Cleanup: comments, reduce variable scope
This commit is contained in:
@@ -847,13 +847,15 @@ static void build_pict_list_from_image_sequence(GhostData *ghost_data,
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const int fstep,
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const bool *loading_p)
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{
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/* Load images into cache until the cache is full,
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* this resolves choppiness for images that are slow to load, see: #81751. */
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/* Load images into cache until the cache is full,
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* this resolves choppiness for images that are slow to load, see: #81751. */
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bool fill_cache = (
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#ifdef USE_FRAME_CACHE_LIMIT
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bool fill_cache = true;
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true
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#else
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bool fill_cache = false;
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false
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#endif
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);
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int fp_framenr;
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struct {
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@@ -992,28 +994,25 @@ static void update_sound_fps()
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#endif
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}
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static void tag_change_frame(PlayState *ps, int cx)
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static void playanim_change_frame_tag(PlayState *ps, int cx)
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{
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ps->need_frame_update = true;
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ps->frame_cursor_x = cx;
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}
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static void change_frame(PlayState *ps)
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static void playanim_change_frame(PlayState *ps)
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{
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if (!ps->need_frame_update) {
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return;
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}
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int sizex, sizey;
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int i, i_last;
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if (BLI_listbase_is_empty(&picsbase)) {
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return;
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}
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int sizex, sizey;
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playanim_window_get_size(ps->ghost_data.window, &sizex, &sizey);
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i_last = ((PlayAnimPict *)picsbase.last)->frame;
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i = (i_last * ps->frame_cursor_x) / sizex;
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const int i_last = ((PlayAnimPict *)picsbase.last)->frame;
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int i = (i_last * ps->frame_cursor_x) / sizex;
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CLAMP(i, 0, i_last);
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#ifdef WITH_AUDASPACE
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@@ -1415,7 +1414,7 @@ static bool ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
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if (type == GHOST_kEventButtonDown) {
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if (inside_window) {
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ps->ghost_data.qual |= WS_QUAL_LMOUSE;
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tag_change_frame(ps, cx);
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playanim_change_frame_tag(ps, cx);
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}
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}
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else {
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@@ -1464,7 +1463,7 @@ static bool ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
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}
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}
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tag_change_frame(ps, cx);
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playanim_change_frame_tag(ps, cx);
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}
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break;
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}
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@@ -1639,12 +1638,9 @@ static bool playanim_window_font_scale_from_dpi(PlayState *ps)
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static bool wm_main_playanim_intern(int argc, const char **argv, PlayArgs *args_next)
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{
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ImBuf *ibuf = nullptr;
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int i;
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/* This was done to disambiguate the name for use under c++. */
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int start_x = 0, start_y = 0;
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int window_pos[2] = {0, 0};
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int sfra = -1;
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int efra = -1;
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int totblock;
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PlayState ps{};
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@@ -1676,7 +1672,6 @@ static bool wm_main_playanim_intern(int argc, const char **argv, PlayArgs *args_
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&ps.display_ctx.display_settings);
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ps.display_ctx.ui_scale = 1.0f;
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/* Skip the first argument which is assumed to be '-a' (used to launch this player). */
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while (argc > 0) {
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if (argv[0][0] == '-') {
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switch (argv[0][1]) {
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@@ -1685,8 +1680,8 @@ static bool wm_main_playanim_intern(int argc, const char **argv, PlayArgs *args_
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break;
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case 'p':
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if (argc > 2) {
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start_x = atoi(argv[1]);
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start_y = atoi(argv[2]);
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window_pos[0] = atoi(argv[1]);
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window_pos[1] = atoi(argv[2]);
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argc -= 2;
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argv += 2;
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}
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@@ -1801,8 +1796,12 @@ static bool wm_main_playanim_intern(int argc, const char **argv, PlayArgs *args_
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GHOST_AddEventConsumer(ps.ghost_data.system, ghost_event_consumer);
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ps.ghost_data.window = playanim_window_open(
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ps.ghost_data.system, "Blender Animation Player", start_x, start_y, ibuf->x, ibuf->y);
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ps.ghost_data.window = playanim_window_open(ps.ghost_data.system,
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"Blender Animation Player",
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window_pos[0],
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window_pos[1],
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ibuf->x,
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ibuf->y);
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}
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// GHOST_ActivateWindowDrawingContext(ps.ghost_data.window);
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@@ -1871,7 +1870,7 @@ static bool wm_main_playanim_intern(int argc, const char **argv, PlayArgs *args_
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}
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#endif
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for (i = 1; i < argc; i++) {
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for (int i = 1; i < argc; i++) {
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filepath = argv[i];
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build_pict_list(
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&ps.ghost_data, &ps.display_ctx, filepath, (efra - sfra) + 1, ps.fstep, &ps.loading);
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@@ -1979,7 +1978,7 @@ static bool wm_main_playanim_intern(int argc, const char **argv, PlayArgs *args_
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if (ps.go == false) {
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break;
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}
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change_frame(&ps);
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playanim_change_frame(&ps);
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if (!has_event) {
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PIL_sleep_ms(1);
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}
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@@ -2068,8 +2067,8 @@ static bool wm_main_playanim_intern(int argc, const char **argv, PlayArgs *args_
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g_audaspace.source = nullptr;
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#endif
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/* we still miss freeing a lot!,
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* but many areas could skip initialization too for anim play */
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/* We still miss freeing a lot!
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* But many areas could skip initialization too for anim play. */
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DEG_free_node_types();
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@@ -2097,14 +2096,14 @@ static bool wm_main_playanim_intern(int argc, const char **argv, PlayArgs *args_
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IMB_exit();
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totblock = MEM_get_memory_blocks_in_use();
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if (totblock != 0) {
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/* prints many bAKey, bArgument's which are tricky to fix */
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#if 0
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const int totblock = MEM_get_memory_blocks_in_use();
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if (totblock != 0) {
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/* Prints many bAKey, bArgument's which are tricky to fix. */
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printf("Error Totblock: %d\n", totblock);
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MEM_printmemlist();
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#endif
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}
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#endif
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return false;
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}
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