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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/windowmanager/intern/wm_draw.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/windowmanager/intern/wm_draw.c')
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c358
1 files changed, 182 insertions, 176 deletions
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index 0d33ce87366..9ccff2a3e3d 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -74,31 +74,31 @@
/* ******************* paint cursor *************** */
-static void wm_paintcursor_draw(bContext *C, ScrArea *sa, ARegion *ar)
+static void wm_paintcursor_draw(bContext *C, ScrArea *sa, ARegion *region)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
bScreen *screen = WM_window_get_active_screen(win);
wmPaintCursor *pc;
- if (ar->visible && ar == screen->active_region) {
+ if (region->visible && region == screen->active_region) {
for (pc = wm->paintcursors.first; pc; pc = pc->next) {
if ((pc->space_type != SPACE_TYPE_ANY) && (sa->spacetype != pc->space_type)) {
continue;
}
- if ((pc->region_type != RGN_TYPE_ANY) && (ar->regiontype != pc->region_type)) {
+ if ((pc->region_type != RGN_TYPE_ANY) && (region->regiontype != pc->region_type)) {
continue;
}
if (pc->poll == NULL || pc->poll(C)) {
/* Prevent drawing outside region. */
glEnable(GL_SCISSOR_TEST);
- glScissor(ar->winrct.xmin,
- ar->winrct.ymin,
- BLI_rcti_size_x(&ar->winrct) + 1,
- BLI_rcti_size_y(&ar->winrct) + 1);
+ glScissor(region->winrct.xmin,
+ region->winrct.ymin,
+ BLI_rcti_size_x(&region->winrct) + 1,
+ BLI_rcti_size_y(&region->winrct) + 1);
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
int x = 0, y = 0;
@@ -115,17 +115,20 @@ static void wm_paintcursor_draw(bContext *C, ScrArea *sa, ARegion *ar)
}
}
-static bool wm_draw_region_stereo_set(Main *bmain, ScrArea *sa, ARegion *ar, eStereoViews sview)
+static bool wm_draw_region_stereo_set(Main *bmain,
+ ScrArea *sa,
+ ARegion *region,
+ eStereoViews sview)
{
/* We could detect better when stereo is actually needed, by inspecting the
* image in the image editor and sequencer. */
- if (!ELEM(ar->regiontype, RGN_TYPE_WINDOW, RGN_TYPE_PREVIEW)) {
+ if (!ELEM(region->regiontype, RGN_TYPE_WINDOW, RGN_TYPE_PREVIEW)) {
return false;
}
switch (sa->spacetype) {
case SPACE_IMAGE: {
- if (ar->regiontype == RGN_TYPE_WINDOW) {
+ if (region->regiontype == RGN_TYPE_WINDOW) {
SpaceImage *sima = sa->spacedata.first;
sima->iuser.multiview_eye = sview;
return true;
@@ -133,7 +136,7 @@ static bool wm_draw_region_stereo_set(Main *bmain, ScrArea *sa, ARegion *ar, eSt
break;
}
case SPACE_VIEW3D: {
- if (ar->regiontype == RGN_TYPE_WINDOW) {
+ if (region->regiontype == RGN_TYPE_WINDOW) {
View3D *v3d = sa->spacedata.first;
if (v3d->camera && v3d->camera->type == OB_CAMERA) {
Camera *cam = v3d->camera->data;
@@ -148,7 +151,7 @@ static bool wm_draw_region_stereo_set(Main *bmain, ScrArea *sa, ARegion *ar, eSt
break;
}
case SPACE_NODE: {
- if (ar->regiontype == RGN_TYPE_WINDOW) {
+ if (region->regiontype == RGN_TYPE_WINDOW) {
SpaceNode *snode = sa->spacedata.first;
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
@@ -162,10 +165,10 @@ static bool wm_draw_region_stereo_set(Main *bmain, ScrArea *sa, ARegion *ar, eSt
SpaceSeq *sseq = sa->spacedata.first;
sseq->multiview_eye = sview;
- if (ar->regiontype == RGN_TYPE_PREVIEW) {
