Open Reality Reference Guide
 
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fbdeck.h
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1#ifndef __FBDECK_H__
2#define __FBDECK_H__
3/**************************************************************************
4 Copyright (c) 1994 - 2009 Autodesk, Inc. and/or its licensors.
5 All Rights Reserved.
6
7 The coded instructions, statements, computer programs, and/or related
8 material (collectively the "Data") in these files contain unpublished
9 information proprietary to Autodesk, Inc. and/or its licensors, which is
10 protected by Canada and United States of America federal copyright law
11 and by international treaties.
12
13 The Data may not be disclosed or distributed to third parties, in whole
14 or in part, without the prior written consent of Autodesk, Inc.
15 ("Autodesk").
16
17 THE DATA IS PROVIDED "AS IS" AND WITHOUT WARRANTY.
18 ALL WARRANTIES ARE EXPRESSLY EXCLUDED AND DISCLAIMED. AUTODESK MAKES NO
19 WARRANTY OF ANY KIND WITH RESPECT TO THE DATA, EXPRESS, IMPLIED OR
20 ARISING BY CUSTOM OR TRADE USAGE, AND DISCLAIMS ANY IMPLIED WARRANTIES
21 OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR
22 PURPOSE OR USE. WITHOUT LIMITING THE FOREGOING, AUTODESK DOES NOT
23 WARRANT THAT THE OPERATION OF THE DATA WILL BE UNINTERRUPTED OR ERROR
24 FREE.
25
26 IN NO EVENT SHALL AUTODESK, ITS AFFILIATES, PARENT COMPANIES, LICENSORS
27 OR SUPPLIERS ("AUTODESK GROUP") BE LIABLE FOR ANY LOSSES, DAMAGES OR
28 EXPENSES OF ANY KIND (INCLUDING WITHOUT LIMITATION PUNITIVE OR MULTIPLE
29 DAMAGES OR OTHER SPECIAL, DIRECT, INDIRECT, EXEMPLARY, INCIDENTAL, LOSS
30 OF PROFITS, REVENUE OR DATA, COST OF COVER OR CONSEQUENTIAL LOSSES OR
31 DAMAGES OF ANY KIND), HOWEVER CAUSED, AND REGARDLESS OF THE THEORY OF
32 LIABILITY, WHETHER DERIVED FROM CONTRACT, TORT (INCLUDING, BUT NOT
33 LIMITED TO, NEGLIGENCE), OR OTHERWISE, ARISING OUT OF OR RELATING TO THE
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35 BEEN ADVISED OF THE POSSIBILITY OF SUCH LOSS OR DAMAGE.
36
37**************************************************************************/
38
43#include <kaydaradef.h>
44#ifndef FBSDK_DLL
48 #define FBSDK_DLL K_DLLIMPORT
49#endif
50
51#include <fbsdk/fbcomponent.h>
52
53#ifdef FBSDKUseNamespace
54 namespace FBSDKNamespace {
55#endif
56
64#define FBRegisterDeck( UniqueNameStr, ClassName, Label, Description, IconFilename ) \
65 HIObject RegisterDeck##ClassName( HIObject /*pOwner*/,const char* pName,void * /*pData*/) \
66 { \
67 ClassName *Class = new ClassName(pName); \
68 Class->UniqueName = UniqueNameStr; \
69 if (Class->FBCreate()) { \
70 Class->ThreadSync(); \
71 return Class->GetHIObject(); \
72 } else { \
73 delete Class; \
74 return NULL; \
75 } \
76 } \
77 FBLibraryModule( ClassName ) \
78 { \
79 FBRegisterObject( ClassName,"Decks",Label,Description,RegisterDeck##ClassName, true, IconFilename ); \
80 }
81
85#define FBDeckDeclare( ClassName ) \
86 FBClassDeclare( ClassName,FBDeck ); \
87 public: \
88 ClassName(const char* pName):FBDeck(pName) { FBClassInit; } \
89 private:
90
94#define FBDeckImplementation( ThisComponent ) \
95 FBClassImplementation( ThisComponent )
96
98// FBDeck
101//
102
108};
109
110FB_DEFINE_ENUM ( FBSDK_DLL, DeckTransportMode );
112
116public:
117 const char* UniqueName;
118 void ThreadSync();
119
124 FBDeck(const char* pName, HIObject pObject=NULL);
125
126 IObject_Declare(override);
127
128 //--- Real-Time deck callback
129 virtual void DeckStatusUpdateNotify();
130 virtual void DeckAutoCommandsNotify();
131
132 //--- Operations
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);
151
152 //--- Time
156 virtual FBTime GetTime ();
157
158 //--- FBX store/retrieve
160
161 virtual bool FbxStore ( FBFbxObject* pFbxObject, kFbxObjectStore pStoreWhat );
162 virtual bool FbxRetrieve ( FBFbxObject* pFbxObject, kFbxObjectStore pStoreWhat );
164
165 //--- Icon
167
168 //--- Settings
174 FBPropertyDeckTransportMode TransportControl;
175
176 //--- State
182};
183
185// FBPropertyListDeck
189{
190public:
196 FBDeck* operator[](int pIndex);
197};
198
199#ifdef FBSDKUseNamespace
200 }
201#endif
202#endif
MotionBuilder SDK base class.
