forked from blender/blender
me-main #1
@ -4373,6 +4373,53 @@ static bool achannel_is_being_renamed(const bAnimContext *ac,
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return false;
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}
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float ANIM_UI_get_keyframe_scale_factor(void)
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{
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bTheme *btheme = UI_GetTheme();
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const float yscale_fac = btheme->space_action.keyframe_scale_fac;
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/* clamp to avoid problems with uninitialized values... */
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if (yscale_fac < 0.1f) {
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return 1.0f;
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}
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return yscale_fac;
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}
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float ANIM_UI_get_channel_height(void)
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{
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return 0.8f * ANIM_UI_get_keyframe_scale_factor() * U.widget_unit;
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}
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float ANIM_UI_get_channel_skip(void)
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{
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return 0.1f * U.widget_unit;
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}
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float ANIM_UI_get_first_channel_top(View2D *v2d)
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{
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return UI_view2d_scale_get_y(v2d) * -UI_TIME_SCRUB_MARGIN_Y - ANIM_UI_get_channel_skip();
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}
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float ANIM_UI_get_channel_step(void)
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{
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return ANIM_UI_get_channel_height() + ANIM_UI_get_channel_skip();
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}
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float ANIM_UI_get_channels_total_height(View2D *v2d, const int item_count)
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{
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return ANIM_UI_get_first_channel_top(v2d) + ANIM_UI_get_channel_step() * (item_count + 1);
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}
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float ANIM_UI_get_channel_name_width(void)
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{
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return 10 * U.widget_unit;
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}
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float ANIM_UI_get_channel_button_width(void)
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{
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return 0.8f * U.widget_unit;
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}
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void ANIM_channel_draw(
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bAnimContext *ac, bAnimListElem *ale, float yminc, float ymaxc, size_t channel_index)
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{
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@ -4566,7 +4613,8 @@ void ANIM_channel_draw(
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}
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/* check if there's enough space for the toggles if the sliders are drawn too */
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if (!(draw_sliders) || (BLI_rcti_size_x(&v2d->mask) > ACHANNEL_BUTTON_WIDTH / 2)) {
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if (!(draw_sliders) ||
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(BLI_rcti_size_x(&v2d->mask) > ANIM_UI_get_channel_button_width() / 2)) {
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/* protect... */
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if (acf->has_setting(ac, ale, ACHANNEL_SETTING_PROTECT)) {
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offset += ICON_WIDTH;
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@ -5279,7 +5327,8 @@ void ANIM_channel_draw_widgets(const bContext *C,
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}
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/* check if there's enough space for the toggles if the sliders are drawn too */
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if (!(draw_sliders) || (BLI_rcti_size_x(&v2d->mask) > ACHANNEL_BUTTON_WIDTH / 2)) {
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if (!(draw_sliders) ||
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(BLI_rcti_size_x(&v2d->mask) > ANIM_UI_get_channel_button_width() / 2)) {
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/* protect... */
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if (acf->has_setting(ac, ale, ACHANNEL_SETTING_PROTECT)) {
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offset -= ICON_WIDTH;
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@ -2718,7 +2718,7 @@ static void box_select_anim_channels(bAnimContext *ac, rcti *rect, short selectm
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ymax = NLACHANNEL_FIRST_TOP(ac);
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}
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else {
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ymax = ACHANNEL_FIRST_TOP(ac);
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ymax = ANIM_UI_get_first_channel_top(v2d);
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}
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/* loop over data, doing box select */
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@ -2726,7 +2726,7 @@ static void box_select_anim_channels(bAnimContext *ac, rcti *rect, short selectm
