Some DNA headers already did this, most did not. Even though many of them would be included in C++ files and thus compiled as C++. This would be confusing and developers may think they have to add `extern "C"` too a whole lot of (indirect) includes to be able to use a C header in C++. However, this is a misconception. `extern "C"` does not cause code to be compiled with C rather than C++! It only causes the linker to not use C++ function name mangling. See https://stackoverflow.com/a/1041880. Because extern DNA headers don't have function declarations, using `extern "C"` actually should not have any effect. On the other hand, adding it causes no harm and avoids confusion. So let's just have it consistently in C header files. Differential Revision: https://developer.blender.org/D9578 Reviewed by: Bastien Montagne, Sybren Stüvel
62 lines
1.8 KiB
C++
62 lines
1.8 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup DNA
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*/
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#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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/** Settings for offscreen rendering */
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typedef enum eV3DOffscreenDrawFlag {
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V3D_OFSDRAW_NONE = (0),
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V3D_OFSDRAW_SHOW_ANNOTATION = (1 << 0),
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V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS = (1 << 1),
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V3D_OFSDRAW_SHOW_GRIDFLOOR = (1 << 2),
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} eV3DOffscreenDrawFlag;
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/** #View3DShading.light */
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typedef enum eV3DShadingLightingMode {
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V3D_LIGHTING_FLAT = 0,
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V3D_LIGHTING_STUDIO = 1,
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V3D_LIGHTING_MATCAP = 2,
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} eV3DShadingLightingMode;
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/** #View3DShading.color_type, #View3DShading.wire_color_type */
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typedef enum eV3DShadingColorType {
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V3D_SHADING_MATERIAL_COLOR = 0,
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V3D_SHADING_RANDOM_COLOR = 1,
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V3D_SHADING_SINGLE_COLOR = 2,
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V3D_SHADING_TEXTURE_COLOR = 3,
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V3D_SHADING_OBJECT_COLOR = 4,
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V3D_SHADING_VERTEX_COLOR = 5,
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} eV3DShadingColorType;
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/** #View3DShading.background_type */
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typedef enum eV3DShadingBackgroundType {
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V3D_SHADING_BACKGROUND_THEME = 0,
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V3D_SHADING_BACKGROUND_WORLD = 1,
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V3D_SHADING_BACKGROUND_VIEWPORT = 2,
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} eV3DShadingBackgroundType;
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#ifdef __cplusplus
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}
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#endif
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