open_toontown_panda3d/pandatool/src/mayaprogs/mayaSavePview.h

87 lines
2.9 KiB
C++

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