Blender  V3.3
transform_mode_timetranslate.c
Go to the documentation of this file.
1 /* SPDX-License-Identifier: GPL-2.0-or-later
2  * Copyright 2001-2002 NaN Holding BV. All rights reserved. */
3 
8 #include <stdlib.h>
9 
10 #include "DNA_anim_types.h"
11 
12 #include "BLI_math.h"
13 #include "BLI_string.h"
14 
15 #include "BKE_context.h"
16 #include "BKE_unit.h"
17 
18 #include "ED_screen.h"
19 
20 #include "UI_interface.h"
21 #include "UI_view2d.h"
22 
23 #include "BLT_translation.h"
24 
25 #include "transform.h"
26 #include "transform_convert.h"
27 #include "transform_snap.h"
28 
29 #include "transform_mode.h"
30 
31 /* -------------------------------------------------------------------- */
36 {
37  char tvec[NUM_STR_REP_LEN * 3];
38  int ofs = 0;
39 
40  /* if numeric input is active, use results from that, otherwise apply snapping to result */
41  if (hasNumInput(&t->num)) {
42  outputNumInput(&(t->num), tvec, &t->scene->unit);
43  }
44  else {
45  const short autosnap = getAnimEdit_SnapMode(t);
46  float ival = TRANS_DATA_CONTAINER_FIRST_OK(t)->data->ival;
47  float val = ival + t->values_final[0];
48 
49  snapFrameTransform(t, autosnap, ival, val, &val);
50  float delta_x = val - ival;
51 
52  if (ELEM(autosnap, SACTSNAP_SECOND, SACTSNAP_TSTEP)) {
53  /* Convert to seconds. */
54  const Scene *scene = t->scene;
55  const double secf = FPS;
56  delta_x /= secf;
57  val /= secf;
58  }
59 
60  if (autosnap == SACTSNAP_FRAME) {
61  BLI_snprintf(&tvec[0], NUM_STR_REP_LEN, "%.2f (%.4f)", delta_x, val);
62  }
63  else if (autosnap == SACTSNAP_SECOND) {
64  BLI_snprintf(&tvec[0], NUM_STR_REP_LEN, "%.2f sec (%.4f)", delta_x, val);
65  }
66  else if (autosnap == SACTSNAP_TSTEP) {
67  BLI_snprintf(&tvec[0], NUM_STR_REP_LEN, "%.4f sec", delta_x);
68  }
69  else {
70  BLI_snprintf(&tvec[0], NUM_STR_REP_LEN, "%.4f", delta_x);
71  }
72  }
73 
74  ofs += BLI_snprintf_rlen(str, UI_MAX_DRAW_STR, TIP_("DeltaX: %s"), &tvec[0]);
75 
76  if (t->flag & T_PROP_EDIT_ALL) {
77  ofs += BLI_snprintf_rlen(
78  str + ofs, UI_MAX_DRAW_STR - ofs, TIP_(" Proportional size: %.2f"), t->prop_size);
79  }
80 }
81 
82 static void applyTimeTranslateValue(TransInfo *t, const float deltax)
83 {
85  /* It doesn't matter whether we apply to t->data. */
86  TransData *td = tc->data;
87  for (int i = 0; i < tc->data_len; i++, td++) {
88  *(td->val) = td->loc[0] = td->ival + deltax * td->factor;
89  }
90  }
91 }
92 
93 static void applyTimeTranslate(TransInfo *t, const int mval[2])
94 {
95  View2D *v2d = (View2D *)t->view;
96  char str[UI_MAX_DRAW_STR];
97 
98  /* calculate translation amount from mouse movement - in 'time-grid space' */
99  if (t->flag & T_MODAL) {
100  float cval[2], sval[2];
101  UI_view2d_region_to_view(v2d, mval[0], mval[0], &cval[0], &cval[1]);
102  UI_view2d_region_to_view(v2d, t->mouse.imval[0], t->mouse.imval[0], &sval[0], &sval[1]);
103 
104  /* we only need to calculate effect for time (applyTimeTranslate only needs that) */
105  t->values[0] = cval[0] - sval[0];
106  }
107 
108  /* handle numeric-input stuff */
109  t->vec[0] = t->values[0];
110  applyNumInput(&t->num, &t->vec[0]);
111  t->values_final[0] = t->vec[0];
113 
114  applyTimeTranslateValue(t, t->values_final[0]);
115 
116  recalcData(t);
117 
118  ED_area_status_text(t->area, str);
119 }
120 
122 {
123  /* this tool is only really available in the Action Editor... */
124  if (!ELEM(t->spacetype, SPACE_ACTION, SPACE_SEQ)) {
125  t->state = TRANS_CANCEL;
126  }
127 
128  t->transform = applyTimeTranslate;
129 
130  initMouseInputMode(t, &t->mouse, INPUT_NONE);
131 
132  /* Numeric-input has max of (n-1). */
133  t->idx_max = 0;
134  t->num.flag = 0;
135  t->num.idx_max = t->idx_max;
136 
137  /* Initialize snap like for everything else. */
138  t->snap[0] = t->snap[1] = 1.0f;
139 
140  copy_v3_fl(t->num.val_inc, t->snap[0]);
141  t->num.unit_sys = t->scene->unit.system;
142  /* No time unit supporting frames currently. */
143  t->num.unit_type[0] = B_UNIT_NONE;
144 }
145 
@ B_UNIT_NONE
Definition: BKE_unit.h:100
MINLINE void copy_v3_fl(float r[3], float f)
size_t BLI_snprintf_rlen(char *__restrict dst, size_t maxncpy, const char *__restrict format,...) ATTR_NONNULL(1
size_t BLI_snprintf(char *__restrict dst, size_t maxncpy, const char *__restrict format,...) ATTR_NONNULL(1
#define ELEM(...)
#define TIP_(msgid)
@ SACTSNAP_SECOND
@ SACTSNAP_TSTEP
@ SACTSNAP_FRAME
#define FPS
@ SPACE_ACTION
@ SPACE_SEQ
void outputNumInput(NumInput *n, char *str, struct UnitSettings *unit_settings)
Definition: numinput.c:87
#define NUM_STR_REP_LEN
Definition: ED_numinput.h:13
bool applyNumInput(NumInput *n, float *vec)
Definition: numinput.c:189
bool hasNumInput(const NumInput *n)
Definition: numinput.c:170
void ED_area_status_text(ScrArea *area, const char *str)
Definition: area.c:792
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble t
#define UI_MAX_DRAW_STR
Definition: UI_interface.h:91
void UI_view2d_region_to_view(const struct View2D *v2d, float x, float y, float *r_view_x, float *r_view_y) ATTR_NONNULL()
Scene scene
#define str(s)
#define TRANS_DATA_CONTAINER_FIRST_OK(t)
void initMouseInputMode(TransInfo *t, MouseInput *mi, MouseInputMode mode)
#define FOREACH_TRANS_DATA_CONTAINER(t, th)
float * val
void recalcData(TransInfo *t)
conversion and adaptation of different datablocks to a common struct.
transform modes used by different operators.
static void applyTimeTranslateValue(TransInfo *t, const float deltax)
static void applyTimeTranslate(TransInfo *t, const int mval[2])
void initTimeTranslate(TransInfo *t)
static void headerTimeTranslate(TransInfo *t, char str[UI_MAX_DRAW_STR])
void snapFrameTransform(TransInfo *t, eAnimEdit_AutoSnap autosnap, float val_initial, float val_final, float *r_val_final)
short getAnimEdit_SnapMode(TransInfo *t)