+ if (region->regiontype == RGN_TYPE_PREVIEW) {
return true;
}
- else if (ar->regiontype == RGN_TYPE_WINDOW) {
+ else if (region->regiontype == RGN_TYPE_WINDOW) {
return (sseq->draw_flag & SEQ_DRAW_BACKDROP) != 0;
}
}
@@ -183,19 +186,19 @@ static void wm_area_mark_invalid_backbuf(ScrArea *sa)
}
}
-static void wm_region_test_gizmo_do_draw(ARegion *ar, bool tag_redraw)
+static void wm_region_test_gizmo_do_draw(ARegion *region, bool tag_redraw)
{
- if (ar->gizmo_map == NULL) {
+ if (region->gizmo_map == NULL) {
return;
}
- wmGizmoMap *gzmap = ar->gizmo_map;
+ wmGizmoMap *gzmap = region->gizmo_map;
for (wmGizmoGroup *gzgroup = WM_gizmomap_group_list(gzmap)->first; gzgroup;
gzgroup = gzgroup->next) {
for (wmGizmo *gz = gzgroup->gizmos.first; gz; gz = gz->next) {
if (gz->do_draw) {
if (tag_redraw) {
- ED_region_tag_redraw_no_rebuild(ar);
+ ED_region_tag_redraw_no_rebuild(region);
}
gz->do_draw = false;
}
@@ -206,30 +209,30 @@ static void wm_region_test_gizmo_do_draw(ARegion *ar, bool tag_redraw)
static void wm_region_test_render_do_draw(const Scene *scene,
struct Depsgraph *depsgraph,
ScrArea *sa,
- ARegion *ar)
+ ARegion *region)
{
/* tag region for redraw from render engine preview running inside of it */
- if (sa->spacetype == SPACE_VIEW3D && ar->regiontype == RGN_TYPE_WINDOW) {
- RegionView3D *rv3d = ar->regiondata;
+ if (sa->spacetype == SPACE_VIEW3D && region->regiontype == RGN_TYPE_WINDOW) {
+ RegionView3D *rv3d = region->regiondata;
RenderEngine *engine = rv3d->render_engine;
- GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
+ GPUViewport *viewport = WM_draw_region_get_viewport(region, 0);
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
View3D *v3d = sa->spacedata.first;
rcti border_rect;
/* do partial redraw when possible */
- if (ED_view3d_calc_render_border(scene, depsgraph, v3d, ar, &border_rect)) {
- ED_region_tag_redraw_partial(ar, &border_rect, false);
+ if (ED_view3d_calc_render_border(scene, depsgraph, v3d, region, &border_rect)) {
+ ED_region_tag_redraw_partial(region, &border_rect, false);
}
else {
- ED_region_tag_redraw_no_rebuild(ar);
+ ED_region_tag_redraw_no_rebuild(region);
}
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
else if (viewport && GPU_viewport_do_update(viewport)) {
- ED_region_tag_redraw_no_rebuild(ar);
+ ED_region_tag_redraw_no_rebuild(region);
}
}
}
@@ -239,9 +242,9 @@ static bool wm_region_use_viewport_by_type(short space_type, short region_type)
return (ELEM(space_type, SPACE_VIEW3D, SPACE_IMAGE) && region_type == RGN_TYPE_WINDOW);
}
-static bool wm_region_use_viewport(ScrArea *sa, ARegion *ar)
+static bool wm_region_use_viewport(ScrArea *sa, ARegion *region)
{
- return wm_region_use_viewport_by_type(sa->spacetype, ar->regiontype);
+ return wm_region_use_viewport_by_type(sa->spacetype, region->regiontype);
}
/********************** draw all **************************/
@@ -293,20 +296,20 @@ static void wm_draw_callbacks(wmWindow *win)
* change. It also means we can share a single context for multiple windows,
* so that for example VAOs can be shared between windows. */
-static void wm_draw_region_buffer_free(ARegion *ar)
+static void wm_draw_region_buffer_free(ARegion *region)
{
- if (ar->draw_buffer) {
+ if (region->draw_buffer) {
for (int view = 0; view < 2; view++) {
- if (ar->draw_buffer->offscreen[view]) {
