Color Management, Stage 2: Switch color pipeline to use OpenColorIO
[blender.git] / source / blender / editors / space_sequencer / sequencer_draw.c
index 511f1524fae3a0662e26dd467316d405fd6a5828..7363bf2fbd8a60d51443a56ebccfa918eb19f446 100644 (file)
@@ -40,6 +40,7 @@
 #include "IMB_imbuf_types.h"
 
 #include "DNA_scene_types.h"
+#include "DNA_mask_types.h"
 #include "DNA_screen_types.h"
 #include "DNA_space_types.h"
 #include "DNA_userdef_types.h"
 
 #include "BKE_sound.h"
 
+#include "IMB_colormanagement.h"
 #include "IMB_imbuf.h"
 
 #include "BIF_gl.h"
 #include "BIF_glutil.h"
 
 #include "ED_anim_api.h"
+#include "ED_gpencil.h"
 #include "ED_markers.h"
+#include "ED_mask.h"
 #include "ED_types.h"
+#include "ED_space_api.h"
 
 #include "UI_interface.h"
 #include "UI_resources.h"
 #include "UI_view2d.h"
 
+#include "WM_api.h"
+#include "WM_types.h"
+
 /* own include */
 #include "sequencer_intern.h"
 
 
-#define SEQ_LEFTHANDLE         1
-#define SEQ_RIGHTHANDLE        2
+#define SEQ_LEFTHANDLE   1
+#define SEQ_RIGHTHANDLE  2
+
+#define SEQ_HANDLE_SIZE_MIN  7.0f
+#define SEQ_HANDLE_SIZE_MAX 40.0f
 
 
-/* Note, Dont use SEQ_BEGIN/SEQ_END while drawing!
+/* Note, Don't use SEQ_BEGIN/SEQ_END while drawing!
  * it messes up transform, - Campbell */
 static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2);
 
@@ -81,157 +92,157 @@ static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[
        unsigned char blendcol[3];
        SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
 
-       switch(seq->type) {
-       case SEQ_IMAGE:
-               UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col);
-               break;
-               
-       case SEQ_META:
-               UI_GetThemeColor3ubv(TH_SEQ_META, col);
-               break;
-               
-       case SEQ_MOVIE:
-               UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col);
-               break;
-               
-       case SEQ_SCENE:
-               UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
-               
-               if(seq->scene==curscene) {
-                       UI_GetColorPtrShade3ubv(col, col, 20);
-               }
-               break;
-               
-       /* transitions */
-       case SEQ_CROSS:
-       case SEQ_GAMCROSS:
-       case SEQ_WIPE:
-               UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col);
-
-               /* slightly offset hue to distinguish different effects */
-               if (seq->type == SEQ_CROSS)                     rgb_byte_set_hue_float_offset(col,0.04);
-               if (seq->type == SEQ_GAMCROSS)          rgb_byte_set_hue_float_offset(col,0.08);
-               if (seq->type == SEQ_WIPE)                      rgb_byte_set_hue_float_offset(col,0.12);
-               break;
-               
-       /* effects */
-       case SEQ_TRANSFORM:
-       case SEQ_SPEED:
-       case SEQ_ADD:
-       case SEQ_SUB:
-       case SEQ_MUL:
-       case SEQ_ALPHAOVER:
-       case SEQ_ALPHAUNDER:
-       case SEQ_OVERDROP:
-       case SEQ_GLOW:
-       case SEQ_MULTICAM:
-       case SEQ_ADJUSTMENT:
-               UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col);
-               
-               /* slightly offset hue to distinguish different effects */
-               if (seq->type == SEQ_ADD)                       rgb_byte_set_hue_float_offset(col,0.04);
-               if (seq->type == SEQ_SUB)                       rgb_byte_set_hue_float_offset(col,0.08);
-               if (seq->type == SEQ_MUL)                       rgb_byte_set_hue_float_offset(col,0.12);
-               if (seq->type == SEQ_ALPHAOVER)         rgb_byte_set_hue_float_offset(col,0.16);
-               if (seq->type == SEQ_ALPHAUNDER)        rgb_byte_set_hue_float_offset(col,0.20);
-               if (seq->type == SEQ_OVERDROP)          rgb_byte_set_hue_float_offset(col,0.24);
-               if (seq->type == SEQ_GLOW)                      rgb_byte_set_hue_float_offset(col,0.28);
-               if (seq->type == SEQ_TRANSFORM)         rgb_byte_set_hue_float_offset(col,0.36);
-               if (seq->type == SEQ_MULTICAM)          rgb_byte_set_hue_float_offset(col,0.32);
-               if (seq->type == SEQ_ADJUSTMENT)                rgb_byte_set_hue_float_offset(col,0.40);
-               break;
-               
-       case SEQ_COLOR:
-               if (colvars->col) {
-                       rgb_float_to_uchar(col, colvars->col);
-               } else {
-                       col[0] = col[1] = col[2] = 128;
-               }
-               break;
+       switch (seq->type) {
+               case SEQ_TYPE_IMAGE:
+                       UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col);
+                       break;
+
+               case SEQ_TYPE_META:
+                       UI_GetThemeColor3ubv(TH_SEQ_META, col);
+                       break;
+
+               case SEQ_TYPE_MOVIE:
+                       UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col);
+                       break;
+
+               case SEQ_TYPE_MOVIECLIP:
+                       UI_GetThemeColor3ubv(TH_SEQ_MOVIECLIP, col);
+                       break;
+
+               case SEQ_TYPE_MASK:
+                       UI_GetThemeColor3ubv(TH_SEQ_MASK, col); /* TODO */
+                       break;
+
+               case SEQ_TYPE_SCENE:
+                       UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
                
-       case SEQ_PLUGIN:
-               UI_GetThemeColor3ubv(TH_SEQ_PLUGIN, col);
-               break;
+                       if (seq->scene == curscene) {
+                               UI_GetColorPtrShade3ubv(col, col, 20);
+                       }
+                       break;
                
-       case SEQ_SOUND:
-               UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col);
-               blendcol[0] = blendcol[1] = blendcol[2] = 128;
-               if(seq->flag & SEQ_MUTE) UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20);
-               break;
+               /* transitions */
+               case SEQ_TYPE_CROSS:
+               case SEQ_TYPE_GAMCROSS:
+               case SEQ_TYPE_WIPE:
+                       UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col);
+
+                       /* slightly offset hue to distinguish different effects */
+                       if (seq->type == SEQ_TYPE_CROSS)    rgb_byte_set_hue_float_offset(col, 0.04);
+                       if (seq->type == SEQ_TYPE_GAMCROSS) rgb_byte_set_hue_float_offset(col, 0.08);
+                       if (seq->type == SEQ_TYPE_WIPE)     rgb_byte_set_hue_float_offset(col, 0.12);
+                       break;
+
+               /* effects */
+               case SEQ_TYPE_TRANSFORM:
+               case SEQ_TYPE_SPEED:
+               case SEQ_TYPE_ADD:
+               case SEQ_TYPE_SUB:
+               case SEQ_TYPE_MUL:
+               case SEQ_TYPE_ALPHAOVER:
+               case SEQ_TYPE_ALPHAUNDER:
+               case SEQ_TYPE_OVERDROP:
+               case SEQ_TYPE_GLOW:
+               case SEQ_TYPE_MULTICAM:
+               case SEQ_TYPE_ADJUSTMENT:
+                       UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col);
+
+                       /* slightly offset hue to distinguish different effects */
+                       if      (seq->type == SEQ_TYPE_ADD)        rgb_byte_set_hue_float_offset(col, 0.04);
+                       else if (seq->type == SEQ_TYPE_SUB)        rgb_byte_set_hue_float_offset(col, 0.08);
+                       else if (seq->type == SEQ_TYPE_MUL)        rgb_byte_set_hue_float_offset(col, 0.12);
+                       else if (seq->type == SEQ_TYPE_ALPHAOVER)  rgb_byte_set_hue_float_offset(col, 0.16);
+                       else if (seq->type == SEQ_TYPE_ALPHAUNDER) rgb_byte_set_hue_float_offset(col, 0.20);
+                       else if (seq->type == SEQ_TYPE_OVERDROP)   rgb_byte_set_hue_float_offset(col, 0.24);
+                       else if (seq->type == SEQ_TYPE_GLOW)       rgb_byte_set_hue_float_offset(col, 0.28);
+                       else if (seq->type == SEQ_TYPE_TRANSFORM)  rgb_byte_set_hue_float_offset(col, 0.36);
+                       else if (seq->type == SEQ_TYPE_MULTICAM)   rgb_byte_set_hue_float_offset(col, 0.32);
+                       else if (seq->type == SEQ_TYPE_ADJUSTMENT) rgb_byte_set_hue_float_offset(col, 0.40);
+                       break;
+
+               case SEQ_TYPE_COLOR:
+                       if (colvars->col) {
+                               rgb_float_to_uchar(col, colvars->col);
+                       }
+                       else {
+                               col[0] = col[1] = col[2] = 128;
+                       }
+                       break;
+
+               case SEQ_TYPE_SOUND_RAM:
+                       UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col);
+                       blendcol[0] = blendcol[1] = blendcol[2] = 128;
+                       if (seq->flag & SEQ_MUTE) UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20);
+                       break;
                
