Cleanup: de-duplicate engine-id's

This commit is contained in:
Campbell Barton 2014-10-28 12:49:04 +01:00
parent cefe137e91
commit 25b7455eea
9 changed files with 28 additions and 15 deletions

View File

@ -98,6 +98,10 @@
# include <sys/time.h>
#endif
const char *RE_engine_id_BLENDER_RENDER = "BLENDER_RENDER";
const char *RE_engine_id_BLENDER_GAME = "BLENDER_GAME";
const char *RE_engine_id_CYCLES = "CYCLES";
void free_avicodecdata(AviCodecData *acd)
{
if (acd) {
@ -595,7 +599,7 @@ Scene *BKE_scene_add(Main *bmain, const char *name)
sce->r.ffcodecdata.audio_bitrate = 192;
sce->r.ffcodecdata.audio_channels = 2;
BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_RENDER, sizeof(sce->r.engine));
sce->audio.distance_model = 2.0f;
sce->audio.doppler_factor = 1.0f;
@ -1902,12 +1906,12 @@ bool BKE_scene_use_new_shading_nodes(Scene *scene)
bool BKE_scene_uses_blender_internal(struct Scene *scene)
{
return strcmp("BLENDER_RENDER", scene->r.engine) == 0;
return STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER);
}
bool BKE_scene_uses_blender_game(struct Scene *scene)
{
return strcmp("BLENDER_GAME", scene->r.engine) == 0;
return STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME);
}
void BKE_scene_base_flag_to_objects(struct Scene *scene)

View File

@ -921,12 +921,18 @@ static uiLayout *draw_modifier(uiLayout *layout, Scene *scene, Object *ob,
uiBlockSetEmboss(block, UI_EMBOSSN);
/* When Modifier is a simulation, show button to switch to context rather than the delete button. */
if (modifier_can_delete(md) && (!modifier_is_simulation(md) || STREQ(scene->r.engine, "BLENDER_GAME")))
if (modifier_can_delete(md) &&
(!modifier_is_simulation(md) ||
STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME)))
{
uiItemO(row, "", ICON_X, "OBJECT_OT_modifier_remove");
else if (modifier_is_simulation(md) == 1)
}
else if (modifier_is_simulation(md) == 1) {
uiItemStringO(row, "", ICON_BUTS, "WM_OT_properties_context_change", "context", "PHYSICS");
else if (modifier_is_simulation(md) == 2)
}
else if (modifier_is_simulation(md) == 2) {
uiItemStringO(row, "", ICON_BUTS, "WM_OT_properties_context_change", "context", "PARTICLES");
}
uiBlockSetEmboss(block, UI_EMBOSS);
}

View File

@ -311,7 +311,7 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
* seems commonly used render engines does not support
* such kind of rendering.
*/
BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_RENDER, sizeof(sce->r.engine));
}
else {
BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));

View File

@ -538,7 +538,7 @@ void ED_render_id_flush_update(Main *bmain, ID *id)
void ED_render_internal_init(void)
{
RenderEngineType *ret = RE_engines_find("BLENDER_RENDER");
RenderEngineType *ret = RE_engines_find(RE_engine_id_BLENDER_RENDER);
ret->view_update = render_view3d_update;
ret->view_draw = render_view3d_draw;

View File

@ -434,7 +434,7 @@ static void outliner_add_scene_contents(SpaceOops *soops, ListBase *lb, Scene *s
outliner_add_element(soops, lb, sce->world, te, 0, 0);
#ifdef WITH_FREESTYLE
if (STREQ(sce->r.engine, "BLENDER_RENDER") && (sce->r.mode & R_EDGE_FRS))
if (STREQ(sce->r.engine, RE_engine_id_BLENDER_RENDER) && (sce->r.mode & R_EDGE_FRS))
outliner_add_line_styles(soops, lb, sce, te);
#endif
}

View File

@ -3413,7 +3413,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
#ifdef WITH_GAMEENGINE
if (STREQ(scene->r.engine, "BLENDER_GAME")) {
if (STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME)) {
rv3d->rflag |= RV3D_IS_GAME_ENGINE;
/* Make sure LoDs are up to date */

View File

@ -448,7 +448,7 @@ void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
BLI_ghash_insert(_nodetree_hash, nt, ma);
}
if (strcmp(freestyle_scene->r.engine, "CYCLES") == 0) {
if (STREQ(freestyle_scene->r.engine, RE_engine_id_CYCLES)) {
PointerRNA scene_ptr, freestyle_scene_ptr;
RNA_pointer_create(NULL, &RNA_Scene, old_scene, &scene_ptr);
RNA_pointer_create(NULL, &RNA_Scene, freestyle_scene, &freestyle_scene_ptr);

View File

@ -1484,7 +1484,10 @@ enum {
/* sequencer seq_prev_type seq_rend_type */
/* scene->r.engine (scene.c) */
extern const char *RE_engine_id_BLENDER_RENDER;
extern const char *RE_engine_id_BLENDER_GAME;
extern const char *RE_engine_id_CYCLES;
/* **************** SCENE ********************* */

View File

@ -70,9 +70,9 @@ static int shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype))
Scene *scene = CTX_data_scene(C);
/* allow empty engine string too, this is from older versions that didn't have registerable engines yet */
return (scene->r.engine[0] == '\0' ||
STREQ(scene->r.engine, "BLENDER_RENDER") ||
STREQ(scene->r.engine, "BLENDER_GAME") ||
STREQ(scene->r.engine, "CYCLES"));
STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER) ||
STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME) ||
STREQ(scene->r.engine, RE_engine_id_CYCLES));
}
static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(treetype), bNodeTree **r_ntree, ID **r_id, ID **r_from)