43 #include <kaydaradef.h> 48 #define FBSDK_DLL K_DLLIMPORT 53 #ifdef FBSDKUseNamespace 64 #define FBRegisterDeck( UniqueNameStr, ClassName, Label, Description, IconFilename ) \ 65 HIObject RegisterDeck##ClassName( HIObject ,const char* pName,void * ) \ 67 ClassName *Class = new ClassName(pName); \ 68 Class->UniqueName = UniqueNameStr; \ 69 if (Class->FBCreate()) { \ 70 Class->ThreadSync(); \ 71 return Class->GetHIObject(); \ 77 FBLibraryModule( ClassName ) \ 79 FBRegisterObject( ClassName,"Decks",Label,Description,RegisterDeck##ClassName, true, IconFilename ); \ 85 #define FBDeckDeclare( ClassName ) \ 86 FBClassDeclare( ClassName,FBDeck ); \ 88 ClassName(const char* pName):FBDeck(pName) { FBClassInit; } \ 94 #define FBDeckImplementation( ThisComponent ) \ 95 FBClassImplementation( ThisComponent ) 124 FBDeck(
const char* pName, HIObject pObject=NULL);
126 IObject_Declare(K_IMPLEMENTATION);
129 virtual void DeckStatusUpdateNotify();
130 virtual void DeckAutoCommandsNotify();
133 virtual void Rewind ();
134 virtual void Stop ();
138 virtual void Play (
double pSpeed = 1.0);
139 virtual void Forward ();
143 virtual void ReversePlay (
double pSpeed = 1.0);
144 virtual void StepBack ();
145 virtual void StepForward ();
146 virtual void Eject ();
150 virtual void CueAt (
FBTime pTime);
156 virtual FBTime GetTime ();
196 FBDeck* operator[](
int pIndex);
199 #ifdef FBSDKUseNamespace kFbxObjectStore
Description of the different store/retrieve passes of the FBX format.
#define __FBClassDeclare(Name, Parent)
For internal use only.
FBPropertyBool PlayingBackward
Read Only Property: Playing backwards?
PropertyList: Concrete class for PropertyList of component
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
FBPropertyBool Online
Read Write Property: Is deck online?
FBPropertyBool StandBy
Read Write Property: In standby mode?
FBPropertyString IconFilename
Read Write Property: Filename of icon for deck.
const char * UniqueName
internal Unique name.
FBPropertyBool PlayingForward
Read Only Property: Playing forward?
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
FBPropertyTime PreRoll
Read Write Property: Pre-Roll.
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
FBPropertyTime PostRoll
Read Write Property: Post-Roll.
FBPropertyDeckTransportMode TransportControl
Read Write Property: Mode w/r to TC (None, Slave, Master );
No transport interaction.
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
#define FBSDKNamespace
FBSDKNamespace define.
Property class: const char * (String).
Interface to a tape deck.
FBPropertyTime Offset
Read Write Property: Current offset for the TC.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
FBPropertyBool EE
Read Write Property: Is EE on?
class K_DLLIMPORT FBPropertyBase< FBTime, kFBPT_Time > FBPropertyTime
Property: FBTime
FBPropertyTime Latency
Read Write Property: Latency of response for the deck;
FBPropertyBool CassetteInside
Read Only Property: Is the cassette inside?
MotionBuilder SDK base class.
FBDeckTransportMode
FBDeckTransportMode.
Slave to transport controls.