Cleanup: update comments

This commit is contained in:
Campbell Barton 2021-06-28 16:02:52 +10:00
parent 6f42e69b58
commit 7beb57f3bd
4 changed files with 5 additions and 15 deletions

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@ -22,15 +22,10 @@
#pragma once
/* tool flag API. never, ever ever should tool code put junk in
* header flags (element->head.flag), nor should they use
* element->head.eflag1/eflag2. instead, use this api to set
* flags.
*
* if you need to store a value per element, use a
* ghash or a mapping slot to do it. */
/* Tool Flag API: Tool code must never put junk in header flags (#BMHeader.hflag)
* instead, use this API to set flags.
* If you need to store a value per element, use a #GHash or a mapping slot to do it. */
/* flags 15 and 16 (1 << 14 and 1 << 15) are reserved for bmesh api use */
ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1, 2) BLI_INLINE
short _bmo_elem_flag_test(BMesh *bm, const BMFlagLayer *oflags, const short oflag)
{

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@ -590,7 +590,8 @@ static void ui_block_align_calc_but(uiBut *first, short nr)
/* rows == 0: 1 row, cols == 0: 1 column */
/* note; how it uses 'flag' in loop below (either set it, or OR it) is confusing */
/* NOTE: manipulation of 'flag' in the loop below is confusing.
* In some cases it's assigned, other times OR is used. */
for (but = first, prev = NULL; but && but->alignnr == nr; prev = but, but = but->next) {
next = but->next;
if (next && next->alignnr != nr) {

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@ -757,9 +757,6 @@ static int flyApply(bContext *C, FlyInfo *fly, bool is_confirm)
#define FLY_ZUP_CORRECT_ACCEL 0.05f /* increase upright momentum each step */
#define FLY_SMOOTH_FAC 20.0f /* higher value less lag */
/* fly mode - Shift+F
* a fly loop where the user can move the view as if they are flying
*/
RegionView3D *rv3d = fly->rv3d;
/* 3x3 copy of the view matrix so we can move along the view axis */

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@ -989,9 +989,6 @@ static int walkApply(bContext *C, WalkInfo *walk, bool is_confirm)
#define WALK_MOVE_SPEED base_speed
#define WALK_BOOST_FACTOR ((void)0, walk->speed_factor)
/* walk mode - Ctrl+Shift+F
* a walk loop where the user can move move the view as if they are in a walk game
*/
RegionView3D *rv3d = walk->rv3d;
ARegion *region = walk->region;