- GPU_offscreen_free(ar->draw_buffer->offscreen[view]);
+ if (region->draw_buffer->offscreen[view]) {
+ GPU_offscreen_free(region->draw_buffer->offscreen[view]);
}
- if (ar->draw_buffer->viewport[view]) {
- GPU_viewport_free(ar->draw_buffer->viewport[view]);
+ if (region->draw_buffer->viewport[view]) {
+ GPU_viewport_free(region->draw_buffer->viewport[view]);
}
}
- MEM_freeN(ar->draw_buffer);
- ar->draw_buffer = NULL;
+ MEM_freeN(region->draw_buffer);
+ region->draw_buffer = NULL;
}
}
@@ -329,36 +332,37 @@ static void wm_draw_offscreen_texture_parameters(GPUOffScreen *offscreen)
glBindTexture(GL_TEXTURE_2D, 0);
}
-static void wm_draw_region_buffer_create(ARegion *ar, bool stereo, bool use_viewport)
+static void wm_draw_region_buffer_create(ARegion *region, bool stereo, bool use_viewport)
{
- if (ar->draw_buffer) {
- if (ar->draw_buffer->stereo != stereo) {
+ if (region->draw_buffer) {
+ if (region->draw_buffer->stereo != stereo) {
/* Free draw buffer on stereo changes. */
- wm_draw_region_buffer_free(ar);
+ wm_draw_region_buffer_free(region);
}
else {
/* Free offscreen buffer on size changes. Viewport auto resizes. */
- GPUOffScreen *offscreen = ar->draw_buffer->offscreen[0];
- if (offscreen && (GPU_offscreen_width(offscreen) != ar->winx ||
- GPU_offscreen_height(offscreen) != ar->winy)) {
- wm_draw_region_buffer_free(ar);
+ GPUOffScreen *offscreen = region->draw_buffer->offscreen[0];
+ if (offscreen && (GPU_offscreen_width(offscreen) != region->winx ||
+ GPU_offscreen_height(offscreen) != region->winy)) {
+ wm_draw_region_buffer_free(region);
}
}
}
- if (!ar->draw_buffer) {
+ if (!region->draw_buffer) {
if (use_viewport) {
/* Allocate viewport which includes an offscreen buffer with depth
* multisample, etc. */
- ar->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
- ar->draw_buffer->viewport[0] = GPU_viewport_create();
- ar->draw_buffer->viewport[1] = (stereo) ? GPU_viewport_create() : NULL;
+ region->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
+ region->draw_buffer->viewport[0] = GPU_viewport_create();
+ region->draw_buffer->viewport[1] = (stereo) ? GPU_viewport_create() : NULL;
}
else {
/* Allocate offscreen buffer if it does not exist. This one has no
* depth or multisample buffers. 3D view creates own buffers with
* the data it needs. */
- GPUOffScreen *offscreen = GPU_offscreen_create(ar->winx, ar->winy, 0, false, false, NULL);
+ GPUOffScreen *offscreen = GPU_offscreen_create(
+ region->winx, region->winy, 0, false, false, NULL);
if (!offscreen) {
return;
}
@@ -367,7 +371,7 @@ static void wm_draw_region_buffer_create(ARegion *ar, bool stereo, bool use_view
GPUOffScreen *offscreen_right = NULL;
if (stereo) {
- offscreen_right = GPU_offscreen_create(ar->winx, ar->winy, 0, false, false, NULL);
+ offscreen_right = GPU_offscreen_create(region->winx, region->winy, 0, false, false, NULL);
if (!offscreen_right) {
GPU_offscreen_free(offscreen);
@@ -377,57 +381,57 @@ static void wm_draw_region_buffer_create(ARegion *ar, bool stereo, bool use_view
wm_draw_offscreen_texture_parameters(offscreen_right);
}
- ar->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
- ar->draw_buffer->offscreen[0] = offscreen;
- ar->draw_buffer->offscreen[1] = offscreen_right;
+ region->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
+ region->draw_buffer->offscreen[0] = offscreen;
