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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*/
#pragma once
#include "intern/eval/deg_eval_runtime_backup_sequencer.h"
struct Scene;
namespace blender::deg {
struct Depsgraph;
/* Backup of scene runtime data. */
class SceneBackup {
public:
SceneBackup(const Depsgraph *depsgraph);
void reset();
void init_from_scene(Scene *scene);
void restore_to_scene(Scene *scene);
/* Sound/audio related pointers of the scene itself.
*
* NOTE: Scene can not disappear after relations update, because otherwise the entire dependency
* graph will be gone. This means we don't need to compare original scene pointer, or worry about
* freeing those if they can't be restored: we just copy them over to a new scene. */
void *sound_scene;
void *playback_handle;
void *sound_scrub_handle;
void *speaker_handles;
float rigidbody_last_time;
SequencerBackup sequencer_backup;
};
} // namespace blender::deg
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