PlayingState
PlaybackManager::PrintState(PlayingState* state)
PlaybackManager::_PushState(PlayingState* state, bool adjustCurrentFrame)
PlayingState* lastState = _LastState();
PlayingState* state = _StateAt(i);
PlayingState* state;
PlaybackManager::PlayingState*
PlaybackManager::PlayingState*
return (PlayingState*)fStates.ItemAt(index);
PlaybackManager::PlayingState*
PlaybackManager::PlayingState*
PlaybackManager::_PlayingDirectionFor(PlayingState* state)
PlaybackManager::_GetPlayingBoundsFor(PlayingState* state, int64& startFrame,
PlaybackManager::_PlayingStartFrameFor(PlayingState* state)
PlayingState* state = new PlayingState;
PlaybackManager::_PlayingEndFrameFor(PlayingState* state)
PlaybackManager::_RangeFrameForFrame(PlayingState* state, int64 frame)
PlaybackManager::_FrameForRangeFrame(PlayingState* state, int64 index)
PlaybackManager::_NextFrameInRange(PlayingState* state, int64 frame)
PlaybackManager::_NotifySeekHandledIfNecessary(PlayingState* state)
for (int32 i = 0; PlayingState* state = _StateAt(i); i++)
PlayingState* state = new PlayingState(*_LastState());
PlayingState* state = new PlayingState(*_LastState());
PlayingState* state = new PlayingState(*_LastState());
PlayingState* state = new PlayingState(*_LastState());
PlayingState* newState = new PlayingState(*_LastState());
PlayingState* newState = new PlayingState(*_LastState());
PlayingState* newState = new PlayingState(*_LastState());
PlayingState* newState = new PlayingState(*_LastState());
PlayingState* state = _StateAtFrame(CurrentFrame());
PlayingState* state = _StateAtFrame(CurrentFrame());
PlayingState(const PlayingState& other)
PlayingState* state = _StateAtFrame(frame);
void PrintState(PlayingState* state);
void _PushState(PlayingState* state,
PlayingState* _LastState() const;
PlayingState* _StateAt(int32 index) const;
PlayingState* _StateAtTime(bigtime_t time) const;
PlayingState* _StateAtFrame(int64 frame) const;
static int32 _PlayingDirectionFor(PlayingState* state);
static void _GetPlayingBoundsFor(PlayingState* state,
static int64 _PlayingStartFrameFor(PlayingState* state);
static int64 _PlayingEndFrameFor(PlayingState* state);
static int64 _RangeFrameForFrame(PlayingState* state,
static int64 _FrameForRangeFrame(PlayingState* state,
static int64 _NextFrameInRange(PlayingState* state,
PlayingState* state);
struct PlayingState;