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Blender
V2.59
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00001 /* 00002 * $Id: sequencer_draw.c 38978 2011-08-03 09:28:16Z campbellbarton $ 00003 * 00004 * ***** BEGIN GPL LICENSE BLOCK ***** 00005 * 00006 * This program is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU General Public License 00008 * as published by the Free Software Foundation; either version 2 00009 * of the License, or (at your option) any later version. 00010 * 00011 * This program is distributed in the hope that it will be useful, 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 * GNU General Public License for more details. 00015 * 00016 * You should have received a copy of the GNU General Public License 00017 * along with this program; if not, write to the Free Software Foundation, 00018 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00019 * 00020 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00021 * All rights reserved. 00022 * 00023 * Contributor(s): Blender Foundation, 2003-2009 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #include <string.h> 00034 #include <math.h> 00035 00036 #include "MEM_guardedalloc.h" 00037 00038 #include "BLI_blenlib.h" 00039 #include "BLI_math.h" 00040 #include "BLI_utildefines.h" 00041 00042 #include "IMB_imbuf_types.h" 00043 00044 #include "DNA_scene_types.h" 00045 #include "DNA_screen_types.h" 00046 #include "DNA_space_types.h" 00047 #include "DNA_userdef_types.h" 00048 #include "DNA_sound_types.h" 00049 00050 #include "BKE_context.h" 00051 #include "BKE_global.h" 00052 #include "BKE_sequencer.h" 00053 00054 #include "BKE_sound.h" 00055 00056 #include "IMB_imbuf.h" 00057 00058 #include "BIF_gl.h" 00059 #include "BIF_glutil.h" 00060 00061 #include "ED_anim_api.h" 00062 #include "ED_markers.h" 00063 #include "ED_types.h" 00064 00065 #include "UI_interface.h" 00066 #include "UI_resources.h" 00067 #include "UI_view2d.h" 00068 00069 /* own include */ 00070 #include "sequencer_intern.h" 00071 00072 00073 #define SEQ_LEFTHANDLE 1 00074 #define SEQ_RIGHTHANDLE 2 00075 00076 00077 /* Note, Dont use WHILE_SEQ while drawing! - it messes up transform, - Campbell */ 00078 static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2); 00079 00080 static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[3]) 00081 { 00082 unsigned char blendcol[3]; 00083 SolidColorVars *colvars = (SolidColorVars *)seq->effectdata; 00084 00085 switch(seq->type) { 00086 case SEQ_IMAGE: 00087 UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col); 00088 break; 00089 00090 case SEQ_META: 00091 UI_GetThemeColor3ubv(TH_SEQ_META, col); 00092 break; 00093 00094 case SEQ_MOVIE: 00095 UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col); 00096 break; 00097 00098 case SEQ_SCENE: 00099 UI_GetThemeColor3ubv(TH_SEQ_SCENE, col); 00100 00101 if(seq->scene==curscene) { 00102 UI_GetColorPtrBlendShade3ubv(col, col, col, 1.0, 20); 00103 } 00104 break; 00105 00106 /* transitions */ 00107 case SEQ_CROSS: 00108 case SEQ_GAMCROSS: 00109 case SEQ_WIPE: 00110 UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col); 00111 00112 /* slightly offset hue to distinguish different effects */ 00113 if (seq->type == SEQ_CROSS) rgb_byte_set_hue_float_offset(col,0.04); 00114 if (seq->type == SEQ_GAMCROSS) rgb_byte_set_hue_float_offset(col,0.08); 00115 if (seq->type == SEQ_WIPE) rgb_byte_set_hue_float_offset(col,0.12); 00116 break; 00117 00118 /* effects */ 00119 case SEQ_TRANSFORM: 00120 case SEQ_SPEED: 00121 case SEQ_ADD: 00122 case SEQ_SUB: 00123 case SEQ_MUL: 00124 case SEQ_ALPHAOVER: 00125 case SEQ_ALPHAUNDER: 00126 case SEQ_OVERDROP: 00127 case SEQ_GLOW: 00128 case SEQ_MULTICAM: 00129 case SEQ_ADJUSTMENT: 00130 UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col); 00131 00132 /* slightly offset hue to distinguish different effects */ 00133 if (seq->type == SEQ_ADD) rgb_byte_set_hue_float_offset(col,0.04); 00134 if (seq->type == SEQ_SUB) rgb_byte_set_hue_float_offset(col,0.08); 00135 if (seq->type == SEQ_MUL) rgb_byte_set_hue_float_offset(col,0.12); 00136 if (seq->type == SEQ_ALPHAOVER) rgb_byte_set_hue_float_offset(col,0.16); 00137 if (seq->type == SEQ_ALPHAUNDER) rgb_byte_set_hue_float_offset(col,0.20); 00138 if (seq->type == SEQ_OVERDROP) rgb_byte_set_hue_float_offset(col,0.24); 00139 if (seq->type == SEQ_GLOW) rgb_byte_set_hue_float_offset(col,0.28); 00140 if (seq->type == SEQ_TRANSFORM) rgb_byte_set_hue_float_offset(col,0.36); 