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authorJulian Eisel <julian@blender.org>2020-03-06 18:56:42 +0300
committerJulian Eisel <julian@blender.org>2020-03-06 19:19:23 +0300
commitb2ee1770d4c31078518f4ec9edd5196a41345162 (patch)
tree6b7f6ff9057322245fc3b3407bece3f1c0cb3eb5 /source/blender/editors/mesh/editmesh_select.c
parentb825a95ec311a169d33fe21e28418f11a516c82f (diff)
Cleanup: Rename ARegion variables from ar to region
The old convention was easy to confuse with ScrArea. Part of https://developer.blender.org/T74432. This is mostly a batch rename with some manual fixing. Only single word variable names are changed, no prefixed/suffixed names. Brecht van Lommel and Campbell Barton both gave me a green light for this convention change. Also ran clan clang format on affected files.
Diffstat (limited to 'source/blender/editors/mesh/editmesh_select.c')
-rw-r--r--source/blender/editors/mesh/editmesh_select.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/editors/mesh/editmesh_select.c b/source/blender/editors/mesh/editmesh_select.c
index 6eabb079f4e..1635aa72ee0 100644
--- a/source/blender/editors/mesh/editmesh_select.c
+++ b/source/blender/editors/mesh/editmesh_select.c
@@ -286,7 +286,7 @@ BMVert *EDBM_vert_find_nearest_ex(ViewContext *vc,
uint base_index = 0;
if (!XRAY_FLAG_ENABLED(vc->v3d)) {
- uint dist_px = (uint)ED_view3d_backbuf_sample_size_clamp(vc->ar, *r_dist);
+ uint dist_px = (uint)ED_view3d_backbuf_sample_size_clamp(vc->region, *r_dist);
uint index;
BMVert *eve;
@@ -295,7 +295,7 @@ BMVert *EDBM_vert_find_nearest_ex(ViewContext *vc,
DRW_select_buffer_context_create(bases, bases_len, SCE_SELECT_VERTEX);
index = DRW_select_buffer_find_nearest_to_point(
- vc->depsgraph, vc->ar, vc->v3d, vc->mval, 1, UINT_MAX, &dist_px);
+ vc->depsgraph, vc->region, vc->v3d, vc->mval, 1, UINT_MAX, &dist_px);
if (index) {
eve = (BMVert *)edbm_select_id_bm_elem_get(bases, index, &base_index);
@@ -509,7 +509,7 @@ BMEdge *EDBM_edge_find_nearest_ex(ViewContext *vc,
uint base_index = 0;
if (!XRAY_FLAG_ENABLED(vc->v3d)) {
- uint dist_px = (uint)ED_view3d_backbuf_sample_size_clamp(vc->ar, *r_dist);
+ uint dist_px = (uint)ED_view3d_backbuf_sample_size_clamp(vc->region, *r_dist);
uint index;
BMEdge *eed;
@@ -518,7 +518,7 @@ BMEdge *EDBM_edge_find_nearest_ex(ViewContext *vc,
DRW_select_buffer_context_create(bases, bases_len, SCE_SELECT_EDGE);
index = DRW_select_buffer_find_nearest_to_point(
- vc->depsgraph, vc->ar, vc->v3d, vc->mval, 1, UINT_MAX, &dist_px);
+ vc->depsgraph, vc->region, vc->v3d, vc->mval, 1, UINT_MAX, &dist_px);
if (index) {
eed = (BMEdge *)edbm_select_id_bm_elem_get(bases, index, &base_index);
@@ -724,7 +724,7 @@ BMFace *EDBM_face_find_nearest_ex(ViewContext *vc,
{
DRW_select_buffer_context_create(bases, bases_len, SCE_SELECT_FACE);
- index = DRW_select_buffer_sample_point(vc->depsgraph, vc->ar, vc->v3d, vc->mval);
+ index = DRW_select_buffer_sample_point(vc->depsgraph, vc->region, vc->v3d, vc->mval);
if (index) {
efa = (BMFace *)edbm_select_id_bm_elem_get(bases, index, &base_index);
@@ -1042,7 +1042,7 @@ bool EDBM_unified_findnearest_from_raycast(ViewContext *vc,
} best_face = {0, NULL};
if (ED_view3d_win_to_ray_clipped(
- vc->depsgraph, vc->ar, vc->v3d, mval_fl, ray_origin, ray_direction, true)) {
+ vc->depsgraph, vc->region, vc->v3d, mval_fl, ray_origin, ray_direction, true)) {
float dist_sq_best = FLT_MAX;
float dist_sq_best_vert = FLT_MAX;
float dist_sq_best_edge = FLT_MAX;
@@ -1733,12 +1733,12 @@ static bool mouse_mesh_loop(
/* We can't be sure this has already been set... */
ED_view3d_init_mats_rv3d(vc.obedit, vc.rv3d);
- if (ED_view3d_project_float_object(vc.ar, eed->v1->co, v1_co, V3D_PROJ_TEST_CLIP_NEAR) ==
+ if (ED_view3d_project_float_object(vc.region, eed->v1->co, v1_co, V3D_PROJ_TEST_CLIP_NEAR) ==
V3D_PROJ_RET_OK) {
length_1 = len_squared_v2v2(mvalf, v1_co);
}
- if (ED_view3d_project_float_object(vc.ar, eed->v2->co, v2_co, V3D_PROJ_TEST_CLIP_NEAR) ==
+ if (ED_view3d_project_float_object(vc.region, eed->v2->co, v2_co, V3D_PROJ_TEST_CLIP_NEAR) ==
V3D_PROJ_RET_OK) {
length_2 = len_squared_v2v2(mvalf, v2_co);
}
@@ -1768,7 +1768,7 @@ static bool mouse_mesh_loop(
float co[2], tdist;
BM_face_calc_center_median(f, cent);
- if (ED_view3d_project_float_object(vc.ar, cent, co, V3D_PROJ_TEST_CLIP_NEAR) ==
+ if (ED_view3d_project_float_object(vc.region, cent, co, V3D_PROJ_TEST_CLIP_NEAR) ==
V3D_PROJ_RET_OK) {
tdist = len_squared_v2v2(mvalf, co);
if (tdist < best_dist) {