/**************************************************************************** ** ** 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