73 lines
2.1 KiB
C++
73 lines
2.1 KiB
C++
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/*
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NODEOPERATION.hpp - Specify how the nodes call each other and how processing is organized
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Copyright (C) Lumiera.org
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2008, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the
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License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#ifndef ENGINE_NODEOPERATION_H
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#define ENGINE_NODEOPERATION_H
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#include "proc/engine/procnode.hpp"
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namespace engine {
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/**
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* Adapter to shield the ProcNode from the actual buffer management,
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* allowing the processing function within ProcNode to use logical
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* buffer IDs. StateAdapter is created on the stack for each pull()
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* call, using setup/wiring data preconfigured by the builder.
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* Its job is to provide the actual implementation of the Cache
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* push / fetch and recursive downcall to render the source frames.
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*/
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class StateAdapter
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: public State
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{
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State& parent_;
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State& current_;
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protected:
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StateAdapter (State& callingProcess, WiringDescriptor const&)
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: parent_ (callingProcess),
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current_(callingProcess.getCurrentImplementation())
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{ }
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friend class ProcNode; // both are sharing implementation details...
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virtual State& getCurrentImplementation () { return current_; }
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/** contains the details of Cache query and recursive calls
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* to the predecessor node(s), eventually followed by the
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* ProcNode::process() callback
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*/
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void retrieve();
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};
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} // namespace engine
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#endif
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