From 8f817de0cbef41dac81e6c7665ada509c3fe2988 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 8 Mar 2019 09:29:17 +1100 Subject: Cleanup: use plural names for Main lists Convention was not to but after discussion on 918941483f7e we agree its best to change the convention. Names now mostly follow RNA. Some exceptions: - Use 'nodetrees' instead of 'nodegroups' since the struct is called NodeTree. - Use 'gpencils' instead of 'grease_pencil' since 'gpencil' is a common abbreviation in the C code. Other exceptions: - Leave 'wm' as it's a list of one. - Leave 'ipo' as is for versioning. --- source/blender/blenkernel/intern/main.c | 146 ++++++++++++++++---------------- 1 file changed, 73 insertions(+), 73 deletions(-) (limited to 'source/blender/blenkernel/intern/main.c') diff --git a/source/blender/blenkernel/intern/main.c b/source/blender/blenkernel/intern/main.c index a6a302b58bd..1f65212135b 100644 --- a/source/blender/blenkernel/intern/main.c +++ b/source/blender/blenkernel/intern/main.c @@ -322,77 +322,77 @@ ListBase *which_libbase(Main *bmain, short type) { switch ((ID_Type)type) { case ID_SCE: - return &(bmain->scene); + return &(bmain->scenes); case ID_LI: - return &(bmain->library); + return &(bmain->libraries); case ID_OB: - return &(bmain->object); + return &(bmain->objects); case ID_ME: - return &(bmain->mesh); + return &(bmain->meshes); case ID_CU: - return &(bmain->curve); + return &(bmain->curves); case ID_MB: - return &(bmain->mball); + return &(bmain->metaballs); case ID_MA: - return &(bmain->mat); + return &(bmain->materials); case ID_TE: - return &(bmain->tex); + return &(bmain->textures); case ID_IM: - return &(bmain->image); + return &(bmain->images); case ID_LT: - return &(bmain->lattice); + return &(bmain->lattices); case ID_LA: - return &(bmain->light); + return &(bmain->lights); case ID_CA: - return &(bmain->camera); + return &(bmain->cameras); case ID_IP: return &(bmain->ipo); case ID_KE: - return &(bmain->key); + return &(bmain->shapekeys); case ID_WO: - return &(bmain->world); + return &(bmain->worlds); case ID_SCR: - return &(bmain->screen); + return &(bmain->screens); case ID_VF: - return &(bmain->vfont); + return &(bmain->fonts); case ID_TXT: - return &(bmain->text); + return &(bmain->texts); case ID_SPK: - return &(bmain->speaker); + return &(bmain->speakers); case ID_LP: - return &(bmain->lightprobe); + return &(bmain->lightprobes); case ID_SO: - return &(bmain->sound); + return &(bmain->sounds); case ID_GR: - return &(bmain->collection); + return &(bmain->collections); case ID_AR: - return &(bmain->armature); + return &(bmain->armatures); case ID_AC: - return &(bmain->action); + return &(bmain->actions); case ID_NT: - return &(bmain->nodetree); + return &(bmain->nodetrees); case ID_BR: - return &(bmain->brush); + return &(bmain->brushes); case ID_PA: - return &(bmain->particle); + return &(bmain->particles); case ID_WM: return &(bmain->wm); case ID_GD: - return &(bmain->gpencil); + return &(bmain->gpencils); case ID_MC: - return &(bmain->movieclip); + return &(bmain->movieclips); case ID_MSK: - return &(bmain->mask); + return &(bmain->masks); case ID_LS: - return &(bmain->linestyle); + return &(bmain->linestyles); case ID_PAL: - return &(bmain->palette); + return &(bmain->palettes); case ID_PC: - return &(bmain->paintcurve); + return &(bmain->paintcurves); case ID_CF: - return &(bmain->cachefile); + return &(bmain->cachefiles); case ID_WS: - return &(bmain->workspace); + return &(bmain->workspaces); } return NULL; } @@ -409,52 +409,52 @@ int set_listbasepointers(Main *bmain, ListBase **lb) /* BACKWARDS! also watch order of free-ing! (mesh<->mat), first items freed last. * This is important because freeing data decreases usercounts of