00141 if (seq->type == SEQ_MULTICAM) rgb_byte_set_hue_float_offset(col,0.32); 00142 if (seq->type == SEQ_ADJUSTMENT) rgb_byte_set_hue_float_offset(col,0.40); 00143 break; 00144 00145 case SEQ_COLOR: 00146 if (colvars->col) { 00147 rgb_float_to_byte(colvars->col, col); 00148 } else { 00149 col[0] = col[1] = col[2] = 128; 00150 } 00151 break; 00152 00153 case SEQ_PLUGIN: 00154 UI_GetThemeColor3ubv(TH_SEQ_PLUGIN, col); 00155 break; 00156 00157 case SEQ_SOUND: 00158 UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col); 00159 blendcol[0] = blendcol[1] = blendcol[2] = 128; 00160 if(seq->flag & SEQ_MUTE) UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20); 00161 break; 00162 00163 default: 00164 col[0] = 10; col[1] = 255; col[2] = 40; 00165 } 00166 } 00167 00168 static void drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize) 00169 { 00170 /* 00171 x1 is the starting x value to draw the wave, 00172 x2 the end x value, same for y1 and y2 00173 stepsize is width of a pixel. 00174 */ 00175 if(seq->sound->cache) 00176 { 00177 int i; 00178 int length = floor((x2-x1)/stepsize)+1; 00179 float ymid = (y1+y2)/2; 00180 float yscale = (y2-y1)/2; 00181 float* samples = MEM_mallocN(length * sizeof(float) * 2, "seqwave_samples"); 00182 if(!samples) 00183 return; 00184 if(sound_read_sound_buffer(seq->sound, samples, length, 00185 (seq->startofs + seq->anim_startofs)/FPS, 00186 (seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp)/FPS) != length) 00187 { 00188 MEM_freeN(samples); 00189 return; 00190 } 00191 glBegin(GL_LINES); 00192 for(i = 0; i < length; i++) 00193 { 00194 glVertex2f(x1+i*stepsize, ymid + samples[i * 2] * yscale); 00195 glVertex2f(x1+i*stepsize, ymid + samples[i * 2 + 1] * yscale); 00196 } 00197 glEnd(); 00198 MEM_freeN(samples); 00199 } 00200 } 00201 00202 static void drawmeta_stipple(int value) 00203 { 00204 if(value) { 00205 glEnable(GL_POLYGON_STIPPLE); 00206 glPolygonStipple(stipple_halftone); 00207 00208 glEnable(GL_LINE_STIPPLE); 00209 glLineStipple(1, 0x8888); 00210 } 00211 else { 00212 glDisable(GL_POLYGON_STIPPLE); 00213 glDisable(GL_LINE_STIPPLE); 00214 } 00215 } 00216 00217 static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2) 00218 { 00219 /* Note, this used to use WHILE_SEQ, but it messes up the seq->depth value, (needed by transform when doing overlap checks) 00220 * so for now, just use the meta's immediate children, could be fixed but its only drawing - Campbell */ 00221 Sequence *seq; 00222 unsigned char col[4]; 00223 00224 int chan_min= MAXSEQ; 00225 int chan_max= 0; 00226 int chan_range= 0; 00227 float draw_range= y2 - y1; 00228 float draw_height; 00229 00230 glEnable(GL_BLEND); 00231 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00232 00233 if(seqm->flag & SEQ_MUTE) 00234 drawmeta_stipple(1); 00235 00236 for (seq= seqm->seqbase.first; seq; seq= seq->next) { 00237 chan_min= MIN2(chan_min, seq->machine); 00238 chan_max= MAX2(chan_max, seq->machine); 00239 } 00240 00241 chan_range= (chan_max - chan_min) + 1; 00242 draw_height= draw_range / chan_range; 00243 00244 col[3]= 196; /* alpha, used for all meta children */ 00245 00246 for (seq= seqm->seqbase.first; seq; seq= seq->next) { 00247 if((seq->startdisp > x2 || seq->enddisp < x1) == 0) { 00248 float y_chan= (seq->machine - chan_min) / (float)(chan_range) * draw_range; 00249 float x1_chan= seq->startdisp; 00250 float x2_chan= seq->enddisp; 00251 float y1_chan, y2_chan; 00252 00253 if((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE)) 00254 drawmeta_stipple(1); 00255 00256 get_seq_color3ubv(scene, seq, col); 00257 00258 glColor4ubv(col); 00259 00260 /* clamp within parent sequence strip bounds */ 00261 if(x1_chan < x1) x1_chan= x1; 00262 if(x2_chan > x2) x2_chan= x2; 00263 00264 y1_chan= y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM); 00265 y2_chan= y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP); 00266 00267 glRectf(x1_chan, y1_chan, x2_chan, y2_chan); 00268 00269 UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -30); 00270 glColor4ubv(col); 00271 fdrawbox(x1_chan, y1_chan, x2_chan, y2_chan); 00272 00273 if((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE)) 00274 drawmeta_stipple(0); 00275 } 00276 } 00277 00278 if (seqm->flag & SEQ_MUTE) 00279 drawmeta_stipple(0); 00280 00281 glDisable(GL_BLEND); 00282 } 00283 00284 /* draw a handle, for each end of a sequence strip */ 00285 static void draw_seq_handle(View2D *v2d, Sequence *seq, float pixelx, short direction) 00286 { 00287 float v1[2], v2[2], v3[2], rx1=0, rx2=0; //for triangles and rect 00288 float x1, x2, y1, y2; 00289 float handsize; 00290 float minhandle, maxhandle; 00291 char str[32]; 00292 unsigned int whichsel=0; 00293 00294 x1= seq->startdisp; 00295 x2= seq->enddisp; 00296 00297 y1= seq->machine+SEQ_STRIP_OFSBOTTOM; 00298 y2= seq->machine+SEQ_STRIP_OFSTOP; 00299 00300 /* clamp handles to defined size in pixel space */ 00301 handsize = seq->handsize; 00302 minhandle = 7; 00303 maxhandle = 40; 00304 CLAMP(handsize, minhandle*pixelx, maxhandle*pixelx); 00305 00306 /* set up co-ordinates/dimensions for either left or right handle */ 00307 if (direction == SEQ_LEFTHANDLE) { 00308 rx1 = x1; 00309 rx2 = x1+handsize * 0.75f; 00310 00311 v1[0]= x1+handsize/4; v1[1]= y1+( ((y1+y2)/2.0f - y1)/2); 00312 v2[0]= x1+handsize/4; v2[1]= y2-( ((y1+y2)/2.0f - y1)/2); 00313 v3[0]= v2[0] + handsize/4; v3[1]= (y1+y2)/2.0f; 00314 00315 whichsel = SEQ_LEFTSEL; 00316 } else if (direction == SEQ_RIGHTHANDLE) { 00317 rx1 = x2-handsize*0.75f; 00318 rx2 = x2; 00319 00320 v1[0]= x2-handsize/4; v1[1]= y1+( ((y1+y2)/2.0f - y1)/2); 00321 v2[0]= x2-handsize/4; v2[1]= y2-( ((y1+y2)/2.0f - y1)/2); 00322 v3[0]= v2[0] - handsize/4; v3[1]= (y1+y2)/2.0f; 00323 00324 whichsel = SEQ_RIGHTSEL; 00325 } 00326 00327 /* draw! */ 00328 if(seq->type < SEQ_EFFECT || 00329 get_sequence_effect_num_inputs(seq->type) == 0) { 00330 glEnable( GL_BLEND ); 00331 00332 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00333 00334 if(seq->flag & whichsel) glColor4ub(0, 0, 0, 80); 00335 else if (seq->flag & SELECT) glColor4ub(255, 255, 255, 30); 00336 else glColor4ub(0, 0, 0, 22); 00337 00338 glRectf(rx1, y1, rx2, y2); 00339 00340 if(seq->flag & whichsel) glColor4ub(255, 255, 255, 200); 00341 else glColor4ub(0, 0, 0, 50); 00342 00343 glEnable( GL_POLYGON_SMOOTH ); 00344 glBegin(GL_TRIANGLES); 00345 glVertex2fv(v1); glVertex2fv(v2); glVertex2fv(v3); 00346 glEnd(); 00347 00348 glDisable( GL_POLYGON_SMOOTH ); 00349 glDisable( GL_BLEND ); 00350 } 00351 00352 if(G.moving || (seq->flag & whichsel)) { 00353 const char col[4]= {255, 255, 255, 255}; 00354 if (direction == SEQ_LEFTHANDLE) { 00355 sprintf(str, "%d", seq->startdisp); 00356 x1= rx1; 00357 y1 -= 0.45f; 00358 } else { 00359 sprintf(str, "%d", seq->enddisp - 1); 00360 x1= x2 - handsize*0.75f; 00361 y1= y2 + 0.05f; 00362 } 00363 UI_view2d_text_cache_add(v2d, x1, y1, str, col); 00364 } 00365 } 00366 00367 static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq) 00368 { 00369 float x1, x2, y1, y2, pixely, a; 00370 unsigned char col[3], blendcol[3]; 00371 View2D *v2d= &ar->v2d; 00372 00373 if(seq->type >= SEQ_EFFECT) return; 00374 00375 x1= seq->startdisp; 00376 x2= seq->enddisp; 00377 00378 y1= seq->machine+SEQ_STRIP_OFSBOTTOM; 00379 y2= seq->machine+SEQ_STRIP_OFSTOP; 00380 00381 pixely = (v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin); 00382 00383 if(pixely <= 0) return; /* can happen when the view is split/resized */ 00384 00385 blendcol[0] = blendcol[1] = blendcol[2] = 120; 00386 00387 if(seq->startofs) { 00388 glEnable( GL_BLEND ); 00389 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00390 00391 get_seq_color3ubv(scene, seq, col); 00392 00393 if (seq->flag & SELECT) { 00394 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40); 00395 glColor4ub(col[0], col[1], col[2], 170); 00396 } else { 00397 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0); 00398 glColor4ub(col[0], col[1], col[2], 110); 00399 } 00400 00401 glRectf((float)(seq->start), y1-SEQ_STRIP_OFSBOTTOM, x1, y1); 00402 00403 if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255); 00404 else glColor4ub(col[0], col[1], col[2], 160); 00405 00406 fdrawbox((float)(seq->start), y1-SEQ_STRIP_OFSBOTTOM, x1, y1); //outline 00407 00408 glDisable( GL_BLEND ); 00409 } 00410 if(seq->endofs) { 00411 glEnable( GL_BLEND ); 00412 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00413 00414 get_seq_color3ubv(scene, seq, col); 00415 00416 if (seq->flag & SELECT) { 00417 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40); 00418 glColor4ub(col[0], col[1], col[2], 170); 00419 } else { 00420 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0); 00421 glColor4ub(col[0], col[1], col[2], 110); 00422 } 00423 00424 glRectf(x2, y2, (float)(seq->start+seq->len), y2+SEQ_STRIP_OFSBOTTOM); 00425 00426 if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255); 00427 else