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authorDalai Felinto <dfelinto@gmail.com>2018-11-25 14:50:34 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-11-25 14:50:34 +0300
commit4c3ed98ca27667c3403361199096e31eaa93cce2 (patch)
tree653c568d9d0547f7ac4beb847a590912d97102c0 /source/blender/editors/armature/pose_select.c
parente60c49ecf06815039137c98f86a7198d6ee81e14 (diff)
Local View
Bring back per-viewport localview. This is based on Blender 2.79. We have a limit of 16 different local view viewports. We are using both the numpad /, as well as the regular /. Missing features: * Hack to make sure lights are always visible. * Make rendered mode with external engines to support this as well (probably just need to support this in the RNA iterators). * Support over 16 viewports by taking existing viewports out of local view. The code can use a cleanup pass in the future to unify the test to see if an object is visible (or we can use TESTBASE in more places).
Diffstat (limited to 'source/blender/editors/armature/pose_select.c')
-rw-r--r--source/blender/editors/armature/pose_select.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/editors/armature/pose_select.c b/source/blender/editors/armature/pose_select.c
index 3947fc7388e..111a7b2c693 100644
--- a/source/blender/editors/armature/pose_select.c
+++ b/source/blender/editors/armature/pose_select.c
@@ -144,7 +144,7 @@ void ED_pose_bone_select(Object *ob, bPoseChannel *pchan, bool select)
/* called from editview.c, for mode-less pose selection */
/* assumes scene obact and basact is still on old situation */
bool ED_armature_pose_select_pick_with_buffer(
- ViewLayer *view_layer, Base *base, const unsigned int *buffer, short hits,
+ ViewLayer *view_layer, View3D *v3d, Base *base, const unsigned int *buffer, short hits,
bool extend, bool deselect, bool toggle, bool do_nearest)
{
Object *ob = base->object;
@@ -180,7 +180,7 @@ bool ED_armature_pose_select_pick_with_buffer(
if (!extend && !deselect && !toggle) {
{
uint objects_len = 0;
- Object **objects = BKE_object_pose_array_get_unique(view_layer, &objects_len);
+ Object **objects = BKE_object_pose_array_get_unique(view_layer, v3d, &objects_len);
ED_pose_deselect_all_multi(objects, objects_len, SEL_DESELECT, true);
MEM_freeN(objects);
}
@@ -683,7 +683,7 @@ static bool pose_select_same_group(bContext *C, bool extend)
uint ob_index;
uint objects_len = 0;
- Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, &objects_len, OB_MODE_POSE);
+ Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, CTX_wm_view3d(C), &objects_len, OB_MODE_POSE);
for (ob_index = 0; ob_index < objects_len; ob_index++) {
Object *ob = BKE_object_pose_armature_get(objects[ob_index]);
bArmature *arm = (ob) ? ob->data : NULL;
@@ -784,7 +784,7 @@ static bool pose_select_same_layer(bContext *C, bool extend)
bool changed = false;
uint objects_len = 0;
- Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, &objects_len, OB_MODE_POSE);
+ Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, CTX_wm_view3d(C), &objects_len, OB_MODE_POSE);
for (ob_index = 0; ob_index < objects_len; ob_index++) {
Object *ob = objects[ob_index];
ob->id.tag &= ~LIB_TAG_DOIT;
@@ -896,7 +896,7 @@ static bool pose_select_same_keyingset(bContext *C, ReportList *reports, bool ex
}
uint objects_len = 0;
- Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, &objects_len, OB_MODE_POSE);
+ Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, CTX_wm_view3d(C), &objects_len, OB_MODE_POSE);
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *ob = BKE_object_pose_armature_get(objects[ob_index]);
bArmature *arm = (ob) ? ob->data : NULL;
@@ -1024,7 +1024,7 @@ static int pose_select_mirror_exec(bContext *C, wmOperator *op)
const bool extend = RNA_boolean_get(op->ptr, "extend");
uint objects_len = 0;
- Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, &objects_len, OB_MODE_POSE);
+ Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, CTX_wm_view3d(C), &objects_len, OB_MODE_POSE);
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *ob = objects[ob_index];
bArmature *arm = ob->data;