[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46428] trunk/blender/source/blender/ editors/space_action: style cleanup: space action
Campbell Barton
ideasman42 at gmail.com
Tue May 8 18:02:15 CEST 2012
Revision: 46428
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46428
Author: campbellbarton
Date: 2012-05-08 16:02:13 +0000 (Tue, 08 May 2012)
Log Message:
-----------
style cleanup: space action
Modified Paths:
--------------
trunk/blender/source/blender/editors/space_action/action_draw.c
trunk/blender/source/blender/editors/space_action/action_edit.c
trunk/blender/source/blender/editors/space_action/action_intern.h
trunk/blender/source/blender/editors/space_action/action_ops.c
trunk/blender/source/blender/editors/space_action/action_select.c
trunk/blender/source/blender/editors/space_action/space_action.c
Modified: trunk/blender/source/blender/editors/space_action/action_draw.c
===================================================================
--- trunk/blender/source/blender/editors/space_action/action_draw.c 2012-05-08 15:55:29 UTC (rev 46427)
+++ trunk/blender/source/blender/editors/space_action/action_draw.c 2012-05-08 16:02:13 UTC (rev 46428)
@@ -73,22 +73,22 @@
bAnimListElem *ale;
int filter;
- View2D *v2d= &ar->v2d;
- float y= 0.0f;
+ View2D *v2d = &ar->v2d;
+ float y = 0.0f;
size_t items;
int height;
/* build list of channels to draw */
- filter= (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
- items= ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
+ filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
+ items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
/* 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
+ * - 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
* - offset of ACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for
* start of list offset, and the second is as a correction for the scrollers.
*/
- height= ((items*ACHANNEL_STEP) + (ACHANNEL_HEIGHT*2));
+ height = ((items * ACHANNEL_STEP) + (ACHANNEL_HEIGHT * 2));
if (height > (v2d->mask.ymax - v2d->mask.ymin)) {
/* don't use totrect set, as the width stays the same
* (NOTE: this is ok here, the configuration is pretty straightforward)
@@ -99,16 +99,16 @@
UI_view2d_sync(NULL, ac->sa, v2d, V2D_LOCK_COPY);
/* loop through channels, and set up drawing depending on their type */
- { /* first pass: just the standard GL-drawing for backdrop + text */
- y= (float)ACHANNEL_FIRST;
+ { /* first pass: just the standard GL-drawing for backdrop + text */
+ y = (float)ACHANNEL_FIRST;
- for (ale= anim_data.first; ale; ale= ale->next) {
- float yminc= (float)(y - ACHANNEL_HEIGHT_HALF);
- float ymaxc= (float)(y + ACHANNEL_HEIGHT_HALF);
+ for (ale = anim_data.first; ale; ale = ale->next) {
+ float yminc = (float)(y - ACHANNEL_HEIGHT_HALF);
+ float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF);
/* check if visible */
- if ( IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
- IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
+ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
+ IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
{
/* draw all channels using standard channel-drawing API */
ANIM_channel_draw(ac, ale, yminc, ymaxc);
@@ -118,19 +118,19 @@
y -= ACHANNEL_STEP;
}
}
- { /* second pass: widgets */
- uiBlock *block= uiBeginBlock(C, ar, __func__, UI_EMBOSS);
+ { /* second pass: widgets */
+ uiBlock *block = uiBeginBlock(C, ar, __func__, UI_EMBOSS);
size_t channel_index = 0;
- y= (float)ACHANNEL_FIRST;
+ y = (float)ACHANNEL_FIRST;
- for (ale= anim_data.first; ale; ale= ale->next) {
- float yminc= (float)(y - ACHANNEL_HEIGHT_HALF);
- float ymaxc= (float)(y + ACHANNEL_HEIGHT_HALF);
+ for (ale = anim_data.first; ale; ale = ale->next) {
+ float yminc = (float)(y - ACHANNEL_HEIGHT_HALF);
+ float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF);
/* check if visible */
- if ( IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
- IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
+ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
+ IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
{
/* draw all channels using standard channel-drawing API */
ANIM_channel_draw_widgets(C, ac, ale, block, yminc, ymaxc, channel_index);
@@ -153,7 +153,7 @@
/* Keyframes */
/* extra padding for lengths (to go under scrollers) */
-#define EXTRA_SCROLL_PAD 100.0f
+#define EXTRA_SCROLL_PAD 100.0f
/* draw keyframes in each channel */
void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
@@ -162,9 +162,9 @@
bAnimListElem *ale;
int filter;
- View2D *v2d= &ar->v2d;
- bDopeSheet *ads= &saction->ads;
- AnimData *adt= NULL;
+ View2D *v2d = &ar->v2d;
+ bDopeSheet *ads = &saction->ads;
+ AnimData *adt = NULL;
float act_start, act_end, y;
size_t items;
@@ -196,41 +196,41 @@
}
/* build list of channels to draw */
- filter= (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
- items= ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
+ filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
+ items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
/* 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
+ * - 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
* - offset of ACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for
* start of list offset, and the second is as a correction for the scrollers.
