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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 "foundation/Qt3DSOption.h"
+
+//==============================================================================
+// Namespace
+//==============================================================================
+namespace Q3DStudio {
+
+struct TimePolicyModes
+{
+ enum Enum {
+ StopAtEnd = 0,
+ Looping,
+ PingPong,
+ Ping,
+ };
+};
+
+//==============================================================================
+/**
+ * Filter time based of parameters such as loop, duration, ping-pong etc.
+ *
+ * The time policy is an agnostic class that transforms time units based on
+ * internal settings and times given to it. Think of it as the minimal
+ * intelligence needed to support the time playback modes we use. It is simply
+ * a function that takes in a source time variable, adjusts it accordingly,
+ * and returns a filtered version.
+ */
+
+QT3DS_ALIGN_PREFIX(4) class CTimePolicy
+{
+ //==============================================================================
+ // Fields and Constants
+ //==============================================================================
+public:
+ const static TTimeUnit FOREVER; ///< Forever repetitions means loop forever, Forever duration
+ ///means infinite duration
+ friend struct SComponentTimePolicyOverride; ///< This class needs to mangle some of our internal
+ ///members to keep everything consistent
+
+protected:
+ // Time policy related ( 20 bytes )
+ unsigned long m_LocalTime; ///< Component current local time; transformed by playmodes
+ unsigned long m_LoopingDuration; ///< Looping duration
+ SAlignedTimeUnit m_Offset; ///< Subtraction modifier
+ FLOAT m_Rate; ///< Time policy rate
+ UINT8 m_TimePadding[12]; ///< Padding to keep the size of the time policy the same.
+
+ UINT8
+ m_TimePolicyMode : 2; ///< Number of durations before halting - FOREVER means infinite reps
+ UINT8 m_Paused : 1; ///< Paused or playing
+ UINT8 m_OffsetInvalid : 1; ///< True if we need to reset our offset
+ UINT8 m_Backward : 1; ///< True if are in 'reverse' mode
+
+ UINT8 m_Unused[3]; ///< (Padding 3 bytes)
+
+ //==============================================================================
+ // Methods
+ //==============================================================================
+public: // Construction
+ void Initialize(const TTimeUnit inLoopingDuration = FOREVER,
+ TimePolicyModes::Enum inMode = TimePolicyModes::StopAtEnd);
+ void Initialize(const TTimeUnit inLoopingDuration, UINT32 inRepetitions, BOOL inPingPong);
+
+public: // Access Methods
+ FLOAT GetRate() const { return m_Rate; }
+ void SetRate(float inRate) { m_Rate = inRate; }
+
+ bool IsReverse() const { return m_Backward; }
+ void SetReverse(bool inIsReverse) { m_Backward = inIsReverse ? 1 : 0; }
+
+ TTimeUnit GetTime() const;
+ void SetTime(TTimeUnit inTime);
+
+ TTimeUnit GetLoopingDuration() const;
+ void SetLoopingDuration(const TTimeUnit inTime);
+
+ BOOL GetPaused() const;
+ void SetPaused(const BOOL inPaused);
+
+ BOOL GetPlayBackDirection() const;
+
+public: // Time update
+ // The addendum contains extra parameters used that can be specified in a goto-slide command
+ // in the uia file.
+ BOOL ComputeTime(const TTimeUnit inTime);
+
+private:
+ TTimeUnit InternalGetTime() const;
+
+ BOOL UpdateTime(const TTimeUnit inTime);
+} QT3DS_ALIGN_SUFFIX(4);
+
+} // namespace Q3DStudio