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blender-archive/source/blender/editors/include/ED_keyframes_draw.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

115 lines
3.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2009 Blender Foundation, Joshua Leung. All rights reserved. */
/** \file
* \ingroup editors
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct AnimData;
struct AnimKeylistDrawList;
struct FCurve;
struct MaskLayer;
struct Object;
struct Scene;
struct View2D;
struct bAction;
struct bActionGroup;
struct bAnimContext;
struct bDopeSheet;
struct bGPDlayer;
/* draw simple diamond-shape keyframe */
/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_SHAPE,
* immBegin(GPU_PRIM_POINTS, n), then call this n times */
typedef struct KeyframeShaderBindings {
uint pos_id;
uint size_id;
uint color_id;
uint outline_color_id;
uint flags_id;
} KeyframeShaderBindings;
void draw_keyframe_shape(float x,
float y,
float size,
bool sel,
short key_type,
short mode,
float alpha,
const KeyframeShaderBindings *sh_bindings,
short handle_type,
short extreme_type);
/* ******************************* Methods ****************************** */
/* Channel Drawing ------------------ */
/* F-Curve */
void draw_fcurve_channel(struct AnimKeylistDrawList *draw_list,
struct AnimData *adt,
struct FCurve *fcu,
float ypos,
float yscale_fac,
int saction_flag);
/* Action Group Summary */
void draw_agroup_channel(struct AnimKeylistDrawList *draw_list,
struct AnimData *adt,
struct bActionGroup *agrp,
float ypos,
float yscale_fac,
int saction_flag);
/* Action Summary */
void draw_action_channel(struct AnimKeylistDrawList *draw_list,
struct AnimData *adt,
struct bAction *act,
float ypos,
float yscale_fac,
int saction_flag);
/* Object Summary */
void draw_object_channel(struct AnimKeylistDrawList *draw_list,
struct bDopeSheet *ads,
struct Object *ob,
float ypos,
float yscale_fac,
int saction_flag);
/* Scene Summary */
void draw_scene_channel(struct AnimKeylistDrawList *draw_list,
struct bDopeSheet *ads,
struct Scene *sce,
float ypos,
float yscale_fac,
int saction_flag);
/* DopeSheet Summary */
void draw_summary_channel(struct AnimKeylistDrawList *draw_list,
struct bAnimContext *ac,
float ypos,
float yscale_fac,
int saction_flag);
/* Grease Pencil Layer */
void draw_gpl_channel(struct AnimKeylistDrawList *draw_list,
struct bDopeSheet *ads,
struct bGPDlayer *gpl,
float ypos,
float yscale_fac,
int saction_flag);
/* Mask Layer */
void draw_masklay_channel(struct AnimKeylistDrawList *draw_list,
struct bDopeSheet *ads,
struct MaskLayer *masklay,
float ypos,
float yscale_fac,
int saction_flag);
struct AnimKeylistDrawList *ED_keylist_draw_list_create(void);
void ED_keylist_draw_list_flush(struct AnimKeylistDrawList *draw_list, struct View2D *v2d);
void ED_keylist_draw_list_free(struct AnimKeylistDrawList *draw_list);
#ifdef __cplusplus
}
#endif