UI: use term 'Current Frame' instead of 'Playhead'

Keep terminology consistent, 'Current Frame' is used nearly everywhere.
This commit is contained in:
Campbell Barton
2020-07-01 19:54:12 +10:00
parent 4387aff99e
commit ab0d02b704
5 changed files with 14 additions and 11 deletions

View File

@@ -4398,8 +4398,9 @@ static void screen_animation_region_tag_redraw(ScrArea *area,
}
}
/* No need to do a full redraw as the playhead is only updated. We do need to redraw when this
* area is in full screen as no other areas will be tagged for redrawing. */
/* No need to do a full redraw as the current frame indicator is only updated.
* We do need to redraw when this area is in full screen as no other areas
* will be tagged for redrawing. */
if ((region->regiontype == RGN_TYPE_WINDOW) &&
(ELEM(area->spacetype, SPACE_GRAPH, SPACE_NLA, SPACE_ACTION, SPACE_SEQ)) && !area->full) {
return;

View File

@@ -446,8 +446,8 @@ void WM_operator_properties_select_walk_direction(wmOperatorType *ot)
* help getting the wanted behavior to work. Most generic logic should be handled in these, so that
* the select operators only have to care for the case dependent handling.
*
* Every select operator has slightly different requirements, e.g. VSE strip selection also needs
* to account for handle selection. This should be the baseline behavior though.
* Every select operator has slightly different requirements, e.g. sequencer strip selection
* also needs to account for handle selection. This should be the baseline behavior though.
*/
void WM_operator_properties_generic_select(wmOperatorType *ot)
{