glColor4ub(col[0], col[1], col[2], 160); 00428 00429 fdrawbox(x2, y2, (float)(seq->start+seq->len), y2+SEQ_STRIP_OFSBOTTOM); //outline 00430 00431 glDisable( GL_BLEND ); 00432 } 00433 if(seq->startstill) { 00434 get_seq_color3ubv(scene, seq, col); 00435 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40); 00436 glColor3ubv((GLubyte *)col); 00437 00438 draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2); 00439 00440 /* feint pinstripes, helps see exactly which is extended and which isn't, 00441 * especially when the extension is very small */ 00442 if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24); 00443 else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -16); 00444 00445 glColor3ubv((GLubyte *)col); 00446 00447 for(a=y1; a< y2; a+= pixely * 2.0f) { 00448 fdrawline(x1, a, (float)(seq->start), a); 00449 } 00450 } 00451 if(seq->endstill) { 00452 get_seq_color3ubv(scene, seq, col); 00453 UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40); 00454 glColor3ubv((GLubyte *)col); 00455 00456 draw_shadedstrip(seq, col, (float)(seq->start+seq->len), y1, x2, y2); 00457 00458 /* feint pinstripes, helps see exactly which is extended and which isn't, 00459 * especially when the extension is very small */ 00460 if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24); 00461 else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -16); 00462 00463 glColor3ubv((GLubyte *)col); 00464 00465 for(a=y1; a< y2; a+= pixely * 2.0f) { 00466 fdrawline((float)(seq->start+seq->len), a, x2, a); 00467 } 00468 } 00469 } 00470 00471 /* draw info text on a sequence strip */ 00472 static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3]) 00473 { 00474 rctf rect; 00475 char str[32 + FILE_MAXDIR+FILE_MAXFILE]; 00476 const char *name= seq->name+2; 00477 char col[4]; 00478 00479 if(name[0]=='\0') 00480 name= give_seqname(seq); 00481 00482 if(seq->type == SEQ_META || seq->type == SEQ_ADJUSTMENT) { 00483 sprintf(str, "%d | %s", seq->len, name); 00484 } 00485 else if(seq->type == SEQ_SCENE) { 00486 if(seq->scene) { 00487 if(seq->scene_camera) { 00488 sprintf(str, "%d | %s: %s (%s)", seq->len, name, seq->scene->id.name+2, ((ID *)seq->scene_camera)->name+2); 00489 } else { 00490 sprintf(str, "%d | %s: %s", seq->len, name, seq->scene->id.name+2); 00491 } 00492 } 00493 else { 00494 sprintf(str, "%d | %s", seq->len, name); 00495 } 00496 } 00497 else if(seq->type == SEQ_MULTICAM) { 00498 sprintf(str, "Cam: %d", seq->multicam_source); 00499 } 00500 else if(seq->type == SEQ_IMAGE) { 00501 sprintf(str, "%d | %s%s", seq->len, seq->strip->dir, seq->strip->stripdata->name); 00502 } 00503 else if(seq->type & SEQ_EFFECT) { 00504 int can_float = (seq->type != SEQ_PLUGIN) 00505 || (seq->plugin && seq->plugin->version >= 4); 00506 00507 if(seq->seq3!=seq->seq2 && seq->seq1!=seq->seq3) 00508 sprintf(str, "%d | %s: %d>%d (use %d)%s", seq->len, name, seq->seq1->machine, seq->seq2->machine, seq->seq3->machine, can_float ? "" : " No float, upgrade plugin!"); 00509 else if (seq->seq1 && seq->seq2) 00510 sprintf(str, "%d | %s: %d>%d%s", seq->len, name, seq->seq1->machine, seq->seq2->machine, can_float ? "" : " No float, upgrade plugin!"); 00511 else 00512 sprintf(str, "%d | %s", seq->len, name); 00513 } 00514 else if (seq->type == SEQ_SOUND) { 00515 sprintf(str, "%d | %s", seq->len, seq->sound->name); 00516 } 00517 else if (seq->type == SEQ_MOVIE) { 00518 sprintf(str, "%d | %s%s", seq->len, seq->strip->dir, seq->strip->stripdata->name); 00519 } 00520 00521 if(seq->flag & SELECT){ 00522 col[0]= col[1]= col[2]= 255; 00523 }else if ((((int)background_col[0] + (int)background_col[1] + (int)background_col[2]) / 3) < 50){ 00524 col[0]= col[1]= col[2]= 80; /* use lighter text color for dark background */ 00525 }else{ 00526 col[0]= col[1]= col[2]= 0; 00527 } 00528 col[3]= 255; 00529 00530 rect.xmin= x1; 00531 rect.ymin= y1; 00532 rect.xmax= x2; 00533 rect.ymax= y2; 00534 UI_view2d_text_cache_rectf(v2d, &rect, str, col); 00535 } 00536 00537 /* draws a shaded strip, made from gradient + flat color + gradient */ 00538 static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2) 00539 { 00540 float ymid1, ymid2; 00541 00542 if (seq->flag & SEQ_MUTE) { 00543 glEnable(GL_POLYGON_STIPPLE); 00544 glPolygonStipple(stipple_halftone); 00545 } 00546 00547 ymid1 = (y2-y1)*0.25f + y1; 00548 ymid2 = (y2-y1)*0.65f + y1; 00549 00550 glShadeModel(GL_SMOOTH); 00551 glBegin(GL_QUADS); 00552 00553 if(seq->flag & SEQ_INVALID_EFFECT) { col[0]= 