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ludus::gameplay::sequencer::SequenceFrameSchedule

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Struct

Immutable clock inputs for an image sequence. Changing these creates a different sample schedule.

Declared in modules/gameplay/sequencer/include/ludus/gameplay/sequencer/time.hpp

#include <ludus/gameplay/sequencer/time.hpp>
struct ludus::gameplay::sequencer::SequenceFrameSchedule final

Fields

Rate

SequenceFrameRate ludus::gameplay::sequencer::SequenceFrameSchedule::Rate {}
Positive rational output frames per second.

Related types: SequenceFrameRate

Declared in modules/gameplay/sequencer/include/ludus/gameplay/sequencer/time.hpp

TicksPerSecond

foundation::uint32 ludus::gameplay::sequencer::SequenceFrameSchedule::TicksPerSecond = 1
Positive authored tick frequency.

Related types: foundation::uint32

Declared in modules/gameplay/sequencer/include/ludus/gameplay/sequencer/time.hpp

StartTick

foundation::uint64 ludus::gameplay::sequencer::SequenceFrameSchedule::StartTick = 0
Nonnegative start tick, added once to each absolute ordinal's time.

Related types: foundation::uint64

Declared in modules/gameplay/sequencer/include/ludus/gameplay/sequencer/time.hpp