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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
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