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/**
* blenlib/BKE_scene.h (mar-2001 nzc)
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef BKE_SCENE_H
#define BKE_SCENE_H
struct Scene;
struct Object;
struct Base;
struct AviCodecData;
struct QuicktimeCodecData;
/* sequence related defines */
#define WHILE_SEQ(base) { \
int totseq_, seq_; Sequence **seqar; \
build_seqar( base, &seqar, &totseq_); \
for(seq_ = 0; seq_ < totseq_; seq_++) { \
seq= seqar[seq_];
#define END_SEQ } \
if(seqar) MEM_freeN(seqar); \
}
/* note; doesn't work when scene is empty */
#define SETLOOPER(s, b) sce= s, b= sce->base.first; b; b= (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 *me);
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);
int next_object(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);
#endif
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