/**************************************************************************** ** libebml : parse EBML files, see http://embl.sourceforge.net/ ** ** ** ** Copyright (C) 2002-2005 Steve Lhomme. All rights reserved. ** ** This file is part of libebml. ** ** This library is free software; you can redistribute it and/or ** modify it under the terms of the GNU Lesser General Public ** License as published by the Free Software Foundation; either ** version 2.1 of the License, or (at your option) any later version. ** ** This library is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ** Lesser General Public License for more details. ** ** You should have received a copy of the GNU Lesser General Public ** License along with this library; if not, write to the Free Software ** Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ** ** See http://www.matroska.org/license/lgpl/ for LGPL licensing information. ** ** Contact license@matroska.org if any conditions of this licensing are ** not clear to you. ** **********************************************************************/ /*! \file \version \$Id: EbmlFloat.h 1079 2005-03-03 13:18:14Z robux4 $ \author Steve Lhomme */ #ifndef LIBEBML_FLOAT_H #define LIBEBML_FLOAT_H #include "EbmlTypes.h" #include "EbmlElement.h" START_LIBEBML_NAMESPACE /*! \class EbmlFloat \brief Handle all operations on a float EBML element */ class EBML_DLL_API EbmlFloat : public EbmlElement { public: enum Precision { FLOAT_32 ,FLOAT_64 }; EbmlFloat(const Precision prec = FLOAT_32); EbmlFloat(const double DefaultValue, const Precision prec = FLOAT_32); EbmlFloat(const EbmlFloat & ElementToClone); bool ValidateSize() const { return (Size == 4 || Size == 8); } uint32 RenderData(IOCallback & output, bool bForceRender, bool bKeepIntact = false); uint64 ReadData(IOCallback & input, ScopeMode ReadFully = SCOPE_ALL_DATA); uint64 UpdateSize(bool bKeepIntact = false, bool bForceRender = false); void SetPrecision(const EbmlFloat::Precision prec = FLOAT_32) { if (prec == FLOAT_64) Size = 8; else Size = 4; // default size } // EbmlFloat & operator=(const float NewValue) { Value = NewValue; return *this;} EbmlFloat & operator=(const double NewValue) { Value = NewValue; bValueIsSet = true; return *this;} bool operator<(const EbmlFloat & EltCmp) const {return Value < EltCmp.Value;} operator const float() const {return float(Value);} operator const double() const {return double(Value);} void SetDefaultValue(double aValue) {assert(!DefaultIsSet); DefaultValue = aValue; DefaultIsSet = true;} const double DefaultVal() const {assert(DefaultIsSet); return DefaultValue;} bool IsDefaultValue() const { return (DefaultISset() && Value == DefaultValue); } protected: double Value; /// The actual value of the element double DefaultValue; }; END_LIBEBML_NAMESPACE #endif // LIBEBML_FLOAT_H