forked from bartvdbraak/blender
Cleanup: spelling, correct reference to 'Mesh.mcol'
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@ -435,7 +435,7 @@ extern GHOST_TSuccess GHOST_SetCursorGrab(GHOST_WindowHandle windowhandle,
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***************************************************************************************/
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/**
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* Returns the state of a modifier key (ouside the message queue).
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* Returns the state of a modifier key (outside the message queue).
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* \param systemhandle The handle to the system
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* \param mask The modifier key state to retrieve.
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* \param isDown Pointer to return modifier state in.
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@ -446,7 +446,7 @@ extern GHOST_TSuccess GHOST_GetModifierKeyState(GHOST_SystemHandle systemhandle,
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int *isDown);
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/**
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* Returns the state of a mouse button (ouside the message queue).
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* Returns the state of a mouse button (outside the message queue).
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* \param systemhandle The handle to the system
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* \param mask The button state to retrieve.
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* \param isDown Pointer to return button state in.
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@ -382,7 +382,7 @@ class GHOST_ISystem {
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***************************************************************************************/
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/**
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* Returns the state of a modifier key (ouside the message queue).
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* Returns the state of a modifier key (outside the message queue).
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* \param mask The modifier key state to retrieve.
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* \param isDown The state of a modifier key (true == pressed).
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* \return Indication of success.
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@ -390,7 +390,7 @@ class GHOST_ISystem {
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virtual GHOST_TSuccess getModifierKeyState(GHOST_TModifierKeyMask mask, bool &isDown) const = 0;
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/**
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* Returns the state of a mouse button (ouside the message queue).
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* Returns the state of a mouse button (outside the message queue).
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* \param mask The button state to retrieve.
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* \param isDown Button state.
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* \return Indication of success.
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@ -219,7 +219,7 @@ class GHOST_System : public GHOST_ISystem {
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***************************************************************************************/
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/**
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* Returns the state of a modifier key (ouside the message queue).
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* Returns the state of a modifier key (outside the message queue).
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* \param mask The modifier key state to retrieve.
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* \param isDown The state of a modifier key (true == pressed).
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* \return Indication of success.
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@ -227,7 +227,7 @@ class GHOST_System : public GHOST_ISystem {
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GHOST_TSuccess getModifierKeyState(GHOST_TModifierKeyMask mask, bool &isDown) const;
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/**
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* Returns the state of a mouse button (ouside the message queue).
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* Returns the state of a mouse button (outside the message queue).
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* \param mask The button state to retrieve.
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* \param isDown Button state.
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* \return Indication of success.
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@ -247,8 +247,8 @@ class GHOST_System : public GHOST_ISystem {
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***************************************************************************************/
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/**
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* Sets 3D mouse deadzone
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* \param deadzone: Deadzone of the 3D mouse (both for rotation and pan) relative to full range
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* Sets 3D mouse dead-zone
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* \param deadzone: Dead-zone of the 3D mouse (both for rotation and pan) relative to full range.
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*/
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void setNDOFDeadZone(float deadzone);
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#endif
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@ -295,7 +295,7 @@ class GHOST_System : public GHOST_ISystem {
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virtual GHOST_TSuccess getModifierKeys(GHOST_ModifierKeys &keys) const = 0;
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/**
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* Returns the state of the mouse buttons (ouside the message queue).
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* Returns the state of the mouse buttons (outside the message queue).
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* \param buttons The state of the buttons.
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* \return Indication of success.
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*/
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@ -198,7 +198,7 @@ class GHOST_SystemCocoa : public GHOST_System {
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GHOST_TSuccess getModifierKeys(GHOST_ModifierKeys &keys) const;
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/**
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* Returns the state of the mouse buttons (ouside the message queue).
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* Returns the state of the mouse buttons (outside the message queue).
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* \param buttons The state of the buttons.
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* \return Indication of success.
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*/
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@ -212,7 +212,7 @@ class GHOST_SystemWin32 : public GHOST_System {
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GHOST_TSuccess getModifierKeys(GHOST_ModifierKeys &keys) const;
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/**
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* Returns the state of the mouse buttons (ouside the message queue).
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* Returns the state of the mouse buttons (outside the message queue).
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* \param buttons The state of the buttons.
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* \return Indication of success.
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*/
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@ -182,7 +182,7 @@ class GHOST_SystemX11 : public GHOST_System {
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GHOST_TSuccess getModifierKeys(GHOST_ModifierKeys &keys) const;
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/**
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* Returns the state of the mouse buttons (ouside the message queue).
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* Returns the state of the mouse buttons (outside the message queue).
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* \param buttons The state of the buttons.
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* \return Indication of success.
