When playing back animations a playhead is updated in all the animation editors. The drawing of the playhead is part of the drawing of the main region `RGN_TYPE_WINDOW` that redraws the whole region. This change will draw the play head and window scrollers when updating the screen. This affects the Action editor, Timeline, Graph editor, NLA editor and Sequence editor. There is noticeable speedup when using complex animation files. Spring 02_020_A.anim.blend fps went from 11.8 to 12.5 when showing a timeline and a action editor on a Ryzen 1700. * When playing back animation the markers don't jump up/down when near the frame. This could be added back. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D8066
255 lines
8.0 KiB
C
255 lines
8.0 KiB
C
/*
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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.
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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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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2019 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup edanimation
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*/
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#include "BKE_context.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "ED_time_scrub_ui.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "UI_interface.h"
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#include "UI_interface_icons.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "DNA_scene_types.h"
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BLI_timecode.h"
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#include "RNA_access.h"
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static void get_time_scrub_region_rect(const ARegion *region, rcti *rect)
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{
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rect->xmin = 0;
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rect->xmax = region->winx;
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rect->ymax = region->winy;
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rect->ymin = rect->ymax - UI_TIME_SCRUB_MARGIN_Y;
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}
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static int get_centered_text_y(const rcti *rect)
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{
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return BLI_rcti_cent_y(rect) - UI_DPI_FAC * 4;
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}
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static void draw_background(const rcti *rect)
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{
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformThemeColor(TH_TIME_SCRUB_BACKGROUND);
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GPU_blend(true);
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GPU_blend_set_func_separate(
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GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
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immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
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GPU_blend(false);
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immUnbindProgram();
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}
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static void get_current_time_str(
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const Scene *scene, bool display_seconds, int frame, uint max_len, char *r_str)
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{
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if (display_seconds) {
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BLI_timecode_string_from_time(r_str, max_len, 0, FRA2TIME(frame), FPS, U.timecode_style);
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}
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else {
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BLI_snprintf(r_str, max_len, "%d", frame);
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}
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}
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static void draw_current_frame(const Scene *scene,
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bool display_seconds,
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const View2D *v2d,
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const rcti *scrub_region_rect,
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int current_frame,
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float sub_frame,
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bool draw_line)
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{
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const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
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int frame_x = UI_view2d_view_to_region_x(v2d, current_frame);
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char frame_str[64];
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get_current_time_str(scene, display_seconds, current_frame, sizeof(frame_str), frame_str);
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float text_width = UI_fontstyle_string_width(fstyle, frame_str);
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float box_width = MAX2(text_width + 8 * UI_DPI_FAC, 24 * UI_DPI_FAC);
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float box_padding = 3 * UI_DPI_FAC;
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float bg_color[4];
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UI_GetThemeColorShade4fv(TH_CFRAME, -5, bg_color);
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if (draw_line) {
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/* Draw vertical line to from the bottom of the current frame box to the bottom of the screen.
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*/
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const float subframe_x = UI_view2d_view_to_region_x(v2d, current_frame + sub_frame);
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GPU_line_width(2.0f);
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformThemeColor(TH_CFRAME);
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immBegin(GPU_PRIM_LINES, 2);
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immVertex2f(pos, subframe_x, scrub_region_rect->ymax - box_padding);
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immVertex2f(pos, subframe_x, 0.0f);
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immEnd();
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immUnbindProgram();
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}
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_3fv_alpha(true,
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frame_x - box_width / 2 + U.pixelsize / 2,
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scrub_region_rect->ymin + box_padding,
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frame_x + box_width / 2 + U.pixelsize / 2,
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scrub_region_rect->ymax - box_padding,
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4 * UI_DPI_FAC,
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bg_color,
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1.0f);
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UI_GetThemeColorShade4fv(TH_CFRAME, 5, bg_color);
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UI_draw_roundbox_aa(false,
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frame_x - box_width / 2 + U.pixelsize / 2,
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scrub_region_rect->ymin + box_padding,
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frame_x + box_width / 2 + U.pixelsize / 2,
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scrub_region_rect->ymax - box_padding,
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4 * UI_DPI_FAC,
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bg_color);
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uchar text_color[4];
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UI_GetThemeColor4ubv(TH_HEADER_TEXT_HI, text_color);
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UI_fontstyle_draw_simple(fstyle,
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frame_x - text_width / 2 + U.pixelsize / 2,
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get_centered_text_y(scrub_region_rect),
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frame_str,
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text_color);
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}
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void ED_time_scrub_draw_current_frame(const ARegion *region,
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const Scene *scene,
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bool display_seconds,
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bool draw_line)
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{
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const View2D *v2d = ®ion->v2d;
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GPU_matrix_push_projection();
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wmOrtho2_region_pixelspace(region);
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rcti scrub_region_rect;
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get_time_scrub_region_rect(region, &scrub_region_rect);
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draw_current_frame(scene,
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display_seconds,
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v2d,
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&scrub_region_rect,
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scene->r.cfra,
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scene->r.subframe,
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draw_line);
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GPU_matrix_pop_projection();
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}
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void ED_time_scrub_draw(const ARegion *region,
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const Scene *scene,
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bool display_seconds,
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bool discrete_frames)
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{
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const View2D *v2d = ®ion->v2d;
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GPU_matrix_push_projection();
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wmOrtho2_region_pixelspace(region);
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rcti scrub_region_rect;
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get_time_scrub_region_rect(region, &scrub_region_rect);
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draw_background(&scrub_region_rect);
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rcti numbers_rect = scrub_region_rect;
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numbers_rect.ymin = get_centered_text_y(&scrub_region_rect) - 4 * UI_DPI_FAC;
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if (discrete_frames) {
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UI_view2d_draw_scale_x__discrete_frames_or_seconds(
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region, v2d, &numbers_rect, scene, display_seconds, TH_TEXT);
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}
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else {
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UI_view2d_draw_scale_x__frames_or_seconds(
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region, v2d, &numbers_rect, scene, display_seconds, TH_TEXT);
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}
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GPU_matrix_pop_projection();
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}
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bool ED_time_scrub_event_in_region(const ARegion *region, const wmEvent *event)
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{
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rcti rect = region->winrct;
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rect.ymin = rect.ymax - UI_TIME_SCRUB_MARGIN_Y;
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return BLI_rcti_isect_pt(&rect, event->x, event->y);
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}
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void ED_time_scrub_channel_search_draw(const bContext *C, ARegion *region, bDopeSheet *dopesheet)
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{
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GPU_matrix_push_projection();
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wmOrtho2_region_pixelspace(region);
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rcti rect;
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rect.xmin = 0;
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rect.xmax = region->winx;
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rect.ymin = region->winy - UI_TIME_SCRUB_MARGIN_Y;
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rect.ymax = region->winy;
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformThemeColor(TH_BACK);
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immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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immUnbindProgram();
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uiBlock *block = UI_block_begin(C, region, __func__, UI_EMBOSS);
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PointerRNA ptr;
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RNA_pointer_create(&CTX_wm_screen(C)->id, &RNA_DopeSheet, dopesheet, &ptr);
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PropertyRNA *prop = RNA_struct_find_property(&ptr, "filter_text");
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int padding = 2 * UI_DPI_FAC;
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uiDefAutoButR(block,
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&ptr,
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prop,
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-1,
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"",
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ICON_NONE,
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rect.xmin + padding,
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rect.ymin + padding,
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BLI_rcti_size_x(&rect) - 2 * padding,
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BLI_rcti_size_y(&rect) - 2 * padding);
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UI_block_end(C, block);
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UI_block_draw(C, block);
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GPU_matrix_pop_projection();
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}
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