83 lines
2.6 KiB
C++
83 lines
2.6 KiB
C++
/****************************************************************************************
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Copyright (C) 2015 Autodesk, Inc.
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All rights reserved.
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Use of this software is subject to the terms of the Autodesk license agreement
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provided at the time of installation or download, or which otherwise accompanies
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this software in either electronic or hard copy form.
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****************************************************************************************/
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//! \file fbxpropertyentryview.h
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#ifndef _FBXSDK_SCENE_SHADING_PROPERTY_ENTRY_VIEW_H_
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#define _FBXSDK_SCENE_SHADING_PROPERTY_ENTRY_VIEW_H_
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#include <fbxsdk/fbxsdk_def.h>
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#include <fbxsdk/scene/shading/fbxentryview.h>
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#include <fbxsdk/scene/shading/fbxbindingtableentry.h>
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#include <fbxsdk/fbxsdk_nsbegin.h>
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/** FbxPropertyEntryView represents property entry in entry tables.
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* The property can be used as source or destination for the binding entry.
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* Use this class to manipulate binding table's attributes.
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*
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* \code Here is a code snippet to show how it used.
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* FbxProperty lProp;
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* FbxBindingTable lTable;
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* FbxBindingTableEntry& lEntry = lBindingTable.AddNewEntry();
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* FbxPropertyEntryView lView( lEntry, true, true);
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* lView.SetProperty( lProp.GetName());
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* \endcode
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*
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* \see FbxBindingTableEntry and FbxBindingTable.
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*
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* \nosubgrouping
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*/
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class FBXSDK_DLL FbxPropertyEntryView : public FbxEntryView
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{
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public:
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/** Name of the entry type used in the binding entry.
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* It should be "FbxPropertyEntry" in this case.
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*/
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static const char* sEntryType;
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/**
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* \name Constructor and Destructor.
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*/
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//@{
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/** Constructor.
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* \param pEntry The binding table entry to create the entry view for.
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* \param pAsSource \c true to create the entry view as source, \c false as destination.
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* \param pCreate \c true to create the entry view, \c false otherwise.
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*/
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FbxPropertyEntryView( FbxBindingTableEntry* pEntry, bool pAsSource, bool pCreate = false );
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//! Destructor.
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~FbxPropertyEntryView();
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//@}
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/** Get the property name from the binding entry.
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* \return The property name.
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*/
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const char* GetProperty() const;
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/** Set the property name to the binding entry.
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* \param pPropertyName The property name to set.
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*/
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void SetProperty(const char* pPropertyName);
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/** Get the entry type.
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* \return Entry type as string "FbxPropertyEntry".
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* \remarks Always use EntryType() to get the right entry type.
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*/
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virtual const char* EntryType() const;
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};
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#include <fbxsdk/fbxsdk_nsend.h>
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#endif /* _FBXSDK_SCENE_SHADING_PROPERTY_ENTRY_VIEW_H_ */
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