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blender-archive/source/blender/freestyle/intern/scene_graph/NodeSceneRenderLayer.h
Brecht Van Lommel 1ba90582f5 Fix a few compiler warnings on OS X / clang.
Two were actual bugs, though they existed only in unused code:
* In Freestyle it was unintentionally copying a scene rather than referencing it.
* In BLI_array_store_is_valid there was use of uninitialized memory.
2016-07-04 18:22:10 +02:00

67 lines
1.8 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __FREESTYLE_NODE_SCENE_RENDER_LAYER_H__
#define __FREESTYLE_NODE_SCENE_RENDER_LAYER_H__
/** \file blender/freestyle/intern/scene_graph/NodeSceneRenderLayer.h
* \ingroup freestyle
* \brief Class to represent a scene render layer in Blender.
*/
#include "Node.h"
extern "C" {
#include "DNA_scene_types.h" /* for Scene and SceneRenderLayer */
}
using namespace std;
namespace Freestyle {
class NodeSceneRenderLayer : public Node
{
public:
inline NodeSceneRenderLayer(Scene& scene, SceneRenderLayer& srl) : Node(), _Scene(scene), _SceneRenderLayer(srl) {}
virtual ~NodeSceneRenderLayer() {}
inline struct Scene& scene() const
{
return _Scene;
}
inline struct SceneRenderLayer& sceneRenderLayer() const
{
return _SceneRenderLayer;
}
/*! Accept the corresponding visitor */
virtual void accept(SceneVisitor& v);
protected:
Scene& _Scene;
SceneRenderLayer& _SceneRenderLayer;
};
} /* namespace Freestyle */
#endif // __FREESTYLE_NODE_SCENE_RENDER_LAYER_H__