Definition: fbcomponent.h:668
Interface to a tape deck.
Definition: fbdeck.h:114
virtual void Forward()
Fast forward.
virtual FBTime GetTime()
Get the deck's time.
virtual bool FbxStore(FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat)
FBX Store/Retrieval functions.
FBPropertyTime PreRoll
Read Write Property: Pre-Roll.
Definition: fbdeck.h:172
virtual void StepForward()
Step forwards.
FBPropertyTime PostRoll
Read Write Property: Post-Roll.
Definition: fbdeck.h:173
FBPropertyBool CassetteInside
Read Only Property: Is the cassette inside?
Definition: fbdeck.h:177
virtual void DeckStatusUpdateNotify()
Interface to IObject.
FBPropertyBool PlayingBackward
Read Only Property: Playing backwards?
Definition: fbdeck.h:179
FBPropertyBool EE
Read Write Property: Is EE on?
Definition: fbdeck.h:180
FBPropertyBool PlayingForward
Read Only Property: Playing forward?
Definition: fbdeck.h:178
FBPropertyTime Offset
Read Write Property: Current offset for the TC.
Definition: fbdeck.h:170
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.
Definition: fbdeck.h:117
virtual void Play(double pSpeed=1.0)
Play forwards.
FBPropertyDeckTransportMode TransportControl
Read Write Property: Mode w/r to TC (None, Sync, Main );
Definition: fbdeck.h:174
FBPropertyBool StandBy
Read Write Property: In standby mode?
Definition: fbdeck.h:181
virtual void ReversePlay(double pSpeed=1.0)
Play backwards.
virtual void Eject()
Eject tape.
FBPropertyBool Online
Read Write Property: Is deck online?
Definition: fbdeck.h:169
virtual void StepBack()
Step backwards.
FBPropertyString IconFilename
Read Write Property: Filename of icon for deck.
Definition: fbdeck.h:166
FBPropertyTime Latency
Read Write Property: Latency of response for the deck;
Definition: fbdeck.h:171
virtual void Stop()
Stop.
FBX file interface.
Definition: fbfbx.h:80
PropertyList: Concrete class for PropertyList of component
Definition: fbcomponent.h:553
PropertyList: Deck
Definition: fbdeck.h:189
FBDeck * operator[](int pIndex)
Get the deck at pIndex.
Property class: const char * (String).
Time data structure.
Definition: fbtime.h:88
Basic class definitions.
#define __FBClassDeclare(Name, Parent)
For internal use only.
Definition: fbcomponent.h:131
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
FBDeckTransportMode
FBDeckTransportMode.
Definition: fbdeck.h:104
@ kFBDeckTransportNone
No transport interaction.
Definition: fbdeck.h:105
@ kFBDeckTransportSync
Sync to transport controls.
Definition: fbdeck.h:106
@ kFBDeckTransportMain
Transport main.
Definition: fbdeck.h:107
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
class K_DLLIMPORT FBPropertyBase< FBTime, kFBPT_Time > FBPropertyTime
Property: FBTime
#define FB_DEFINE_COMPONENT(DllTag, Type)
Define a component and give it the ability to be a property.
Definition: fbproperties.h:139
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
Definition: fbproperties.h:148
kFbxObjectStore
Description of the different store/retrieve passes of the FBX format.
Definition: fbtypes.h:74
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Definition: fbtypes.h:68