-       default:
-               col[0] = 10; col[1] = 255; col[2] = 40;
+               default:
+                       col[0] = 10; col[1] = 255; col[2] = 40;
        }
 }
 
 static void drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize)
 {
        /*
-       x1 is the starting x value to draw the wave,
-       x2 the end x value, same for y1 and y2
-       stepsize is width of a pixel.
-       */
-       if(seq->flag & SEQ_AUDIO_DRAW_WAVEFORM)
-       {
+        * x1 is the starting x value to draw the wave,
+        * x2 the end x value, same for y1 and y2
+        * stepsize is width of a pixel.
+        */
+       if (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM) {
                int i, j, pos;
-               int length = floor((x2-x1)/stepsize)+1;
-               float ymid = (y1+y2)/2;
-               float yscale = (y2-y1)/2;
+               int length = floor((x2 - x1) / stepsize) + 1;
+               float ymid = (y1 + y2) / 2;
+               float yscale = (y2 - y1) / 2;
                float samplestep;
                float startsample, endsample;
                float value;
 
-               SoundWaveformwaveform;
+               SoundWaveform *waveform;
 
-               if(!seq->sound->waveform)
+               if (!seq->sound->waveform)
                        sound_read_waveform(seq->sound);
 
-               if(!seq->sound->waveform)
-                       return; /* zero length sound */
+               if (!seq->sound->waveform)
+                       return;  /* zero length sound */
 
                waveform = seq->sound->waveform;
 
-               if(!waveform)
+               if (!waveform)
                        return;
 
-               startsample = floor((seq->startofs + seq->anim_startofs)/FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
-               endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp)/FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
-               samplestep = (endsample-startsample) * stepsize / (x2-x1);
+               startsample = floor((seq->startofs + seq->anim_startofs) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
+               endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
+               samplestep = (endsample - startsample) * stepsize / (x2 - x1);
 
-               if(length > floor((waveform->length - startsample) / samplestep))
+               if (length > floor((waveform->length - startsample) / samplestep))
                        length = floor((waveform->length - startsample) / samplestep);
 
                glBegin(GL_LINE_STRIP);
-               for(i = 0; i < length; i++)
-               {
+               for (i = 0; i < length; i++) {
                        pos = startsample + i * samplestep;
 
                        value = waveform->data[pos * 3];
 
-                       for(j = pos+1; (j < waveform->length) && (j < pos + samplestep); j++)
-                       {
-                               if(value > waveform->data[j * 3])
+                       for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) {
+                               if (value > waveform->data[j * 3])
                                        value = waveform->data[j * 3];
                        }
 
-                       glVertex2f(x1+i*stepsize, ymid + value * yscale);
+                       glVertex2f(x1 + i * stepsize, ymid + value * yscale);
                }
                glEnd();
 
                glBegin(GL_LINE_STRIP);
-               for(i = 0; i < length; i++)
-               {
+               for (i = 0; i < length; i++) {
                        pos = startsample + i * samplestep;
 
                        value = waveform->data[pos * 3 + 1];
 
-                       for(j = pos+1; (j < waveform->length) && (j < pos + samplestep); j++)
-                       {
-                               if(value < waveform->data[j * 3 + 1])
+                       for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) {
+                               if (value < waveform->data[j * 3 + 1])
                                        value = waveform->data[j * 3 + 1];
                        }
 
-                       glVertex2f(x1+i*stepsize, ymid + value * yscale);
+                       glVertex2f(x1 + i * stepsize, ymid + value * yscale);
                }
                glEnd();
        }
@@ -239,7 +250,7 @@ static void drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x
 
 static void drawmeta_stipple(int value)
 {
-       if(value) {
+       if (value) {
                glEnable(GL_POLYGON_STIPPLE);
                glPolygonStipple(stipple_halftone);
                
@@ -261,36 +272,36 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
        Sequence *seq;
        unsigned char col[4];
 
-       int chan_min= MAXSEQ;
-       int chan_max= 0;
-       int chan_range= 0;
-       float draw_range= y2 - y1;
+       int chan_min = MAXSEQ;
+       int chan_max = 0;
+       int chan_range = 0;
+       float draw_range = y2 - y1;
        float draw_height;
 
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-       if(seqm->flag & SEQ_MUTE)
+       if (seqm->flag & SEQ_MUTE)
                drawmeta_stipple(1);
 
-       for (seq= seqm->seqbase.first; seq; seq= seq->next) {
-               chan_min= MIN2(chan_min, seq->machine);
-               chan_max= MAX2(chan_max, seq->machine);
+       for (seq = seqm->seqbase.first; seq; seq = seq->next) {
+               chan_min = MIN2(chan_min, seq->machine);
+               chan_max = MAX2(chan_max, seq->machine);
        }
 
-       chan_range= (chan_max - chan_min) + 1;
-       draw_height= draw_range / chan_range; 
+       chan_range = (chan_max - chan_min) + 1;
+       draw_height = draw_range / chan_range;
 
-       col[3]= 196; /* alpha, used for all meta children */
+       col[3] = 196; /* alpha, used for all meta children */
 
-       for (seq= seqm->seqbase.first; seq; seq= seq->next) {
-               if((seq->startdisp > x2 || seq->enddisp < x1) == 0) {
-                       float y_chan= (seq->machine - chan_min) / (float)(chan_range) * draw_range;
-                       float x1_chan= seq->startdisp;
-                       float x2_chan= seq->enddisp;
+       for (seq = seqm->seqbase.first; seq; seq = seq->next) {
+               if ((seq->startdisp > x2 || seq->enddisp < x1) == 0) {
+                       float y_chan = (seq->machine - chan_min) / (float)(chan_range) * draw_range;
+                       float x1_chan = seq->startdisp;
+                       float x2_chan = seq->enddisp;
                        float y1_chan, y2_chan;
 
-                       if((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
+                       if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
                                drawmeta_stipple(1);
 
                        get_seq_color3ubv(scene, seq, col);
@@ -298,11 +309,11 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
                        glColor4ubv(col);
                        
                        /* clamp within parent sequence strip bounds */
-                       if(x1_chan < x1) x1_chan= x1;
-                       if(x2_chan > x2) x2_chan= x2;
+                       if (x1_chan < x1) x1_chan = x1;
+                       if (x2_chan > x2) x2_chan = x2;
 
-                       y1_chan= y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM);
-                       y2_chan= y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP);
+                       y1_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM);
+                       y2_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP);
 
                        glRectf(x1_chan,  y1_chan, x2_chan,  y2_chan);
 
@@ -310,7 +321,7 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
                        glColor4ubv(col);
                        fdrawbox(x1_chan,  y1_chan, x2_chan,  y2_chan);
 
-                       if((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
+                       if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
                                drawmeta_stipple(0);
                }
        }
@@ -321,84 +332,87 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
        glDisable(GL_BLEND);
 }
 
+/* clamp handles to defined size in pixel space */
+static float draw_seq_handle_size_get_clamped(Sequence *seq, const float pixelx)
+{
+       const float minhandle = pixelx * SEQ_HANDLE_SIZE_MIN;
+       const float maxhandle = pixelx * SEQ_HANDLE_SIZE_MAX;
+       return CLAMPIS(seq->handsize, minhandle, maxhandle);
+}
+
 /* draw a handle, for each end of a sequence strip */
-static void draw_seq_handle(View2D *v2d, Sequence *seq, float pixelx, short direction)
+static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_clamped, const short direction)
 {
-       float v1[2], v2[2], v3[2], rx1=0, rx2=0; //for triangles and rect
+       float v1[2], v2[2], v3[2], rx1 = 0, rx2 = 0; //for triangles and rect
        float x1, x2, y1, y2;
-       float handsize;
-       float minhandle, maxhandle;
        char numstr[32];
-       unsigned int whichsel=0;
-       
-       x1= seq->startdisp;
-       x2= seq->enddisp;
+       unsigned int whichsel = 0;
        
