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/sound.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'source/blender/blenkernel/intern/sound.c') diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c index f344a524dc5..c909f00702d 100644 --- a/source/blender/blenkernel/intern/sound.c +++ b/source/blender/blenkernel/intern/sound.c @@ -91,7 +91,7 @@ bSound *BKE_sound_new_file_exists_ex(struct Main *bmain, const char *filepath, b BLI_path_abs(str, BKE_main_blendfile_path(bmain)); /* first search an identical filepath */ - for (sound = bmain->sound.first; sound; sound = sound->id.next) { + for (sound = bmain->sounds.first; sound; sound = sound->id.next) { BLI_strncpy(strtest, sound->name, sizeof(sound->name)); BLI_path_abs(strtest, ID_BLEND_PATH(bmain, &sound->id)); @@ -192,7 +192,7 @@ static void sound_sync_callback(void *data, int mode, float time) struct Main *bmain = (struct Main *)data; struct Scene *scene; - scene = bmain->scene.first; + scene = bmain->scenes.first; while (scene) { if (scene->audio.flag & AUDIO_SYNC) { if (mode) @@ -606,7 +606,7 @@ void BKE_sound_update_sequencer(struct Main *main, bSound *sound) { struct Scene *scene; - for (scene = main->scene.first; scene; scene = scene->id.next) { + for (scene = main->scenes.first; scene; scene = scene->id.next) { BKE_sequencer_update_sound(scene, sound); } } @@ -686,7 +686,7 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene) } animation_playing = 0; - for (screen = bmain->screen.first; screen; screen = screen->id.next) { + for (screen = bmain->screens.first; screen; screen = screen->id.next) { if (screen->animtimer) { animation_playing = 1; break; @@ -883,8 +883,8 @@ void BKE_sound_update_scene(Main *bmain, Scene *scene) float quat[4]; /* cheap test to skip looping over all objects (no speakers is a common case) */ - if (!BLI_listbase_is_empty(&bmain->speaker)) { - BKE_main_id_tag_listbase(&bmain->object, LIB_TAG_DOIT, true); + if (!BLI_listbase_is_empty(&bmain->speakers)) { + BKE_main_id_tag_listbase(&bmain->objects, LIB_TAG_DOIT, true); for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { for (base = view_layer->object_bases.first; base; base = base->next) { -- cgit v1.2.3