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blender-archive/source/blender/depsgraph/intern/eval/deg_eval_runtime_backup.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

64 lines
1.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*/
#pragma once
#include "DNA_ID.h"
#include "intern/eval/deg_eval_runtime_backup_animation.h"
#include "intern/eval/deg_eval_runtime_backup_gpencil.h"
#include "intern/eval/deg_eval_runtime_backup_movieclip.h"
#include "intern/eval/deg_eval_runtime_backup_object.h"
#include "intern/eval/deg_eval_runtime_backup_scene.h"
#include "intern/eval/deg_eval_runtime_backup_sound.h"
#include "intern/eval/deg_eval_runtime_backup_volume.h"
namespace blender {
namespace deg {
struct Depsgraph;
class RuntimeBackup {
public:
explicit RuntimeBackup(const Depsgraph *depsgraph);
/* NOTE: Will reset all runtime fields which has been backed up to nullptr. */
void init_from_id(ID *id);
/* Restore fields to the given ID. */
void restore_to_id(ID *id);
/* Denotes whether init_from_id did put anything into the backup storage.
* This will not be the case when init_from_id() is called for an ID which has never been
* copied-on-write. In this case there is no need to backup or restore anything.
*
* It also allows to have restore() logic to be symmetrical to init() without need to worry
* that init() might not have happened.
*
* In practice this is used by audio system to lock audio while scene is going through
* copy-on-write mechanism. */
bool have_backup;
/* Struct members of the ID pointer. */
struct {
void *py_instance;
} id_data;
AnimationBackup animation_backup;
SceneBackup scene_backup;
SoundBackup sound_backup;
ObjectRuntimeBackup object_backup;
DrawDataList drawdata_backup;
DrawDataList *drawdata_ptr;
MovieClipBackup movieclip_backup;
VolumeBackup volume_backup;
GPencilBackup gpencil_backup;
};
} // namespace deg
} // namespace blender