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blender-archive/source/blender/blenkernel/BKE_scene.h
Brecht Van Lommel 9059639df4 2.5: Screen/Scene New/Delete operators.
Implementation Note:
* Moved the scene copy/unlink code back into blenkernel, with
  the exception of the copy single user stuff which is still in
  object_edit.c.
* Uses SCREENDELETE notifier like SCREENBROWSE, seems only clean
  way to do this now.
2009-08-15 16:43:03 +00:00

91 lines
2.8 KiB
C++

/**
* blenlib/BKE_scene.h (mar-2001 nzc)
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BKE_SCENE_H
#define BKE_SCENE_H
struct bglMats;
struct Scene;
struct Object;
struct Base;
struct Text;
struct AviCodecData;
struct QuicktimeCodecData;
struct RenderData;
struct Text;
struct Main;
#define SCE_COPY_EMPTY 0
#define SCE_COPY_LINK_OB 1
#define SCE_COPY_LINK_DATA 2
#define SCE_COPY_FULL 3
/* note; doesn't work when scene is empty */
#define SETLOOPER(s, b) sce= s, b= (Base*)sce->base.first; b; b= (Base*)(b->next?b->next:sce->set?(sce=sce->set)->base.first:NULL)
void free_avicodecdata(struct AviCodecData *acd);
void free_qtcodecdata(struct QuicktimeCodecData *acd);
void free_scene(struct Scene *sce);
struct Scene *add_scene(char *name);
struct Base *object_in_scene(struct Object *ob, struct Scene *sce);
void set_scene_bg(struct Scene *sce);
void set_scene_name(char *name);
struct Scene *copy_scene(struct Main *bmain, struct Scene *sce, int type);
void unlink_scene(struct Main *bmain, struct Scene *sce, struct Scene *newsce);
int next_object(struct Scene *scene, int val, struct Base **base, struct Object **ob);
struct Object *scene_find_camera(struct Scene *sc);
struct Base *scene_add_base(struct Scene *sce, struct Object *ob);
void scene_deselect_all(struct Scene *sce);
void scene_select_base(struct Scene *sce, struct Base *selbase);
/* checks for cycle, returns 1 if it's all OK */
int scene_check_setscene(struct Scene *sce);
void scene_update_for_newframe(struct Scene *sce, unsigned int lay);
void scene_add_render_layer(struct Scene *sce);
/* render profile */
int get_render_subsurf_level(struct RenderData *r, int level);
int get_render_child_particle_number(struct RenderData *r, int num);
int get_render_shadow_samples(struct RenderData *r, int samples);
float get_render_aosss_error(struct RenderData *r, float error);
void free_dome_warp_text(struct Text *txt);
#endif