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blender-archive/source/blender/editors/include/ED_keyframes_draw.h
Dalai Felinto d0493796a6 Cleanup: Remove hardcoded values and rename keyframe shape shaders
No functional change.

The shader is complicated by itself, having hardcoded values makes it
even more cryptic.

I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.

Differential Revision: https://developer.blender.org/D12615
2021-09-23 17:41:11 +02:00

131 lines
4.5 KiB
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) (C) 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