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+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma once
+
+#include "Qt3DSElementSystem.h"
+
+namespace Q3DStudio {
+class ILogicManager;
+}
+
+namespace qt3ds {
+namespace runtime {
+ class ILogicSystem;
+ class IAnimationSystem;
+
+ struct SSlideKey
+ {
+ element::SElement *m_Component;
+ QT3DSU32 m_Index;
+ SSlideKey()
+ : m_Component(NULL)
+ , m_Index(0)
+ {
+ }
+ SSlideKey(element::SElement &inElem, QT3DSU32 inIdx)
+ : m_Component(&inElem)
+ , m_Index(inIdx)
+ {
+ }
+
+ bool IsValid() const { return m_Component != NULL; }
+
+ bool operator==(const SSlideKey &inOther) const
+ {
+ return m_Component == inOther.m_Component && m_Index == inOther.m_Index;
+ }
+ };
+
+ struct PlayMode
+ {
+ enum Enum {
+ Looping = 0,
+ StopAtEnd,
+ PingPong,
+ Ping,
+ PlayThroughTo,
+ };
+ };
+
+ struct SSlidePlayInformation
+ {
+ PlayMode::Enum m_PlayMode;
+ bool m_Paused;
+ QT3DSU8 m_PlayThroughTo;
+
+ SSlidePlayInformation()
+ : m_PlayMode(PlayMode::Looping)
+ , m_Paused(false)
+ , m_PlayThroughTo(0xFF)
+ {
+ }
+ };
+
+ struct SSlideAnimAction
+ {
+ QT3DSI32 m_Id;
+ bool m_Active;
+ bool m_IsAnimation;
+ SSlideAnimAction()
+ : m_Id(0)
+ , m_Active(false)
+ , m_IsAnimation(false)
+ {
+ }
+ SSlideAnimAction(QT3DSI32 inId, bool inActive, bool inAnimation)
+ : m_Id(inId)
+ , m_Active(inActive)
+ , m_IsAnimation(inAnimation)
+ {
+ }
+ };
+
+ // Throughout this object, a slide index of 0xFF means invalid slide index.
+ class ISlideSystem : public NVRefCounted
+ {
+ public:
+ static QT3DSU8 InvalidSlideIndex() { return 0xFF; }
+ // Building out a dataset.
+ // Returns the index
+ // This slide is now the active cursor. The rest of the building functions will implicitly
+ // refer
+ // to the last added slide
+ // Playthroughto is either an index of the new slide or -1 meaning no playthough value.
+ virtual QT3DSU32 AddSlide(element::SElement &inComponent, const char8_t *inName,
+ PlayMode::Enum inPlayMode = PlayMode::Looping, bool inPaused = false,
+ QT3DSU8 inPlaythroughTo = InvalidSlideIndex(), QT3DSU32 inMinTime = 0,
+ QT3DSU32 inMaxTime = 0) = 0;
+
+ virtual void SetSlideMaxTime(QT3DSU32 inMaxTime) = 0;
+ virtual void AddSlideElement(element::SElement &inElement, bool inActive) = 0;
+ virtual bool addSlideElement(element::SElement &inComponent, int slideIndex,
+ element::SElement &inElement, bool eyeBall) = 0;
+ virtual void removeElement(element::SElement &inComponent,
+ element::SElement &inElement) = 0;
+ virtual void AddSlideAttribute(Q3DStudio::SAttributeKey inKey,
+ Q3DStudio::UVariant inValue) = 0;
+ virtual SSlideAnimAction *AddSlideAnimAction(bool inAnimation, QT3DSI32 inIndex,
+ bool inActive) = 0;
+ virtual void AddSourcePath(const char8_t *path) = 0;
+ virtual QVector<QString> GetSourcePaths(SSlideKey inKey) = 0;
+ virtual void setIsActiveSlide(SSlideKey inKey, bool active) = 0;
+ virtual bool isActiveSlide(SSlideKey inKey) const = 0;
+ virtual void setUnloadSlide(SSlideKey inKey, bool unload) = 0;
+ virtual bool isUnloadSlideSet(SSlideKey inKey) const = 0;
+
+ // Using the dataset
+ virtual void InitializeDynamicKeys(SSlideKey inKey,
+ IAnimationSystem &inAnimationSystem) const = 0;
+ virtual void ExecuteSlide(SSlideKey inKey, IAnimationSystem &inAnimationSystem,
+ ILogicSystem &inLogicManager) = 0;
+ virtual void RollbackSlide(SSlideKey inKey, IAnimationSystem &inAnimationSystem,
+ ILogicSystem &inLogicManager) = 0;
+ virtual QT3DSU8 FindSlide(element::SElement &inComponent,
+ const char8_t *inSlideName) const = 0;
+ virtual QT3DSU8 FindSlide(element::SElement &inComponent, QT3DSU32 inSlideHashName) const = 0;
+ virtual const char8_t *GetSlideName(SSlideKey inKey) const = 0;
+ virtual QT3DSU8 GetPlaythroughToSlideIndex(SSlideKey inKey) const = 0;
+
+ static ISlideSystem &CreateSlideSystem(NVFoundationBase &inFnd, IStringTable &inStrTable,
+ IElementAllocator &inElemAllocator);
+ };
+}
+}