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float ymin;
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if (ale->type == ANIMTYPE_GPDATABLOCK) {
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ymax -= ACHANNEL_STEP(ac);
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ymax -= ANIM_UI_get_channel_step();
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continue;
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}
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@ -2734,7 +2734,7 @@ static void box_select_anim_channels(bAnimContext *ac, rcti *rect, short selectm
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ymin = ymax - NLACHANNEL_STEP(snla);
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}
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else {
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ymin = ymax - ACHANNEL_STEP(ac);
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ymin = ymax - ANIM_UI_get_channel_step();
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}
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/* if channel is within border-select region, alter it */
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@ -2948,10 +2948,10 @@ static int animchannels_channel_get(bAnimContext *ac, const int mval[2])
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&channel_index);
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}
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else {
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UI_view2d_listview_view_to_cell(ACHANNEL_NAMEWIDTH,
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ACHANNEL_STEP(ac),
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UI_view2d_listview_view_to_cell(ANIM_UI_get_channel_name_width(),
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ANIM_UI_get_channel_step(),
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0,
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ACHANNEL_FIRST_TOP(ac),
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ANIM_UI_get_first_channel_top(v2d),
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x,
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y,
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NULL,
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@ -3484,10 +3484,10 @@ static int animchannels_mouseclick_invoke(bContext *C, wmOperator *op, const wmE
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/* figure out which channel user clicked in */
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UI_view2d_region_to_view(v2d, event->mval[0], event->mval[1], &x, &y);
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UI_view2d_listview_view_to_cell(ACHANNEL_NAMEWIDTH,
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ACHANNEL_STEP(&ac),
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UI_view2d_listview_view_to_cell(ANIM_UI_get_channel_name_width(),
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ANIM_UI_get_channel_step(),
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0,
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ACHANNEL_FIRST_TOP(&ac),
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ANIM_UI_get_first_channel_top(v2d),
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x,
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y,
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NULL,
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@ -92,26 +92,6 @@
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/* ************************************************************ */
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/* Blender Context <-> Animation Context mapping */
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/* ----------- Private Stuff - General -------------------- */
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/* Get vertical scaling factor (i.e. typically used for keyframe size) */
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static void animedit_get_yscale_factor(bAnimContext *ac)
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{
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bTheme *btheme = UI_GetTheme();
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/* grab scale factor directly from action editor setting
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* NOTE: This theme setting doesn't have an ID, as it cannot be accessed normally
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* since it is a float, and the theme settings methods can only handle chars.
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*/
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ac->yscale_fac = btheme->space_action.keyframe_scale_fac;
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/* clamp to avoid problems with uninitialized values... */
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if (ac->yscale_fac < 0.1f) {
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ac->yscale_fac = 1.0f;
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}
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// printf("yscale_fac = %f\n", ac->yscale_fac);
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}
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/* ----------- Private Stuff - Action Editor ------------- */
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/* Get shapekey data being edited (for Action Editor -> ShapeKey mode) */
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@ -408,9 +388,6 @@ bool ANIM_animdata_get_context(const bContext *C, bAnimContext *ac)
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ac->spacetype = (area) ? area->spacetype : 0;
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ac->regiontype = (region) ? region->regiontype : 0;
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/* Initialize default y-scale factor. */
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animedit_get_yscale_factor(ac);
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/* get data context info */
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/* XXX: if the below fails, try to grab this info from context instead...