-       y1= seq->machine+SEQ_STRIP_OFSBOTTOM;
-       y2= seq->machine+SEQ_STRIP_OFSTOP;
-       
-       /* clamp handles to defined size in pixel space */
-       handsize = seq->handsize;
-       minhandle = 7;
-       maxhandle = 40;
-       CLAMP(handsize, minhandle*pixelx, maxhandle*pixelx);
+       x1 = seq->startdisp;
+       x2 = seq->enddisp;
        
+       y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
+       y2 = seq->machine + SEQ_STRIP_OFSTOP;
+
        /* set up co-ordinates/dimensions for either left or right handle */
        if (direction == SEQ_LEFTHANDLE) {      
                rx1 = x1;
-               rx2 = x1+handsize * 0.75f;
+               rx2 = x1 + handsize_clamped * 0.75f;
                
-               v1[0]= x1+handsize/4; v1[1]= y1+( ((y1+y2)/2.0f - y1)/2);
-               v2[0]= x1+handsize/4; v2[1]= y2-( ((y1+y2)/2.0f - y1)/2);
-               v3[0]= v2[0] + handsize/4; v3[1]= (y1+y2)/2.0f;
+               v1[0] = x1 + handsize_clamped / 4; v1[1] = y1 + ( ((y1 + y2) / 2.0f - y1) / 2);
+               v2[0] = x1 + handsize_clamped / 4; v2[1] = y2 - ( ((y1 + y2) / 2.0f - y1) / 2);
+               v3[0] = v2[0] + handsize_clamped / 4; v3[1] = (y1 + y2) / 2.0f;
                
                whichsel = SEQ_LEFTSEL;
-       } else if (direction == SEQ_RIGHTHANDLE) {      
-               rx1 = x2-handsize*0.75f;
+       }
+       else if (direction == SEQ_RIGHTHANDLE) {
+               rx1 = x2 - handsize_clamped * 0.75f;
                rx2 = x2;
                
-               v1[0]= x2-handsize/4; v1[1]= y1+( ((y1+y2)/2.0f - y1)/2);
-               v2[0]= x2-handsize/4; v2[1]= y2-( ((y1+y2)/2.0f - y1)/2);
-               v3[0]= v2[0] - handsize/4; v3[1]= (y1+y2)/2.0f;
+               v1[0] = x2 - handsize_clamped / 4; v1[1] = y1 + ( ((y1 + y2) / 2.0f - y1) / 2);
+               v2[0] = x2 - handsize_clamped / 4; v2[1] = y2 - ( ((y1 + y2) / 2.0f - y1) / 2);
+               v3[0] = v2[0] - handsize_clamped / 4; v3[1] = (y1 + y2) / 2.0f;
                
                whichsel = SEQ_RIGHTSEL;
        }
        
        /* draw! */
-       if(seq->type < SEQ_EFFECT || 
-          get_sequence_effect_num_inputs(seq->type) == 0) {
-               glEnable( GL_BLEND );
+       if (seq->type < SEQ_TYPE_EFFECT || 
+           BKE_sequence_effect_get_num_inputs(seq->type) == 0)
+       {
+               glEnable(GL_BLEND);
                
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                
-               if(seq->flag & whichsel) glColor4ub(0, 0, 0, 80);
+               if (seq->flag & whichsel) glColor4ub(0, 0, 0, 80);
                else if (seq->flag & SELECT) glColor4ub(255, 255, 255, 30);
                else glColor4ub(0, 0, 0, 22);
                
                glRectf(rx1, y1, rx2, y2);
                
-               if(seq->flag & whichsel) glColor4ub(255, 255, 255, 200);
+               if (seq->flag & whichsel) glColor4ub(255, 255, 255, 200);
                else glColor4ub(0, 0, 0, 50);
                
-               glEnable( GL_POLYGON_SMOOTH );
+               glEnable(GL_POLYGON_SMOOTH);
                glBegin(GL_TRIANGLES);
                glVertex2fv(v1); glVertex2fv(v2); glVertex2fv(v3);
                glEnd();
                
-               glDisable( GL_POLYGON_SMOOTH );
-               glDisable( GL_BLEND );
+               glDisable(GL_POLYGON_SMOOTH);
+               glDisable(GL_BLEND);
        }
        
-       if(G.moving || (seq->flag & whichsel)) {
-               const char col[4]= {255, 255, 255, 255};
+       if (G.moving || (seq->flag & whichsel)) {
+               const char col[4] = {255, 255, 255, 255};
                if (direction == SEQ_LEFTHANDLE) {
-                       BLI_snprintf(numstr, sizeof(numstr),"%d", seq->startdisp);
-                       x1= rx1;
+                       BLI_snprintf(numstr, sizeof(numstr), "%d", seq->startdisp);
+                       x1 = rx1;
                        y1 -= 0.45f;
-               } else {
+               }
+               else {
                        BLI_snprintf(numstr, sizeof(numstr), "%d", seq->enddisp - 1);
-                       x1= x2 - handsize*0.75f;
-                       y1= y2 + 0.05f;
+                       x1 = x2 - handsize_clamped * 0.75f;
+                       y1 = y2 + 0.05f;
                }
                UI_view2d_text_cache_add(v2d, x1, y1, numstr, col);
        }       
@@ -408,24 +422,24 @@ static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq)
 {
        float x1, x2, y1, y2, pixely, a;
        unsigned char col[3], blendcol[3];
-       View2D *v2d= &ar->v2d;
+       View2D *v2d = &ar->v2d;
        
-       if(seq->type >= SEQ_EFFECT) return;
+       if (seq->type >= SEQ_TYPE_EFFECT) return;
 
-       x1= seq->startdisp;
-       x2= seq->enddisp;
+       x1 = seq->startdisp;
+       x2 = seq->enddisp;
        
-       y1= seq->machine+SEQ_STRIP_OFSBOTTOM;
-       y2= seq->machine+SEQ_STRIP_OFSTOP;
+       y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
+       y2 = seq->machine + SEQ_STRIP_OFSTOP;
 
-       pixely = (v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin);
+       pixely = BLI_RCT_SIZE_Y(&v2d->cur) / BLI_RCT_SIZE_Y(&v2d->mask);
        
-       if(pixely <= 0) return; /* can happen when the view is split/resized */
+       if (pixely <= 0) return;  /* can happen when the view is split/resized */
        
        blendcol[0] = blendcol[1] = blendcol[2] = 120;
 
-       if(seq->startofs) {
-               glEnable( GL_BLEND );
+       if (seq->startofs) {
+               glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                
                get_seq_color3ubv(scene, seq, col);
@@ -433,22 +447,23 @@ static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq)
                if (seq->flag & SELECT) {
                        UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
                        glColor4ub(col[0], col[1], col[2], 170);
-               } else {
+               }
+               else {
                        UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
                        glColor4ub(col[0], col[1], col[2], 110);
                }
                
-               glRectf((float)(seq->start), y1-SEQ_STRIP_OFSBOTTOM, x1, y1);
+               glRectf((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
                
                if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
                else glColor4ub(col[0], col[1], col[2], 160);
 
-               fdrawbox((float)(seq->start), y1-SEQ_STRIP_OFSBOTTOM, x1, y1);  //outline
+               fdrawbox((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);  //outline
                
-               glDisable( GL_BLEND );
+               glDisable(GL_BLEND);
        }
-       if(seq->endofs) {
-               glEnable( GL_BLEND );
+       if (seq->endofs) {
+               glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                
                get_seq_color3ubv(scene, seq, col);
@@ -456,21 +471,22 @@ static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq)
                if (seq->flag & SELECT) {
                        UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
                        glColor4ub(col[0], col[1], col[2], 170);
-               } else {
+               }
+               else {
                        UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
                        glColor4ub(col[0], col[1], col[2], 110);
                }
                
-               glRectf(x2, y2, (float)(seq->start+seq->len), y2+SEQ_STRIP_OFSBOTTOM);
+               glRectf(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
                
                if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
                else glColor4ub(col[0], col[1], col[2], 160);
 
-               fdrawbox(x2, y2, (float)(seq->start+seq->len), y2+SEQ_STRIP_OFSBOTTOM); //outline
+               fdrawbox(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); //outline
                
