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libopenshot/include/Point.h
2017-10-26 18:44:35 -05:00

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/**
* @file
* @brief Header file for Point class
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @section LICENSE
*
* Copyright (c) 2008-2014 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. 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 <http://www.openshot.org/>.
*
* 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 <http://www.gnu.org/licenses/>.
*/
#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 <b>Example Code</b>:
* \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 (in percentages from 0 to 1)
Coordinate handle_right; ///< This is the right handle coordinate (in percentages from 0 to 1)
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 a percent of the primary coordinate (0 to 1)
/// Defaults to a smooth curve (Ease in and out)
void Initialize_Handles();
/// Set the left handle to a percent of the primary coordinate (0 to 1)
void Initialize_LeftHandle(float x, float y);
/// Set the right handle to a percent of the primary coordinate (0 to 1)
void Initialize_RightHandle(float x, float y);
/// 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); ///< Load JSON string into this object
void SetJsonValue(Json::Value root); ///< Load Json::JsonValue into this object
};
}
#endif