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authorCampbell Barton <ideasman42@gmail.com>2018-07-15 00:49:00 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-07-15 00:49:00 +0300
commit5ebebcfbfff4c218ab4101ee7f6a66617ee9b01f (patch)
tree86f319a9291847c2608bfd0b89bae3d504e378cf /source/blender/draw/intern/draw_view.c
parentcd1600413246a62156441f6e7910489b19ae5a28 (diff)
WM: rename manipulator to gizmo internally
Diffstat (limited to 'source/blender/draw/intern/draw_view.c')
-rw-r--r--source/blender/draw/intern/draw_view.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 59ae8a918f9..75a7d567d5c 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -739,30 +739,30 @@ void DRW_draw_cursor(void)
}
}
-/* **************************** 3D Manipulator ******************************** */
+/* **************************** 3D Gizmo ******************************** */
-void DRW_draw_manipulator_3d(void)
+void DRW_draw_gizmo_3d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *ar = draw_ctx->ar;
- /* draw depth culled manipulators - manipulators need to be updated *after* view matrix was set up */
- /* TODO depth culling manipulators is not yet supported, just drawing _3D here, should
+ /* draw depth culled gizmos - gizmos need to be updated *after* view matrix was set up */
+ /* TODO depth culling gizmos is not yet supported, just drawing _3D here, should
* later become _IN_SCENE (and draw _3D separate) */
- WM_manipulatormap_draw(
- ar->manipulator_map, draw_ctx->evil_C,
- WM_MANIPULATORMAP_DRAWSTEP_3D);
+ WM_gizmomap_draw(
+ ar->gizmo_map, draw_ctx->evil_C,
+ WM_GIZMOMAP_DRAWSTEP_3D);
}
-void DRW_draw_manipulator_2d(void)
+void DRW_draw_gizmo_2d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *ar = draw_ctx->ar;
- WM_manipulatormap_draw(
- ar->manipulator_map, draw_ctx->evil_C,
- WM_MANIPULATORMAP_DRAWSTEP_2D);
+ WM_gizmomap_draw(
+ ar->gizmo_map, draw_ctx->evil_C,
+ WM_GIZMOMAP_DRAWSTEP_2D);
glDepthMask(GL_TRUE);
}