (strip->flag & NLASTRIP_FLAG_TEMP_META) {
/* just a solid color, so that it is very easy to spot */
int shade = 20;
/* draw the markers in the first level of strips only (if they are actions) */
for (NlaStrip *nls = strip->strips.first; nls; nls = nls->next) {
if (nls->type == NLASTRIP_TYPE_CLIP) {
nla_actionclip_draw_markers(nls, yminc, ymaxc, shade, false);
}
}
}
GPU_line_width(1.0f);
}
/* Strips (Proper) ---------------------- */
/* get colors for drawing NLA-Strips */
static void nla_strip_get_color_inside(AnimData *adt, NlaStrip *strip, float color[3])
{
if (strip->type == NLASTRIP_TYPE_TRANSITION) {
/* Transition Clip */
if (strip->flag & NLASTRIP_FLAG_SELECT) {
/* selected - use a bright blue color */
UI_GetThemeColor3fv(TH_NLA_TRANSITION_SEL, color);
}
else {
/* normal, unselected strip - use (hardly noticeable) blue tinge */
UI_GetThemeColor3fv(TH_NLA_TRANSITION, color);
}
}
else if (strip->type == NLASTRIP_TYPE_META) {
/* Meta Clip */
// TODO: should temporary metas get different colors too?
if (strip->flag & NLASTRIP_FLAG_SELECT) {
/* selected - use a bold purple color */
UI_GetThemeColor3fv(TH_NLA_META_SEL, color);
}
else {
/* normal, unselected strip - use (hardly noticeable) dark purple tinge */
UI_GetThemeColor3fv(TH_NLA_META, color);
}
}
else if (strip->type == NLASTRIP_TYPE_SOUND) {
/* Sound Clip */
if (strip->flag & NLASTRIP_FLAG_SELECT) {
/* selected - use a bright teal color */
UI_GetThemeColor3fv(TH_NLA_SOUND_SEL, color);
}
else {
/* normal, unselected strip - use (hardly noticeable) teal tinge */
UI_GetThemeColor3fv(TH_NLA_SOUND, color);
}
}
else {
/* Action Clip (default/normal type of strip) */
if (adt && (adt->flag & ADT_NLA_EDIT_ON) && (adt->actstrip == strip)) {
/* active strip should be drawn green when it is acting as the tweaking strip.
* however, this case should be skipped for when not in EditMode...
*/
UI_GetThemeColor3fv(TH_NLA_TWEAK, color);
}
else if (strip->flag & NLASTRIP_FLAG_TWEAKUSER) {
/* alert user that this strip is also used by the tweaking track (this is set when going into
* 'editmode' for that strip), since the edits made here may not be what the user anticipated
*/
UI_GetThemeColor3fv(TH_NLA_TWEAK_DUPLI, color);
}
else if (strip->flag & NLASTRIP_FLAG_SELECT) {
/* selected strip - use theme color for selected */
UI_GetThemeColor3fv(TH_STRIP_SELECT, color);
}
else {
/* normal, unselected strip - use standard strip theme color */
UI_GetThemeColor3fv(TH_STRIP, color);
}
}
}
/* helper call for drawing influence/time control curves for a given NLA-strip */
static void nla_draw_strip_curves(NlaStrip *strip, float yminc, float ymaxc, unsigned int pos)
{
const float yheight = ymaxc - yminc;
immUniformColor3f(0.7f, 0.7f, 0.7f);
/* draw with AA'd line */
GPU_line_smooth(true);
GPU_blend(true);
/* influence -------------------------- */
if (strip->flag & NLASTRIP_FLAG_USR_INFLUENCE) {
FCurve *fcu = list_find_fcurve(&strip->fcurves, "influence", 0);
float cfra;
/* plot the curve (over the strip's main region) */
if (fcu) {
immBegin(GPU_PRIM_LINE_STRIP, abs((int)(strip->end - strip->start) + 1));
/* sample at 1 frame intervals, and draw
* - min y-val is yminc, max is y-maxc, so clamp in those regions
*/
for (cfra = strip->start; cfra <= strip->end; cfra += 1.0f) {
float y = evaluate_fcurve(fcu, cfra); /* assume this to be in 0-1 range */
CLAMP(y, 0.0f, 1.0f);
immVertex2f(pos, cfra, ((y * yheight) + yminc));
}
immEnd();
}
}
else {
/* use blend in/out values only if both aren't zero */
if ((IS_EQF(strip->blendin, 0.0f) && IS_EQF(strip->blendout, 0.0f)) == 0) {
immBeginAtMost(GPU_PRIM_LINE_STRIP, 4);
/* start of strip - if no blendin, start straight at 1,
* otherwise from 0 to 1 over blendin frames */
