UI: use term 'Current Frame' instead of 'Playhead'
Keep terminology consistent, 'Current Frame' is used nearly everywhere.
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@@ -4398,8 +4398,9 @@ static void screen_animation_region_tag_redraw(ScrArea *area,
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}
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}
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/* No need to do a full redraw as the playhead is only updated. We do need to redraw when this
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* area is in full screen as no other areas will be tagged for redrawing. */
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/* No need to do a full redraw as the current frame indicator is only updated.
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* We do need to redraw when this area is in full screen as no other areas
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* will be tagged for redrawing. */
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if ((region->regiontype == RGN_TYPE_WINDOW) &&
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(ELEM(area->spacetype, SPACE_GRAPH, SPACE_NLA, SPACE_ACTION, SPACE_SEQ)) && !area->full) {
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return;
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@@ -446,8 +446,8 @@ void WM_operator_properties_select_walk_direction(wmOperatorType *ot)
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* help getting the wanted behavior to work. Most generic logic should be handled in these, so that
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* the select operators only have to care for the case dependent handling.
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*
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* Every select operator has slightly different requirements, e.g. VSE strip selection also needs
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* to account for handle selection. This should be the baseline behavior though.
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* Every select operator has slightly different requirements, e.g. sequencer strip selection
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* also needs to account for handle selection. This should be the baseline behavior though.
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*/
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void WM_operator_properties_generic_select(wmOperatorType *ot)
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{
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