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source/blender/windowmanager/intern/wm_event_system.c
| Show First 20 Lines • Show All 3,585 Lines • ▼ Show 20 Lines | else { | ||||
| Scene *scene = WM_window_get_active_scene(win); | Scene *scene = WM_window_get_active_scene(win); | ||||
| ViewLayer *view_layer = WM_window_get_active_view_layer(win); | ViewLayer *view_layer = WM_window_get_active_view_layer(win); | ||||
| Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer); | Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer); | ||||
| Scene *scene_eval = (depsgraph != NULL) ? DEG_get_evaluated_scene(depsgraph) : NULL; | Scene *scene_eval = (depsgraph != NULL) ? DEG_get_evaluated_scene(depsgraph) : NULL; | ||||
| if (scene_eval != NULL) { | if (scene_eval != NULL) { | ||||
| const int is_playing_sound = BKE_sound_scene_playing(scene_eval); | const int is_playing_sound = BKE_sound_scene_playing(scene_eval); | ||||
| if (scene_eval->id.recalc & ID_RECALC_AUDIO_SEEK) { | if (scene_eval->id.recalc & ID_RECALC_FRAME_CHANGE) { | ||||
| /* Ignore seek here, the audio will be updated to the scene frame after jump during next | /* Ignore seek here, the audio will be updated to the scene frame after jump during next | ||||
| * dependency graph update. */ | * dependency graph update. */ | ||||
| } | } | ||||
| else if (is_playing_sound != -1) { | else if (is_playing_sound != -1) { | ||||
| bool is_playing_screen; | bool is_playing_screen; | ||||
| is_playing_screen = (ED_screen_animation_playing(wm) != NULL); | is_playing_screen = (ED_screen_animation_playing(wm) != NULL); | ||||
| ▲ Show 20 Lines • Show All 2,012 Lines • Show Last 20 Lines | |||||