if (IS_EQF(strip->blendin, 0.0f) == 0) {
immVertex2f(pos, strip->start, yminc);
immVertex2f(pos, strip->start + strip->blendin, ymaxc);
}
else {
immVertex2f(pos, strip->start, ymaxc);
}
/* end of strip */
if (IS_EQF(strip->blendout, 0.0f) == 0) {
immVertex2f(pos, strip->end - strip->blendout, ymaxc);
immVertex2f(pos, strip->end, yminc);
}
else {
immVertex2f(pos, strip->end, ymaxc);
}
immEnd();
}
}
/* turn off AA'd lines */
GPU_line_smooth(false);
GPU_blend(false);
}
/* helper call to setup dashed-lines for strip outlines */
static uint nla_draw_use_dashed_outlines(float color[4], bool muted)
{
/* Note that we use dashed shader here, and make it draw solid lines if not muted... */
uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniformColor3fv(color);
/* line style: dotted for muted */
if (muted) {
/* dotted - and slightly thicker for readability of the dashes */
immUniform1f("dash_width", 5.0f);
immUniform1f("dash_factor", 0.4f);
GPU_line_width(1.5f);
}
else {
/* solid line */
immUniform1f("dash_factor", 2.0f);
GPU_line_width(1.0f);
}
return shdr_pos;
}
/* main call for drawing a single NLA-strip */
static void nla_draw_strip(SpaceNla *snla,
AnimData *adt,
NlaTrack *nlt,
NlaStrip *strip,
View2D *v2d,
float yminc,
float ymaxc)
{
const bool non_solo = ((adt && (adt->flag & ADT_NLA_SOLO_TRACK)) &&
(nlt->flag & NLATRACK_SOLO) == 0);
const bool muted = ((nlt->flag & NLATRACK_MUTED) || (strip->flag & NLASTRIP_FLAG_MUTED));
float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
uint shdr_pos;
/* get color of strip */
nla_strip_get_color_inside(adt, strip, color);
shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw extrapolation info first (as backdrop)
* - but this should only be drawn if track has some contribution
*/
if ((strip->extendmode != NLASTRIP_EXTEND_NOTHING) && (non_solo == 0)) {
/* enable transparency... */
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
switch (strip->extendmode) {
/* since this does both sides,
* only do the 'before' side, and leave the rest to the next case */
case NLASTRIP_EXTEND_HOLD:
/* only need to draw here if there's no strip before since
* it only applies in such a situation
*/
if (strip->prev == NULL) {
/* set the drawing color to the color of the strip, but with very faint alpha */
immUniformColor3fvAlpha(color, 0.15f);
/* draw the rect to the edge of the screen */
immRectf(shdr_pos, v2d->cur.xmin, yminc, strip->start, ymaxc);
}
ATTR_FALLTHROUGH;
/* this only draws after the strip */
case NLASTRIP_EXTEND_HOLD_FORWARD:
/* only need to try and draw if the next strip doesn't occur immediately after */
if ((strip->next == NULL) || (IS_EQF(strip->next->start, strip->end) == 0)) {
/* set the drawing color to the color of the strip, but this time less faint */
immUniformColor3fvAlpha(color, 0.3f);
/* draw the rect to the next strip or the edge of the screen */
float x2 = strip->next ? strip->next->start : v2d->cur.xmax;
immRectf(shdr_pos, strip->end, yminc, x2, ymaxc);
}
break;
}
GPU_blend(false);
}
/* draw 'inside' of strip itself */
if (non_solo == 0) {
immUnbindProgram();
/* strip is in normal track */
UI_draw_roundbox_corner_set(UI_CNR_ALL); /* all corners rounded */
UI_draw_roundbox_shade_x(true, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1, color);
/* restore current vertex format & program (roundbox trashes it) */
shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
}
else {
/* strip is in disabled track - make less visible */
immUniformColor3fvAlpha(color, 0.1f);
GPU_blend(true);
immRectf(shdr_pos, strip->start, yminc, strip->end, ymaxc);
GPU_blend(false);
}
/* draw strip's control 'curves'
* - only if user hasn't hidden them...
