VSE sound strips: draw either the waveform or text label, not both.

Drawing both text and the wave onto a sound strip makes both hard to read,
which is a concrete issue for Hjalti at the moment. This was the simplest
fix I could think of to give him control over what he sees.
This commit is contained in:
Sybren A. Stüvel 2016-08-04 21:59:35 +02:00
parent 1f19fba566
commit 633e93e270
1 changed files with 8 additions and 3 deletions

View File

@ -471,7 +471,7 @@ static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_cla
}
/* draw info text on a sequence strip */
static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3])
static void draw_seq_text(View2D *v2d, SpaceSeq *sseq, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3])
{
rctf rect;
char str[32 + FILE_MAX];
@ -540,7 +540,12 @@ static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float
name, seq->len);
}
else if (seq->type == SEQ_TYPE_SOUND_RAM) {
if (seq->sound) {
/* If a waveform is drawn, we don't want to overlay it with text,
* as it would make both hard to read. */
if ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM)) {
str[0] = 0;
str_len = 0;
} else if (seq->sound) {
str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d",
name, seq->sound->name, seq->len);
}
@ -870,7 +875,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
/* nice text here would require changing the view matrix for texture text */
if ((x2 - x1) / pixelx > 32) {
draw_seq_text(v2d, seq, x1, x2, y1, y2, background_col);
draw_seq_text(v2d, sseq, seq, x1, x2, y1, y2, background_col);
}
}