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*/
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@ -211,7 +211,7 @@ class GHOST_SystemX11 : public GHOST_System {
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}
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#endif
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/* Helped function for get data from the clipboard. */
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/** Helped function for get data from the clipboard. */
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void getClipboard_xcout(const XEvent *evt,
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Atom sel,
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Atom target,
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@ -337,7 +337,7 @@ class GHOST_SystemX11 : public GHOST_System {
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private:
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Display *m_display;
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/* Use for scancode lookups. */
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/** Use for scan-code look-ups. */
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XkbDescRec *m_xkb_descr;
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#if defined(WITH_X11_XINPUT) && defined(X_HAVE_UTF8_STRING)
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@ -349,20 +349,22 @@ class GHOST_SystemX11 : public GHOST_System {
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std::vector<GHOST_TabletX11> m_xtablets;
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#endif
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/// The vector of windows that need to be updated.
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/** The vector of windows that need to be updated. */
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std::vector<GHOST_WindowX11 *> m_dirty_windows;
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/// Start time at initialization.
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/** Start time at initialization. */
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GHOST_TUns64 m_start_time;
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/// A vector of keyboard key masks
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/** A vector of keyboard key masks. */
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char m_keyboard_vector[32];
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/* to prevent multiple warp, we store the time of the last warp event
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* and stop accumulating all events generated before that */
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/**
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* To prevent multiple warp, we store the time of the last warp event
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* and stop accumulating all events generated before that.
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*/
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Time m_last_warp;
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/* detect autorepeat glitch */
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/* Detect auto-repeat glitch. */
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unsigned int m_last_release_keycode;
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Time m_last_release_time;
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@ -234,17 +234,17 @@ typedef struct PanelType {
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/** Reorder function, called when drag and drop finishes. */
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void (*reorder)(struct bContext *C, struct Panel *pa, int new_index);
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/**
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* Get the panel and subpanel's expansion state from the expansion flag in the corresponding data
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* item. Called on draw updates.
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* \note Subpanels are indexed in depth first order, the visualorder you would see if all panels
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* were expanded.
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* Get the panel and sub-panel's expansion state from the expansion flag in the corresponding
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* data item. Called on draw updates.
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* \note Sub-panels are indexed in depth first order,
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* the visual order you would see if all panels were expanded.
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*/
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short (*get_list_data_expand_flag)(const struct bContext *C, struct Panel *pa);
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/**
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* Set the expansion bitfield from the closed / open state of this panel and its subpanels.
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* Set the expansion bit-field from the closed / open state of this panel and its sub-panels.
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* Called when the expansion state of the panel changes with user input.
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* \note Subpanels are indexed in depth first order, the visual order you would see if all panels
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* were expanded.
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* \note Sub-panels are indexed in depth first order,
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* the visual order you would see if all panels were expanded.
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*/
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void (*set_list_data_expand_flag)(const struct bContext *C, struct Panel *pa, short expand_flag);
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@ -2072,7 +2072,7 @@ void ED_object_single_users(Main *bmain,
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/* Duplicating obdata and other IDs may require another update of the collections and objects
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* pointers, especially regarding drivers and custom props, see T66641.
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* Note that this whole scene duplication code and 'make single user' functions have te be
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* Note that this whole scene duplication code and 'make single user' functions have to be
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* rewritten at some point to make use of proper modern ID management code,
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* but that is no small task.
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* For now we are doomed to that kind of band-aid to try to cover most of remapping cases. */
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@ -2694,19 +2694,19 @@ void PAINT_OT_vertex_paint_toggle(wmOperatorType *ot)
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/* Implementation notes:
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*
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* Operator->invoke()
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* - validate context (add mcol)
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* - create customdata storage
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* - call paint once (mouse click)
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* - add modal handler
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* - Validate context (add #Mesh.mloopcol).
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* - Create custom-data storage.
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* - Call paint once (mouse click).
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* - Add modal handler.
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*
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* Operator->modal()
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* - for every mousemove, apply vertex paint
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* - exit on mouse release, free customdata
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* - For every mouse-move, apply vertex paint.
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* - Exit on mouse release, free custom-data.
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* (return OPERATOR_FINISHED also removes handler and operator)
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*
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* For future:
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* - implement a stroke event (or mousemove with past positions)
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* - revise whether op->customdata should be added in object, in set_vpaint
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* - implement a stroke event (or mouse-move with past positions).
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* - revise whether op->customdata should be added in object, in set_vpaint.
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*/
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struct VPaintData {
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@ -2718,8 +2718,10 @@ struct VPaintData {
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struct VertProjHandle *vp_handle;
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struct CoNo *vertexcosnos;
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/* modify 'me->mcol' directly, since the derived mesh is drawing from this
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* array, otherwise we need to refresh the modifier stack */
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/**
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* Modify #Mesh.mloopcol directly, since the derived mesh is drawing from this
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* array, otherwise we need to refresh the modifier stack.
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*/
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bool use_fast_update;
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/* loops tagged as having been painted, to apply shared vertex color
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@ -418,7 +418,7 @@ void fsmenu_insert_entry(struct FSMenu *fsmenu,
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else {
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/* if we're bookmarking this, file should come
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* before the last separator, only automatically added
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* current dir go after the last sep. */
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* current dir go after the last separator. */
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if (flag & FS_INSERT_SAVE) {
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break;
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}
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