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authorCampbell Barton <ideasman42@gmail.com>2019-03-08 01:29:17 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-08 01:50:00 +0300
commit8f817de0cbef41dac81e6c7665ada509c3fe2988 (patch)
tree0802c3287116ce0bf600adc4bed8cba31cfc97b1 /source/blender/blenkernel/intern/anim_sys.c
parente68ac2827dd4f8ad346011a8a408b342e2718707 (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.c132
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);
}
/* ***************************************** */