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authorPhilipp Oeser <info@graphics-engineer.com>2019-11-27 17:02:41 +0300
committerPhilipp Oeser <info@graphics-engineer.com>2019-11-27 17:55:32 +0300
commit6992fc0b3bf85e985169157b2e7ced1e1ed7fcdf (patch)
tree6af1fd9209963ca17e38d3037961e7fea47f5948 /source/blender/editors/include/ED_mesh.h
parent7959dcd4f6316ade726209f2452323406f3672ea (diff)
Add 'EDBM_selectmode_disable_multi' and use in knifeproject
As a followup to rB6f4e595e9ba9 and as per @campbellbarton suggestion, this adds EDBM_selectmode_disable_multi, similar to EDBM_mesh_deselect_all_multi & EDBM_mesh_deselect_all, so other similar uses don't need to be done in a loop. Also, selected_objects isn't a reliable way to handle this case - since objects can be in edit-mode & not selected, use BKE_view_layer_array_from_bases_in_edit_mode_unique_data instead Differential Revision: https://developer.blender.org/D6317
Diffstat (limited to 'source/blender/editors/include/ED_mesh.h')
-rw-r--r--source/blender/editors/include/ED_mesh.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/editors/include/ED_mesh.h b/source/blender/editors/include/ED_mesh.h
index fc7b0d8be8f..835e1b4e26f 100644
--- a/source/blender/editors/include/ED_mesh.h
+++ b/source/blender/editors/include/ED_mesh.h
@@ -236,6 +236,14 @@ void em_setup_viewcontext(struct bContext *C, struct ViewContext *vc); /* rename
bool EDBM_mesh_deselect_all_multi_ex(struct Base **bases, const uint bases_len);
bool EDBM_mesh_deselect_all_multi(struct bContext *C);
+bool EDBM_selectmode_disable_multi_ex(struct Scene *scene,
+ struct Base **bases,
+ const uint bases_len,
+ const short selectmode_disable,
+ const short selectmode_fallback);
+bool EDBM_selectmode_disable_multi(struct bContext *C,
+ const short selectmode_disable,
+ const short selectmode_fallback);
/* editmesh_preselect_edgering.c */
struct EditMesh_PreSelEdgeRing;