87 lines
2.9 KiB
C++
87 lines
2.9 KiB
C++
// Filename: mayaSavePview.h
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// Created by: drose (27Oct03)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef MAYASAVEPVIEW_H
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#define MAYASAVEPVIEW_H
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// We don't want to include pre_maya_include.h here, since that would
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// necessitate linking with Pandatool's libmaya.dll, which would in
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// turn bring in a lot of stuff from panda that we don't really need.
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// Instead, we'll just define the Maya symbols we require here.
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// Maya will try to typedef bool unless this symbol is defined.
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#ifndef _BOOL
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#define _BOOL 1
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#endif
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#ifdef __MACH__
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#undef _BOOL
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#include "maya/OpenMayaMac.h"
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#endif
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// Even though we don't include any Panda headers, it's safe to
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// include this one, since it only defines some macros that we need to
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// make this program platform-independent.
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#include "dtool_config.h"
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#ifdef PHAVE_IOSTREAM
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// This will ask Maya 5.0 or better to use the new <iostream> library
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// instead of the old <iostream.h> library.
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#define REQUIRE_IOSTREAM
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#endif // PHAVE_IOSTREAM
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#include <maya/MArgList.h>
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#include <maya/MPxCommand.h>
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#include <maya/MObject.h>
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////////////////////////////////////////////////////////////////////
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// Class : MayaSavePview
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// Description : This class serves as a plug-in to Maya to save the
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// scene and view it using the external pview program,
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// rather than linking in any part of Panda to a Maya
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// plugin.
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//
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// Since it does not link with any Panda code, and hence
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// is a very lean plugin, it is less likely than
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// MayaPview to cause interoperability problems within
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// Maya. However, it does force a save-to-disk and a
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// spawning of a separate executable, including a
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// complete reloading of all of the Maya libraries, so
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// it is quite a bit slower to execute. And the
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// potential for interactive control is substantially
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// reduced.
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////////////////////////////////////////////////////////////////////
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class MayaSavePview : public MPxCommand {
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public:
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MayaSavePview();
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virtual MStatus doIt(const MArgList &args);
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static void *creator();
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};
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// Since we don't include any of the Panda headers (other than
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// dtool_config.h), we have to define this macro ourselves, to tell
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// Windows to export the following functions from the DLL.
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#ifdef WIN32_VC
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#define EXPCL_MISC __declspec(dllexport)
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#else
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#define EXPCL_MISC
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#endif
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EXPCL_MISC MStatus initializePlugin(MObject obj);
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EXPCL_MISC MStatus uninitializePlugin(MObject obj);
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#endif
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