255; col[1]= 0; col[2]= 255; } 00554 else if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -50); 00555 else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 0); 00556 00557 glColor3ubv(col); 00558 00559 glVertex2f(x1,y1); 00560 glVertex2f(x2,y1); 00561 00562 if(seq->flag & SEQ_INVALID_EFFECT) { col[0]= 255; col[1]= 0; col[2]= 255; } 00563 else if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5); 00564 else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -5); 00565 00566 glColor3ubv((GLubyte *)col); 00567 00568 glVertex2f(x2,ymid1); 00569 glVertex2f(x1,ymid1); 00570 00571 glEnd(); 00572 00573 glRectf(x1, ymid1, x2, ymid2); 00574 00575 glBegin(GL_QUADS); 00576 00577 glVertex2f(x1,ymid2); 00578 glVertex2f(x2,ymid2); 00579 00580 if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -15); 00581 else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 25); 00582 00583 glColor3ubv((GLubyte *)col); 00584 00585 glVertex2f(x2,y2); 00586 glVertex2f(x1,y2); 00587 00588 glEnd(); 00589 00590 if (seq->flag & SEQ_MUTE) { 00591 glDisable(GL_POLYGON_STIPPLE); 00592 } 00593 } 00594 00595 /* 00596 Draw a sequence strip, bounds check already made 00597 ARegion is currently only used to get the windows width in pixels 00598 so wave file sample drawing precision is zoom adjusted 00599 */ 00600 static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline_tint, float pixelx) 00601 { 00602 View2D *v2d= &ar->v2d; 00603 float x1, x2, y1, y2; 00604 unsigned char col[3], background_col[3], is_single_image; 00605 00606 /* we need to know if this is a single image/color or not for drawing */ 00607 is_single_image = (char)seq_single_check(seq); 00608 00609 /* body */ 00610 if(seq->startstill) x1= seq->start; 00611 else x1= seq->startdisp; 00612 y1= seq->machine+SEQ_STRIP_OFSBOTTOM; 00613 if(seq->endstill) x2= seq->start+seq->len; 00614 else x2= seq->enddisp; 00615 y2= seq->machine+SEQ_STRIP_OFSTOP; 00616 00617 00618 /* get the correct color per strip type*/ 00619 //get_seq_color3ubv(scene, seq, col); 00620 get_seq_color3ubv(scene, seq, background_col); 00621 00622 /* draw the main strip body */ 00623 if (is_single_image) /* single image */ 00624 draw_shadedstrip(seq, background_col, seq_tx_get_final_left(seq, 0), y1, seq_tx_get_final_right(seq, 0), y2); 00625 else /* normal operation */ 00626 draw_shadedstrip(seq, background_col, x1, y1, x2, y2); 00627 00628 /* draw additional info and controls */ 00629 if (!is_single_image) 00630 draw_seq_extensions(scene, ar, seq); 00631 00632 draw_seq_handle(v2d, seq, pixelx, SEQ_LEFTHANDLE); 00633 draw_seq_handle(v2d, seq, pixelx, SEQ_RIGHTHANDLE); 00634 00635 /* draw the strip outline */ 00636 x1= seq->startdisp; 00637 x2= seq->enddisp; 00638 00639 /* draw sound wave */ 00640 if(seq->type == SEQ_SOUND) drawseqwave(scene, seq, x1, y1, x2, y2, (ar->v2d.cur.xmax - ar->v2d.cur.xmin)/ar->winx); 00641 00642 /* draw lock */ 00643 if(seq->flag & SEQ_LOCK) { 00644 glEnable(GL_POLYGON_STIPPLE); 00645 glEnable(GL_BLEND); 00646 00647 /* light stripes */ 00648 glColor4ub(255, 255, 255, 32); 00649 glPolygonStipple(stipple_diag_stripes_pos); 00650 glRectf(x1, y1, x2, y2); 00651 00652 /* dark stripes */ 00653 glColor4ub(0, 0, 0, 32); 00654 glPolygonStipple(stipple_diag_stripes_neg); 00655 glRectf(x1, y1, x2, y2); 00656 00657 glDisable(GL_POLYGON_STIPPLE); 00658 glDisable(GL_BLEND); 00659 } 00660 00661 get_seq_color3ubv(scene, seq, col); 00662 if (G.moving && (seq->flag & SELECT)) { 00663 if(seq->flag & SEQ_OVERLAP) { 00664 col[0]= 255; col[1]= col[2]= 40; 00665 } 00666 else 00667 UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 120+outline_tint); 00668 } 00669 else 00670 UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, outline_tint); 00671 00672 glColor3ubv((GLubyte *)col); 00673 00674 if (seq->flag & SEQ_MUTE) { 00675 glEnable(GL_LINE_STIPPLE); 00676 glLineStipple(1, 0x8888); 00677 } 00678 00679 uiDrawBoxShade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0); 00680 00681 if (seq->flag & SEQ_MUTE) { 00682 glDisable(GL_LINE_STIPPLE); 00683 } 00684 00685 if(seq->type==SEQ_META) drawmeta_contents(scene, seq, x1, y1, x2, y2); 00686 00687 /* calculate if seq is long enough to print a name */ 00688 x1= seq->startdisp+seq->handsize; 00689 x2= seq->enddisp-seq->handsize; 00690 00691 /* info text on the strip */ 00692 if(x1<v2d->cur.xmin) x1= v2d->cur.xmin; 00693 else if(x1>v2d->cur.xmax) x1= v2d->cur.xmax; 00694 if(x2<v2d->cur.xmin) x2= v2d->cur.xmin; 