other datablocks, * if this data is its self freed it can crash. */ - lb[INDEX_ID_LI] = &(bmain->library); /* Libraries may be accessed from pretty much any other ID... */ + lb[INDEX_ID_LI] = &(bmain->libraries); /* Libraries may be accessed from pretty much any other ID... */ lb[INDEX_ID_IP] = &(bmain->ipo); - lb[INDEX_ID_AC] = &(bmain->action); /* moved here to avoid problems when freeing with animato (aligorith) */ - lb[INDEX_ID_KE] = &(bmain->key); - lb[INDEX_ID_PAL] = &(bmain->palette); /* referenced by gpencil, so needs to be before that to avoid crashes */ - lb[INDEX_ID_GD] = &(bmain->gpencil); /* referenced by nodes, objects, view, scene etc, before to free after. */ - lb[INDEX_ID_NT] = &(bmain->nodetree); - lb[INDEX_ID_IM] = &(bmain->image); - lb[INDEX_ID_TE] = &(bmain->tex); - lb[INDEX_ID_MA] = &(bmain->mat); - lb[INDEX_ID_VF] = &(bmain->vfont); + lb[INDEX_ID_AC] = &(bmain->actions); /* moved here to avoid problems when freeing with animato (aligorith) */ + lb[INDEX_ID_KE] = &(bmain->shapekeys); + lb[INDEX_ID_PAL] = &(bmain->palettes); /* referenced by gpencil, so needs to be before that to avoid crashes */ + lb[INDEX_ID_GD] = &(bmain->gpencils); /* referenced by nodes, objects, view, scene etc, before to free after. */ + lb[INDEX_ID_NT] = &(bmain->nodetrees); + lb[INDEX_ID_IM] = &(bmain->images); + lb[INDEX_ID_TE] = &(bmain->textures); + lb[INDEX_ID_MA] = &(bmain->materials); + lb[INDEX_ID_VF] = &(bmain->fonts); /* Important!: When adding a new object type, * the specific data should be inserted here */ - lb[INDEX_ID_AR] = &(bmain->armature); - - lb[INDEX_ID_CF] = &(bmain->cachefile); - lb[INDEX_ID_ME] = &(bmain->mesh); - lb[INDEX_ID_CU] = &(bmain->curve); - lb[INDEX_ID_MB] = &(bmain->mball); - - lb[INDEX_ID_LT] = &(bmain->lattice); - lb[INDEX_ID_LA] = &(bmain->light); - lb[INDEX_ID_CA] = &(bmain->camera); - - lb[INDEX_ID_TXT] = &(bmain->text); - lb[INDEX_ID_SO] = &(bmain->sound); - lb[INDEX_ID_GR] = &(bmain->collection); - lb[INDEX_ID_PAL] = &(bmain->palette); - lb[INDEX_ID_PC] = &(bmain->paintcurve); - lb[INDEX_ID_BR] = &(bmain->brush); - lb[INDEX_ID_PA] = &(bmain->particle); - lb[INDEX_ID_SPK] = &(bmain->speaker); - lb[INDEX_ID_LP] = &(bmain->lightprobe); - - lb[INDEX_ID_WO] = &(bmain->world); - lb[INDEX_ID_MC] = &(bmain->movieclip); - lb[INDEX_ID_SCR] = &(bmain->screen); - lb[INDEX_ID_OB] = &(bmain->object); - lb[INDEX_ID_LS] = &(bmain->linestyle); /* referenced by scenes */ - lb[INDEX_ID_SCE] = &(bmain->scene); - lb[INDEX_ID_WS] = &(bmain->workspace); /* before wm, so it's freed after it! */ + lb[INDEX_ID_AR] = &(bmain->armatures); + + lb[INDEX_ID_CF] = &(bmain->cachefiles); + lb[INDEX_ID_ME] = &(bmain->meshes); + lb[INDEX_ID_CU] = &(bmain->curves); + lb[INDEX_ID_MB] = &(bmain->metaballs); + + lb[INDEX_ID_LT] = &(bmain->lattices); + lb[INDEX_ID_LA] = &(bmain->lights); + lb[INDEX_ID_CA] = &(bmain->cameras); + + lb[INDEX_ID_TXT] = &(bmain->texts); + lb[INDEX_ID_SO] = &(bmain->sounds); + lb[INDEX_ID_GR] = &(bmain->collections); + lb[INDEX_ID_PAL] = &(bmain->palettes); + lb[INDEX_ID_PC] = &(bmain->paintcurves); + lb[INDEX_ID_BR] = &(bmain->brushes); + lb[INDEX_ID_PA] = &(bmain->particles); + lb[INDEX_ID_SPK] = &(bmain->speakers); + lb[INDEX_ID_LP] = &(bmain->lightprobes); + + lb[INDEX_ID_WO] = &(bmain->worlds); + lb[INDEX_ID_MC] = &(bmain->movieclips); + lb[INDEX_ID_SCR] = &(bmain->screens); + lb[INDEX_ID_OB] = &(bmain->objects); + lb[INDEX_ID_LS] = &(bmain->linestyles); /* referenced by scenes */ + lb[INDEX_ID_SCE] = &(bmain->scenes); + lb[INDEX_ID_WS] = &(bmain->workspaces); /* before wm, so it's freed after it! */ lb[INDEX_ID_WM] = &(bmain->wm); - lb[INDEX_ID_MSK] = &(bmain->mask); + lb[INDEX_ID_MSK] = &(bmain->masks); lb[INDEX_ID_NULL] = NULL; -- cgit v1.2.3