diff options
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 45 |
1 files changed, 23 insertions, 22 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index f37437b159d..8a7918d87bd 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -144,7 +144,7 @@ static void cp_shade_color3ub(unsigned char cp[3], const int offset) } /* This function sets the gl-color for coloring a certain bone (based on bcolor) */ -static short set_pchan_glColor(short colCode, int boneflag, short constflag) +static bool set_pchan_glColor(short colCode, int boneflag, short constflag) { switch (colCode) { case PCHAN_COLOR_NORMAL: @@ -184,7 +184,7 @@ static short set_pchan_glColor(short colCode, int boneflag, short constflag) } } - return 1; + return true; } break; @@ -196,7 +196,7 @@ static short set_pchan_glColor(short colCode, int boneflag, short constflag) else UI_ThemeColor(TH_BONE_SOLID); - return 1; + return true; } break; @@ -208,7 +208,7 @@ static short set_pchan_glColor(short colCode, int boneflag, short constflag) else if (constflag & PCHAN_HAS_SPLINEIK) glColor4ub(200, 255, 0, 80); else if (constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80); - return 1; + return true; } else return 0; @@ -238,7 +238,7 @@ static short set_pchan_glColor(short colCode, int boneflag, short constflag) else UI_ThemeColor(TH_BONE_SOLID); } - return 1; + return true; } break; case PCHAN_COLOR_SPHEREBONE_END: @@ -288,12 +288,12 @@ static short set_pchan_glColor(short colCode, int boneflag, short constflag) UI_ThemeColorShade(TH_BACK, -30); } - return 1; + return true; } break; } - return 0; + return false; } static void set_ebone_glColor(const unsigned int boneflag) @@ -1660,7 +1660,7 @@ static void bone_matrix_translate_y(float mat[4][4], float y) /* assumes object is Armature with pose */ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, const short dt, const unsigned char ob_wire_col[4], - const short do_const_color, const short is_outline) + const bool do_const_color, const bool is_outline) { RegionView3D *rv3d = ar->regiondata; Object *ob = base->object; @@ -1670,7 +1670,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, GLfloat tmp; float smat[4][4], imat[4][4], bmat[4][4]; int index = -1; - short do_dashed = 3, draw_wire = FALSE; + short do_dashed = 3; + bool draw_wire = false; int flag; /* being set below */ @@ -1767,7 +1768,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, if (use_custom) { /* if drawwire, don't try to draw in solid */ if (pchan->bone->flag & BONE_DRAWWIRE) { - draw_wire = 1; + draw_wire = true; } else { draw_custom_bone(scene, v3d, rv3d, pchan->custom, @@ -1801,7 +1802,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, /* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet, * stick bones and/or wire custom-shapes are drawn in next loop */ - if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && (draw_wire == 0)) { + if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && (draw_wire == false)) { /* object tag, for bordersel optim */ glLoadName(index & 0xFFFF); index = -1; @@ -1810,7 +1811,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, /* draw custom bone shapes as wireframes */ if (!(arm->flag & ARM_NO_CUSTOM) && - ((draw_wire) || (dt <= OB_WIRE)) ) + (draw_wire || (dt <= OB_WIRE)) ) { if (arm->flag & ARM_POSEMODE) index = base->selcol; @@ -2384,7 +2385,7 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL); BKE_pose_where_is(scene, ob); - draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, TRUE, FALSE); + draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false); } glDisable(GL_BLEND); if (v3d->zbuf) glEnable(GL_DEPTH_TEST); @@ -2466,7 +2467,7 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base * BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL); BKE_pose_where_is(scene, ob); - draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, TRUE, FALSE); + draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false); } glDisable(GL_BLEND); if (v3d->zbuf) glEnable(GL_DEPTH_TEST); @@ -2539,7 +2540,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base) if (CFRA != cfrao) { BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL); BKE_pose_where_is(scene, ob); - draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, TRUE, FALSE); + draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false); } } @@ -2554,7 +2555,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base) if (CFRA != cfrao) { BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL); BKE_pose_where_is(scene, ob); - draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, TRUE, FALSE); + draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false); } } } @@ -2579,16 +2580,16 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base) /* called from drawobject.c, return 1 if nothing was drawn * (ob_wire_col == NULL) when drawing ghost */ -int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, - const short dt, const short dflag, const unsigned char ob_wire_col[4], - const short is_outline) +bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, + const short dt, const short dflag, const unsigned char ob_wire_col[4], + const bool is_outline) { Object *ob = base->object; bArmature *arm = ob->data; - int retval = 0; + bool retval = false; if (v3d->flag2 & V3D_RENDER_OVERRIDE) - return 1; + return true; if (dt > OB_WIRE && !ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) { /* we use color for solid lighting */ @@ -2652,7 +2653,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */ } else { - retval = 1; + retval = true; } } /* restore */ |