+ region->draw_buffer->offscreen[1] = offscreen_right;
}
- ar->draw_buffer->bound_view = -1;
- ar->draw_buffer->stereo = stereo;
+ region->draw_buffer->bound_view = -1;
+ region->draw_buffer->stereo = stereo;
}
}
-static void wm_draw_region_bind(ARegion *ar, int view)
+static void wm_draw_region_bind(ARegion *region, int view)
{
- if (!ar->draw_buffer) {
+ if (!region->draw_buffer) {
return;
}
- if (ar->draw_buffer->viewport[view]) {
- GPU_viewport_bind(ar->draw_buffer->viewport[view], &ar->winrct);
+ if (region->draw_buffer->viewport[view]) {
+ GPU_viewport_bind(region->draw_buffer->viewport[view], &region->winrct);
}
else {
- GPU_offscreen_bind(ar->draw_buffer->offscreen[view], false);
+ GPU_offscreen_bind(region->draw_buffer->offscreen[view], false);
/* For now scissor is expected by region drawing, we could disable it
* and do the enable/disable in the specific cases that setup scissor. */
glEnable(GL_SCISSOR_TEST);
- glScissor(0, 0, ar->winx, ar->winy);
+ glScissor(0, 0, region->winx, region->winy);
}
- ar->draw_buffer->bound_view = view;
+ region->draw_buffer->bound_view = view;
}
-static void wm_draw_region_unbind(ARegion *ar, int view)
+static void wm_draw_region_unbind(ARegion *region, int view)
{
- if (!ar->draw_buffer) {
+ if (!region->draw_buffer) {
return;
}
- ar->draw_buffer->bound_view = -1;
+ region->draw_buffer->bound_view = -1;
- if (ar->draw_buffer->viewport[view]) {
- GPU_viewport_unbind(ar->draw_buffer->viewport[view]);
+ if (region->draw_buffer->viewport[view]) {
+ GPU_viewport_unbind(region->draw_buffer->viewport[view]);
}
else {
glDisable(GL_SCISSOR_TEST);
- GPU_offscreen_unbind(ar->draw_buffer->offscreen[view], false);
+ GPU_offscreen_unbind(region->draw_buffer->offscreen[view], false);
}
}
-static void wm_draw_region_blit(ARegion *ar, int view)
+static void wm_draw_region_blit(ARegion *region, int view)
{
- if (!ar->draw_buffer) {
+ if (!region->draw_buffer) {
return;
}
@@ -436,43 +440,44 @@ static void wm_draw_region_blit(ARegion *ar, int view)
view = 0;
}
else if (view > 0) {
- if (ar->draw_buffer->viewport[view] == NULL && ar->draw_buffer->offscreen[view] == NULL) {
+ if (region->draw_buffer->viewport[view] == NULL &&
+ region->draw_buffer->offscreen[view] == NULL) {
/* Region does not need stereo or failed to allocate stereo buffers. */
view = 0;
}
}
- if (ar->draw_buffer->viewport[view]) {
- GPU_viewport_draw_to_screen(ar->draw_buffer->viewport[view], &ar->winrct);
+ if (region->draw_buffer->viewport[view]) {
+ GPU_viewport_draw_to_screen(region->draw_buffer->viewport[view], &region->winrct);
}
else {
GPU_offscreen_draw_to_screen(
- ar->draw_buffer->offscreen[view], ar->winrct.xmin, ar->winrct.ymin);
+ region->draw_buffer->offscreen[view], region->winrct.xmin, region->winrct.ymin);
}
}
-GPUTexture *wm_draw_region_texture(ARegion *ar, int view)
+GPUTexture *wm_draw_region_texture(ARegion *region, int view)
{
- if (!ar->draw_buffer) {
+ if (!region->draw_buffer) {
return NULL;
}
- if (ar->draw_buffer->viewport[view]) {
- return GPU_viewport_color_texture(ar->draw_buffer->viewport[view]);
+ if (region->draw_buffer->viewport[view]) {
+ return GPU_viewport_color_texture(region->draw_buffer->viewport[view]);
}
else {
- return GPU_offscreen_color_texture(ar->draw_buffer->offscreen[view]);
+ return GPU_offscreen_color_texture(region->draw_buffer->offscreen[view]);
}
}
