diff options
Diffstat (limited to 'source/blender/depsgraph/intern/eval/deg_eval_runtime_backup_sequencer.cc')
-rw-r--r-- | source/blender/depsgraph/intern/eval/deg_eval_runtime_backup_sequencer.cc | 19 |
1 files changed, 9 insertions, 10 deletions
diff --git a/source/blender/depsgraph/intern/eval/deg_eval_runtime_backup_sequencer.cc b/source/blender/depsgraph/intern/eval/deg_eval_runtime_backup_sequencer.cc index adc7fd570e8..2780938fe05 100644 --- a/source/blender/depsgraph/intern/eval/deg_eval_runtime_backup_sequencer.cc +++ b/source/blender/depsgraph/intern/eval/deg_eval_runtime_backup_sequencer.cc @@ -29,7 +29,8 @@ #include "BKE_sequencer.h" #include "BKE_sound.h" -namespace DEG { +namespace blender { +namespace deg { SequencerBackup::SequencerBackup(const Depsgraph *depsgraph) : depsgraph(depsgraph) { @@ -42,7 +43,7 @@ void SequencerBackup::init_from_scene(Scene *scene) SequenceBackup sequence_backup(depsgraph); sequence_backup.init_from_sequence(sequence); if (!sequence_backup.isEmpty()) { - sequences_backup.insert(make_pair(sequence->orig_sequence, sequence_backup)); + sequences_backup.add(sequence->orig_sequence, sequence_backup); } } SEQ_END; @@ -52,21 +53,19 @@ void SequencerBackup::restore_to_scene(Scene *scene) { Sequence *sequence; SEQ_BEGIN (scene->ed, sequence) { - SequencesBackupMap::iterator it = sequences_backup.find(sequence->orig_sequence); - if (it == sequences_backup.end()) { - continue; + SequenceBackup *sequence_backup = sequences_backup.lookup_ptr(sequence->orig_sequence); + if (sequence_backup != nullptr) { + sequence_backup->restore_to_sequence(sequence); } - SequenceBackup &sequence_backup = it->second; - sequence_backup.restore_to_sequence(sequence); } SEQ_END; /* Cleanup audio while the scene is still known. */ - for (SequencesBackupMap::value_type &it : sequences_backup) { - SequenceBackup &sequence_backup = it.second; + for (SequenceBackup &sequence_backup : sequences_backup.values()) { if (sequence_backup.scene_sound != nullptr) { BKE_sound_remove_scene_sound(scene, sequence_backup.scene_sound); } } } -} // namespace DEG +} // namespace deg +} // namespace blender |