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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index 297bd5c4aa1..0d86d95c779 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -112,7 +112,7 @@ void view3d_set_viewcontext(bContext *C, ViewContext *vc)
vc->ar = CTX_wm_region(C);
vc->depsgraph = CTX_data_depsgraph(C);
vc->scene = CTX_data_scene(C);
- vc->scene_layer = CTX_data_scene_layer(C);
+ vc->view_layer = CTX_data_view_layer(C);
vc->engine = CTX_data_engine(C);
vc->v3d = CTX_wm_view3d(C);
vc->win = CTX_wm_window(C);
@@ -376,7 +376,7 @@ static void do_lasso_select_pose(ViewContext *vc, Object *ob, const int mcords[]
}
}
-static void object_deselect_all_visible(SceneLayer *sl)
+static void object_deselect_all_visible(ViewLayer *sl)
{
Base *base;
@@ -393,9 +393,9 @@ static void do_lasso_select_objects(ViewContext *vc, const int mcords[][2], cons
Base *base;
if (extend == false && select)
- object_deselect_all_visible(vc->scene_layer);
+ object_deselect_all_visible(vc->view_layer);
- for (base = vc->scene_layer->object_bases.first; base; base = base->next) {
+ for (base = vc->view_layer->object_bases.first; base; base = base->next) {
if (BASE_SELECTABLE(base)) { /* use this to avoid un-needed lasso lookups */
if (ED_view3d_project_base(vc->ar, base) == V3D_PROJ_RET_OK) {
if (BLI_lasso_is_point_inside(mcords, moves, base->sx, base->sy, IS_CLIPPED)) {
@@ -1057,7 +1057,7 @@ void VIEW3D_OT_select_menu(wmOperatorType *ot)
RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", "Toggle selection instead of deselecting everything first");
}
-static void deselectall_except(SceneLayer *sl, Base *b) /* deselect all except b */
+static void deselectall_except(ViewLayer *sl, Base *b) /* deselect all except b */
{
for (Base *base = sl->object_bases.first; base; base = base->next) {
if (base->flag & BASE_SELECTED) {
@@ -1274,7 +1274,7 @@ finally:
static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int hits,
Base *startbase, bool has_bones, bool do_nearest)
{
- SceneLayer *sl = vc->scene_layer;
+ ViewLayer *sl = vc->view_layer;
Base *base, *basact = NULL;
int a;
@@ -1374,7 +1374,7 @@ Base *ED_view3d_give_base_under_cursor(bContext *C, const int mval[2])
if (hits > 0) {
const bool has_bones = selectbuffer_has_bones(buffer, hits);
- basact = mouse_select_eval_buffer(&vc, buffer, hits, vc.scene_layer->object_bases.first, has_bones, do_nearest);
+ basact = mouse_select_eval_buffer(&vc, buffer, hits, vc.view_layer->object_bases.first, has_bones, do_nearest);
}
return basact;
@@ -1408,7 +1408,7 @@ static bool ed_object_select_pick(
ViewContext vc;
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
- SceneLayer *sl = CTX_data_scene_layer(C);
+ ViewLayer *sl = CTX_data_view_layer(C);
Base *base, *startbase = NULL, *basact = NULL, *oldbasact = NULL;
bool is_obedit;
float dist = ED_view3d_select_dist_px() * 1.3333f;
@@ -2066,7 +2066,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
CTX_DATA_END;
}
else {
- object_deselect_all_visible(vc->scene_layer);
+ object_deselect_all_visible(vc->view_layer);
}
}
@@ -2093,7 +2093,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
* Even though 'DRW_draw_select_loop' uses 'DEG_OBJECT_ITER',
* we can be sure the order remains the same between both.
*/
- for (base = vc->scene_layer->object_bases.first; base && hits; base = base->next) {
+ for (base = vc->view_layer->object_bases.first; base && hits; base = base->next) {
if (BASE_SELECTABLE(base)) {
while (base->object->select_color == (*col & 0xFFFF)) { /* we got an object */
if (*col & 0xFFFF0000) { /* we got a bone */
@@ -2828,7 +2828,7 @@ static void obedit_circle_select(
static bool object_circle_select(ViewContext *vc, const bool select, const int mval[2], float rad)
{
- SceneLayer *sl = vc->scene_layer;
+ ViewLayer *sl = vc->view_layer;
const float radius_squared = rad * rad;
const float mval_fl[2] = {mval[0], mval[1]};
bool changed = false;