00695 else if(x2>v2d->cur.xmax) x2= v2d->cur.xmax; 00696 00697 /* nice text here would require changing the view matrix for texture text */ 00698 if( (x2-x1) / pixelx > 32) { 00699 draw_seq_text(v2d, seq, x1, x2, y1, y2, background_col); 00700 } 00701 } 00702 00703 static Sequence *special_seq_update= 0; 00704 00705 static void set_special_seq_update(int val) 00706 { 00707 // int x; 00708 00709 /* if mouse over a sequence && LEFTMOUSE */ 00710 if(val) { 00711 // XXX special_seq_update= find_nearest_seq(&x); 00712 } 00713 else special_seq_update= 0; 00714 } 00715 00716 void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs) 00717 { 00718 struct Main *bmain= CTX_data_main(C); 00719 struct ImBuf *ibuf = 0; 00720 struct ImBuf *scope = 0; 00721 struct View2D *v2d = &ar->v2d; 00722 int rectx, recty; 00723 float viewrectx, viewrecty; 00724 float render_size = 0.0; 00725 float proxy_size = 100.0; 00726 GLuint texid; 00727 GLuint last_texid; 00728 SeqRenderData context; 00729 00730 render_size = sseq->render_size; 00731 if (render_size == 0) { 00732 render_size = scene->r.size; 00733 } else { 00734 proxy_size = render_size; 00735 } 00736 if (render_size < 0) { 00737 return; 00738 } 00739 00740 viewrectx = (render_size*(float)scene->r.xsch)/100.0f; 00741 viewrecty = (render_size*(float)scene->r.ysch)/100.0f; 00742 00743 rectx = viewrectx + 0.5f; 00744 recty = viewrecty + 0.5f; 00745 00746 if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { 00747 viewrectx *= scene->r.xasp / scene->r.yasp; 00748 viewrectx /= proxy_size / 100.0f; 00749 viewrecty /= proxy_size / 100.0f; 00750 } 00751 00752 if(frame_ofs == 0) { 00753 /* XXX TODO: take color from theme */ 00754 glClearColor(0.0, 0.0, 0.0, 0.0); 00755 glClear(GL_COLOR_BUFFER_BIT); 00756 } 00757 00758 /* without this colors can flicker from previous opengl state */ 00759 glColor4ub(255, 255, 255, 255); 00760 00761 UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f); 00762 UI_view2d_curRect_validate(v2d); 00763 00764 /* only initialize the preview if a render is in progress */ 00765 if(G.rendering) 00766 return; 00767 00768 context = seq_new_render_data(bmain, scene, rectx, recty, proxy_size); 00769 00770 if (special_seq_update) 00771 ibuf= give_ibuf_seq_direct(context, cfra + frame_ofs, special_seq_update); 00772 else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) { 00773 ibuf= (ImBuf *)give_ibuf_seq(context, cfra + frame_ofs, sseq->chanshown); 00774 else 00775 ibuf= (ImBuf *)give_ibuf_seq_threaded(context, cfra + frame_ofs, sseq->chanshown); 00776 00777 if(ibuf==NULL) 00778 return; 00779 00780 if(ibuf->rect==NULL && ibuf->rect_float == NULL) 00781 return; 00782 00783 switch(sseq->mainb) { 00784 case SEQ_DRAW_IMG_IMBUF: 00785 if (sseq->zebra != 0) { 00786 scope = make_zebra_view_from_ibuf(ibuf, sseq->zebra); 00787 } 00788 break; 00789 case SEQ_DRAW_IMG_WAVEFORM: 00790 if ((sseq->flag & SEQ_DRAW_COLOR_SEPERATED) != 0) { 00791 scope = make_sep_waveform_view_from_ibuf(ibuf); 00792 } else { 00793 scope = make_waveform_view_from_ibuf(ibuf); 00794 } 00795 break; 00796 case SEQ_DRAW_IMG_VECTORSCOPE: 00797 scope = make_vectorscope_view_from_ibuf(ibuf); 00798 break; 00799 case SEQ_DRAW_IMG_HISTOGRAM: 00800 scope = make_histogram_view_from_ibuf(ibuf); 00801 break; 00802 } 00803 00804 if (scope) { 00805 IMB_freeImBuf(ibuf); 00806 ibuf = scope; 00807 } 00808 00809 if(ibuf->rect_float && ibuf->rect==NULL) { 00810 IMB_rect_from_float(ibuf); 00811 } 00812 00813 /* setting up the view - actual drawing starts here */ 00814 UI_view2d_view_ortho(v2d); 00815 00816 last_texid= glaGetOneInteger(GL_TEXTURE_2D); 00817 glEnable(GL_TEXTURE_2D); 00818 glGenTextures(1, (GLuint *)&texid); 00819 00820 glBindTexture(GL_TEXTURE_2D, texid); 00821 00822 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 00823 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 00824 00825 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); 00826 glBegin(GL_QUADS); 00827 00828 if(frame_ofs) { 00829 rctf tot_clip; 00830 tot_clip.xmin= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmin); 00831 tot_clip.ymin= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymin); 00832 tot_clip.xmax= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmax); 00833 tot_clip.ymax= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymax); 00834 00835 glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmin, tot_clip.ymin); 00836 glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmin, tot_clip.ymax); 00837 glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmax, tot_clip.ymax); 00838 glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmax, tot_clip.ymin); 00839 } 00840 else { 00841 glTexCoord2f(0.0f, 0.