-void wm_draw_region_blend(ARegion *ar, int view, bool blend)
+void wm_draw_region_blend(ARegion *region, int view, bool blend)
{
- if (!ar->draw_buffer) {
+ if (!region->draw_buffer) {
return;
}
/* Alpha is always 1, except when blend timer is running. */
- float alpha = ED_region_blend_alpha(ar);
+ float alpha = ED_region_blend_alpha(region);
if (alpha <= 0.0f) {
return;
}
@@ -482,13 +487,13 @@ void wm_draw_region_blend(ARegion *ar, int view, bool blend)
}
/* setup actual texture */
- GPUTexture *texture = wm_draw_region_texture(ar, view);
+ GPUTexture *texture = wm_draw_region_texture(region, view);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
/* wmOrtho for the screen has this same offset */
- const float halfx = GLA_PIXEL_OFS / (BLI_rcti_size_x(&ar->winrct) + 1);
- const float halfy = GLA_PIXEL_OFS / (BLI_rcti_size_y(&ar->winrct) + 1);
+ const float halfx = GLA_PIXEL_OFS / (BLI_rcti_size_x(&region->winrct) + 1);
+ const float halfy = GLA_PIXEL_OFS / (BLI_rcti_size_y(&region->winrct) + 1);
if (blend) {
/* GL_ONE because regions drawn offscreen have premultiplied alpha. */
@@ -499,7 +504,7 @@ void wm_draw_region_blend(ARegion *ar, int view, bool blend)
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
- rcti rect_geo = ar->winrct;
+ rcti rect_geo = region->winrct;
rect_geo.xmax += 1;
rect_geo.ymax += 1;
@@ -513,13 +518,13 @@ void wm_draw_region_blend(ARegion *ar, int view, bool blend)
alpha_easing = 1.0f - alpha_easing * alpha_easing;
/* Slide vertical panels */
- float ofs_x = BLI_rcti_size_x(&ar->winrct) * (1.0f - alpha_easing);
- if (RGN_ALIGN_ENUM_FROM_MASK(ar->alignment) == RGN_ALIGN_RIGHT) {
+ float ofs_x = BLI_rcti_size_x(&region->winrct) * (1.0f - alpha_easing);
+ if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_RIGHT) {
rect_geo.xmin += ofs_x;
rect_tex.xmax *= alpha_easing;
alpha = 1.0f;
}
- else if (RGN_ALIGN_ENUM_FROM_MASK(ar->alignment) == RGN_ALIGN_LEFT) {
+ else if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_LEFT) {
rect_geo.xmax -= ofs_x;
rect_tex.xmin += 1.0f - alpha_easing;
alpha = 1.0f;
@@ -549,23 +554,23 @@ void wm_draw_region_blend(ARegion *ar, int view, bool blend)
}
}
-GPUViewport *WM_draw_region_get_viewport(ARegion *ar, int view)
+GPUViewport *WM_draw_region_get_viewport(ARegion *region, int view)
{
- if (!ar->draw_buffer) {
+ if (!region->draw_buffer) {
return NULL;
}
- return ar->draw_buffer->viewport[view];
+ return region->draw_buffer->viewport[view];
}
-GPUViewport *WM_draw_region_get_bound_viewport(ARegion *ar)
+GPUViewport *WM_draw_region_get_bound_viewport(ARegion *region)
{
- if (!ar->draw_buffer || ar->draw_buffer->bound_view == -1) {
+ if (!region->draw_buffer || region->draw_buffer->bound_view == -1) {
return NULL;
}
- int view = ar->draw_buffer->bound_view;
- return ar->draw_buffer->viewport[view];
+ int view = region->draw_buffer->bound_view;
+ return region->draw_buffer->viewport[view];
}
static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
@@ -580,17 +585,18 @@ static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
CTX_wm_area_set(C, sa);
/* Compute UI layouts for dynamically size regions. */
- for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
+ for (ARegion *region = sa->regionbase.first; region; region = region->next) {
/* Dynamic region may have been flagged as too small because their size on init is 0.
