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Diffstat (limited to 'source/blender/editors/animation/anim_channels_edit.c')
-rw-r--r--source/blender/editors/animation/anim_channels_edit.c51
1 files changed, 31 insertions, 20 deletions
diff --git a/source/blender/editors/animation/anim_channels_edit.c b/source/blender/editors/animation/anim_channels_edit.c
index 67ec5a95913..d85457bbc4f 100644
--- a/source/blender/editors/animation/anim_channels_edit.c
+++ b/source/blender/editors/animation/anim_channels_edit.c
@@ -501,7 +501,8 @@ void ANIM_flush_setting_anim_channels(bAnimContext *ac,
*/
if (((setting == ACHANNEL_SETTING_VISIBLE) && (mode != ACHANNEL_SETFLAG_CLEAR)) ||
((setting != ACHANNEL_SETTING_VISIBLE) && (mode == ACHANNEL_SETFLAG_CLEAR))) {
- /* go backwards in the list, until the highest-ranking element (by indention has been covered) */
+ /* Go backwards in the list, until the highest-ranking element
+ * (by indention has been covered). */
for (ale = match->prev; ale; ale = ale->prev) {
const bAnimChannelType *acf = ANIM_channel_get_typeinfo(ale);
int level;
@@ -517,8 +518,8 @@ void ANIM_flush_setting_anim_channels(bAnimContext *ac,
/* if the level is 'less than' (i.e. more important) the level we're matching
* but also 'less than' the level just tried (i.e. only the 1st group above grouped F-Curves,
- * when toggling visibility of F-Curves, gets flushed, which should happen if we don't let prevLevel
- * get updated below once the first 1st group is found)...
+ * when toggling visibility of F-Curves, gets flushed, which should happen if we don't let
+ * prevLevel get updated below once the first 1st group is found).
*/
if (level < prevLevel) {
/* flush the new status... */
@@ -907,7 +908,8 @@ static void rearrange_animchannel_add_to_islands(ListBase *islands,
(island == NULL) ||
/* 2) unselected islands have single channels only - to allow up/down movement */
((island->flag & REORDER_ISLAND_SELECTED) == 0) ||
- /* 3) if channel is unselected, stop existing island (it was either wrong sel status, or full already) */
+ /* 3) if channel is unselected, stop existing island
+ * (it was either wrong sel status, or full already) */
(is_sel == 0) ||
/* 4) hidden status changes */
((island->flag & REORDER_ISLAND_HIDDEN) != is_hidden)) {
@@ -997,9 +999,12 @@ static bool rearrange_animchannel_islands(ListBase *list,
rearrange_animchannel_add_to_islands(&islands, list, channel, type, is_hidden);
}
- /* perform moving of selected islands now, but only if there is more than one of 'em so that something will happen
- * - scanning of the list is performed in the opposite direction to the direction we're moving things, so that we
- * shouldn't need to encounter items we've moved already
+ /* Perform moving of selected islands now, but only if there is more than one of them
+ * so that something will happen:
+ *
+ * - Scanning of the list is performed in the opposite direction
+ * to the direction we're moving things,
+ * so that we shouldn't need to encounter items we've moved already.
*/
if (islands.first != islands.last) {
tReorderChannelIsland *first = (mode > 0) ? islands.last : islands.first;
@@ -2632,10 +2637,11 @@ static int animchannels_channel_get(bAnimContext *ac, const int mval[2])
ar = ac->ar;
v2d = &ar->v2d;
- /* figure out which channel user clicked in
- * Note: although channels technically start at (y = ACHANNEL_FIRST), we need to adjust by half a channel's height
- * so that the tops of channels get caught ok. Since ACHANNEL_FIRST is really ACHANNEL_HEIGHT, we simply use
- * ACHANNEL_HEIGHT_HALF.
+ /* Figure out which channel user clicked in.
+ *
+ * Note: although channels technically start at (y = ACHANNEL_FIRST),
+ * we need to adjust by half a channel's height so that the tops of channels get caught ok.
+ * Since ACHANNEL_FIRST is really ACHANNEL_HEIGHT, we simply use ACHANNEL_HEIGHT_HALF.
*/
UI_view2d_region_to_view(v2d, mval[0], mval[1], &x, &y);
@@ -2724,7 +2730,8 @@ static int mouse_anim_channels(bContext *C, bAnimContext *ac, int channel_index,
return 0;
}
- /* selectmode -1 is a special case for ActionGroups only, which selects all of the channels underneath it only... */
+ /* selectmode -1 is a special case for ActionGroups only,
+ * which selects all of the channels underneath it only. */
/* TODO: should this feature be extended to work with other channel types too? */
if ((selectmode == -1) && (ale->type != ANIMTYPE_GROUP)) {
/* normal channels should not behave normally in this case */
@@ -2800,7 +2807,8 @@ static int mouse_anim_channels(bContext *C, bAnimContext *ac, int channel_index,
if ((adt) && (adt->flag & ADT_UI_SELECTED))
adt->flag |= ADT_UI_ACTIVE;
- /* ensure we exit editmode on whatever object was active before to avoid getting stuck there - T48747 */
+ /* Ensure we exit editmode on whatever object was active before
+ * to avoid getting stuck there - T48747. */
if (ob != CTX_data_edit_object(C)) {
ED_object_editmode_exit(C, EM_FREEDATA);
}
@@ -2965,9 +2973,10 @@ static int mouse_anim_channels(bContext *C, bAnimContext *ac, int channel_index,
case ANIMTYPE_NLACONTROLS: {
AnimData *adt = (AnimData *)ale->data;
- /* toggle expand
- * - Although the triangle widget already allows this, since there's nothing else that can be done here now,
- * let's just use it for easier expand/collapse for now
+ /* Toggle expand:
+ * - Although the triangle widget already allows this,
+ * since there's nothing else that can be done here now,
+ * let's just use it for easier expand/collapse for now.
*/
adt->flag ^= ADT_NLA_SKEYS_COLLAPSED;
@@ -2977,8 +2986,9 @@ static int mouse_anim_channels(bContext *C, bAnimContext *ac, int channel_index,
case ANIMTYPE_GPDATABLOCK: {
bGPdata *gpd = (bGPdata *)ale->data;
- /* toggle expand
- * - although the triangle widget already allows this, the whole channel can also be used for this purpose
+ /* Toggle expand:
+ * - Although the triangle widget already allows this,
+ * the whole channel can also be used for this purpose.
*/
gpd->flag ^= GP_DATA_EXPAND;
@@ -3015,8 +3025,9 @@ static int mouse_anim_channels(bContext *C, bAnimContext *ac, int channel_index,
case ANIMTYPE_MASKDATABLOCK: {
Mask *mask = (Mask *)ale->data;
- /* toggle expand
- * - although the triangle widget already allows this, the whole channel can also be used for this purpose
+ /* Toggle expand
+ * - Although the triangle widget already allows this,
+ * the whole channel can also be used for this purpose.
*/
mask->flag ^= MASK_ANIMF_EXPAND;