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* (to allow for scripting). */
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@ -94,8 +94,6 @@ typedef struct bAnimContext {
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/** pointer to current reports list */
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struct ReportList *reports;
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/** Scale factor for height of channels (i.e. based on the size of keyframes). */
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float yscale_fac;
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} bAnimContext;
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/* Main Data container types */
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@ -430,28 +428,6 @@ ENUM_OPERATORS(eAnimFilter_Flags, ANIMFILTER_TMP_IGNORE_ONLYSEL);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Channel Defines
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* \{ */
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/** Channel heights. */
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#define ACHANNEL_FIRST_TOP(ac) \
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(UI_view2d_scale_get_y(&(ac)->region->v2d) * -UI_TIME_SCRUB_MARGIN_Y - ACHANNEL_SKIP)
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#define ACHANNEL_HEIGHT(ac) (0.8f * (ac)->yscale_fac * U.widget_unit)
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#define ACHANNEL_SKIP (0.1f * U.widget_unit)
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#define ACHANNEL_STEP(ac) (ACHANNEL_HEIGHT(ac) + ACHANNEL_SKIP)
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/** Additional offset to give some room at the end. */
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#define ACHANNEL_TOT_HEIGHT(ac, item_amount) \
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(-ACHANNEL_FIRST_TOP(ac) + ACHANNEL_STEP(ac) * (item_amount + 1))
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/** Channel widths. */
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#define ACHANNEL_NAMEWIDTH (10 * U.widget_unit)
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/** Channel toggle-buttons. */
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#define ACHANNEL_BUTTON_WIDTH (0.8f * U.widget_unit)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name NLA Channel Defines
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* \{ */
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@ -612,6 +588,20 @@ typedef struct bAnimChannelType {
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void *(*setting_ptr)(bAnimListElem *ale, eAnimChannel_Settings setting, short *type);
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} bAnimChannelType;
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Channel dimensions API
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* \{ */
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float ANIM_UI_get_keyframe_scale_factor(void);
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float ANIM_UI_get_channel_height(void);
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float ANIM_UI_get_channel_skip(void);
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float ANIM_UI_get_first_channel_top(View2D *v2d);
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float ANIM_UI_get_channel_step(void);
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float ANIM_UI_get_channels_total_height(View2D *v2d, int item_count);
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float ANIM_UI_get_channel_name_width(void);
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float ANIM_UI_get_channel_button_width(void);
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/** \} */
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/* -------------------------------------------------------------------- */
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@ -60,19 +60,20 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *region)
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filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
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items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
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int height = ACHANNEL_TOT_HEIGHT(ac, items);
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const int height = ANIM_UI_get_channels_total_height(v2d, items);
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v2d->tot.ymin = -height;
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/* need to do a view-sync here, so that the keys area doesn't jump around (it must copy this) */
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UI_view2d_sync(NULL, ac->area, v2d, V2D_LOCK_COPY);
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const float channel_step = ANIM_UI_get_channel_step();
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/* Loop through channels, and set up drawing depending on their type. */
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{ /* first pass: just the standard GL-drawing for backdrop + text */
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size_t channel_index = 0;
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float ymax = ACHANNEL_FIRST_TOP(ac);
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float ymax = ANIM_UI_get_first_channel_top(v2d);
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for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac), channel_index++) {
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float ymin = ymax - ACHANNEL_HEIGHT(ac);
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for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step, channel_index++) {
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const float ymin = ymax - ANIM_UI_get_channel_height();
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/* check if visible */
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if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
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@ -85,10 +86,10 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *region)
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{ /* second pass: widgets */
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uiBlock *block = UI_block_begin(C, region, __func__, UI_EMBOSS);
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size_t channel_index = 0;
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float ymax = ACHANNEL_FIRST_TOP(ac);
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float ymax = ANIM_UI_get_first_channel_top(v2d);
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for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac), channel_index++) {
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float ymin = ymax - ACHANNEL_HEIGHT(ac);
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for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step, channel_index++) {
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const float ymin = ymax - ANIM_UI_get_channel_height();
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/* check if visible */
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if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
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@ -115,7 +116,7 @@ void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *region)
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#define EXTRA_SCROLL_PAD 100.0f
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/* Draw manually set intended playback frame ranges for actions. */
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static void draw_channel_action_ranges(bAnimContext *ac, ListBase *anim_data, View2D *v2d)
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static void draw_channel_action_ranges(ListBase *anim_data, View2D *v2d)
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{
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/* Variables for coalescing the Y region of one action. */
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bAction *cur_action = NULL;
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@ -123,8 +124,8 @@ static void draw_channel_action_ranges(bAnimContext *ac, ListBase *anim_data, Vi
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float cur_ymax;
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/* Walk through channels, grouping contiguous spans referencing the same action. */
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float ymax = ACHANNEL_FIRST_TOP(ac) + ACHANNEL_SKIP / 2;
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float ystep = ACHANNEL_STEP(ac);
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float ymax = ANIM_UI_get_first_channel_top(v2d) + ANIM_UI_get_channel_skip() / 2;
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const float ystep = ANIM_UI_get_channel_step();
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float ymin = ymax - ystep;
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for (bAnimListElem *ale = anim_data->first; ale; ale = ale->next, ymax = ymin, ymin -= ystep) {
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@ -193,13 +194,13 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *region
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int filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
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size_t items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
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int height = ACHANNEL_TOT_HEIGHT(ac, items);
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const int height = ANIM_UI_get_channels_total_height(v2d, items);
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v2d->tot.ymin = -height;
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/* Draw the manual frame ranges for actions in the background of the dopesheet.
