This patch adds channel region to VSE timeline area for drawing channel headers. It is synchronizedwith timeline region. 3 basic features are implemented - channel visibility, locking and name. Channel data is stored in `SeqTimelineChannel` which can be top-level owned by `Editing`, or it is owned by meta strip to support nesting. Strip properties are completely independent and channel properties are applied on top of particular strip property, thus overriding it. Implementation is separate from channel regions in other editors. This is mainly because style and topology is quite different in VSE. But also code seems to be much more readable this way. Currently channels use functions similar to VSE timeline to draw background to provide illusion of transparency, but only for background and sfra/efra regions. Great portion of this patch is change from using strip visibility and lock status to include channel state - this is facilitated by functions `SEQ_transform_is_locked` and `SEQ_render_is_muted` Originally this included changes in D14263, but patch was split for easier review. Reviewed By: fsiddi, Severin Differential Revision: https://developer.blender.org/D13836
65 lines
2.4 KiB
C++
65 lines
2.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2004 Blender Foundation. All rights reserved. */
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#pragma once
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/** \file
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* \ingroup sequencer
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ImBuf;
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struct ListBase;
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struct Scene;
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struct SeqEffectHandle;
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struct SeqRenderData;
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struct Sequence;
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#define EARLY_NO_INPUT -1
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#define EARLY_DO_EFFECT 0
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#define EARLY_USE_INPUT_1 1
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#define EARLY_USE_INPUT_2 2
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/* mutable state for sequencer */
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typedef struct SeqRenderState {
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struct LinkNode *scene_parents;
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} SeqRenderState;
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void seq_render_state_init(SeqRenderState *state);
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struct ImBuf *seq_render_give_ibuf_seqbase(const struct SeqRenderData *context,
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float timeline_frame,
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int chan_shown,
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struct ListBase *channels,
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struct ListBase *seqbasep);
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struct ImBuf *seq_render_effect_execute_threaded(struct SeqEffectHandle *sh,
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const struct SeqRenderData *context,
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struct Sequence *seq,
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float timeline_frame,
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float fac,
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struct ImBuf *ibuf1,
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struct ImBuf *ibuf2,
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struct ImBuf *ibuf3);
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void seq_imbuf_to_sequencer_space(struct Scene *scene, struct ImBuf *ibuf, bool make_float);
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int seq_get_shown_sequences(struct ListBase *channels,
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struct ListBase *seqbase,
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int timeline_frame,
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int chanshown,
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struct Sequence **r_seq_arr);
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struct ImBuf *seq_render_strip(const struct SeqRenderData *context,
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struct SeqRenderState *state,
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struct Sequence *seq,
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float timeline_frame);
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struct ImBuf *seq_render_mask(const struct SeqRenderData *context,
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struct Mask *mask,
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float frame_index,
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bool make_float);
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void seq_imbuf_assign_spaces(struct Scene *scene, struct ImBuf *ibuf);
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#ifdef __cplusplus
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}
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#endif
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