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source/blender/windowmanager/intern/wm_event_system.c
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| * Was part of #wm_event_do_notifiers, split out so it can be called once before entering the #WM_main loop. | * Was part of #wm_event_do_notifiers, split out so it can be called once before entering the #WM_main loop. | ||||
| * This ensures operators don't run before the UI and depsgraph are initialized. | * This ensures operators don't run before the UI and depsgraph are initialized. | ||||
| */ | */ | ||||
| void wm_event_do_refresh_wm_and_depsgraph(bContext *C) | void wm_event_do_refresh_wm_and_depsgraph(bContext *C) | ||||
| { | { | ||||
| wmWindowManager *wm = CTX_wm_manager(C); | wmWindowManager *wm = CTX_wm_manager(C); | ||||
| uint64_t win_combine_v3d_datamask = 0; | uint64_t win_combine_v3d_datamask = 0; | ||||
| ED_workspaces_refresh(C, &wm->reports); | |||||
| /* combine datamasks so 1 win doesn't disable UV's in another [#26448] */ | /* combine datamasks so 1 win doesn't disable UV's in another [#26448] */ | ||||
| for (wmWindow *win = wm->windows.first; win; win = win->next) { | for (wmWindow *win = wm->windows.first; win; win = win->next) { | ||||
| const Scene *scene = WM_window_get_active_scene(win); | const Scene *scene = WM_window_get_active_scene(win); | ||||
| const bScreen *screen = WM_window_get_active_screen(win); | const bScreen *screen = WM_window_get_active_screen(win); | ||||
| win_combine_v3d_datamask |= ED_view3d_screen_datamask(scene, screen); | win_combine_v3d_datamask |= ED_view3d_screen_datamask(scene, screen); | ||||
| } | } | ||||
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