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* The action editor has already drawn the range for its action so it's not needed. */
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if (ac->datatype == ANIMCONT_DOPESHEET) {
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draw_channel_action_ranges(ac, &anim_data, v2d);
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draw_channel_action_ranges(&anim_data, v2d);
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}
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/* Draw the background strips. */
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@ -211,10 +212,10 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *region
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GPU_blend(GPU_BLEND_ALPHA);
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/* first backdrop strips */
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float ymax = ACHANNEL_FIRST_TOP(ac);
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for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac)) {
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float ymin = ymax - ACHANNEL_HEIGHT(ac);
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float ymax = ANIM_UI_get_first_channel_top(v2d);
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const float channel_step = ANIM_UI_get_channel_step();
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for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step) {
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const float ymin = ymax - ANIM_UI_get_channel_height();
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/* check if visible */
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if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
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@ -366,12 +367,14 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *region
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action_flag &= ~(SACTION_SHOW_INTERPOLATION | SACTION_SHOW_EXTREMES);
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}
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ymax = ACHANNEL_FIRST_TOP(ac);
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ymax = ANIM_UI_get_first_channel_top(v2d);
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struct AnimKeylistDrawList *draw_list = ED_keylist_draw_list_create();
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for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac)) {
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float ymin = ymax - ACHANNEL_HEIGHT(ac);
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const float scale_factor = ANIM_UI_get_keyframe_scale_factor();
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for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step) {
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const float ymin = ymax - ANIM_UI_get_channel_height();
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float ycenter = (ymin + ymax) / 2.0f;
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/* check if visible */
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@ -384,32 +387,28 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *region
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/* draw 'keyframes' for each specific datatype */
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switch (ale->datatype) {
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case ALE_ALL:
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draw_summary_channel(draw_list, ale->data, ycenter, ac->yscale_fac, action_flag);
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draw_summary_channel(draw_list, ale->data, ycenter, scale_factor, action_flag);
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break;
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case ALE_SCE:
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draw_scene_channel(
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draw_list, ads, ale->key_data, ycenter, ac->yscale_fac, action_flag);
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draw_scene_channel(draw_list, ads, ale->key_data, ycenter, scale_factor, action_flag);
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break;
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case ALE_OB:
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draw_object_channel(
