The drawing code extracts style information from some "virtual" widgets, which serve as logical placeholder for the actual nested structure of tracks. For sake of demonstration, I used rather obvious colours and also all kinds of margin and padding; a screenshot was added with annotations to indicate where some specific style settings are utilised from the drawing code |
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| .. | ||
| adviceBindingIndex1.png | ||
| AllocationCluster.png | ||
| builder-primitives1.png | ||
| builder-primitives2.png | ||
| builder-primitives3.png | ||
| builder-primitives4.png | ||
| Fixture1.png | ||
| framePositions1.png | ||
| framePositions2.png | ||
| high-level1.png | ||
| high-level2.png | ||
| high-level3.png | ||
| Lumi.Architecture-1.png | ||
| LumiLogo-small.png | ||
| LumiLogo.png | ||
| old.LumiLogo.png | ||
| playerArch1.png | ||
| Proc.builder1.png | ||
| scopeStructure1.png | ||
| SegmentationSteps1.png | ||
| sessionFacade1.png | ||
| StaveBracket.png | ||
| TimelineCSS.png | ||
| TrackHeadNesting.png | ||
| UI-TimelineLayout-1.png | ||
| UI-TimelineTrackProfile-1.png | ||