-               glDisable( GL_BLEND );
+               glDisable(GL_BLEND);
        }
-       if(seq->startstill) {
+       if (seq->startstill) {
                get_seq_color3ubv(scene, seq, col);
                UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
                glColor3ubv((GLubyte *)col);
@@ -478,32 +494,32 @@ static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq)
                draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2);
                
                /* feint pinstripes, helps see exactly which is extended and which isn't,
-               * especially when the extension is very small */ 
+                * especially when the extension is very small */ 
                if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24);
                else UI_GetColorPtrShade3ubv(col, col, -16);
                
                glColor3ubv((GLubyte *)col);
                
-               for(a=y1; a< y2; a+= pixely * 2.0f) {
+               for (a = y1; a < y2; a += pixely * 2.0f) {
                        fdrawline(x1,  a,  (float)(seq->start),  a);
                }
        }
-       if(seq->endstill) {
+       if (seq->endstill) {
                get_seq_color3ubv(scene, seq, col);
                UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
                glColor3ubv((GLubyte *)col);
                
-               draw_shadedstrip(seq, col, (float)(seq->start+seq->len), y1, x2, y2);
+               draw_shadedstrip(seq, col, (float)(seq->start + seq->len), y1, x2, y2);
                
                /* feint pinstripes, helps see exactly which is extended and which isn't,
-               * especially when the extension is very small */ 
+                * especially when the extension is very small */ 
                if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24);
                else UI_GetColorPtrShade3ubv(col, col, -16);
                
                glColor3ubv((GLubyte *)col);
                
-               for(a=y1; a< y2; a+= pixely * 2.0f) {
-                       fdrawline((float)(seq->start+seq->len),  a,  x2,  a);
+               for (a = y1; a < y2; a += pixely * 2.0f) {
+                       fdrawline((float)(seq->start + seq->len),  a,  x2,  a);
                }
        }
 }
@@ -513,65 +529,92 @@ static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float
 {
        rctf rect;
        char str[32 + FILE_MAX];
-       const char *name= seq->name+2;
+       const char *name = seq->name + 2;
        char col[4];
 
        /* note, all strings should include 'name' */
-       if(name[0]=='\0')
-               name= give_seqname(seq);
-
-       if(seq->type == SEQ_META || seq->type == SEQ_ADJUSTMENT) {
-               BLI_snprintf(str, sizeof(str), "%d | %s", seq->len, name);
-       }
-       else if(seq->type == SEQ_SCENE) {
-               if(seq->scene) {
-                       if(seq->scene_camera) {
-                               BLI_snprintf(str, sizeof(str), "%d | %s: %s (%s)", seq->len, name, seq->scene->id.name+2, ((ID *)seq->scene_camera)->name+2);
-                       } else {
-                               BLI_snprintf(str, sizeof(str), "%d | %s: %s", seq->len, name, seq->scene->id.name+2);
+       if (name[0] == '\0')
+               name = BKE_sequence_give_name(seq);
+
+       if (seq->type == SEQ_TYPE_META || seq->type == SEQ_TYPE_ADJUSTMENT) {
+               BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
+       }
+       else if (seq->type == SEQ_TYPE_SCENE) {
+               if (seq->scene) {
+                       if (seq->scene_camera) {
+                               BLI_snprintf(str, sizeof(str), "%s: %s (%s) | %d",
+                                            name, seq->scene->id.name + 2, ((ID *)seq->scene_camera)->name + 2, seq->len);
+                       }
+                       else {
+                               BLI_snprintf(str, sizeof(str), "%s: %s | %d",
+                                            name, seq->scene->id.name + 2, seq->len);
                        }
                }
                else {
-                       BLI_snprintf(str, sizeof(str), "%d | %s", seq->len, name);
+                       BLI_snprintf(str, sizeof(str), "%s | %d",
+                                    name, seq->len);
                }
        }
-       else if(seq->type == SEQ_MULTICAM) {
-               BLI_snprintf(str, sizeof(str), "Cam | %s: %d", name, seq->multicam_source);
+       else if (seq->type == SEQ_TYPE_MOVIECLIP) {
+               if (seq->clip && strcmp(name, seq->clip->id.name + 2) != 0) {
+                       BLI_snprintf(str, sizeof(str), "%s: %s | %d",
+                                    name, seq->clip->id.name + 2, seq->len);
+               }
+               else {
+                       BLI_snprintf(str, sizeof(str), "%s | %d",
+                                    name, seq->len);
+               }
        }
-       else if(seq->type == SEQ_IMAGE) {
-               BLI_snprintf(str, sizeof(str), "%d | %s: %s%s", seq->len, name, seq->strip->dir, seq->strip->stripdata->name);
+       else if (seq->type == SEQ_TYPE_MASK) {
+               if (seq->mask && strcmp(name, seq->mask->id.name + 2) != 0) {
+                       BLI_snprintf(str, sizeof(str), "%s: %s | %d",
+                                    name, seq->mask->id.name + 2, seq->len);
+               }
+               else {
+                       BLI_snprintf(str, sizeof(str), "%s | %d",
+                                    name, seq->len);
+               }
        }
-       else if(seq->type & SEQ_EFFECT) {
-               int can_float = (seq->type != SEQ_PLUGIN)
-                       || (seq->plugin && seq->plugin->version >= 4);
-
-               if(seq->seq3!=seq->seq2 && seq->seq1!=seq->seq3)
-                       BLI_snprintf(str, sizeof(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!");
-               else if (seq->seq1 && seq->seq2)
-                       BLI_snprintf(str, sizeof(str), "%d | %s: %d>%d%s", seq->len, name, seq->seq1->machine, seq->seq2->machine, can_float ? "" : " No float, upgrade plugin!");
-               else
-                       BLI_snprintf(str, sizeof(str), "%d | %s", seq->len, name);
+       else if (seq->type == SEQ_TYPE_MULTICAM) {
+               BLI_snprintf(str, sizeof(str), "Cam %s: %d",
+                            name, seq->multicam_source);
        }
-       else if (seq->type == SEQ_SOUND) {
-               BLI_snprintf(str, sizeof(str), "%d | %s: %s", seq->len, name, seq->sound->name);
+       else if (seq->type == SEQ_TYPE_IMAGE) {
+               BLI_snprintf(str, sizeof(str), "%s: %s%s | %d",
+                            name, seq->strip->dir, seq->strip->stripdata->name, seq->len);
        }
-       else if (seq->type == SEQ_MOVIE) {
-               BLI_snprintf(str, sizeof(str), "%d | %s: %s%s", seq->len, name, seq->strip->dir, seq->strip->stripdata->name);
+       else if (seq->type & SEQ_TYPE_EFFECT) {
+               BLI_snprintf(str, sizeof(str), "%s | %d",
+                                    name, seq->len);
+       }
+       else if (seq->type == SEQ_TYPE_SOUND_RAM) {
+               if (seq->sound)
+                       BLI_snprintf(str, sizeof(str), "%s: %s | %d",
+                                    name, seq->sound->name, seq->len);
+               else
+                       BLI_snprintf(str, sizeof(str), "%s | %d",
+                                    name, seq->len);
+       }
+       else if (seq->type == SEQ_TYPE_MOVIE) {
+               BLI_snprintf(str, sizeof(str), "%s: %s%s | %d",
+                            name, seq->strip->dir, seq->strip->stripdata->name, seq->len);
        }
        
-       if(seq->flag & SELECT){
-               col[0]= col[1]= col[2]= 255;
-       }else if ((((int)background_col[0] + (int)background_col[1] + (int)background_col[2]) / 3) < 50){
-               col[0]= col[1]= col[2]= 80; /* use lighter text color for dark background */
-       }else{
-               col[0]= col[1]= col[2]= 0;
-       }
-       col[3]= 255;
-
-       rect.xmin= x1;
-       rect.ymin= y1;
-       rect.xmax= x2;
-       rect.ymax= y2;
+       if (seq->flag & SELECT) {
+               col[0] = col[1] = col[2] = 255;
+       }
+       else if ((((int)background_col[0] + (int)background_col[1] + (int)background_col[2]) / 3) < 50) {
+               col[0] = col[1] = col[2] = 80; /* use lighter text color for dark background */
+       }
+       else {
+               col[0] = col[1] = col[2] = 0;
+       }
+       col[3] = 255;
+
+       rect.xmin = x1;
+       rect.ymin = y1;
+       rect.xmax = x2;
+       rect.ymax = y2;
        UI_view2d_text_cache_rectf(v2d, &rect, str, col);
 }
 
