// Copyright (C) 1997-2004 Alias Systems Corp.
// 
// The information in this file is provided for the exclusive use of the
// licensees of Alias.  Such users have the right to use, modify,
// and incorporate this code into other products for purposes authorized
// by the Alias license agreement, without fee.
// 
// ALIAS DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
// INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
// EVENT SHALL ALIAS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
// CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
// DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
// TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
// PERFORMANCE OF THIS SOFTWARE.

//
// Description: This procedure will return true if the specified render
//              layer is connected to the render layer manager. This
//              will be used as a filter script in the render globals
//              editor.
//
global proc int layerOnRenderManager(string $findRenderLayer)
{
    int $isFound = false;
    string $managerLayers[] = `listConnections renderLayerManager.renderLayerId`;
    for ($layer in $managerLayers) {
        if ($layer == $findRenderLayer) {
            $isFound = true;
            break;
        }
    }
    return $isFound;
}

// Description: This procedure is used to update the controls in
//      frame Render Layer/Pass.
//
global proc createRenderLayerFilters()
{
    //  The itemFilters are destrnew scene is loaded so
    //  ths UI might exist without them, check here. Only one check
    //  is done since the actions that would destroy the filters
    //  will destroy all of them

    if( !`itemFilter -exists defaultRenderLayerFilter` ) 
    {
        itemFilter -bn defaultRenderLayer defaultRenderLayerFilter;
    }

    if( !`itemFilter -exists renderLayerFilter` ) 
    {
        itemFilter -byType renderLayer -byScript layerOnRenderManager renderLayerFilter;
    }
}
