forked from bartvdbraak/blender
Code cleanup: de-duplicate flag check in ED_object_toggle_modes
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parent
52a71c9db3
commit
24c7adde0f
@ -1669,24 +1669,12 @@ void OBJECT_OT_mode_set(wmOperatorType *ot)
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void ED_object_toggle_modes(bContext *C, int mode)
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{
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/* Couldn't we use object_mode_op_string() here?
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* Also, if several bits are set in mode, several toggle ops will be called, is this expected?
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* If so, would be nice to explain why. ;) --mont29
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*/
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if (mode & OB_MODE_SCULPT)
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WM_operator_name_call(C, "SCULPT_OT_sculptmode_toggle", WM_OP_EXEC_REGION_WIN, NULL);
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if (mode & OB_MODE_VERTEX_PAINT)
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WM_operator_name_call(C, "PAINT_OT_vertex_paint_toggle", WM_OP_EXEC_REGION_WIN, NULL);
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if (mode & OB_MODE_WEIGHT_PAINT)
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WM_operator_name_call(C, "PAINT_OT_weight_paint_toggle", WM_OP_EXEC_REGION_WIN, NULL);
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if (mode & OB_MODE_TEXTURE_PAINT)
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WM_operator_name_call(C, "PAINT_OT_texture_paint_toggle", WM_OP_EXEC_REGION_WIN, NULL);
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if (mode & OB_MODE_PARTICLE_EDIT)
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WM_operator_name_call(C, "PARTICLE_OT_particle_edit_toggle", WM_OP_EXEC_REGION_WIN, NULL);
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if (mode & OB_MODE_POSE)
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WM_operator_name_call(C, "OBJECT_OT_posemode_toggle", WM_OP_EXEC_REGION_WIN, NULL);
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if (mode & OB_MODE_EDIT)
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WM_operator_name_call(C, "OBJECT_OT_editmode_toggle", WM_OP_EXEC_REGION_WIN, NULL);
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if (mode != OB_MODE_OBJECT) {
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const char *opstring = object_mode_op_string(mode);
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if (opstring) {
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WM_operator_name_call(C, opstring, WM_OP_EXEC_REGION_WIN, NULL);
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}
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}
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}
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/************************ Game Properties ***********************/
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