6#include "../../blueprint/components/absolute_time_range.hpp"
7#include "../../blueprint/components/fps.hpp"
8#include "../../blueprint/components/loop_mode.hpp"
9#include "../../blueprint/components/panel_state.hpp"
10#include "../../blueprint/components/play_state.hpp"
11#include "../../blueprint/components/playback_speed.hpp"
12#include "../../blueprint/components/timeline_name.hpp"
13#include "../../collection.hpp"
14#include "../../component_batch.hpp"
15#include "../../component_column.hpp"
16#include "../../result.hpp"
23namespace rerun::blueprint::archetypes {
30 std::optional<ComponentBatch>
state;
39 std::optional<ComponentBatch>
fps;
57 "rerun.blueprint.archetypes.TimePanelBlueprint";
113 return std::move(*
this);
121 return std::move(*
this);
131 return std::move(*
this);
137 return std::move(*
this);
144 const rerun::blueprint::components::PlayState& _play_state
148 return std::move(*
this);
158 return std::move(*
this);
168 return std::move(*
this);
192 template <
typename T>
Generic collection of elements that are roughly contiguous in memory.
Definition collection.hpp:49
A class for representing either a usable value, or an error.
Definition result.hpp:14
All Rerun C++ types and functions are in the rerun namespace or one of its nested namespaces.
Definition rerun.hpp:23
static Result< ComponentBatch > from_loggable(const rerun::Collection< T > &components, const ComponentDescriptor &descriptor)
Creates a new component batch from a collection of component instances.
Definition component_batch.hpp:46
A ComponentDescriptor fully describes the semantics of a column of data.
Definition component_descriptor.hpp:16
The Loggable trait is used by all built-in implementation of rerun::AsComponents to serialize a colle...
Definition loggable.hpp:11
Archetype: Time panel specific state.
Definition time_panel_blueprint.hpp:28
static constexpr auto Descriptor_timeline
ComponentDescriptor for the timeline field.
Definition time_panel_blueprint.hpp:65
std::optional< ComponentBatch > loop_mode
How the time should loop.
Definition time_panel_blueprint.hpp:49
Collection< ComponentColumn > columns(const Collection< uint32_t > &lengths_)
Partitions the component data into multiple sub-batches.
Collection< ComponentColumn > columns()
Partitions the component data into unit-length sub-batches.
std::optional< ComponentBatch > time_selection
Selects a range of time on the time panel.
Definition time_panel_blueprint.hpp:52
static constexpr auto Descriptor_state
ComponentDescriptor for the state field.
Definition time_panel_blueprint.hpp:60
std::optional< ComponentBatch > timeline
What timeline the panel is on.
Definition time_panel_blueprint.hpp:33
std::optional< ComponentBatch > playback_speed
A time playback speed multiplier.
Definition time_panel_blueprint.hpp:36
std::optional< ComponentBatch > state
Current state of the panel.
Definition time_panel_blueprint.hpp:30
static constexpr auto Descriptor_fps
ComponentDescriptor for the fps field.
Definition time_panel_blueprint.hpp:75
TimePanelBlueprint with_fps(const rerun::blueprint::components::Fps &_fps) &&
Frames per second. Only applicable for sequence timelines.
Definition time_panel_blueprint.hpp:135
static constexpr const char ArchetypeName[]
The name of the archetype as used in ComponentDescriptors.
Definition time_panel_blueprint.hpp:56
static constexpr auto Descriptor_playback_speed
ComponentDescriptor for the playback_speed field.
Definition time_panel_blueprint.hpp:70
TimePanelBlueprint with_timeline(const rerun::blueprint::components::TimelineName &_timeline) &&
What timeline the panel is on.
Definition time_panel_blueprint.hpp:117
TimePanelBlueprint with_state(const rerun::blueprint::components::PanelState &_state) &&
Current state of the panel.
Definition time_panel_blueprint.hpp:111
TimePanelBlueprint with_play_state(const rerun::blueprint::components::PlayState &_play_state) &&
If the time is currently paused, playing, or following.
Definition time_panel_blueprint.hpp:143
static constexpr auto Descriptor_loop_mode
ComponentDescriptor for the loop_mode field.
Definition time_panel_blueprint.hpp:85
std::optional< ComponentBatch > fps
Frames per second. Only applicable for sequence timelines.
Definition time_panel_blueprint.hpp:39
TimePanelBlueprint with_time_selection(const rerun::blueprint::components::AbsoluteTimeRange &_time_selection) &&
Selects a range of time on the time panel.
Definition time_panel_blueprint.hpp:162
static TimePanelBlueprint clear_fields()
Clear all the fields of a TimePanelBlueprint.
TimePanelBlueprint with_loop_mode(const rerun::blueprint::components::LoopMode &_loop_mode) &&
How the time should loop.
Definition time_panel_blueprint.hpp:154
static constexpr auto Descriptor_time_selection
ComponentDescriptor for the time_selection field.
Definition time_panel_blueprint.hpp:90
TimePanelBlueprint with_playback_speed(const rerun::blueprint::components::PlaybackSpeed &_playback_speed) &&
A time playback speed multiplier.
Definition time_panel_blueprint.hpp:125
static constexpr auto Descriptor_play_state
ComponentDescriptor for the play_state field.
Definition time_panel_blueprint.hpp:80
static TimePanelBlueprint update_fields()
Update only some specific fields of a TimePanelBlueprint.
Definition time_panel_blueprint.hpp:103
std::optional< ComponentBatch > play_state
If the time is currently paused, playing, or following.
Definition time_panel_blueprint.hpp:44
Component: A reference to a range of time.
Definition absolute_time_range.hpp:17
Component: Frames per second for a sequence timeline.
Definition fps.hpp:17
Component: A playback speed which determines how fast time progresses.
Definition playback_speed.hpp:17
Component: A timeline identified by its name.
Definition timeline_name.hpp:19