Exemplo n.º 1
0
int imb_get_anim_type(const char *name)
{
	int type;
	BLI_stat_t st;

	BLI_assert(!BLI_path_is_rel(name));

	if (UTIL_DEBUG) printf("%s: %s\n", __func__, name);

#ifndef _WIN32
#   ifdef WITH_QUICKTIME
	if (isqtime(name)) return (ANIM_QTIME);
#   endif
#   ifdef WITH_FFMPEG
	/* stat test below fails on large files > 4GB */
	if (isffmpeg(name)) return (ANIM_FFMPEG);
#   endif
	if (BLI_stat(name, &st) == -1) return(0);
	if (((st.st_mode) & S_IFMT) != S_IFREG) return(0);

	if (isavi(name)) return (ANIM_AVI);

	if (ismovie(name)) return (ANIM_MOVIE);
#else
	if (BLI_stat(name, &st) == -1) return(0);
	if (((st.st_mode) & S_IFMT) != S_IFREG) return(0);

	if (ismovie(name)) return (ANIM_MOVIE);
#   ifdef WITH_QUICKTIME
	if (isqtime(name)) return (ANIM_QTIME);
#   endif
#   ifdef WITH_FFMPEG
	if (isffmpeg(name)) return (ANIM_FFMPEG);
#   endif


	if (isavi(name)) return (ANIM_AVI);
#endif
#ifdef WITH_REDCODE
	if (isredcode(name)) return (ANIM_REDCODE);
#endif
	type = IMB_ispic(name);
	if (type) {
		return ANIM_SEQUENCE;
	}

	return ANIM_NONE;
}
Exemplo n.º 2
0
int imb_get_anim_type(const char * name)
{
	int type;
	struct stat st;

	if(UTIL_DEBUG) printf("in getanimtype: %s\n", name);

#ifndef _WIN32
#	ifdef WITH_QUICKTIME
	if (isqtime(name)) return (ANIM_QTIME);
#	endif
#	ifdef WITH_FFMPEG
	/* stat test below fails on large files > 4GB */
	if (isffmpeg(name)) return (ANIM_FFMPEG);
#	endif
	if (stat(name,&st) == -1) return(0);
	if (((st.st_mode) & S_IFMT) != S_IFREG) return(0);

	if (isavi(name)) return (ANIM_AVI);

	if (ismovie(name)) return (ANIM_MOVIE);
#else
	if (stat(name,&st) == -1) return(0);
	if (((st.st_mode) & S_IFMT) != S_IFREG) return(0);

	if (ismovie(name)) return (ANIM_MOVIE);
#	ifdef WITH_QUICKTIME
	if (isqtime(name)) return (ANIM_QTIME);
#	endif
#	ifdef WITH_FFMPEG
	if (isffmpeg(name)) return (ANIM_FFMPEG);
#	endif
	if (isavi(name)) return (ANIM_AVI);
#endif
#ifdef WITH_REDCODE
	if (isredcode(name)) return (ANIM_REDCODE);
#endif
	type = IMB_ispic(name);
	if (type) return(ANIM_SEQUENCE);
	return(0);
}