*/
if ((snla->flag & SNLA_NOSTRIPCURVES) == 0) {
nla_draw_strip_curves(strip, yminc, ymaxc, shdr_pos);
}
immUnbindProgram();
/* draw markings indicating locations of local markers
* (useful for lining up different actions) */
if ((snla->flag & SNLA_NOLOCALMARKERS) == 0) {
nla_strip_draw_markers(strip, yminc, ymaxc);
}
/* draw strip outline
* - color used here is to indicate active vs non-active
*/
if (strip->flag & NLASTRIP_FLAG_ACTIVE) {
/* strip should appear 'sunken', so draw a light border around it */
color[0] = 0.9f; /* FIXME: hardcoded temp-hack colors */
color[1] = 1.0f;
color[2] = 0.9f;
}
else {
/* strip should appear to stand out, so draw a dark border around it */
color[0] = color[1] = color[2] = 0.0f; /* FIXME: or 1.0f ?? */
}
/* draw outline
* - dashed-line shader is loaded after this block
*/
if (muted) {
/* muted - draw dotted, squarish outline (for simplicity) */
shdr_pos = nla_draw_use_dashed_outlines(color, muted);
imm_draw_box_wire_2d(shdr_pos, strip->start, yminc, strip->end, ymaxc);
}
else {
/* non-muted - draw solid, rounded outline */
UI_draw_roundbox_shade_x(false, strip->start, yminc, strip->end, ymaxc, 0.0, 0.0, 0.1, color);
/* restore current vertex format & program (roundbox trashes it) */
shdr_pos = nla_draw_use_dashed_outlines(color, muted);
}
/* if action-clip strip, draw lines delimiting repeats too (in the same color as outline) */
if ((strip->type == NLASTRIP_TYPE_CLIP) && strip->repeat > 1.0f) {
float repeatLen = (strip->actend - strip->actstart) * strip->scale;
/* only draw lines for whole-numbered repeats, starting from the first full-repeat
* up to the last full repeat (but not if it lies on the end of the strip)
*/
immBeginAtMost(GPU_PRIM_LINES, 2 * floorf(strip->repeat));
for (int i = 1; i < strip->repeat; i++) {
float repeatPos = strip->start + (repeatLen * i);
/* don't draw if line would end up on or after the end of the strip */
if (repeatPos < strip->end) {
immVertex2f(shdr_pos, repeatPos, yminc + 4);
immVertex2f(shdr_pos, repeatPos, ymaxc - 4);
}
}
immEnd();
}
/* or if meta-strip, draw lines delimiting extents of sub-strips
* (in same color as outline, if more than 1 exists) */
else if ((strip->type == NLASTRIP_TYPE_META) && (strip->strips.first != strip->strips.last)) {
const float y = (ymaxc - yminc) * 0.5f + yminc;
/* up to 2 lines per strip */
immBeginAtMost(GPU_PRIM_LINES, 4 * BLI_listbase_count(&strip->strips));
/* only draw first-level of child-strips, but don't draw any lines on the endpoints */
for (NlaStrip *cs = strip->strips.first; cs; cs = cs->next) {
/* draw start-line if not same as end of previous (and only if not the first strip)
* - on upper half of strip
*/
if ((cs->prev) && IS_EQF(cs->prev->end, cs->start) == 0) {
immVertex2f(shdr_pos, cs->start, y);
immVertex2f(shdr_pos, cs->start, ymaxc);
}
/* draw end-line if not the last strip
* - on lower half of strip
*/
if (cs->next) {
immVertex2f(shdr_pos, cs->end, yminc);
immVertex2f(shdr_pos, cs->end, y);
}
}
immEnd();
}
immUnbindProgram();
}
/* add the relevant text to the cache of text-strings to draw in pixelspace */
static void nla_draw_strip_text(AnimData *adt,
NlaTrack *nlt,
NlaStrip *strip,
int index,
View2D *v2d,
float xminc,
float xmaxc,
float yminc,
float ymaxc)
{
const bool non_solo = ((adt && (adt->flag & ADT_NLA_SOLO_TRACK)) &&
(nlt->flag & NLATRACK_SOLO) == 0);
char str[256];
size_t str_len;
char col[4];
/* just print the name and the range */
if (strip->flag & NLASTRIP_FLAG_TEMP_META) {
str_len = BLI_snprintf_rlen(str, sizeof(str), "%d) Temp-Meta", index);
}
else {
str_len = BLI_strncpy_rlen(str, strip->name, sizeof(str));
}
/* set text color - if colors (see above) are light, draw black text, otherwise draw white */
if (strip->flag & (NLASTRIP_FLAG_ACTIVE | NLASTRIP_FLAG_SELECT | NLASTRIP_FLAG_TWEAKUSER)) {
col[0] = col[1] = col[2] = 0;
}
else {
col[0] = col[1] = col[2] = 255;
}
/* text opacity depends on whether if there's a solo'd track, this isn't it */
if (non_solo == 0) {
col[3] = 255;
}
else {
col[3] = 128;
}
/* set bounding-box for text
* - padding of 2 'units' on either side
*/
/* TODO: make this centered? */
rctf rect = {
.xmin = xminc,
.ymin = yminc,
.xmax = xmaxc,
.ymax = ymaxc,
};
/* add this string to the cache of texts to draw */
UI_view2d_text_cache_add_rectf(v2d, &rect, str, str_len, col);
}
/* add frame extents to cache of text-strings to draw in pixelspace
* for now, only used when transforming strips
*/
static void nla_draw_strip_frames_text(
NlaTrack *UNUSED(nlt), NlaStrip *strip, View2D *v2d, float UNUSED(yminc), float ymaxc)
{
const float ytol = 1.0f; /* small offset to vertical positioning of text, for legibility */
const char col[4] = {220, 220, 220, 255}; /* light gray */
char numstr[32];
size_t numstr_len;
/* Always draw times above the strip, whereas sequencer drew below + above.
