Cleanup: Remove unused scene argument from foreach_nodeclass
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@@ -426,7 +426,7 @@ struct bNodeTreeType {
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/* callbacks */
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/* Iteration over all node classes. */
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void (*foreach_nodeclass)(Scene *scene, void *calldata, bNodeClassCallback func);
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void (*foreach_nodeclass)(void *calldata, bNodeClassCallback func);
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/* Check visibility in the node editor */
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bool (*poll)(const bContext *C, bNodeTreeType *ntreetype);
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/* Select a node tree from the context */
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@@ -617,7 +617,7 @@ static void ui_template_node_link_menu(bContext *C, uiLayout *layout, void *but_
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arg->layout = split;
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if (ntreetype && ntreetype->foreach_nodeclass) {
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ntreetype->foreach_nodeclass(scene, arg, node_menu_column_foreach_cb);
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ntreetype->foreach_nodeclass(arg, node_menu_column_foreach_cb);
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}
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column = uiLayoutColumn(split, false);
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@@ -46,7 +46,7 @@ static void composite_get_from_context(
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*r_ntree = scene->nodetree;
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}
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static void foreach_nodeclass(Scene * /*scene*/, void *calldata, bNodeClassCallback func)
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static void foreach_nodeclass(void *calldata, bNodeClassCallback func)
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{
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func(calldata, NODE_CLASS_INPUT, N_("Input"));
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func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
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@@ -71,7 +71,7 @@ static void geometry_node_tree_update(bNodeTree *ntree)
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ntree_update_reroute_nodes(ntree);
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}
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static void foreach_nodeclass(Scene * /*scene*/, void *calldata, bNodeClassCallback func)
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static void foreach_nodeclass(void *calldata, bNodeClassCallback func)
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{
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func(calldata, NODE_CLASS_INPUT, N_("Input"));
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func(calldata, NODE_CLASS_GEOMETRY, N_("Geometry"));
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@@ -106,7 +106,7 @@ static void shader_get_from_context(
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}
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}
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static void foreach_nodeclass(Scene * /*scene*/, void *calldata, bNodeClassCallback func)
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static void foreach_nodeclass(void *calldata, bNodeClassCallback func)
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{
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func(calldata, NODE_CLASS_INPUT, N_("Input"));
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func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
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@@ -77,7 +77,7 @@ static void texture_get_from_context(
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}
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}
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static void foreach_nodeclass(Scene * /*scene*/, void *calldata, bNodeClassCallback func)
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static void foreach_nodeclass(void *calldata, bNodeClassCallback func)
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{
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func(calldata, NODE_CLASS_INPUT, N_("Input"));
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func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
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