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blender-archive/extern/audaspace/include/sequence/AnimateableProperty.h
Dalai Felinto 781dd5edb5 Fix audaspace mess in 2.8
All these files were removed since accidental commit, revert and merge in 2.8.

ea31f0ac3b + 0a4e170c28 + 11f9a23a28 + 7b27b10fa6
2018-02-01 09:22:57 -02:00

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3.2 KiB
C++

/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file AnimateableProperty.h
* @ingroup sequence
* Defines the AnimateableProperty class as well as existing property types.
*/
#include "util/Buffer.h"
#include "util/ILockable.h"
#include <mutex>
#include <list>
AUD_NAMESPACE_BEGIN
/// Possible animatable properties for Sequencer Factories and Entries.
enum AnimateablePropertyType
{
AP_VOLUME,
AP_PANNING,
AP_PITCH,
AP_LOCATION,
AP_ORIENTATION
};
/**
* This class saves animation data for float properties.
*/
class AUD_API AnimateableProperty : private Buffer
{
private:
struct Unknown {
int start;
int end;
Unknown(int start, int end) :
start(start), end(end) {}
};
/// The count of floats for a single property.
const int m_count;
/// Whether the property is animated or not.
bool m_isAnimated;
/// The mutex for locking.
std::recursive_mutex m_mutex;
/// The list of unknown buffer areas.
std::list<Unknown> m_unknown;
// delete copy constructor and operator=
AnimateableProperty(const AnimateableProperty&) = delete;
AnimateableProperty& operator=(const AnimateableProperty&) = delete;
void AUD_LOCAL updateUnknownCache(int start, int end);
public:
/**
* Creates a new animateable property.
* \param count The count of floats for a single property.
*/
AnimateableProperty(int count = 1);
/**
* Creates a new animateable property.
* \param count The count of floats for a single property.
* \param value The value that the property should get initialized with.
* All count floats will be initialized to the same value.
*/
AnimateableProperty(int count, float value);
/**
* Destroys the animateable property.
*/
~AnimateableProperty();
/**
* Returns the count of floats for a single property.
* \return The count of floats stored per frame.
*/
int getCount() const;
/**
* Writes the properties value and marks it non-animated.
* \param data The new value.
*/
void write(const float* data);
/**
* Writes the properties value and marks it animated.
* \param data The new value.
* \param position The position in the animation in frames.
* \param count The count of frames to write.
*/
void write(const float* data, int position, int count);
/**
* Reads the properties value.
* \param position The position in the animation in frames.
* \param[out] out Where to write the value to.
*/
void read(float position, float* out);
/**
* Returns whether the property is animated.
* \return Whether the property is animated.
*/
bool isAnimated() const;
};
AUD_NAMESPACE_END