* ARegion.visible is false then, as expected. The layout should still be created then, so
* the region size can be updated (it may turn out to be not too small then). */
- const bool ignore_visibility = (ar->flag & RGN_FLAG_DYNAMIC_SIZE) &&
- (ar->flag & RGN_FLAG_TOO_SMALL) &&
- !(ar->flag & RGN_FLAG_HIDDEN);
-
- if ((ar->visible || ignore_visibility) && ar->do_draw && ar->type && ar->type->layout) {
- CTX_wm_region_set(C, ar);
- ED_region_do_layout(C, ar);
+ const bool ignore_visibility = (region->flag & RGN_FLAG_DYNAMIC_SIZE) &&
+ (region->flag & RGN_FLAG_TOO_SMALL) &&
+ !(region->flag & RGN_FLAG_HIDDEN);
+
+ if ((region->visible || ignore_visibility) && region->do_draw && region->type &&
+ region->type->layout) {
+ CTX_wm_region_set(C, region);
+ ED_region_do_layout(C, region);
CTX_wm_region_set(C, NULL);
}
}
@@ -605,13 +611,13 @@ static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
}
/* Then do actual drawing of regions. */
- for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
- if (ar->visible && ar->do_draw) {
- CTX_wm_region_set(C, ar);
- bool use_viewport = wm_region_use_viewport(sa, ar);
+ for (ARegion *region = sa->regionbase.first; region; region = region->next) {
+ if (region->visible && region->do_draw) {
+ CTX_wm_region_set(C, region);
+ bool use_viewport = wm_region_use_viewport(sa, region);
- if (stereo && wm_draw_region_stereo_set(bmain, sa, ar, STEREO_LEFT_ID)) {
- wm_draw_region_buffer_create(ar, true, use_viewport);
+ if (stereo && wm_draw_region_stereo_set(bmain, sa, region, STEREO_LEFT_ID)) {
+ wm_draw_region_buffer_create(region, true, use_viewport);
for (int view = 0; view < 2; view++) {
eStereoViews sview;
@@ -620,22 +626,22 @@ static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
}
else {
sview = STEREO_RIGHT_ID;
- wm_draw_region_stereo_set(bmain, sa, ar, sview);
+ wm_draw_region_stereo_set(bmain, sa, region, sview);
}
- wm_draw_region_bind(ar, view);
- ED_region_do_draw(C, ar);
- wm_draw_region_unbind(ar, view);
+ wm_draw_region_bind(region, view);
+ ED_region_do_draw(C, region);
+ wm_draw_region_unbind(region, view);
}
}
else {
- wm_draw_region_buffer_create(ar, false, use_viewport);
- wm_draw_region_bind(ar, 0);
- ED_region_do_draw(C, ar);
- wm_draw_region_unbind(ar, 0);
+ wm_draw_region_buffer_create(region, false, use_viewport);
+ wm_draw_region_bind(region, 0);
+ ED_region_do_draw(C, region);
+ wm_draw_region_unbind(region, 0);
}
- ar->do_draw = false;
+ region->do_draw = false;
CTX_wm_region_set(C, NULL);
}
}
@@ -645,25 +651,25 @@ static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
}
/* Draw menus into their own framebuffer. */
- for (ARegion *ar = screen->regionbase.first; ar; ar = ar->next) {
- if (ar->visible) {
- CTX_wm_menu_set(C, ar);
+ for (ARegion *region = screen->regionbase.first; region; region = region->next) {
+ if (region->visible) {
+ CTX_wm_menu_set(C, region);
- if (ar->type && ar->type->layout) {
+ if (region->type && region->type->layout) {
/* UI code reads the OpenGL state, but we have to refresh
* the UI layout beforehand in case the menu size changes. */
- wmViewport(&ar->winrct);
- ar->type->layout(C, ar);
+ wmViewport(&region->winrct);
+ region->type->layout(C, region);
}
- wm_draw_region_buffer_create(ar, false, false);
- wm_draw_region_bind(ar, 0);
+ wm_draw_region_buffer_create(region, false, false);