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymin); 00842 glTexCoord2f(0.0f, 1.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymax); 00843 glTexCoord2f(1.0f, 1.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymax); 00844 glTexCoord2f(1.0f, 0.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymin); 00845 } 00846 glEnd( ); 00847 glBindTexture(GL_TEXTURE_2D, last_texid); 00848 glDisable(GL_TEXTURE_2D); 00849 glDeleteTextures(1, &texid); 00850 00851 if(sseq->mainb == SEQ_DRAW_IMG_IMBUF) { 00852 00853 float x1 = v2d->tot.xmin; 00854 float y1 = v2d->tot.ymin; 00855 float x2 = v2d->tot.xmax; 00856 float y2 = v2d->tot.ymax; 00857 00858 /* border */ 00859 setlinestyle(3); 00860 00861 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0); 00862 00863 glBegin(GL_LINE_LOOP); 00864 glVertex2f(x1-0.5f, y1-0.5f); 00865 glVertex2f(x1-0.5f, y2+0.5f); 00866 glVertex2f(x2+0.5f, y2+0.5f); 00867 glVertex2f(x2+0.5f, y1-0.5f); 00868 glEnd(); 00869 00870 /* safety border */ 00871 if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) { 00872 float fac= 0.1; 00873 00874 float a= fac*(x2-x1); 00875 x1+= a; 00876 x2-= a; 00877 00878 a= fac*(y2-y1); 00879 y1+= a; 00880 y2-= a; 00881 00882 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 00883 00884 uiSetRoundBox(15); 00885 uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0); 00886 00887 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 00888 00889 } 00890 00891 setlinestyle(0); 00892 } 00893 00894 /* draw grease-pencil (image aligned) */ 00895 // if (sseq->flag & SEQ_DRAW_GPENCIL) 00896 // XXX draw_gpencil_2dimage(sa, ibuf); 00897 00898 IMB_freeImBuf(ibuf); 00899 00900 /* draw grease-pencil (screen aligned) */ 00901 // if (sseq->flag & SEQ_DRAW_GPENCIL) 00902 // XXX draw_gpencil_view2d(sa, 0); 00903 00904 /* ortho at pixel level */ 00905 UI_view2d_view_restore(C); 00906 } 00907 00908 #if 0 00909 void drawprefetchseqspace(Scene *scene, ARegion *UNUSED(ar), SpaceSeq *sseq) 00910 { 00911 int rectx, recty; 00912 int render_size = sseq->render_size; 00913 int proxy_size = 100.0; 00914 if (render_size == 0) { 00915 render_size = scene->r.size; 00916 } else { 00917 proxy_size = render_size; 00918 } 00919 if (render_size < 0) { 00920 return; 00921 } 00922 00923 rectx= (render_size*scene->r.xsch)/100; 00924 recty= (render_size*scene->r.ysch)/100; 00925 00926 if(sseq->mainb != SEQ_DRAW_SEQUENCE) { 00927 give_ibuf_prefetch_request( 00928 rectx, recty, (scene->r.cfra), sseq->chanshown, 00929 proxy_size); 00930 } 00931 } 00932 #endif 00933 00934 /* draw backdrop of the sequencer strips view */ 00935 static void draw_seq_backdrop(View2D *v2d) 00936 { 00937 int i; 00938 00939 /* darker grey overlay over the view backdrop */ 00940 UI_ThemeColorShade(TH_BACK, -20); 00941 glRectf(v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0); 00942 00943 /* Alternating horizontal stripes */ 00944 i= MAX2(1, ((int)v2d->cur.ymin)-1); 00945 00946 glBegin(GL_QUADS); 00947 while (i<v2d->cur.ymax) { 00948 if (((int)i) & 1) 00949 UI_ThemeColorShade(TH_BACK, -15); 00950 else 00951 UI_ThemeColorShade(TH_BACK, -25); 00952 00953 glVertex2f(v2d->cur.xmax, i); 00954 glVertex2f(v2d->cur.xmin, i); 00955 glVertex2f(v2d->cur.xmin, i+1); 00956 glVertex2f(v2d->cur.xmax, i+1); 00957 00958 i+=1.0; 00959 } 00960 glEnd(); 00961 00962 /* Darker lines separating the horizontal bands */ 00963 i= MAX2(1, ((int)v2d->cur.ymin)-1); 00964 UI_ThemeColor(TH_GRID); 00965 00966 glBegin(GL_LINES); 00967 while (i < v2d->cur.ymax) { 00968 glVertex2f(v2d->cur.xmax, i); 00969 glVertex2f(v2d->cur.xmin, i); 00970 00971 i+=1.0; 00972 } 00973 glEnd(); 00974 } 00975 00976 /* draw the contents of the sequencer strips view */ 00977 static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar) 00978 { 00979 Scene *scene= CTX_data_scene(C); 00980 View2D *v2d= &ar->v2d; 00981 Sequence *last_seq = seq_active_get(scene); 00982 int sel = 0, j; 00983 float pixelx = (v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin); 00984 00985 /* loop through twice, first unselected, then selected */ 00986 for (j=0; j<2; j++) { 00987 Sequence *seq; 00988 int outline_tint= (j) ? -60 : -150; /* highlighting around strip edges indicating selection */ 00989 