Cleanup: rename ED_view3d_smooth_view_finish (to force_finish)
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@@ -2838,7 +2838,7 @@ static void view3d_from_minmax(bContext *C, View3D *v3d, ARegion *ar,
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float afm[3];
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float size;
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ED_view3d_smooth_view_finish(C, v3d, ar);
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ED_view3d_smooth_view_force_finish(C, v3d, ar);
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/* SMOOTHVIEW */
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float new_ofs[3];
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@@ -3198,7 +3198,7 @@ static int viewcenter_cursor_exec(bContext *C, wmOperator *op)
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ARegion *ar = CTX_wm_region(C);
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const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
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ED_view3d_smooth_view_finish(C, v3d, ar);
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ED_view3d_smooth_view_force_finish(C, v3d, ar);
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/* non camera center */
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float new_ofs[3];
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@@ -3239,7 +3239,7 @@ static int viewcenter_pick_invoke(bContext *C, wmOperator *op, const wmEvent *ev
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float new_ofs[3];
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const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
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ED_view3d_smooth_view_finish(C, v3d, ar);
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ED_view3d_smooth_view_force_finish(C, v3d, ar);
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view3d_operator_needs_opengl(C);
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@@ -3846,7 +3846,7 @@ static int viewnumpad_exec(bContext *C, wmOperator *op)
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ED_view3d_context_user_region(C, &v3d, &ar);
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rv3d = ar->regiondata;
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ED_view3d_smooth_view_finish(C, v3d, ar);
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ED_view3d_smooth_view_force_finish(C, v3d, ar);
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viewnum = RNA_enum_get(op->ptr, "type");
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align_active = RNA_boolean_get(op->ptr, "align_active");
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@@ -3998,7 +3998,7 @@ static int vieworbit_exec(bContext *C, wmOperator *op)
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rv3d = ar->regiondata;
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}
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ED_view3d_smooth_view_finish(C, v3d, ar);
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ED_view3d_smooth_view_force_finish(C, v3d, ar);
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if ((rv3d->viewlock & RV3D_LOCKED) == 0 || (view_opposite != RV3D_VIEW_USER)) {
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if ((rv3d->persp != RV3D_CAMOB) || ED_view3d_camera_lock_check(v3d, rv3d)) {
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@@ -4206,7 +4206,7 @@ static int viewroll_exec(bContext *C, wmOperator *op)
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rv3d = ar->regiondata;
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if ((rv3d->persp != RV3D_CAMOB) || ED_view3d_camera_lock_check(v3d, rv3d)) {
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ED_view3d_smooth_view_finish(C, v3d, ar);
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ED_view3d_smooth_view_force_finish(C, v3d, ar);
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int type = RNA_enum_get(op->ptr, "type");
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float angle = (type == 0) ? RNA_float_get(op->ptr, "angle") : DEG2RADF(U.pad_rot_angle);
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@@ -229,7 +229,7 @@ void ED_view3d_smooth_view(
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struct View3D *v3d, struct ARegion *ar, const int smooth_viewtx,
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const V3D_SmoothParams *sview);
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void ED_view3d_smooth_view_finish(
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void ED_view3d_smooth_view_force_finish(
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struct bContext *C,
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struct View3D *v3d, struct ARegion *ar);
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@@ -432,7 +432,11 @@ static int view3d_smoothview_invoke(bContext *C, wmOperator *UNUSED(op), const w
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return OPERATOR_FINISHED;
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}
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void ED_view3d_smooth_view_finish(
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/**
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* Apply the smoothview immediately, use when we need to start a new view operation.
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* (so we don't end up half-applying a view operation when pressing keys quickly).
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*/
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void ED_view3d_smooth_view_force_finish(
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bContext *C,
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View3D *v3d, ARegion *ar)
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{
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