@@ -585,29 +628,29 @@ static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, floa
                glPolygonStipple(stipple_halftone);
        }
        
-       ymid1 = (y2-y1)*0.25f + y1;
-       ymid2 = (y2-y1)*0.65f + y1;
+       ymid1 = (y2 - y1) * 0.25f + y1;
+       ymid2 = (y2 - y1) * 0.65f + y1;
        
        glShadeModel(GL_SMOOTH);
        glBegin(GL_QUADS);
        
-       if(seq->flag & SEQ_INVALID_EFFECT) { col[0]= 255; col[1]= 0; col[2]= 255; }
-       else if(seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -50);
+       if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
+       else if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -50);
        /* else UI_GetColorPtrShade3ubv(col, col, 0); */ /* DO NOTHING */
        
        glColor3ubv(col);
        
-       glVertex2f(x1,y1);
-       glVertex2f(x2,y1);
+       glVertex2f(x1, y1);
+       glVertex2f(x2, y1);
 
-       if(seq->flag & SEQ_INVALID_EFFECT) { col[0]= 255; col[1]= 0; col[2]= 255; }
-       else if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5);
+       if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
+       else if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5);
        else UI_GetColorPtrShade3ubv(col, col, -5);
 
        glColor3ubv((GLubyte *)col);
        
-       glVertex2f(x2,ymid1);
-       glVertex2f(x1,ymid1);
+       glVertex2f(x2, ymid1);
+       glVertex2f(x1, ymid1);
        
        glEnd();
        
@@ -615,16 +658,16 @@ static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, floa
        
        glBegin(GL_QUADS);
        
-       glVertex2f(x1,ymid2);
-       glVertex2f(x2,ymid2);
+       glVertex2f(x1, ymid2);
+       glVertex2f(x2, ymid2);
        
-       if(seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -15);
+       if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -15);
        else UI_GetColorPtrShade3ubv(col, col, 25);
        
        glColor3ubv((GLubyte *)col);
        
-       glVertex2f(x2,y2);
-       glVertex2f(x1,y2);
+       glVertex2f(x2, y2);
+       glVertex2f(x1, y2);
        
        glEnd();
        
@@ -634,54 +677,59 @@ static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, floa
 }
 
 /*
-Draw a sequence strip, bounds check already made
-ARegion is currently only used to get the windows width in pixels
-so wave file sample drawing precision is zoom adjusted
-*/
+ * Draw a sequence strip, bounds check already made
+ * ARegion is currently only used to get the windows width in pixels
+ * so wave file sample drawing precision is zoom adjusted
+ */
 static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline_tint, float pixelx)
 {
-       View2D *v2d= &ar->v2d;
+       View2D *v2d = &ar->v2d;
        float x1, x2, y1, y2;
        unsigned char col[3], background_col[3], is_single_image;
+       const float handsize_clamped = draw_seq_handle_size_get_clamped(seq, pixelx);
 
        /* we need to know if this is a single image/color or not for drawing */
-       is_single_image = (char)seq_single_check(seq);
+       is_single_image = (char)BKE_sequence_single_check(seq);
        
        /* body */
-       if(seq->startstill) x1= seq->start;
-       else x1= seq->startdisp;
-       y1= seq->machine+SEQ_STRIP_OFSBOTTOM;
-       if(seq->endstill) x2= seq->start+seq->len;
-       else x2= seq->enddisp;
-       y2= seq->machine+SEQ_STRIP_OFSTOP;
-       
-       
+       x1 = (seq->startstill) ? seq->start : seq->startdisp;
+       y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
+       x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp;
+       y2 = seq->machine + SEQ_STRIP_OFSTOP;
+
+
        /* get the correct color per strip type*/
        //get_seq_color3ubv(scene, seq, col);
        get_seq_color3ubv(scene, seq, background_col);
        
        /* draw the main strip body */
-       if (is_single_image) /* single image */
-               draw_shadedstrip(seq, background_col, seq_tx_get_final_left(seq, 0), y1, seq_tx_get_final_right(seq, 0), y2);
-       else /* normal operation */
+       if (is_single_image) {  /* single image */
+               draw_shadedstrip(seq, background_col,
+                                BKE_sequence_tx_get_final_left(seq, 0), y1,
+                                BKE_sequence_tx_get_final_right(seq, 0), y2);
+       }
+       else {  /* normal operation */
                draw_shadedstrip(seq, background_col, x1, y1, x2, y2);
+       }
        
        /* draw additional info and controls */
        if (!is_single_image)
                draw_seq_extensions(scene, ar, seq);
        
-       draw_seq_handle(v2d, seq, pixelx, SEQ_LEFTHANDLE);
-       draw_seq_handle(v2d, seq, pixelx, SEQ_RIGHTHANDLE);
+       draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE);
+       draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE);
        
        /* draw the strip outline */
-       x1= seq->startdisp;
-       x2= seq->enddisp;
+       x1 = seq->startdisp;
+       x2 = seq->enddisp;
        
        /* draw sound wave */
-       if(seq->type == SEQ_SOUND) drawseqwave(scene, seq, x1, y1, x2, y2, (ar->v2d.cur.xmax - ar->v2d.cur.xmin)/ar->winx);
+       if (seq->type == SEQ_TYPE_SOUND_RAM) {
+               drawseqwave(scene, seq, x1, y1, x2, y2, BLI_RCT_SIZE_X(&ar->v2d.cur) / ar->winx);
+       }
 
        /* draw lock */
-       if(seq->flag & SEQ_LOCK) {
+       if (seq->flag & SEQ_LOCK) {
                glEnable(GL_POLYGON_STIPPLE);
                glEnable(GL_BLEND);
 
@@ -699,13 +747,24 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline
                glDisable(GL_BLEND);
        }
 
+       if (!BKE_seqence_is_valid_check(seq)) {
+               glEnable(GL_POLYGON_STIPPLE);
+
+               /* panic! */
+               glColor4ub(255, 0, 0, 255);
+               glPolygonStipple(stipple_diag_stripes_pos);
+               glRectf(x1, y1, x2, y2);
+
+               glDisable(GL_POLYGON_STIPPLE);
+       }
+
        get_seq_color3ubv(scene, seq, col);
        if (G.moving && (seq->flag & SELECT)) {
-               if(seq->flag & SEQ_OVERLAP) {
-                       col[0]= 255; col[1]= col[2]= 40;
+               if (seq->flag & SEQ_OVERLAP) {
+                       col[0] = 255; col[1] = col[2] = 40;
                }
                else
-                       UI_GetColorPtrShade3ubv(col, col, 120+outline_tint);
+                       UI_GetColorPtrShade3ubv(col, col, 120 + outline_tint);
        }
        else
                UI_GetColorPtrShade3ubv(col, col, outline_tint);
@@ -723,66 +782,150 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline
                glDisable(GL_LINE_STIPPLE);
        }
        
-       if(seq->type==SEQ_META) drawmeta_contents(scene, seq, x1, y1, x2, y2);
+       if (seq->type == SEQ_TYPE_META) {
+               drawmeta_contents(scene, seq, x1, y1, x2, y2);
+       }
        
        /* calculate if seq is long enough to print a name */
-       x1= seq->startdisp+seq->handsize;
-       x2= seq->enddisp-seq->handsize;
+       x1 = seq->startdisp + handsize_clamped;
+       x2 = seq->enddisp   - handsize_clamped;
 
        /* info text on the strip */
-       if(x1<v2d->cur.xmin) x1= v2d->cur.xmin;
-       else if(x1>v2d->cur.xmax) x1= v2d->cur.xmax;
-       if(x2<v2d->cur.xmin) x2= v2d->cur.xmin;
-       else if(x2>v2d->cur.xmax) x2= v2d->cur.xmax;
+       if (x1 < v2d->cur.xmin) x1 = v2d->cur.xmin;
+       else if (x1 > v2d->cur.xmax) x1 = v2d->cur.xmax;
+       if (x2 < v2d->cur.xmin) x2 = v2d->cur.xmin;
+       else if (x2 > v2d->cur.xmax) x2 = v2d->cur.xmax;
 
        /* nice text here would require changing the view matrix for texture text */
-       if( (x2-x1) / pixelx > 32) {
+       if ((x2 - x1) / pixelx > 32) {
                draw_seq_text(v2d, seq, x1, x2, y1, y2, background_col);
        }
 }
 
-static Sequence *special_seq_update= NULL;
+static Sequence *special_seq_update = NULL;
 
