diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_select.c | 22 |
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; |