diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-03-08 01:29:17 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-03-08 01:50:00 +0300 |
commit | 8f817de0cbef41dac81e6c7665ada509c3fe2988 (patch) | |
tree | 0802c3287116ce0bf600adc4bed8cba31cfc97b1 /source/blender/blenkernel/intern/anim_sys.c | |
parent | e68ac2827dd4f8ad346011a8a408b342e2718707 (diff) |
Cleanup: use plural names for Main lists
Convention was not to but after discussion on 918941483f7e we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
Diffstat (limited to 'source/blender/blenkernel/intern/anim_sys.c')
-rw-r--r-- | source/blender/blenkernel/intern/anim_sys.c | 132 |
1 files changed, 66 insertions, 66 deletions
diff --git a/source/blender/blenkernel/intern/anim_sys.c b/source/blender/blenkernel/intern/anim_sys.c index 7c1c26948b4..33f19caf1cc 100644 --- a/source/blender/blenkernel/intern/anim_sys.c +++ b/source/blender/blenkernel/intern/anim_sys.c @@ -1135,70 +1135,70 @@ void BKE_animdata_main_cb(Main *bmain, ID_AnimData_Edit_Callback func, void *use } (void)0 /* nodes */ - ANIMDATA_IDS_CB(bmain->nodetree.first); + ANIMDATA_IDS_CB(bmain->nodetrees.first); /* textures */ - ANIMDATA_NODETREE_IDS_CB(bmain->tex.first, Tex); + ANIMDATA_NODETREE_IDS_CB(bmain->textures.first, Tex); /* lights */ - ANIMDATA_NODETREE_IDS_CB(bmain->light.first, Light); + ANIMDATA_NODETREE_IDS_CB(bmain->lights.first, Light); /* materials */ - ANIMDATA_NODETREE_IDS_CB(bmain->mat.first, Material); + ANIMDATA_NODETREE_IDS_CB(bmain->materials.first, Material); /* cameras */ - ANIMDATA_IDS_CB(bmain->camera.first); + ANIMDATA_IDS_CB(bmain->cameras.first); /* shapekeys */ - ANIMDATA_IDS_CB(bmain->key.first); + ANIMDATA_IDS_CB(bmain->shapekeys.first); /* metaballs */ - ANIMDATA_IDS_CB(bmain->mball.first); + ANIMDATA_IDS_CB(bmain->metaballs.first); /* curves */ - ANIMDATA_IDS_CB(bmain->curve.first); + ANIMDATA_IDS_CB(bmain->curves.first); /* armatures */ - ANIMDATA_IDS_CB(bmain->armature.first); + ANIMDATA_IDS_CB(bmain->armatures.first); /* lattices */ - ANIMDATA_IDS_CB(bmain->lattice.first); + ANIMDATA_IDS_CB(bmain->lattices.first); /* meshes */ - ANIMDATA_IDS_CB(bmain->mesh.first); + ANIMDATA_IDS_CB(bmain->meshes.first); /* particles */ - ANIMDATA_IDS_CB(bmain->particle.first); + ANIMDATA_IDS_CB(bmain->particles.first); /* speakers */ - ANIMDATA_IDS_CB(bmain->speaker.first); + ANIMDATA_IDS_CB(bmain->speakers.first); /* movie clips */ - ANIMDATA_IDS_CB(bmain->movieclip.first); + ANIMDATA_IDS_CB(bmain->movieclips.first); /* objects */ - ANIMDATA_IDS_CB(bmain->object.first); + ANIMDATA_IDS_CB(bmain->objects.first); /* masks */ - ANIMDATA_IDS_CB(bmain->mask.first); + ANIMDATA_IDS_CB(bmain->masks.first); /* worlds */ - ANIMDATA_NODETREE_IDS_CB(bmain->world.first, World); + ANIMDATA_NODETREE_IDS_CB(bmain->worlds.first, World); /* scenes */ - ANIMDATA_NODETREE_IDS_CB(bmain->scene.first, Scene); + ANIMDATA_NODETREE_IDS_CB(bmain->scenes.first, Scene); /* line styles */ - ANIMDATA_IDS_CB(bmain->linestyle.first); + ANIMDATA_IDS_CB(bmain->linestyles.first); /* grease pencil */ - ANIMDATA_IDS_CB(bmain->gpencil.first); + ANIMDATA_IDS_CB(bmain->gpencils.first); /* palettes */ - ANIMDATA_IDS_CB(bmain->palette.first); + ANIMDATA_IDS_CB(bmain->palettes.first); /* cache files */ - ANIMDATA_IDS_CB(bmain->cachefile.first); + ANIMDATA_IDS_CB(bmain->cachefiles.first); } /* Fix all RNA-Paths throughout the database (directly access the Global.main version) @@ -1234,67 +1234,67 @@ void BKE_animdata_fix_paths_rename_all(ID *ref_id, const char *prefix, const cha } (void)0 /* nodes */ - RENAMEFIX_ANIM_IDS(bmain->nodetree.first); + RENAMEFIX_ANIM_IDS(bmain->nodetrees.first); /* textures */ - RENAMEFIX_ANIM_NODETREE_IDS(bmain->tex.first, Tex); + RENAMEFIX_ANIM_NODETREE_IDS(bmain->textures.first, Tex); /* lights */ - RENAMEFIX_ANIM_NODETREE_IDS(bmain->light.first, Light); + RENAMEFIX_ANIM_NODETREE_IDS(bmain->lights.first, Light); /* materials */ - RENAMEFIX_ANIM_NODETREE_IDS(bmain->mat.first, Material); + RENAMEFIX_ANIM_NODETREE_IDS(bmain->materials.first, Material); /* cameras */ - RENAMEFIX_ANIM_IDS(bmain->camera.first); + RENAMEFIX_ANIM_IDS(bmain->cameras.first); /* shapekeys */ - RENAMEFIX_ANIM_IDS(bmain->key.first); + RENAMEFIX_ANIM_IDS(bmain->shapekeys.first); /* metaballs */ - RENAMEFIX_ANIM_IDS(bmain->mball.first); + RENAMEFIX_ANIM_IDS(bmain->metaballs.first); /* curves */ - RENAMEFIX_ANIM_IDS(bmain->curve.first); + RENAMEFIX_ANIM_IDS(bmain->curves.first); /* armatures */ - RENAMEFIX_ANIM_IDS(bmain->armature.first); + RENAMEFIX_ANIM_IDS(bmain->armatures.first); /* lattices */ - RENAMEFIX_ANIM_IDS(bmain->lattice.first); + RENAMEFIX_ANIM_IDS(bmain->lattices.first); /* meshes */ - RENAMEFIX_ANIM_IDS(bmain->mesh.first); + RENAMEFIX_ANIM_IDS(bmain->meshes.first); /* particles */ - RENAMEFIX_ANIM_IDS(bmain->particle.first); + RENAMEFIX_ANIM_IDS(bmain->particles.first); /* speakers */ - RENAMEFIX_ANIM_IDS(bmain->speaker.first); + RENAMEFIX_ANIM_IDS(bmain->speakers.first); /* movie clips */ - RENAMEFIX_ANIM_IDS(bmain->movieclip.first); + RENAMEFIX_ANIM_IDS(bmain->movieclips.first); /* objects */ - RENAMEFIX_ANIM_IDS(bmain->object.first); + RENAMEFIX_ANIM_IDS(bmain->objects.first); /* masks */ - RENAMEFIX_ANIM_IDS(bmain->mask.first); + RENAMEFIX_ANIM_IDS(bmain->masks.first); /* worlds */ - RENAMEFIX_ANIM_NODETREE_IDS(bmain->world.first, World); + RENAMEFIX_ANIM_NODETREE_IDS(bmain->worlds.first, World); /* linestyles */ - RENAMEFIX_ANIM_IDS(bmain->linestyle.first); + RENAMEFIX_ANIM_IDS(bmain->linestyles.first); /* grease pencil */ - RENAMEFIX_ANIM_IDS(bmain->gpencil.first); + RENAMEFIX_ANIM_IDS(bmain->gpencils.first); /* cache files */ - RENAMEFIX_ANIM_IDS(bmain->cachefile.first); + RENAMEFIX_ANIM_IDS(bmain->cachefiles.first); /* scenes */ - RENAMEFIX_ANIM_NODETREE_IDS(bmain->scene.first, Scene); + RENAMEFIX_ANIM_NODETREE_IDS(bmain->scenes.first, Scene); } /* *********************************** */ @@ -3608,7 +3608,7 @@ void BKE_animsys_evaluate_all_animation(Main *main, Depsgraph *depsgraph, Scene * however, if there are some curves, we will need to make sure that their 'ctime' property gets * set correctly, so this optimization must be skipped in that case... */ - if (BLI_listbase_is_empty(&main->action) && BLI_listbase_is_empty(&main->curve)) { + if (BLI_listbase_is_empty(&main->actions) && BLI_listbase_is_empty(&main->curves)) { if (G.debug & G_DEBUG) printf("\tNo Actions, so no animation needs to be evaluated...\n"); @@ -3616,74 +3616,74 @@ void BKE_animsys_evaluate_all_animation(Main *main, Depsgraph *depsgraph, Scene } /* nodes */ - EVAL_ANIM_IDS(main->nodetree.