* However, we should be fine having everything on top, since these tend to be
* quite spaced out.
* - 1 dp is compromise between lack of precision (ints only, as per sequencer)
* while also preserving some accuracy, since we do use floats
*/
/* start frame */
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%.1f", strip->start);
UI_view2d_text_cache_add(v2d, strip->start - 1.0f, ymaxc + ytol, numstr, numstr_len, col);
/* end frame */
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%.1f", strip->end);
UI_view2d_text_cache_add(v2d, strip->end, ymaxc + ytol, numstr, numstr_len, col);
}
/* ---------------------- */
void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
{
View2D *v2d = &ar->v2d;
const float pixelx = BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask);
const float text_margin_x = (8 * UI_DPI_FAC) * pixelx;
/* build list of channels to draw */
ListBase anim_data = {NULL, NULL};
int filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
size_t 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;
/* loop through channels, and set up drawing depending on their type */
float ymax = NLACHANNEL_FIRST_TOP(ac);
for (bAnimListElem *ale = anim_data.first; ale; ale = ale->next, ymax -= NLACHANNEL_STEP(snla)) {
float ymin = ymax - NLACHANNEL_HEIGHT(snla);
float ycenter = (ymax + ymin) / 2.0f;
/* check if visible */
if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymax, v2d->cur.ymin, v2d->cur.ymax)) {
/* data to draw depends on the type of channel */
switch (ale->type) {
case ANIMTYPE_NLATRACK: {
AnimData *adt = ale->adt;
NlaTrack *nlt = (NlaTrack *)ale->data;
NlaStrip *strip;
int index;
/* draw each strip in the track (if visible) */
for (strip = nlt->strips.first, index = 1; strip; strip = strip->next, index++) {
if (BKE_nlastrip_within_bounds(strip, v2d->cur.xmin, v2d->cur.xmax)) {
const float xminc = strip->start + text_margin_x;
const float xmaxc = strip->end + text_margin_x;
/* draw the visualization of the strip */
nla_draw_strip(snla, adt, nlt, strip, v2d, ymin, ymax);
/* add the text for this strip to the cache */
if (xminc < xmaxc) {
nla_draw_strip_text(adt, nlt, strip, index, v2d, xminc, xmaxc, ymin, ymax);
}
/* if transforming strips (only real reason for temp-metas currently),
* add to the cache the frame numbers of the strip's extents
*/
if (strip->flag & NLASTRIP_FLAG_TEMP_META) {
nla_draw_strip_frames_text(nlt, strip, v2d, ymin, ymax);
}
}
}
break;
}
case ANIMTYPE_NLAACTION: {
AnimData *adt = ale->adt;
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* just draw a semi-shaded rect spanning the width of the viewable area if there's data,
* and a second darker rect within which we draw keyframe indicator dots if there's data
*/
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
/* get colors for drawing */
float color[4];
nla_action_get_color(adt, ale->data, color);
immUniformColor4fv(color);
/* draw slightly shifted up for greater separation from standard channels,
* but also slightly shorter for some more contrast when viewing the strips
*/
immRectf(
pos, v2d->cur.xmin, ymin + NLACHANNEL_SKIP, v2d->cur.xmax, ymax - NLACHANNEL_SKIP);
/* draw 'embossed' lines above and below the strip for effect */
/* white base-lines */
GPU_line_width(2.0f);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.3f);
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, v2d->cur.xmin, ymin + NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmax, ymin + NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmin, ymax - NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmax, ymax - NLACHANNEL_SKIP);
immEnd();
/* black top-lines */
GPU_line_width(1.0f);
immUniformColor3f(0.0f, 0.0f, 0.0f);
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, v2d->cur.xmin, ymin + NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmax, ymin + NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmin, ymax - NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmax, ymax - NLACHANNEL_SKIP);
immEnd();
/* TODO: these lines but better --^ */
immUnbindProgram();
/* draw keyframes in the action */
nla_action_draw_keyframes(
v2d, adt, ale->data, ycenter, ymin + NLACHANNEL_SKIP, ymax - NLACHANNEL_SKIP);
GPU_blend(false);
break;
}
}
}
}
/* free tempolary channels */
ANIM_animdata_freelist(&anim_data);
}
/* *********************************************** */
/* Channel List */
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);
}
/* *********************************************** */