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+///////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
+// Digital Ltd. LLC
+//
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following disclaimer
+// in the documentation and/or other materials provided with the
+// distribution.
+// * Neither the name of Industrial Light & Magic nor the names of
+// its contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+///////////////////////////////////////////////////////////////////////////
+
+
+
+#ifndef INCLUDED_IMF_OPAQUE_ATTRIBUTE_H
+#define INCLUDED_IMF_OPAQUE_ATTRIBUTE_H
+
+//-----------------------------------------------------------------------------
+//
+// class OpaqueAttribute
+//
+// When an image file is read, OpqaqueAttribute objects are used
+// to hold the values of attributes whose types are not recognized
+// by the reading program. OpaqueAttribute objects can be read
+// from an image file, copied, and written back to to another image
+// file, but their values are inaccessible.
+//
+//-----------------------------------------------------------------------------
+
+#include <ImfAttribute.h>
+#include <ImfArray.h>
+
+namespace Imf {
+
+
+class OpaqueAttribute: public Attribute
+{
+ public:
+
+ //----------------------------
+ // Constructors and destructor
+ //----------------------------
+
+ OpaqueAttribute (const char typeName[]);
+ OpaqueAttribute (const OpaqueAttribute &other);
+ virtual ~OpaqueAttribute ();
+
+
+ //-------------------------------
+ // Get this attribute's type name
+ //-------------------------------
+
+ virtual const char * typeName () const;
+
+
+ //------------------------------
+ // Make a copy of this attribute
+ //------------------------------
+
+ virtual Attribute * copy () const;
+
+
+ //----------------
+ // I/O and copying
+ //----------------
+
+ virtual void writeValueTo (OStream &os,
+ int version) const;
+
+ virtual void readValueFrom (IStream &is,
+ int size,
+ int version);
+
+ virtual void copyValueFrom (const Attribute &other);
+
+
+ private:
+
+ Array<char> _typeName;
+ long _dataSize;
+ Array<char> _data;
+};
+
+
+} // namespace Imf
+
+// Metrowerks compiler wants the .cpp file inlined, too
+#ifdef __MWERKS__
+#include <ImfOpaqueAttribute.cpp>
+#endif
+
+#endif