diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-03 20:31:46 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-03 20:31:46 +0400 |
commit | a2c182e9233333fc3b8ff40d352113ec95e7e30c (patch) | |
tree | 37a9e08f4e6c4bf794aa0c8c15af875299db4a1b /source/blender/editors/space_view3d/view3d_select.c | |
parent | 86cec98f9e1523ed41b67ef998174289dbae9b83 (diff) |
style cleanup - use aligned * prefixed blocks for descriptive comments (was already used a lot and part of proposed style guide).
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_select.c | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c index a5c7e21e3b4..15b1dde500b 100644 --- a/source/blender/editors/space_view3d/view3d_select.c +++ b/source/blender/editors/space_view3d/view3d_select.c @@ -394,8 +394,8 @@ int lasso_inside_edge(int mcords[][2], short moves, int x0, int y0, int x1, int /* warning; lasso select with backbuffer-check draws in backbuf with persp(PERSP_WIN) - and returns with persp(PERSP_VIEW). After lasso select backbuf is not OK -*/ + * and returns with persp(PERSP_VIEW). After lasso select backbuf is not OK + */ static void do_lasso_select_pose(ViewContext *vc, Object *ob, int mcords[][2], short moves, short select) { bPoseChannel *pchan; @@ -962,7 +962,7 @@ static void view3d_lasso_select(bContext *C, ViewContext *vc, int mcords[][2], s /* lasso operator gives properties, but since old code works - with short array we convert */ + * with short array we convert */ static int view3d_lasso_select_exec(bContext *C, wmOperator *op) { ViewContext vc; @@ -1377,7 +1377,7 @@ static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int base= startbase; while (base) { /* skip objects with select restriction, to prevent prematurely ending this loop - * with an un-selectable choice */ + * with an un-selectable choice */ if (base->object->restrictflag & OB_RESTRICT_SELECT) { base=base->next; if (base==NULL) base= FIRSTBASE; @@ -1534,13 +1534,13 @@ static int mouse_select(bContext *C, const int mval[2], short extend, short obce hitresult= buffer[3+(i*4)]; /* if there's bundles in buffer select bundles first, - so non-camera elements should be ignored in buffer */ + * so non-camera elements should be ignored in buffer */ if (basact->selcol != (hitresult & 0xFFFF)) { continue; } /* index of bundle is 1<<16-based. if there's no "bone" index - in hight word, this buffer value belongs to camera,. not to bundle */ + * in hight word, this buffer value belongs to camera,. not to bundle */ if (buffer[4*i+3] & 0xFFFF0000) { MovieClip *clip= object_get_movieclip(scene, basact->object, 0); MovieTracking *tracking= &clip->tracking; @@ -1578,7 +1578,7 @@ static int mouse_select(bContext *C, const int mval[2], short extend, short obce if (!changed) { /* fallback to regular object selection if no new bundles were selected, - allows to select object parented to reconstruction object */ + * allows to select object parented to reconstruction object */ basact= mouse_select_eval_buffer(&vc, buffer, hits, mval, startbase, 0); } } @@ -1586,7 +1586,7 @@ static int mouse_select(bContext *C, const int mval[2], short extend, short obce else if (ED_do_pose_selectbuffer(scene, basact, buffer, hits, extend) ) { /* then bone is found */ /* we make the armature selected: - not-selected active object in posemode won't work well for tools */ + * not-selected active object in posemode won't work well for tools */ basact->flag|= SELECT; basact->object->flag= basact->flag; @@ -1984,16 +1984,16 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, i vbuffer = MEM_mallocN(4 * (totobj+MAXPICKBUF) * sizeof(unsigned int), "selection buffer"); hits= view3d_opengl_select(vc, vbuffer, 4*(totobj+MAXPICKBUF), rect); /* - LOGIC NOTES (theeth): - The buffer and ListBase have the same relative order, which makes the selection - very simple. Loop through both data sets at the same time, if the color - is the same as the object, we have a hit and can move to the next color - and object pair, if not, just move to the next object, - keeping the same color until we have a hit. - - The buffer order is defined by OGL standard, hopefully no stupid GFX card - does it incorrectly. - */ + * LOGIC NOTES (theeth): + * The buffer and ListBase have the same relative order, which makes the selection + * very simple. Loop through both data sets at the same time, if the color + * is the same as the object, we have a hit and can move to the next color + * and object pair, if not, just move to the next object, + * keeping the same color until we have a hit. + * + * The buffer order is defined by OGL standard, hopefully no stupid GFX card + * does it incorrectly. + */ if (hits>0) { /* no need to loop if there's no hit */ Base *base; @@ -2167,7 +2167,7 @@ static int vertsel_vert_pick(struct bContext *C, Mesh *me, const int mval[2], un if (size > 0) { /* sample rect to increase changes of selecting, so that when clicking - on an face in the backbuf, we can still select a vert */ + * on an face in the backbuf, we can still select a vert */ int dist; *index = view3d_sample_backbuf_rect(&vc, mval, size, 1, me->totvert+1, &dist,0,NULL, NULL); |