Refactoring:
Make sure SEQ_TYPE_EFFECT is only used as a flag, not as number comparison. This should allow us to add new non-effect types in between effect types (every 8 indices). Dirty, but alternative of separating type/subtype means we lose forward compatibility.
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@ -1125,7 +1125,7 @@ const char *BKE_sequence_give_name(Sequence *seq)
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const char *name = give_seqname_by_type(seq->type);
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if (!name) {
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if (seq->type < SEQ_TYPE_EFFECT) {
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if (!(seq->type & SEQ_TYPE_EFFECT)) {
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return seq->strip->dir;
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}
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else {
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@ -4214,7 +4214,7 @@ void BKE_sequence_single_fix(Sequence *seq)
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bool BKE_sequence_tx_test(Sequence *seq)
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{
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return (seq->type < SEQ_TYPE_EFFECT) || (BKE_sequence_effect_get_num_inputs(seq->type) == 0);
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return !(seq->type & SEQ_TYPE_EFFECT) || (BKE_sequence_effect_get_num_inputs(seq->type) == 0);
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}
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static bool seq_overlap(Sequence *seq1, Sequence *seq2)
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@ -5237,13 +5237,11 @@ static Sequence *seq_dupli(Scene *scene, Scene *scene_to, Sequence *seq, int dup
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seqn->strip->stripdata =
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MEM_dupallocN(seq->strip->stripdata);
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}
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else if (seq->type >= SEQ_TYPE_EFFECT) {
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if (seq->type & SEQ_TYPE_EFFECT) {
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struct SeqEffectHandle sh;
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sh = BKE_sequence_get_effect(seq);
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if (sh.copy)
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sh.copy(seq, seqn);
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}
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else if (seq->type & SEQ_TYPE_EFFECT) {
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struct SeqEffectHandle sh;
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sh = BKE_sequence_get_effect(seq);
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if (sh.copy)
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sh.copy(seq, seqn);
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seqn->strip->stripdata = NULL;
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@ -5266,7 +5264,7 @@ static void seq_new_fix_links_recursive(Sequence *seq)
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{
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SequenceModifierData *smd;
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if (seq->type >= SEQ_TYPE_EFFECT) {
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if (seq->type & SEQ_TYPE_EFFECT) {
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if (seq->seq1 && seq->seq1->tmp) seq->seq1 = seq->seq1->tmp;
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if (seq->seq2 && seq->seq2->tmp) seq->seq2 = seq->seq2->tmp;
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if (seq->seq3 && seq->seq3->tmp) seq->seq3 = seq->seq3->tmp;
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@ -988,7 +988,7 @@ static TreeElement *outliner_add_element(SpaceOops *soops, ListBase *lb, void *i
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te->directdata = seq;
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te->name = seq->name + 2;
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if (seq->type < SEQ_TYPE_EFFECT) {
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if (!(seq->type & SEQ_TYPE_EFFECT)) {
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/*
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* This work like the sequence.
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* If the sequence have a name (not default name)
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@ -395,7 +395,7 @@ static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_cla
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}
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/* draw! */
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if (seq->type < SEQ_TYPE_EFFECT ||
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if (!(seq->type & SEQ_TYPE_EFFECT) ||
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BKE_sequence_effect_get_num_inputs(seq->type) == 0)
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{
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glEnable(GL_BLEND);
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