Suspends the "animate" mode in an exception safe manner.
The system is in "animate" mode when animation keys are being created. Create an instance of this class to suspend the "animate" mode. When the instance is destructed the "animate" mode is resumed. It's a good idea to suspend the "animate" mode whenever new instances of a plugin are being created, or their parameters are modified programatically. Examples of when the "animate" mode is suspended include assigning controllers and copying key frames from a controller to another, cloning objects, etc.
#include <ref.h>
Public Member Functions |
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AnimateSuspend (BOOL setKeyModeToo=FALSE, BOOL macroRecToo=FALSE, BOOL refMsgsToo=FALSE) | |
Constructor. |
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void | Resume () |
Restores "animate" mode to its initial
state. |
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~AnimateSuspend () | |
Destructor - restores "animate" mode to its
initial state. |
AnimateSuspend | ( | BOOL | setKeyModeToo =
FALSE , |
BOOL | macroRecToo =
FALSE , |
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BOOL | refMsgsToo =
FALSE |
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) |
Constructor.
Suspends the "animate" mode, and optionally some other system states
macroRecToo | - If TRUE, macro recording is also suspended, otherwise it's not changed. See MacroRecorder::Disable() for more information. |
setKeyModeToo | - If TRUE, "setkey" mode is also suspended, otherwise it's not changed. See SuspendSetKeyMode() for more information. |
refMsgsToo | - If TRUE, passing of reference messages is also suspended, otherwise it's not changed. See DisableRefMsgs() for more information. |
~AnimateSuspend | ( | ) | [inline] |
Destructor - restores "animate" mode to its initial state.
{Resume ();}
void Resume | ( | ) |
Restores "animate" mode to its initial state.