/** * @file * @brief Header file for Point class * @author Jonathan Thomas * * @section LICENSE * * Copyright (c) 2008-2014 OpenShot Studios, LLC * . This file is part of * OpenShot Library (libopenshot), an open-source project dedicated to * delivering high quality video editing and animation solutions to the * world. For more information visit . * * OpenShot Library (libopenshot) is free software: you can redistribute it * and/or modify it under the terms of the GNU Lesser General Public License * as published by the Free Software Foundation, either version 3 of the * License, or (at your option) any later version. * * OpenShot Library (libopenshot) is distributed in the hope that it will be * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with OpenShot Library. If not, see . */ #ifndef OPENSHOT_POINT_H #define OPENSHOT_POINT_H #include "Coordinate.h" #include "Exceptions.h" #include "Json.h" using namespace std; namespace openshot { /** * @brief This controls how a Keyframe uses this point to interpolate between two points. * * Bezier is a smooth curve. Linear is a straight line. Constant is a jump from the * previous point to this one. */ enum InterpolationType { BEZIER, ///< Bezier curves are quadratic curves, which create a smooth curve. LINEAR, ///< Linear curves are angular, straight lines between two points. CONSTANT ///< Constant curves jump from their previous position to a new one (with no interpolation). }; /** * @brief When BEZIER interpolation is used, the point's left and right handles are used * to influence the direction of the curve. * * AUTO will try and adjust the handles automatically, to achieve the smoothest curves. * MANUAL will leave the handles alone, making it the responsibility of the user to set them. */ enum HandleType { AUTO, ///< Automatically adjust the handles to achieve the smoothest curve MANUAL ///< Do not automatically adjust handles (set them manually) }; /** * @brief A Point is the basic building block of a key-frame curve. * * Points have a primary coordinate and a left and right handle coordinate. * The handles are used to influence the direction of the curve as it * moves between the primary coordinate and the next primary coordinate when the * interpolation mode is BEZIER. When using LINEAR or CONSTANT, the handles are * ignored. * * Please see the following Example Code: * \code * Coordinate c1(3,9); * Point p1(c1, BEZIER); * assert(c1.X == 3); * assert(c1.Y == 9); * * \endcode */ class Point { public: Coordinate co; ///< This is the primary coordinate Coordinate handle_left; ///< This is the left handle coordinate Coordinate handle_right; ///< This is the right handle coordinate InterpolationType interpolation; ///< This is the interpolation mode HandleType handle_type; ///< This is the handle mode /// Default constructor (defaults to 1,0) Point(); /// Constructor which creates a single coordinate at X=1 Point(float y); /// Constructor which also creates a Point and sets the X and Y of the Point. Point(float x, float y); /// Constructor which also creates a Point and sets the X,Y, and interpolation of the Point. Point(float x, float y, InterpolationType interpolation); // Constructor which takes a coordinate Point(Coordinate co); // Constructor which takes a coordinate and interpolation mode Point(Coordinate co, InterpolationType interpolation); // Constructor which takes a coordinate, interpolation mode, and handle type Point(Coordinate co, InterpolationType interpolation, HandleType handle_type); /** * Set the left and right handles to the same Y coordinate as the primary * coordinate, but offset the X value by a given amount. This is typically used * to smooth the curve (if BEZIER interpolation mode is used) */ void Initialize_Handles(float Offset = 0.0f); /// Get and Set JSON methods string Json(); ///< Generate JSON string of this object Json::Value JsonValue(); ///< Generate Json::JsonValue for this object void SetJson(string value) throw(InvalidJSON); ///< Load JSON string into this object void SetJsonValue(Json::Value root); ///< Load Json::JsonValue into this object }; } #endif