1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////
#ifndef INCLUDED_IMF_TILE_OFFSETS_H
#define INCLUDED_IMF_TILE_OFFSETS_H
//-----------------------------------------------------------------------------
//
// class TileOffsets
//
//-----------------------------------------------------------------------------
#include <ImfTileDescription.h>
#include <ImfInt64.h>
#include <vector>
namespace Imf {
class IStream;
class OStream;
class TileOffsets
{
public:
TileOffsets (LevelMode mode = ONE_LEVEL,
int numXLevels = 0,
int numYLevels = 0,
const int *numXTiles = 0,
const int *numYTiles = 0);
// --------
// File I/O
// --------
void readFrom (IStream &is, bool &complete);
Int64 writeTo (OStream &os) const;
//-----------------------------------------------------------
// Test if the tileOffsets array is empty (all entries are 0)
//-----------------------------------------------------------
bool isEmpty () const;
//-----------------------
// Access to the elements
//-----------------------
Int64 & operator () (int dx, int dy, int lx, int ly);
Int64 & operator () (int dx, int dy, int l);
const Int64 & operator () (int dx, int dy, int lx, int ly) const;
const Int64 & operator () (int dx, int dy, int l) const;
private:
void findTiles (IStream &is);
void reconstructFromFile (IStream &is);
bool readTile (IStream &is);
bool anyOffsetsAreInvalid () const;
bool isValidTile (int dx, int dy, int lx, int ly) const;
LevelMode _mode;
int _numXLevels;
int _numYLevels;
std::vector<std::vector<std::vector <Int64> > > _offsets;
};
} // namespace Imf
#endif