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->nodetrees.first, ADT_RECALC_ANIM); /* textures */ - EVAL_ANIM_NODETREE_IDS(main->tex.first, Tex, ADT_RECALC_ANIM); + EVAL_ANIM_NODETREE_IDS(main->textures.first, Tex, ADT_RECALC_ANIM); /* lights */ - EVAL_ANIM_NODETREE_IDS(main->light.first, Light, ADT_RECALC_ANIM); + EVAL_ANIM_NODETREE_IDS(main->lights.first, Light, ADT_RECALC_ANIM); /* materials */ - EVAL_ANIM_NODETREE_IDS(main->mat.first, Material, ADT_RECALC_ANIM); + EVAL_ANIM_NODETREE_IDS(main->materials.first, Material, ADT_RECALC_ANIM); /* cameras */ - EVAL_ANIM_IDS(main->camera.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->cameras.first, ADT_RECALC_ANIM); /* shapekeys */ - EVAL_ANIM_IDS(main->key.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->shapekeys.first, ADT_RECALC_ANIM); /* metaballs */ - EVAL_ANIM_IDS(main->mball.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->metaballs.first, ADT_RECALC_ANIM); /* curves */ - EVAL_ANIM_IDS(main->curve.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->curves.first, ADT_RECALC_ANIM); /* armatures */ - EVAL_ANIM_IDS(main->armature.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->armatures.first, ADT_RECALC_ANIM); /* lattices */ - EVAL_ANIM_IDS(main->lattice.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->lattices.first, ADT_RECALC_ANIM); /* meshes */ - EVAL_ANIM_IDS(main->mesh.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->meshes.first, ADT_RECALC_ANIM); /* particles */ - EVAL_ANIM_IDS(main->particle.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->particles.first, ADT_RECALC_ANIM); /* speakers */ - EVAL_ANIM_IDS(main->speaker.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->speakers.first, ADT_RECALC_ANIM); /* movie clips */ - EVAL_ANIM_IDS(main->movieclip.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->movieclips.first, ADT_RECALC_ANIM); /* linestyles */ - EVAL_ANIM_IDS(main->linestyle.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->linestyles.first, ADT_RECALC_ANIM); /* grease pencil */ - EVAL_ANIM_IDS(main->gpencil.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->gpencils.first, ADT_RECALC_ANIM); /* palettes */ - EVAL_ANIM_IDS(main->palette.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->palettes.first, ADT_RECALC_ANIM); /* cache files */ - EVAL_ANIM_IDS(main->cachefile.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->cachefiles.first, ADT_RECALC_ANIM); /* objects */ /* ADT_RECALC_ANIM doesn't need to be supplied here, since object AnimData gets * this tagged by Depsgraph on framechange. This optimization means that objects * linked from other (not-visible) scenes will not need their data calculated. */ - EVAL_ANIM_IDS(main->object.first, 0); + EVAL_ANIM_IDS(main->objects.first, 0); /* masks */ - EVAL_ANIM_IDS(main->mask.first, ADT_RECALC_ANIM); + EVAL_ANIM_IDS(main->masks.first, ADT_RECALC_ANIM); /* worlds */ - EVAL_ANIM_NODETREE_IDS(main->world.first, World, ADT_RECALC_ANIM); + EVAL_ANIM_NODETREE_IDS(main->worlds.first, World, ADT_RECALC_ANIM); /* scenes */ - EVAL_ANIM_NODETREE_IDS(main->scene.first, Scene, ADT_RECALC_ANIM); + EVAL_ANIM_NODETREE_IDS(main->scenes.first, Scene, ADT_RECALC_ANIM); } /* ***************************************** */ |