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draw_list, ads, ale->key_data, ycenter, ac->yscale_fac, action_flag);
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draw_object_channel(draw_list, ads, ale->key_data, ycenter, scale_factor, action_flag);
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break;
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case ALE_ACT:
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draw_action_channel(
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draw_list, adt, ale->key_data, ycenter, ac->yscale_fac, action_flag);
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draw_action_channel(draw_list, adt, ale->key_data, ycenter, scale_factor, action_flag);
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break;
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case ALE_GROUP:
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draw_agroup_channel(draw_list, adt, ale->data, ycenter, ac->yscale_fac, action_flag);
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draw_agroup_channel(draw_list, adt, ale->data, ycenter, scale_factor, action_flag);
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break;
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case ALE_FCURVE:
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draw_fcurve_channel(
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draw_list, adt, ale->key_data, ycenter, ac->yscale_fac, action_flag);
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draw_fcurve_channel(draw_list, adt, ale->key_data, ycenter, scale_factor, action_flag);
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break;
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case ALE_GPFRAME:
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draw_gpl_channel(draw_list, ads, ale->data, ycenter, ac->yscale_fac, action_flag);
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draw_gpl_channel(draw_list, ads, ale->data, ycenter, scale_factor, action_flag);
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break;
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case ALE_MASKLAY:
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draw_masklay_channel(draw_list, ads, ale->data, ycenter, ac->yscale_fac, action_flag);
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draw_masklay_channel(draw_list, ads, ale->data, ycenter, scale_factor, action_flag);
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break;
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}
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}
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|
@ -315,16 +315,16 @@ static bool actkeys_channels_get_selected_extents(bAnimContext *ac, float *r_min
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ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
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/* loop through all channels, finding the first one that's selected */
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float ymax = ACHANNEL_FIRST_TOP(ac);
|
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for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac)) {
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float ymax = ANIM_UI_get_first_channel_top(&ac->region->v2d);
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const float channel_step = ANIM_UI_get_channel_step();
|
||||
for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step) {
|
||||
const bAnimChannelType *acf = ANIM_channel_get_typeinfo(ale);
|
||||
|
||||
/* must be selected... */
|
||||
if (acf && acf->has_setting(ac, ale, ACHANNEL_SETTING_SELECT) &&
|
||||
ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT)) {
|
||||
/* update best estimate */
|
||||
*r_min = ymax - ACHANNEL_HEIGHT(ac);
|
||||
*r_min = ymax - ANIM_UI_get_channel_height();
|
||||
*r_max = ymax;
|
||||
|
||||
/* is this high enough priority yet? */
|
||||
|
@ -61,8 +61,14 @@ static bAnimListElem *actkeys_find_list_element_at_position(bAnimContext *ac,
|
||||
float view_x, view_y;
|
||||
int channel_index;
|
||||
UI_view2d_region_to_view(v2d, region_x, region_y, &view_x, &view_y);
|
||||
UI_view2d_listview_view_to_cell(
|
||||
0, ACHANNEL_STEP(ac), 0, ACHANNEL_FIRST_TOP(ac), view_x, view_y, NULL, &channel_index);
|
||||
UI_view2d_listview_view_to_cell(0,
|
||||
ANIM_UI_get_channel_step(),
|
||||
0,
|
||||
