///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2006, 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
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///////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------------
//
//	Convenience functions related to the framesPerSecond attribute
//
//-----------------------------------------------------------------------------

#include <ImfFramesPerSecond.h>
#include "ImathFun.h"

using namespace Imath;

namespace Imf {

Rational
guessExactFps (double fps)
{
    return guessExactFps (Rational (fps));
}


Rational
guessExactFps (const Rational &fps)
{
    const double e = 0.002;

    if (abs (double (fps) - double (fps_23_976())) < e)
	return fps_23_976();

    if (abs (double (fps) - double (fps_29_97())) < e)
	return fps_29_97();

    if (abs (double (fps) - double (fps_47_952())) < e)
	return fps_47_952();

    if (abs (double (fps) - double (fps_59_94())) < e)
	return fps_59_94();

    return fps;
}

} // namespace Imf
