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authorCampbell Barton <ideasman42@gmail.com>2009-10-27 05:54:25 +0300
committerCampbell Barton <ideasman42@gmail.com>2009-10-27 05:54:25 +0300
commit1c1659eb286b369ffe6ba99207c42611159f24bb (patch)
tree02eaa19cedf10a01978db892e89d585dcce1707e /source/blender/editors/space_view3d/view3d_header.c
parent641072a769cc7bff4d69945c71f536c5b0394bc9 (diff)
- Right click menu can open links directly to API reference docs (rna and operators)
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc - Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings. - Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event) this calls a popup for invoke by default (which intern calls execute()) - Own recent commit to game framing applied to non-camera views too. - v3d->persp is deprecated but still used in some places. - Transforming strips could overlap 1 frame if moving them below frame 0 - Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_header.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_header.c27
1 files changed, 18 insertions, 9 deletions
diff --git a/source/blender/editors/space_view3d/view3d_header.c b/source/blender/editors/space_view3d/view3d_header.c
index 1e11699556a..7bf50dcd5af 100644
--- a/source/blender/editors/space_view3d/view3d_header.c
+++ b/source/blender/editors/space_view3d/view3d_header.c
@@ -168,21 +168,30 @@ static RegionView3D *wm_region_view3d(const bContext *C)
return NULL;
}
-static void copy_view3d_lock_space(View3D *vd, Scene *scene)
+static void copy_view3d_lock_space(View3D *v3d, Scene *scene)
{
int bit;
- if(vd->scenelock && vd->localvd==NULL) {
- vd->lay= scene->lay;
- vd->camera= scene->camera;
+ if(v3d->scenelock && v3d->localvd==NULL) {
+ v3d->lay= scene->lay;
+ v3d->camera= scene->camera;
- if(vd->camera==0 && vd->persp==V3D_CAMOB)
- vd->persp= V3D_PERSP;
+ if(v3d->camera==NULL) {
+ ARegion *ar;
+
+ for(ar=v3d->regionbase.first; ar; ar= ar->next) {
+ if(ar->regiontype == RGN_TYPE_WINDOW) {
+ RegionView3D *rv3d= ar->regiondata;
+ if(rv3d->persp==RV3D_CAMOB)
+ rv3d->persp= RV3D_PERSP;
+ }
+ }
+ }
- if((vd->lay & vd->layact) == 0) {
+ if((v3d->lay & v3d->layact) == 0) {
for(bit= 0; bit<32; bit++) {
- if(vd->lay & (1<<bit)) {
- vd->layact= 1<<bit;
+ if(v3d->lay & (1<<bit)) {
+ v3d->layact= 1<<bit;
break;
}
}