-static void UNUSED_FUNCTION(set_special_seq_update)(int val)
+static void UNUSED_FUNCTION(set_special_seq_update) (int val)
 {
 //     int x;
 
        /* if mouse over a sequence && LEFTMOUSE */
-       if(val) {
+       if (val) {
 // XXX         special_seq_update= find_nearest_seq(&x);
        }
-       else special_seq_update= NULL;
+       else special_seq_update = NULL;
 }
 
-void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs)
+ImBuf *sequencer_ibuf_get(struct Main *bmain, Scene *scene, SpaceSeq *sseq, int cfra, int frame_ofs)
 {
-       struct Main *bmain= CTX_data_main(C);
-       struct ImBuf *ibuf= NULL;
-       struct ImBuf *scope= NULL;
-       struct View2D *v2d = &ar->v2d;
+       SeqRenderData context;
+       ImBuf *ibuf;
        int rectx, recty;
+       float render_size = 0.0;
+       float proxy_size = 100.0;
+
+       render_size = sseq->render_size;
+       if (render_size == 0) {
+               render_size = scene->r.size;
+       }
+       else {
+               proxy_size = render_size;
+       }
+
+       if (render_size < 0) {
+               return NULL;
+       }
+
+       rectx = (render_size * (float)scene->r.xsch) / 100.0f + 0.5f;
+       recty = (render_size * (float)scene->r.ysch) / 100.0f + 0.5f;
+
+       context = BKE_sequencer_new_render_data(bmain, scene, rectx, recty, proxy_size);
+
+       if (special_seq_update)
+               ibuf = BKE_sequencer_give_ibuf_direct(context, cfra + frame_ofs, special_seq_update);
+       else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) {
+               ibuf = BKE_sequencer_give_ibuf(context, cfra + frame_ofs, sseq->chanshown);
+       else
+               ibuf = BKE_sequencer_give_ibuf_threaded(context, cfra + frame_ofs, sseq->chanshown);
+
+       return ibuf;
+}
+
+static void sequencer_check_scopes(SequencerScopes *scopes, ImBuf *ibuf)
+{
+       if (scopes->reference_ibuf != ibuf) {
+               if (scopes->zebra_ibuf) {
+                       IMB_freeImBuf(scopes->zebra_ibuf);
+                       scopes->zebra_ibuf = NULL;
+               }
+
+               if (scopes->waveform_ibuf) {
+                       IMB_freeImBuf(scopes->waveform_ibuf);
+                       scopes->waveform_ibuf = NULL;
+               }
+
+               if (scopes->sep_waveform_ibuf) {
+                       IMB_freeImBuf(scopes->sep_waveform_ibuf);
+                       scopes->sep_waveform_ibuf = NULL;
+               }
+
+               if (scopes->vector_ibuf) {
+                       IMB_freeImBuf(scopes->vector_ibuf);
+                       scopes->vector_ibuf = NULL;
+               }
+
+               if (scopes->histogram_ibuf) {
+                       IMB_freeImBuf(scopes->histogram_ibuf);
+                       scopes->histogram_ibuf = NULL;
+               }
+       }
+}
+
+static ImBuf *sequencer_make_scope(Scene *scene, ImBuf *ibuf, ImBuf *(*make_scope_cb) (ImBuf *ibuf))
+{
+       ImBuf *display_ibuf = IMB_dupImBuf(ibuf);
+       ImBuf *scope;
+
+       IMB_colormanagement_imbuf_make_display_space(display_ibuf, &scene->view_settings, &scene->display_settings);
+
+       scope = make_scope_cb(display_ibuf);
+
+       IMB_freeImBuf(display_ibuf);
+
+       return scope;
+}
+
+void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs, int draw_overlay)
+{
+       struct Main *bmain = CTX_data_main(C);
+       struct ImBuf *ibuf = NULL;
+       struct ImBuf *scope = NULL;
+       struct View2D *v2d = &ar->v2d;
+       /* int rectx, recty; */ /* UNUSED */
        float viewrectx, viewrecty;
        float render_size = 0.0;
        float proxy_size = 100.0;
+       float col[3];
        GLuint texid;
        GLuint last_texid;
-       SeqRenderData context;
+       unsigned char *display_buffer;
+       void *cache_handle = NULL;
 
        render_size = sseq->render_size;
        if (render_size == 0) {
                render_size = scene->r.size;
-       } else {
+       }
+       else {
                proxy_size = render_size;
        }
        if (render_size < 0) {
                return;
        }
 
-       viewrectx = (render_size*(float)scene->r.xsch)/100.0f;
-       viewrecty = (render_size*(float)scene->r.ysch)/100.0f;
+       viewrectx = (render_size * (float)scene->r.xsch) / 100.0f;
+       viewrecty = (render_size * (float)scene->r.ysch) / 100.0f;
 
-       rectx = viewrectx + 0.5f;
-       recty = viewrecty + 0.5f;
+       /* rectx = viewrectx + 0.5f; */ /* UNUSED */
+       /* recty = viewrecty + 0.5f; */ /* UNUSED */
 
        if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
                viewrectx *= scene->r.xasp / scene->r.yasp;
@@ -790,9 +933,9 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
                viewrecty /= proxy_size / 100.0f;
        }
 
-       if(frame_ofs == 0) {
-               /* XXX TODO: take color from theme */
-               glClearColor(0.0, 0.0, 0.0, 0.0);
+       if (!draw_overlay || sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
+               UI_GetThemeColor3fv(TH_SEQ_PREVIEW, col);
+               glClearColor(col[0], col[1], col[2], 0.0);
                glClear(GL_COLOR_BUFFER_BIT);
        }
 
@@ -803,58 +946,78 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
        UI_view2d_curRect_validate(v2d);
 
        /* only initialize the preview if a render is in progress */
-       if(G.rendering)
+       if (G.is_rendering)
                return;
 
-       context = seq_new_render_data(bmain, scene, rectx, recty, proxy_size);
-
-       if (special_seq_update)
-               ibuf= give_ibuf_seq_direct(context, cfra + frame_ofs, special_seq_update);
-       else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) {
-               ibuf= (ImBuf *)give_ibuf_seq(context, cfra + frame_ofs, sseq->chanshown);
-       else
-               ibuf= (ImBuf *)give_ibuf_seq_threaded(context, cfra + frame_ofs, sseq->chanshown);
+       ibuf = sequencer_ibuf_get(bmain, scene, sseq, cfra, frame_ofs);
        
-       if(ibuf==NULL) 
+       if (ibuf == NULL)
                return;
 
-       if(ibuf->rect==NULL && ibuf->rect_float == NULL) 
+       if (ibuf->rect == NULL && ibuf->rect_float == NULL)
                return;
-       
-       switch(sseq->mainb) {
-       case SEQ_DRAW_IMG_IMBUF:
-               if (sseq->zebra != 0) {
-                       scope = make_zebra_view_from_ibuf(ibuf, sseq->zebra);
-               }
-               break;
-       case SEQ_DRAW_IMG_WAVEFORM:
-               if ((sseq->flag & SEQ_DRAW_COLOR_SEPERATED) != 0) {
-                       scope = make_sep_waveform_view_from_ibuf(ibuf);
-               } else {
-                       scope = make_waveform_view_from_ibuf(ibuf);
+
+       if (sseq->mainb != SEQ_DRAW_IMG_IMBUF || sseq->zebra != 0) {
+               SequencerScopes *scopes = &sseq->scopes;
+
+               sequencer_check_scopes(scopes, ibuf);
+
+               switch (sseq->mainb) {
+                       case SEQ_DRAW_IMG_IMBUF:
+                               if (!scopes->zebra_ibuf) {
+                                       ImBuf *display_ibuf = IMB_dupImBuf(ibuf);
+
+                                       IMB_colormanagement_imbuf_make_display_space(display_ibuf, &scene->view_settings, &scene->display_settings);
+                                       scopes->zebra_ibuf = make_zebra_view_from_ibuf(display_ibuf, sseq->zebra);
+                                       IMB_freeImBuf(display_ibuf);
+                               }
+                               scope = scopes->zebra_ibuf;
+                               break;
+                       case SEQ_DRAW_IMG_WAVEFORM:
+                               if ((sseq->flag & SEQ_DRAW_COLOR_SEPARATED) != 0) {
+                                       if (!scopes->sep_waveform_ibuf)
+                                               scopes->sep_waveform_ibuf = sequencer_make_scope(scene, ibuf, make_sep_waveform_view_from_ibuf);
+                                       scope = scopes->sep_waveform_ibuf;
+                               }
+                               else {
+                                       if (!scopes->waveform_ibuf)
+                                               scopes->waveform_ibuf = sequencer_make_scope(scene, ibuf, make_waveform_view_from_ibuf);
+                                       scope = scopes->waveform_ibuf;
+                               }
+                               break;
+                       case SEQ_DRAW_IMG_VECTORSCOPE:
+                               if (!scopes->vector_ibuf)
+                                       scopes->vector_ibuf = sequencer_make_scope(scene, ibuf, make_vectorscope_view_from_ibuf);
+                               scope = scopes->vector_ibuf;
+                               break;
+                       case SEQ_DRAW_IMG_HISTOGRAM:
+                               if (!scopes->histogram_ibuf)
+                                       scopes->histogram_ibuf = sequencer_make_scope(scene, ibuf, make_histogram_view_from_ibuf);
+                               scope = scopes->histogram_ibuf;
+                               break;
                }
-               break;
-       case SEQ_DRAW_IMG_VECTORSCOPE:
-               scope = make_vectorscope_view_from_ibuf(ibuf);
-               break;
-       case SEQ_DRAW_IMG_HISTOGRAM:
-               scope = make_histogram_view_from_ibuf(ibuf);
-               break;
+
+               scopes->reference_ibuf = ibuf;
        }
 
