diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-11-25 14:50:34 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-11-25 14:50:34 +0300 |
commit | 4c3ed98ca27667c3403361199096e31eaa93cce2 (patch) | |
tree | 653c568d9d0547f7ac4beb847a590912d97102c0 /source/blender/editors/include/ED_object.h | |
parent | e60c49ecf06815039137c98f86a7198d6ee81e14 (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/include/ED_object.h')
-rw-r--r-- | source/blender/editors/include/ED_object.h | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/editors/include/ED_object.h b/source/blender/editors/include/ED_object.h index 1101c966118..a6be1c833eb 100644 --- a/source/blender/editors/include/ED_object.h +++ b/source/blender/editors/include/ED_object.h @@ -46,6 +46,7 @@ struct ShaderFxData; struct Object; struct ReportList; struct Scene; +struct View3D; struct ViewLayer; struct bConstraint; struct bContext; @@ -111,8 +112,8 @@ void ED_object_parent_clear(struct Object *ob, const int type); void ED_object_base_select(struct Base *base, eObjectSelect_Mode mode); void ED_object_base_activate(struct bContext *C, struct Base *base); void ED_object_base_free_and_unlink(struct Main *bmain, struct Scene *scene, struct Object *ob); -bool ED_object_base_deselect_all_ex(struct ViewLayer *view_layer, int action, bool *r_any_visible); -bool ED_object_base_deselect_all(struct ViewLayer *view_layer, int action); +bool ED_object_base_deselect_all_ex(struct ViewLayer *view_layer, struct View3D *v3d, int action, bool *r_any_visible); +bool ED_object_base_deselect_all(struct ViewLayer *view_layer, struct View3D *v3d, int action); /* single object duplicate, if (dupflag == 0), fully linked, else it uses the flags given */ struct Base *ED_object_add_duplicate(struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer, struct Base *base, int dupflag); |