+ wm_draw_region_bind(region, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
- ED_region_do_draw(C, ar);
- wm_draw_region_unbind(ar, 0);
+ ED_region_do_draw(C, region);
+ wm_draw_region_unbind(region, 0);
- ar->do_draw = false;
+ region->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
@@ -688,20 +694,20 @@ static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
/* Blit non-overlapping area regions. */
ED_screen_areas_iter(win, screen, sa)
{
- for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
- if (ar->visible && ar->overlap == false) {
- if (view == -1 && ar->draw_buffer && ar->draw_buffer->stereo) {
+ for (ARegion *region = sa->regionbase.first; region; region = region->next) {
+ if (region->visible && region->overlap == false) {
+ if (view == -1 && region->draw_buffer && region->draw_buffer->stereo) {
/* Stereo drawing from textures. */
if (win->stereo3d_format->display_mode == S3D_DISPLAY_ANAGLYPH) {
- wm_stereo3d_draw_anaglyph(win, ar);
+ wm_stereo3d_draw_anaglyph(win, region);
}
else {
- wm_stereo3d_draw_interlace(win, ar);
+ wm_stereo3d_draw_interlace(win, region);
}
}
else {
/* Blit from offscreen buffer. */
- wm_draw_region_blit(ar, view);
+ wm_draw_region_blit(region, view);
}
}
}
@@ -711,13 +717,13 @@ static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
if (wm->paintcursors.first) {
ED_screen_areas_iter(win, screen, sa)
{
- for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
- if (ar->visible && ar == screen->active_region) {
+ for (ARegion *region = sa->regionbase.first; region; region = region->next) {
+ if (region->visible && region == screen->active_region) {
CTX_wm_area_set(C, sa);
- CTX_wm_region_set(C, ar);
+ CTX_wm_region_set(C, region);
/* make region ready for draw, scissor, pixelspace */
- wm_paintcursor_draw(C, sa, ar);
+ wm_paintcursor_draw(C, sa, region);
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
@@ -731,9 +737,9 @@ static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
/* Blend in overlapping area regions */
ED_screen_areas_iter(win, screen, sa)
{
- for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
- if (ar->visible && ar->overlap) {
- wm_draw_region_blend(ar, 0, true);
+ for (ARegion *region = sa->regionbase.first; region; region = region->next) {
+ if (region->visible && region->overlap) {
+ wm_draw_region_blend(region, 0, true);
}
}
}
@@ -743,9 +749,9 @@ static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
wm_draw_callbacks(win);
/* Blend in floating regions (menus). */
- for (ARegion *ar = screen->regionbase.first; ar; ar = ar->next) {
- if (ar->visible) {
- wm_draw_region_blend(ar, 0, true);
+ for (ARegion *region = screen->regionbase.first; region; region = region->next) {
+ if (region->visible) {
+ wm_draw_region_blend(region, 0, true);
}
}
@@ -839,26 +845,26 @@ static bool wm_draw_update_test_window(Main *bmain, wmWindow *win)
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
struct Depsgraph *depsgraph = BKE_scene_get_depsgraph(bmain, scene, view_layer, true);
bScreen *screen = WM_window_get_active_screen(win);
- ARegion *ar;
+ ARegion *region;
bool do_draw = false;
- for (ar = screen->regionbase.first; ar; ar = ar->next) {
- if (ar->do_draw_overlay) {
+ for (region = screen->regionbase.first; region; region = region->next) {
+ if (region->do_draw_overlay) {