        if (scope) {
                IMB_freeImBuf(ibuf);
                ibuf = scope;
-       }
 
-       if(ibuf->rect_float && ibuf->rect==NULL) {
-               IMB_rect_from_float(ibuf);      
+               if (ibuf->rect_float && ibuf->rect == NULL) {
+                       IMB_rect_from_float(ibuf);
+               }
+
+               display_buffer = (unsigned char *)ibuf->rect;
        }
-       
+       else {
+               display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
+       }
+
        /* setting up the view - actual drawing starts here */
        UI_view2d_view_ortho(v2d);
 
-       last_texid= glaGetOneInteger(GL_TEXTURE_2D);
+       last_texid = glaGetOneInteger(GL_TEXTURE_2D);
        glEnable(GL_TEXTURE_2D);
        glGenTextures(1, (GLuint *)&texid);
 
@@ -863,33 +1026,41 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, display_buffer);
        glBegin(GL_QUADS);
 
-       if(frame_ofs) {
-               rctf tot_clip;
-               tot_clip.xmin= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmin);
-               tot_clip.ymin= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymin);
-               tot_clip.xmax= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmax);
-               tot_clip.ymax= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymax);
-
-               glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmin, tot_clip.ymin);
-               glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmin, tot_clip.ymax);
-               glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmax, tot_clip.ymax);
-               glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmax, tot_clip.ymin);
+       if (draw_overlay) {
+               if (sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) {
+                       rctf tot_clip;
+                       tot_clip.xmin = v2d->tot.xmin + (ABS(BLI_RCT_SIZE_X(&v2d->tot)) * scene->ed->over_border.xmin);
+                       tot_clip.ymin = v2d->tot.ymin + (ABS(BLI_RCT_SIZE_Y(&v2d->tot)) * scene->ed->over_border.ymin);
+                       tot_clip.xmax = v2d->tot.xmin + (ABS(BLI_RCT_SIZE_X(&v2d->tot)) * scene->ed->over_border.xmax);
+                       tot_clip.ymax = v2d->tot.ymin + (ABS(BLI_RCT_SIZE_Y(&v2d->tot)) * scene->ed->over_border.ymax);
+
+                       glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmin, tot_clip.ymin);
+                       glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmin, tot_clip.ymax);
+                       glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmax, tot_clip.ymax);
+                       glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmax, tot_clip.ymin);
+               }
+               else if (sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
+                       glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
+                       glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
+                       glTexCoord2f(1.0f, 1.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
+                       glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
+               }
        }
        else {
-               glTexCoord2f(0.0f, 0.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
-               glTexCoord2f(0.0f, 1.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
-               glTexCoord2f(1.0f, 1.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
-               glTexCoord2f(1.0f, 0.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
+               glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
+               glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
+               glTexCoord2f(1.0f, 1.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
+               glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
        }
-       glEnd( );
+       glEnd();
        glBindTexture(GL_TEXTURE_2D, last_texid);
        glDisable(GL_TEXTURE_2D);
        glDeleteTextures(1, &texid);
 
-       if(sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
+       if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
 
                float x1 = v2d->tot.xmin;
                float y1 = v2d->tot.ymin;
@@ -902,23 +1073,23 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
                UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);
 
                glBegin(GL_LINE_LOOP);
-               glVertex2f(x1-0.5f, y1-0.5f);
-               glVertex2f(x1-0.5f, y2+0.5f);
-               glVertex2f(x2+0.5f, y2+0.5f);
-               glVertex2f(x2+0.5f, y1-0.5f);
+               glVertex2f(x1 - 0.5f, y1 - 0.5f);
+               glVertex2f(x1 - 0.5f, y2 + 0.5f);
+               glVertex2f(x2 + 0.5f, y2 + 0.5f);
+               glVertex2f(x2 + 0.5f, y1 - 0.5f);
                glEnd();
 
                /* safety border */
                if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
-                       float fac= 0.1;
+                       float fac = 0.1;
 
-                       float a= fac*(x2-x1);
-                       x1+= a;
-                       x2-= a;
+                       float a = fac * (x2 - x1);
+                       x1 += a;
+                       x2 -= a;
 
-                       a= fac*(y2-y1);
-                       y1+= a;
-                       y2-= a;
+                       a = fac * (y2 - y1);
+                       y1 += a;
+                       y2 -= a;
 
                        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 
@@ -933,17 +1104,46 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
        }
        
        /* draw grease-pencil (image aligned) */
-//     if (sseq->flag & SEQ_DRAW_GPENCIL)
-// XXX         draw_gpencil_2dimage(sa, ibuf);
+       draw_gpencil_2dimage(C);
 
-       IMB_freeImBuf(ibuf);
-       
-       /* draw grease-pencil (screen aligned) */
-//     if (sseq->flag & SEQ_DRAW_GPENCIL)
-// XXX         draw_gpencil_view2d(sa, 0);
+       if (!scope)
+               IMB_freeImBuf(ibuf);
        
        /* ortho at pixel level */
        UI_view2d_view_restore(C);
+       
+       /* draw grease-pencil (screen aligned) */
+       draw_gpencil_view2d(C, 0);
+
+
+
+       /* NOTE: sequencer mask editing isnt finished, the draw code is working but editing not,
+        * for now just disable drawing since the strip frame will likely be offset */
+
+       //if (sc->mode == SC_MODE_MASKEDIT) {
+       if (0 && sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
+               Mask *mask = BKE_sequencer_mask_get(scene);
+
+               if (mask) {
+                       int width, height;
+                       float aspx = 1.0f, aspy = 1.0f;
+                       // ED_mask_get_size(C, &width, &height);
+
+                       //Scene *scene = CTX_data_scene(C);
+                       width = (scene->r.size * scene->r.xsch) / 100;
+                       height = (scene->r.size * scene->r.ysch) / 100;
+
+                       ED_mask_draw_region(mask, ar,
+                                           0, 0,  /* TODO */
+                                           width, height,
+                                           aspx, aspy,
+                                           FALSE, TRUE,
+                                           NULL, C);
+               }
+       }
+
+       if (cache_handle)
+               IMB_display_buffer_release(cache_handle);
 }
 
 #if 0
@@ -954,20 +1154,21 @@ void drawprefetchseqspace(Scene *scene, ARegion *UNUSED(ar), SpaceSeq *sseq)
        int proxy_size = 100.0; 
        if (render_size == 0) {
                render_size = scene->r.size;
-       } else {
+       }
+       else {
                proxy_size = render_size;
        }
        if (render_size < 0) {
                return;
        }
 
-       rectx= (render_size*scene->r.xsch)/100;
-       recty= (render_size*scene->r.ysch)/100;
+       rectx = (render_size * scene->r.xsch) / 100;
+       recty = (render_size * scene->r.ysch) / 100;
 
-       if(sseq->mainb != SEQ_DRAW_SEQUENCE) {
+       if (sseq->mainb != SEQ_DRAW_SEQUENCE) {
                give_ibuf_prefetch_request(
-                       rectx, recty, (scene->r.cfra), sseq->chanshown,
-                       proxy_size);
+                   rectx, recty, (scene->r.cfra), sseq->chanshown,
+                   proxy_size);
        }
 }
 #endif
@@ -977,65 +1178,65 @@ static void draw_seq_backdrop(View2D *v2d)
 {
        int i;
        
