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