*/
- height= ((items*ACHANNEL_STEP) + (ACHANNEL_HEIGHT*2));
+ height = ((items * ACHANNEL_STEP) + (ACHANNEL_HEIGHT * 2));
/* don't use totrect set, as the width stays the same
* (NOTE: this is ok here, the configuration is pretty straightforward)
*/
v2d->tot.ymin = (float)(-height);
/* first backdrop strips */
- y= (float)(-ACHANNEL_HEIGHT);
+ y = (float)(-ACHANNEL_HEIGHT);
glEnable(GL_BLEND);
- for (ale= anim_data.first; ale; ale= ale->next) {
- const float yminc= (float)(y - ACHANNEL_HEIGHT_HALF);
- const float ymaxc= (float)(y + ACHANNEL_HEIGHT_HALF);
+ for (ale = anim_data.first; ale; ale = ale->next) {
+ const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF);
+ const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF);
/* check if visible */
- if ( IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
- IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
+ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
+ IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
{
- bAnimChannelType *acf= ANIM_channel_get_typeinfo(ale);
- int sel=0;
+ bAnimChannelType *acf = ANIM_channel_get_typeinfo(ale);
+ int sel = 0;
/* determine if any need to draw channel */
if (ale->datatype != ALE_NONE) {
/* determine if channel is selected */
if (acf->has_setting(ac, ale, ACHANNEL_SETTING_SELECT))
- sel= ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT);
+ sel = ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT);
if (ELEM3(ac->datatype, ANIMCONT_ACTION, ANIMCONT_DOPESHEET, ANIMCONT_SHAPEKEY)) {
switch (ale->type) {
@@ -239,7 +239,7 @@
// FIXME: hardcoded colors - reddish color from NLA
glColor4f(0.8f, 0.2f, 0.0f, 0.4f);
}
- break;
+ break;
case ANIMTYPE_SCENE:
case ANIMTYPE_OBJECT:
@@ -247,7 +247,7 @@
if (sel) glColor4ub(col1b[0], col1b[1], col1b[2], 0x45);
else glColor4ub(col1b[0], col1b[1], col1b[2], 0x22);
}
- break;
+ break;
case ANIMTYPE_FILLACTD:
case ANIMTYPE_DSSKEY:
@@ -256,39 +256,39 @@
if (sel) glColor4ub(col2b[0], col2b[1], col2b[2], 0x45);
else glColor4ub(col2b[0], col2b[1], col2b[2], 0x22);
}
- break;
+ break;
case ANIMTYPE_GROUP:
{
if (sel) glColor4ub(col1a[0], col1a[1], col1a[2], 0x22);
else glColor4ub(col2a[0], col2a[1], col2a[2], 0x22);
}
- break;
+ break;
default:
{
if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
else glColor4ub(col2[0], col2[1], col2[2], 0x22);
}
- break;
+ break;
}
/* draw region twice: firstly backdrop, then the current range */
- glRectf(v2d->cur.xmin, (float)y-ACHANNEL_HEIGHT_HALF, v2d->cur.xmax+EXTRA_SCROLL_PAD, (float)y+ACHANNEL_HEIGHT_HALF);
+ glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF);
if (ac->datatype == ANIMCONT_ACTION)
- glRectf(act_start, (float)y-ACHANNEL_HEIGHT_HALF, act_end, (float)y+ACHANNEL_HEIGHT_HALF);
+ glRectf(act_start, (float)y - ACHANNEL_HEIGHT_HALF, act_end, (float)y + ACHANNEL_HEIGHT_HALF);
}
else if (ac->datatype == ANIMCONT_GPENCIL) {
/* frames less than one get less saturated background */
if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
else glColor4ub(col2[0], col2[1], col2[2], 0x22);
- glRectf(0.0f, (float)y-ACHANNEL_HEIGHT_HALF, v2d->cur.xmin, (float)y+ACHANNEL_HEIGHT_HALF);
+ glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF);
/* frames one and higher get a saturated background */
if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44);
else glColor4ub(col2[0], col2[1], col2[2], 0x44);
- glRectf(v2d->cur.xmin, (float)y-ACHANNEL_HEIGHT_HALF, v2d->cur.xmax+EXTRA_SCROLL_PAD, (float)y+ACHANNEL_HEIGHT_HALF);
+ glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF);
}
}
}
@@ -303,19 +303,19 @@
* This is to try to optimize this for heavier data sets
* 2) Keyframes which are out of view horizontally are disregarded
*/
- y= (float)(-ACHANNEL_HEIGHT);
+ y = (float)(-ACHANNEL_HEIGHT);
- for (ale= anim_data.first; ale; ale= ale->next) {
- const float yminc= (float)(y - ACHANNEL_HEIGHT_HALF);
- const float ymaxc= (float)(y + ACHANNEL_HEIGHT_HALF);
+ for (ale = anim_data.first; ale; ale = ale->next) {
+ const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF);
+ const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF);
/* check if visible */
- if ( IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
- IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
+ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
@@ Diff output truncated at 10240 characters. @@
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