-       /* darker grey overlay over the view backdrop */
+       /* darker gray overlay over the view backdrop */
        UI_ThemeColorShade(TH_BACK, -20);
        glRectf(v2d->cur.xmin,  -1.0,  v2d->cur.xmax,  1.0);
 
        /* Alternating horizontal stripes */
-       i= MAX2(1, ((int)v2d->cur.ymin)-1);
+       i = maxi(1, ((int)v2d->cur.ymin) - 1);
 
        glBegin(GL_QUADS);
-               while (i<v2d->cur.ymax) {
-                       if (((int)i) & 1)
-                               UI_ThemeColorShade(TH_BACK, -15);
-                       else
-                               UI_ThemeColorShade(TH_BACK, -25);
-                       
-                       glVertex2f(v2d->cur.xmax, i);
-                       glVertex2f(v2d->cur.xmin, i);
-                       glVertex2f(v2d->cur.xmin, i+1);
-                       glVertex2f(v2d->cur.xmax, i+1);
+       while (i < v2d->cur.ymax) {
+               if (((int)i) & 1)
+                       UI_ThemeColorShade(TH_BACK, -15);
+               else
+                       UI_ThemeColorShade(TH_BACK, -25);
                        
-                       i+=1.0;
-               }
+               glVertex2f(v2d->cur.xmax, i);
+               glVertex2f(v2d->cur.xmin, i);
+               glVertex2f(v2d->cur.xmin, i + 1);
+               glVertex2f(v2d->cur.xmax, i + 1);
+
+               i += 1.0;
+       }
        glEnd();
        
        /* Darker lines separating the horizontal bands */
-       i= MAX2(1, ((int)v2d->cur.ymin)-1);
+       i = maxi(1, ((int)v2d->cur.ymin) - 1);
        UI_ThemeColor(TH_GRID);
        
        glBegin(GL_LINES);
-               while (i < v2d->cur.ymax) {
-                       glVertex2f(v2d->cur.xmax, i);
-                       glVertex2f(v2d->cur.xmin, i);
+       while (i < v2d->cur.ymax) {
+               glVertex2f(v2d->cur.xmax, i);
+               glVertex2f(v2d->cur.xmin, i);
                        
-                       i+=1.0;
-               }
+               i += 1.0;
+       }
        glEnd();
 }
 
 /* draw the contents of the sequencer strips view */
 static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
 {
-       Scene *scene= CTX_data_scene(C);
-       View2D *v2d= &ar->v2d;
-       Sequence *last_seq = seq_active_get(scene);
+       Scene *scene = CTX_data_scene(C);
+       View2D *v2d = &ar->v2d;
+       Sequence *last_seq = BKE_sequencer_active_get(scene);
        int sel = 0, j;
-       float pixelx = (v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin);
+       float pixelx = BLI_RCT_SIZE_X(&v2d->cur) / BLI_RCT_SIZE_X(&v2d->mask);
        
        /* loop through twice, first unselected, then selected */
-       for (j=0; j<2; j++) {
+       for (j = 0; j < 2; j++) {
                Sequence *seq;
-               int outline_tint= (j) ? -60 : -150; /* highlighting around strip edges indicating selection */
+               int outline_tint = (j) ? -60 : -150; /* highlighting around strip edges indicating selection */
                
                /* loop through strips, checking for those that are visible */
-               for (seq= ed->seqbasep->first; seq; seq= seq->next) {
+               for (seq = ed->seqbasep->first; seq; seq = seq->next) {
                        /* boundbox and selection tests for NOT drawing the strip... */
                        if ((seq->flag & SELECT) != sel) continue;
                        else if (seq == last_seq) continue;
                        else if (MIN2(seq->startdisp, seq->start) > v2d->cur.xmax) continue;
-                       else if (MAX2(seq->enddisp, seq->start+seq->len) < v2d->cur.xmin) continue;
-                       else if (seq->machine+1.0f < v2d->cur.ymin) continue;
+                       else if (MAX2(seq->enddisp, seq->start + seq->len) < v2d->cur.xmin) continue;
+                       else if (seq->machine + 1.0f < v2d->cur.ymin) continue;
                        else if (seq->machine > v2d->cur.ymax) continue;
                        
                        /* strip passed all tests unscathed... so draw it now */
@@ -1043,7 +1244,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
                }
                
                /* draw selected next time round */
-               sel= SELECT; 
+               sel = SELECT;
        }
        
        /* draw the last selected last (i.e. 'active' in other parts of Blender), removes some overlapping error */
@@ -1078,18 +1279,18 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
 /* Draw Timeline/Strip Editor Mode for Sequencer */
 void draw_timeline_seq(const bContext *C, ARegion *ar)
 {
-       Scene *scene= CTX_data_scene(C);
-       Editing *ed= seq_give_editing(scene, FALSE);
-       SpaceSeq *sseq= CTX_wm_space_seq(C);
-       View2D *v2d= &ar->v2d;
+       Scene *scene = CTX_data_scene(C);
+       Editing *ed = BKE_sequencer_editing_get(scene, FALSE);
+       SpaceSeq *sseq = CTX_wm_space_seq(C);
+       View2D *v2d = &ar->v2d;
        View2DScrollers *scrollers;
-       short unit=0, flag=0;
+       short unit = 0, flag = 0;
        float col[3];
        
        /* clear and setup matrix */
        UI_GetThemeColor3fv(TH_BACK, col);
        if (ed && ed->metastack.first) 
-               glClearColor(col[0], col[1], col[2]-0.1f, 0.0f);
+               glClearColor(col[0], col[1], col[2] - 0.1f, 0.0f);
        else 
                glClearColor(col[0], col[1], col[2], 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
@@ -1110,7 +1311,7 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
        // NOTE: the gridlines are currently spaced every 25 frames, which is only fine for 25 fps, but maybe not for 30...
        UI_view2d_constant_grid_draw(v2d);
        
-       seq_draw_sfra_efra(scene, v2d); 
+       seq_draw_sfra_efra(scene, v2d);
 
        /* sequence strips (if there is data available to be drawn) */
        if (ed) {
@@ -1123,8 +1324,8 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
        
        /* current frame */
        UI_view2d_view_ortho(v2d);
-       if ((sseq->flag & SEQ_DRAWFRAMES)==0)   flag |= DRAWCFRA_UNIT_SECONDS;
-       if ((sseq->flag & SEQ_NO_DRAW_CFRANUM)==0)  flag |= DRAWCFRA_SHOW_NUMBOX;
+       if ((sseq->flag & SEQ_DRAWFRAMES) == 0)      flag |= DRAWCFRA_UNIT_SECONDS;
+       if ((sseq->flag & SEQ_NO_DRAW_CFRANUM) == 0) flag |= DRAWCFRA_SHOW_NUMBOX;
        ANIM_draw_cfra(C, v2d, flag);
        
        /* markers */
@@ -1136,14 +1337,14 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
        ANIM_draw_previewrange(C, v2d);
 
        /* overlap playhead */
-       if(scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
-               int cfra_over= (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs;
+       if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
+               int cfra_over = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs;
                glColor3f(0.2, 0.2, 0.2);
                // glRectf(cfra_over, v2d->cur.ymin, scene->ed->over_ofs + scene->r.cfra + 1, v2d->cur.ymax);
 
                glBegin(GL_LINES);
-                       glVertex2f(cfra_over, v2d->cur.ymin);
-                       glVertex2f(cfra_over, v2d->cur.ymax);
+               glVertex2f(cfra_over, v2d->cur.ymin);
+               glVertex2f(cfra_over, v2d->cur.ymax);
                glEnd();
 
        }
@@ -1152,8 +1353,8 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
        UI_view2d_view_restore(C);
 
        /* scrollers */
-       unit= (sseq->flag & SEQ_DRAWFRAMES)? V2D_UNIT_FRAMES : V2D_UNIT_SECONDSSEQ;
-       scrollers= UI_view2d_scrollers_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP);
+       unit = (sseq->flag & SEQ_DRAWFRAMES) ? V2D_UNIT_FRAMES : V2D_UNIT_SECONDSSEQ;
+       scrollers = UI_view2d_scrollers_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP);
        UI_view2d_scrollers_draw(C, v2d, scrollers);
        UI_view2d_scrollers_free(scrollers);
 }