Some old code used to iterate over all strips to find metas. Use `seq::lookup_meta_by_strip` instead, since it is cached. Pull Request: https://projects.blender.org/blender/blender/pulls/136406
69 lines
2.2 KiB
C++
69 lines
2.2 KiB
C++
/* SPDX-FileCopyrightText: 2004 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup sequencer
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*/
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#include <cstddef>
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struct ListBase;
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struct Main;
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struct MovieClip;
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struct ReportList;
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struct Scene;
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struct Strip;
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namespace blender::seq {
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/**
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* Check if one sequence is input to the other.
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*/
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bool relation_is_effect_of_strip(const Strip *effect, const Strip *input);
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/**
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* Function to free imbuf and anim data on changes.
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*/
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void relations_sequence_free_anim(Strip *strip);
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bool relations_check_scene_recursion(Scene *scene, ReportList *reports);
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/**
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* Check if "strip_main" (indirectly) uses strip "strip".
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*/
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bool relations_render_loop_check(Strip *strip_main, Strip *strip);
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void relations_free_imbuf(Scene *scene, ListBase *seqbase, bool for_render);
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void relations_invalidate_cache_raw(Scene *scene, Strip *strip);
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void relations_invalidate_cache_preprocessed(Scene *scene, Strip *strip);
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void relations_invalidate_cache_composite(Scene *scene, Strip *strip);
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void relations_invalidate_dependent(Scene *scene, Strip *strip);
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void relations_invalidate_scene_strips(Main *bmain, Scene *scene_target);
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void relations_invalidate_movieclip_strips(Main *bmain, MovieClip *clip_target);
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void relations_invalidate_cache_in_range(Scene *scene,
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Strip *strip,
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Strip *range_mask,
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int invalidate_types);
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/**
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* Release FFmpeg handles of strips that are not currently displayed to minimize memory usage.
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*/
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void relations_free_all_anim_ibufs(Scene *scene, int timeline_frame);
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/**
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* A debug and development function which checks whether sequences have unique UIDs.
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* Errors will be reported to the console.
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*/
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void relations_check_uids_unique_and_report(const Scene *scene);
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/**
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* Generate new UID for the given sequence.
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*/
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void relations_session_uid_generate(Strip *sequence);
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void cache_cleanup(Scene *scene);
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void cache_iterate(
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Scene *scene,
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void *userdata,
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bool callback_init(void *userdata, size_t item_count),
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bool callback_iter(void *userdata, Strip *strip, int timeline_frame, int cache_type));
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bool exists_in_seqbase(const Strip *strip, const ListBase *seqbase);
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} // namespace blender::seq
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