screen->do_draw_paintcursor = true;
- ar->do_draw_overlay = false;
+ region->do_draw_overlay = false;
}
- if (ar->visible && ar->do_draw) {
+ if (region->visible && region->do_draw) {
do_draw = true;
}
}
ED_screen_areas_iter(win, screen, sa)
{
- for (ar = sa->regionbase.first; ar; ar = ar->next) {
- wm_region_test_gizmo_do_draw(ar, true);
- wm_region_test_render_do_draw(scene, depsgraph, sa, ar);
+ for (region = sa->regionbase.first; region; region = region->next) {
+ wm_region_test_gizmo_do_draw(region, true);
+ wm_region_test_render_do_draw(scene, depsgraph, sa, region);
- if (ar->visible && ar->do_draw) {
+ if (region->visible && region->do_draw) {
do_draw = true;
}
}
@@ -895,8 +901,8 @@ static void wm_draw_update_clear_window(wmWindow *win)
ED_screen_areas_iter(win, screen, sa)
{
- for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
- wm_region_test_gizmo_do_draw(ar, false);
+ for (ARegion *region = sa->regionbase.first; region; region = region->next) {
+ wm_region_test_gizmo_do_draw(region, false);
}
}
@@ -905,7 +911,7 @@ static void wm_draw_update_clear_window(wmWindow *win)
screen->do_draw_drag = false;
}
-void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *UNUSED(ar))
+void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *UNUSED(region))
{
if (win) {
bScreen *screen = WM_window_get_active_screen(win);
@@ -959,27 +965,27 @@ void wm_draw_update(bContext *C)
}
}
-void wm_draw_region_clear(wmWindow *win, ARegion *UNUSED(ar))
+void wm_draw_region_clear(wmWindow *win, ARegion *UNUSED(region))
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw = true;
}
-void WM_draw_region_free(ARegion *ar)
+void WM_draw_region_free(ARegion *region)
{
- wm_draw_region_buffer_free(ar);
- ar->visible = 0;
+ wm_draw_region_buffer_free(region);
+ region->visible = 0;
}
-void wm_draw_region_test(bContext *C, ScrArea *sa, ARegion *ar)
+void wm_draw_region_test(bContext *C, ScrArea *sa, ARegion *region)
{
/* Function for redraw timer benchmark. */
- bool use_viewport = wm_region_use_viewport(sa, ar);
- wm_draw_region_buffer_create(ar, false, use_viewport);
- wm_draw_region_bind(ar, 0);
- ED_region_do_draw(C, ar);
- wm_draw_region_unbind(ar, 0);
- ar->do_draw = false;
+ bool use_viewport = wm_region_use_viewport(sa, region);
+ wm_draw_region_buffer_create(region, false, use_viewport);
+ wm_draw_region_bind(region, 0);
+ ED_region_do_draw(C, region);
+ wm_draw_region_unbind(region, 0);
+ region->do_draw = false;
}
void WM_redraw_windows(bContext *C)
@@ -1005,20 +1011,20 @@ void WM_redraw_windows(bContext *C)
*
* \{ */
-void WM_draw_region_viewport_ensure(ARegion *ar, short space_type)
+void WM_draw_region_viewport_ensure(ARegion *region, short space_type)
{
- bool use_viewport = wm_region_use_viewport_by_type(space_type, ar->regiontype);
- wm_draw_region_buffer_create(ar, false, use_viewport);
+ bool use_viewport = wm_region_use_viewport_by_type(space_type, region->regiontype);
+ wm_draw_region_buffer_create(region, false, use_viewport);
}
-void WM_draw_region_viewport_bind(ARegion *ar)
+void WM_draw_region_viewport_bind(ARegion *region)
{
- wm_draw_region_bind(ar, 0);
+ wm_draw_region_bind(region, 0);
}
-void WM_draw_region_viewport_unbind(ARegion *ar)
+void WM_draw_region_viewport_unbind(ARegion *region)
{
- wm_draw_region_unbind(ar, 0);
+ wm_draw_region_unbind(region, 0);
}
/** \} */