ANIM_UI_get_first_channel_top(v2d),
|
||||
view_x,
|
||||
view_y,
|
||||
NULL,
|
||||
&channel_index);
|
||||
|
||||
ListBase anim_data = {NULL, NULL};
|
||||
ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
|
||||
@ -152,7 +158,7 @@ static void actkeys_find_key_in_list_element(bAnimContext *ac,
|
||||
AnimData *adt = ANIM_nla_mapping_get(ac, ale);
|
||||
|
||||
/* standard channel height (to allow for some slop) */
|
||||
float key_hsize = ACHANNEL_HEIGHT(ac) * 0.8f;
|
||||
float key_hsize = ANIM_UI_get_channel_height() * 0.8f;
|
||||
/* half-size (for either side), but rounded up to nearest int (for easier targeting) */
|
||||
key_hsize = roundf(key_hsize / 2.0f);
|
||||
|
||||
@ -462,14 +468,15 @@ static void box_select_action(bAnimContext *ac, const rcti rect, short mode, sho
|
||||
/* init editing data */
|
||||
memset(&sel_data.ked, 0, sizeof(KeyframeEditData));
|
||||
|
||||
float ymax = ACHANNEL_FIRST_TOP(ac);
|
||||
float ymax = ANIM_UI_get_first_channel_top(v2d);
|
||||
const float channel_step = ANIM_UI_get_channel_step();
|
||||
|
||||
/* loop over data, doing box select */
|
||||
for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac)) {
|
||||
for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step) {
|
||||
AnimData *adt = ANIM_nla_mapping_get(ac, ale);
|
||||
|
||||
/* get new vertical minimum extent of channel */
|
||||
float ymin = ymax - ACHANNEL_STEP(ac);
|
||||
float ymin = ymax - channel_step;
|
||||
|
||||
/* set horizontal range (if applicable) */
|
||||
if (ELEM(mode, ACTKEYS_BORDERSEL_FRAMERANGE, ACTKEYS_BORDERSEL_ALLKEYS)) {
|
||||
@ -713,14 +720,15 @@ static void region_select_action_keys(
|
||||
sel_data.ked.data = &scaled_rectf;
|
||||
}
|
||||
|
||||
float ymax = ACHANNEL_FIRST_TOP(ac);
|
||||
float ymax = ANIM_UI_get_first_channel_top(v2d);
|
||||
const float channel_step = ANIM_UI_get_channel_step();
|
||||
|
||||
/* loop over data, doing region select */
|
||||
for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac)) {
|
||||
for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step) {
|
||||
AnimData *adt = ANIM_nla_mapping_get(ac, ale);
|
||||
|
||||
/* get new vertical minimum extent of channel */
|
||||
float ymin = ymax - ACHANNEL_STEP(ac);
|
||||
const float ymin = ymax - channel_step;
|
||||
|
||||
/* compute midpoint of channel (used for testing if the key is in the region or not) */
|
||||
sel_data.ked.channel_y = (ymin + ymax) / 2.0f;
|
||||
|
@ -1398,16 +1398,17 @@ void graph_draw_channel_names(bContext *C, bAnimContext *ac, ARegion *region)
|
||||
/* 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 */
|
||||
height = ACHANNEL_TOT_HEIGHT(ac, items);
|
||||
height = ANIM_UI_get_channels_total_height(v2d, items);
|
||||
v2d->tot.ymin = -height;
|
||||
const float channel_step = ANIM_UI_get_channel_step();
|
||||
|
||||
/* Loop through channels, and set up drawing depending on their type. */
|
||||
{ /* first pass: just the standard GL-drawing for backdrop + text */
|
||||
size_t channel_index = 0;
|
||||
float ymax = ACHANNEL_FIRST_TOP(ac);
|
||||
float ymax = ANIM_UI_get_first_channel_top(v2d);
|
||||
|
||||
for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac), channel_index++) {
|
||||
float ymin = ymax - ACHANNEL_HEIGHT(ac);
|
||||
for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step, channel_index++) {
|
||||
const float ymin = ymax - ANIM_UI_get_channel_height();
|
||||
|
||||
/* check if visible */
|
||||
if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
|
||||
@ -1420,13 +1421,13 @@ void graph_draw_channel_names(bContext *C, bAnimContext *ac, ARegion *region)
|
||||
{ /* second pass: widgets */
|
||||
uiBlock *block = UI_block_begin(C, region, __func__, UI_EMBOSS);
|
||||
size_t channel_index = 0;
|
||||
float ymax = ACHANNEL_FIRST_TOP(ac);
|
||||
float ymax = ANIM_UI_get_first_channel_top(v2d);
|
||||
|
||||
/* set blending again, as may not be set in previous step */
|
||||
GPU_blend(GPU_BLEND_ALPHA);
|
||||
|
||||
for (ale = anim_data.first; ale; ale = ale->next, ymax -= ACHANNEL_STEP(ac), channel_index++) {
|
||||
float ymin = ymax - ACHANNEL_HEIGHT(ac);
|
||||
for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step, channel_index++) {
|
||||
const float ymin = ymax - ANIM_UI_get_channel_height();
|
||||
|
||||
/* check if visible */
|
||||
if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
|
||||
|
Loading…
Reference in New Issue
Block a user