lumiera_/src/steam/asset/buildinstruct.hpp

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/*
BUILDINSTRUCT.hpp - Instructions for building some configuration of render nodes.
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Copyright: clarify and simplify the file headers * Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
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Copyright (C)
2008, Hermann Vosseler <Ichthyostega@web.de>
  **Lumiera** is free software; you can redistribute it and/or modify it
  under the terms of the GNU General Public License as published by the
  Free Software Foundation; either version 2 of the License, or (at your
  option) any later version. See the file COPYING for further details.
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*/
/** @file buildinstruct.hpp
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** Helper classes used by asset::ProcPatt to represent the processing information.
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** Consider these classes as owned by ProcPatt. Non-inline functions go to procpatt.cpp
**
*/
#ifndef STEAM_ASSET_BUILDINSTRUCT_H
#define STEAM_ASSET_BUILDINSTRUCT_H
#include "lib/symbol.hpp"
#include <boost/variant.hpp>
#include <string>
using std::string;
namespace steam {
namespace asset {
using lib::Symbol;
using lib::Literal;
class Proc;
class ProcPatt;
using PProc = lib::P<const asset::Proc>;
using PProcPatt = lib::P<const asset::ProcPatt>;
static Symbol CURRENT = "current";
struct DoAttach
{
vector<PProc> nodes;
/** identifying the point where the nodes should be attached */
Literal point;
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DoAttach (Symbol where = CURRENT)
: point(where)
{ }
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DoAttach (PProc& node, Symbol where = CURRENT)
: point(where)
{
nodes.push_back(node);
}
};
struct DoRecurse
{
PProcPatt subPattern_;
explicit DoRecurse (PProcPatt& pattern) : subPattern_(pattern) {}
};
class DoConditional
{
// How to do this? we need some context to test the condition...
};
typedef boost::variant< DoAttach, DoRecurse, DoConditional > InstructEntry;
/**
* (Interface) building instructions to be executed by the Builder
* on the render node network under construction. The purpose of this
* "micro language" is to be able to store in the configuration or session
* how certain parts of the model should be assembled. One important example
* is how to build a source reading chain to read and decode frames from a
* media file. Another example being a global audio Pipe, comprised of an
* EQ plugin, a fader and a panner.
* \par
* Build instructions are tightliy coupled to asset::ProcPatt and always
* created from there.
* @see ProcPatt::attach
* @see ProcPatt::operator+=
*
*/
struct BuildInstruct
: public InstructEntry
{
template<typename T>
BuildInstruct (T& instr) : InstructEntry() {}
// TODO: this ctor is *not* correct, just to make it compile
// There is a strange problem with boost::variant, probably because the
// template parameter T could be anything (but actually we know it's one
// of our Instruction types.
// I have to re-investigate this design anyway, and probably will replace
// the boost::variant by something else, derive from a common base or such.
// Note: as of 8/2008 ProcPatt is just a draft and not implemented.
// Note: 9/2013 : meanwhile the obvious solution would be to use our "polymorphic value",
// which was invented exactly to solve this notorious design mismatch in C++
};
}} // namespace steam::asset
#endif