43 #include <kaydaradef.h>
48 #define FBSDK_DLL K_DLLIMPORT
53 #ifdef FBSDKUseNamespace
54 namespace FBSDKNamespace {
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 )
126 FBDeck(
const char* pName, HIObject pObject=NULL);
128 IObject_Declare(
override);
140 virtual void Play (
double pSpeed = 1.0);
201 #ifdef FBSDKUseNamespace
MotionBuilder SDK base class.
Interface to a tape deck.
virtual void Forward()
Fast forward.
virtual FBTime GetTime()
Get the deck's time.
FBPropertyTime PreRoll
Read Write Property: Pre-Roll.
virtual void StepForward()
Step forwards.
FBPropertyTime PostRoll
Read Write Property: Post-Roll.
FBPropertyBool CassetteInside
Read Only Property: Is the cassette inside?
virtual void DeckStatusUpdateNotify()
Interface to IObject.
FBPropertyBool PlayingBackward
Read Only Property: Playing backwards?
FBPropertyBool EE
Read Write Property: Is EE on?
FBPropertyBool PlayingForward
Read Only Property: Playing forward?
FBPropertyTime Offset
Read Write Property: Current offset for the TC.
FBDeck(const char *pName, HIObject pObject=NULL)
Constructor.
virtual void DeckAutoCommandsNotify()
Deck auto commands notification.
virtual void CueAt(FBTime pTime)
Cue deck at a given time.
virtual void Rewind()
Rewind.
const char * UniqueName
internal Unique name.
virtual void Play(double pSpeed=1.0)
Play forwards.
FBPropertyDeckTransportMode TransportControl
Read Write Property: Mode w/r to TC (None, Sync, Main );
FBPropertyBool StandBy
Read Write Property: In standby mode?
virtual void ReversePlay(double pSpeed=1.0)
Play backwards.
virtual void Eject()
Eject tape.
FBPropertyBool Online
Read Write Property: Is deck online?
virtual void StepBack()
Step backwards.
FBPropertyString IconFilename
Read Write Property: Filename of icon for deck.
FBPropertyTime Latency
Read Write Property: Latency of response for the deck;
PropertyList: Concrete class for PropertyList of component
FBDeck * operator[](int pIndex)
Get the deck at pIndex.
Property class: const char * (String).
#define __FBClassDeclare(Name, Parent)
For internal use only.
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
FBDeckTransportMode
FBDeckTransportMode.
@ kFBDeckTransportNone
No transport interaction.
@ kFBDeckTransportSync
Sync to transport controls.
@ kFBDeckTransportMain
Transport main.
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
class K_DLLIMPORT FBPropertyBase< FBTime, kFBPT_Time > FBPropertyTime
Property: FBTime
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
kFbxObjectStore
Description of the different store/retrieve passes of the FBX format.
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.