00990 /* loop through strips, checking for those that are visible */ 00991 for (seq= ed->seqbasep->first; seq; seq= seq->next) { 00992 /* boundbox and selection tests for NOT drawing the strip... */ 00993 if ((seq->flag & SELECT) != sel) continue; 00994 else if (seq == last_seq) continue; 00995 else if (MIN2(seq->startdisp, seq->start) > v2d->cur.xmax) continue; 00996 else if (MAX2(seq->enddisp, seq->start+seq->len) < v2d->cur.xmin) continue; 00997 else if (seq->machine+1.0f < v2d->cur.ymin) continue; 00998 else if (seq->machine > v2d->cur.ymax) continue; 00999 01000 /* strip passed all tests unscathed... so draw it now */ 01001 draw_seq_strip(scene, ar, seq, outline_tint, pixelx); 01002 } 01003 01004 /* draw selected next time round */ 01005 sel= SELECT; 01006 } 01007 01008 /* draw the last selected last (i.e. 'active' in other parts of Blender), removes some overlapping error */ 01009 if (last_seq) 01010 draw_seq_strip(scene, ar, last_seq, 120, pixelx); 01011 } 01012 01013 static void seq_draw_sfra_efra(Scene *scene, View2D *v2d) 01014 { 01015 glEnable(GL_BLEND); 01016 01017 /* draw darkened area outside of active timeline 01018 * frame range used is preview range or scene range */ 01019 UI_ThemeColorShadeAlpha(TH_BACK, -25, -100); 01020 01021 if (PSFRA < PEFRA) { 01022 glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax); 01023 glRectf((float)PEFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax); 01024 } 01025 else { 01026 glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax); 01027 } 01028 01029 UI_ThemeColorShade(TH_BACK, -60); 01030 /* thin lines where the actual frames are */ 01031 fdrawline((float)PSFRA, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax); 01032 fdrawline((float)PEFRA, v2d->cur.ymin, (float)PEFRA, v2d->cur.ymax); 01033 01034 glDisable(GL_BLEND); 01035 } 01036 01037 /* Draw Timeline/Strip Editor Mode for Sequencer */ 01038 void draw_timeline_seq(const bContext *C, ARegion *ar) 01039 { 01040 Scene *scene= CTX_data_scene(C); 01041 Editing *ed= seq_give_editing(scene, FALSE); 01042 SpaceSeq *sseq= CTX_wm_space_seq(C); 01043 View2D *v2d= &ar->v2d; 01044 View2DScrollers *scrollers; 01045 float col[3]; 01046 int flag=0; 01047 01048 /* clear and setup matrix */ 01049 UI_GetThemeColor3fv(TH_BACK, col); 01050 if (ed && ed->metastack.first) 01051 glClearColor(col[0], col[1], col[2]-0.1f, 0.0f); 01052 else 01053 glClearColor(col[0], col[1], col[2], 0.0f); 01054 glClear(GL_COLOR_BUFFER_BIT); 01055 01056 UI_view2d_view_ortho(v2d); 01057 01058 01059 /* calculate extents of sequencer strips/data 01060 * NOTE: needed for the scrollers later 01061 */ 01062 boundbox_seq(scene, &v2d->tot); 01063 01064 01065 /* draw backdrop */ 01066 draw_seq_backdrop(v2d); 01067 01068 /* regular grid-pattern over the rest of the view (i.e. frame grid lines) */ 01069 UI_view2d_constant_grid_draw(v2d); 01070 01071 seq_draw_sfra_efra(scene, v2d); 01072 01073 /* sequence strips (if there is data available to be drawn) */ 01074 if (ed) { 01075 /* draw the data */ 01076 draw_seq_strips(C, ed, ar); 01077 01078 /* text draw cached (for sequence names), in pixelspace now */ 01079 UI_view2d_text_cache_draw(ar); 01080 } 01081 01082 /* current frame */ 01083 UI_view2d_view_ortho(v2d); 01084 if ((sseq->flag & SEQ_DRAWFRAMES)==0) flag |= DRAWCFRA_UNIT_SECONDS; 01085 if ((sseq->flag & SEQ_NO_DRAW_CFRANUM)==0) flag |= DRAWCFRA_SHOW_NUMBOX; 01086 ANIM_draw_cfra(C, v2d, flag); 01087 01088 /* markers */ 01089 UI_view2d_view_orthoSpecial(ar, v2d, 1); 01090 draw_markers_time(C, DRAW_MARKERS_LINES); 01091 01092 /* preview range */ 01093 UI_view2d_view_ortho(v2d); 01094 ANIM_draw_previewrange(C, v2d); 01095 01096 /* overlap playhead */ 01097 if(scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) { 01098 int cfra_over= (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs; 01099 glColor3f(0.2, 0.2, 0.2); 01100 // glRectf(cfra_over, v2d->cur.ymin, scene->ed->over_ofs + scene->r.cfra + 1, v2d->cur.ymax); 01101 01102 glBegin(GL_LINES); 01103 glVertex2f(cfra_over, v2d->cur.ymin); 01104 glVertex2f(cfra_over, v2d->cur.ymax); 01105 glEnd(); 01106 01107 } 01108 01109 /* reset view matrix */ 01110 UI_view2d_view_restore(C); 01111 01112 /* scrollers */ 01113 scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_UNIT_SECONDSSEQ, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP); 01114 UI_view2d_scrollers_draw(C, v2d, scrollers); 01115 UI_view2d_scrollers_free(scrollers); 01116 } 01117 01118