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use crate::*;
define_enum!(
ae_sys::AEGP_RenderQueueState,
RenderQueueState {
Paused = ae_sys::AEGP_RenderQueueState_PAUSED,
Rendering = ae_sys::AEGP_RenderQueueState_RENDERING,
Stopped = ae_sys::AEGP_RenderQueueState_STOPPED,
}
);
define_suite!(
RenderQueueSuite,
AEGP_RenderQueueSuite1,
kAEGPRenderQueueSuite,
kAEGPRenderQueueSuiteVersion1
);
impl RenderQueueSuite {
/// Acquire this suite from the host. Returns error if the suite is not available.
/// Suite is released on drop.
pub fn new() -> Result<Self, Error> {
crate::Suite::new()
}
/*
AEGP_AddCompToRenderQueue(
AEGP_CompH compH,
const A_char* pathZ);
*/
/// Adds a composition to the render queue, using default options.
pub fn add_comp_to_render_queue(
&self,
comp_handle: impl AsPtr<after_effects_sys::AEGP_CompH>,
path: &str,
) -> Result<(), Error> {
let path = std::ffi::CString::new(path).map_err(|_| Error::InvalidParms)?;
call_suite_fn!(
self,
AEGP_AddCompToRenderQueue,
comp_handle.as_ptr(),
path.as_ptr()
)?;
Ok(())
}
/*
AEGP_SetRenderQueueState(
AEGP_RenderQueueState state);
*/
/// Sets the render queue to one of three valid states. It is not possible to go from stopped to paused.
pub fn set_render_queue_state(&self, state: RenderQueueState) -> Result<(), Error> {
call_suite_fn!(self, AEGP_SetRenderQueueState, state.into())?;
Ok(())
}
/*
AEGP_GetRenderQueueState(
AEGP_RenderQueueState *stateP);
*/
/// Obtains the current render queue state.
pub fn get_render_queue_state(&self) -> Result<RenderQueueState, Error> {
Ok(
call_suite_fn_single!(self, AEGP_GetRenderQueueState -> ae_sys::AEGP_RenderQueueState)?
.into(),
)
}
}