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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-09-14 16:26:34 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-09-14 16:26:34 +0400
commit8d3955c28d4f3db7026dc7f1a33a421a727f89d3 (patch)
tree502e22a0c45d7c22aea386740f31d7b2e55134c2 /source/blender/editors/animation/anim_deps.c
parent75d4a836b8427f1d71f41d037390352bffeafee4 (diff)
Depsgraph:
* Move function to compute visible screen layers to BKE. * Use this now in the depsgraph, was still using this all layers to flush. Still missing a way to get the current scene in background mode.. * Also two more function to not require a scene pointer anymore: * DAG_object_update_flags is now DAG_id_update_flags. * DAG_ids_flush_update is now available next to DAG_scene_flush_update.
Diffstat (limited to 'source/blender/editors/animation/anim_deps.c')
-rw-r--r--source/blender/editors/animation/anim_deps.c14
1 files changed, 3 insertions, 11 deletions
diff --git a/source/blender/editors/animation/anim_deps.c b/source/blender/editors/animation/anim_deps.c
index af2355b91a5..62341a5d6ae 100644
--- a/source/blender/editors/animation/anim_deps.c
+++ b/source/blender/editors/animation/anim_deps.c
@@ -43,6 +43,7 @@
#include "BKE_depsgraph.h"
#include "BKE_main.h"
#include "BKE_scene.h"
+#include "BKE_screen.h"
#include "BKE_utildefines.h"
#include "RNA_access.h"
@@ -57,26 +58,17 @@
/* ***************** depsgraph calls and anim updates ************* */
/* ***************** only these can be called from editors ******** */
-/* generic update flush, reads from context Screen (layers) and scene */
-/* this is for compliancy, later it can do all windows etc */
void ED_anim_dag_flush_update(const bContext *C)
{
- Scene *scene= CTX_data_scene(C);
- bScreen *screen= CTX_wm_screen(C);
-
- DAG_scene_flush_update(scene, ED_screen_view3d_layers(screen), 0);
+ DAG_ids_flush_update(0);
}
/* flushes changes from object to all relations in scene */
void ED_anim_object_flush_update(const bContext *C, Object *ob)
{
- Scene *scene= CTX_data_scene(C);
- bScreen *screen= CTX_wm_screen(C);
-
- DAG_object_update_flags(scene, ob, ED_screen_view3d_layers(screen));
+ DAG_id_update_flags(&ob->id);
}
-
/* **************************** pose <-> action syncing ******************************** */
/* Summary of what needs to be synced between poses and actions:
* 1) Flags