better organization of global imports and namespaces

avoid spurious quasi-global namespace cinelerra and use namespace hierarchies only where necessary.
document my intended use of namespaces/interfaces in the renderengine-wiki.
This commit is contained in:
Fischlurch 2007-08-09 18:51:47 +02:00
parent ebb4da6cc7
commit 91bddede45
152 changed files with 2208 additions and 1929 deletions

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<!-- ============================================================= -->
<a name="refclass128005"></a>
<p>Declaration :</p><ul><li>C++ : class Session </li></ul><p>Artifact : <a href="index.html#refartifact128517"><b>session</b></a></p><div class="sub">
<p>Declaration :</p><ul><li>C++ : class Session </li></ul><p>Artifact : <a href="index.html#refartifact128517"><b>session</b></a>, Component(s) : <a href="index.html#refcomponent128133"><b>Session</b></a></p><div class="sub">
<a name="refrelation128005"></a>
<table><tr><td><div class="element">Relation <b>edls (&lt;directional aggregation&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # edls : <a href="class128133.html#refclass128133"><b>EDL</b></a>, multiplicity : 1..*</li><li>C++ : protected: <a href="class128133.html#refclass128133"><b>EDL</b></a> * edls</li></ul><a name="refrelation128261"></a>
<table><tr><td><div class="element">Relation <b>fixture (&lt;unidirectional association&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # fixture : <a href="class128261.html#refclass128261"><b>Fixture</b></a>, multiplicity : 1</li><li>C++ : protected: <a href="class128261.html#refclass128261"><b>Fixture</b></a> * fixture</li></ul></div>

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<p>Declaration :</p><ul><li>C++ : class EDL </li></ul><p>Directly inherited by : <a href="class128261.html#refclass128261"><b>Fixture</b></a> </p>
<p>Artifact : <a href="index.html#refartifact128645"><b>edl</b></a></p><div class="sub">
<p>Artifact : <a href="index.html#refartifact128645"><b>edl</b></a>, Component(s) : <a href="index.html#refcomponent128133"><b>Session</b></a></p><div class="sub">
<a name="refrelation128645"></a>
<table><tr><td><div class="element">Relation <b>tracks (&lt;directional aggregation by value&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # tracks : <a href="class128389.html#refclass128389"><b>Track</b></a>, multiplicity : *</li><li>C++ : protected: list&lt;<a href="class128389.html#refclass128389"><b>Track</b></a>&gt; tracks</li></ul><a name="refrelation128901"></a>
<table><tr><td><div class="element">Relation <b>clips (&lt;directional aggregation&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # clips : <a href="class128517.html#refclass128517"><b>MObject</b></a>, multiplicity : *</li><li>C++ : protected: list&lt;<a href="class128517.html#refclass128517"><b>MObject</b></a> *&gt; clips</li></ul></div>

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<!-- ============================================================= -->
<a name="refclass128261"></a>
<p>Declaration :</p><ul><li>C++ : class Fixture : public <a href="class128133.html#refclass128133"><b>EDL</b></a> </li></ul><p>Artifact : <a href="index.html#refartifact128773"><b>fixture</b></a></p><div class="sub">
<p>Declaration :</p><ul><li>C++ : class Fixture : public <a href="class128133.html#refclass128133"><b>EDL</b></a> </li></ul><p>Artifact : <a href="index.html#refartifact128773"><b>fixture</b></a>, Component(s) : <a href="index.html#refcomponent128133"><b>Session</b></a></p><div class="sub">
<a name="refrelation129541"></a>
<table><tr><td><div class="element">Relation <b>tracks (&lt;directional aggregation by value&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # tracks : <a href="class128389.html#refclass128389"><b>Track</b></a>, multiplicity : 1..*</li><li>C++ : protected: <a href="class128389.html#refclass128389"><b>Track</b></a> tracks</li></ul><a name="refrelation131717"></a>
<table><tr><td><div class="element">Relation <b>timeline (&lt;directional aggregation by value&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # timeline : <a href="class129797.html#refclass129797"><b>ExplicitPlacement</b></a>, multiplicity : *</li><li>C++ : protected: <a href="class129797.html#refclass129797"><b>ExplicitPlacement</b></a> timeline</li></ul><a name="refoperation128645"></a>

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<a name="refclass128517"></a>
<p>Declaration :</p><ul><li>C++ : class MObject : public <a href="class134021.html#refclass134021"><b>Buildable</b></a> </li><li>Java : public interface MObject </li></ul><p>Directly inherited by : <a href="class128773.html#refclass128773"><b>AbstractMO</b></a> </p>
<p>Artifact : <a href="index.html#refartifact128261"><b>mobject</b></a></p><div class="sub">
<p>Artifact : <a href="index.html#refartifact128261"><b>mobject</b></a>, Component(s) : <a href="index.html#refcomponent128133"><b>Session</b></a></p><div class="sub">
<a name="refattribute128517"></a>
<table><tr><td><div class="element">Attribut <b>length</b></div></td></tr></table>
<p>Declaration :</p><ul><li>Uml : # length : long</li><li>C++ : protected: long length</li></ul><p>TODO: how to represent?<br /></p><a name="refrelation129029"></a>
<p>Declaration :</p><ul><li>Uml : # length : <a href="class134917.html#refclass134917"><b>Time</b></a></li><li>C++ : protected: <a href="class134917.html#refclass134917"><b>Time</b></a> length</li></ul><p>TODO: how to represent time intervals?<br /></p><a name="refrelation129029"></a>
<table><tr><td><div class="element">Relation <b>placement (&lt;association&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # placement : <a href="class128645.html#refclass128645"><b>Placement</b></a>, multiplicity : 1..*</li><li>C++ : protected: list&lt;<a href="class128645.html#refclass128645"><b>Placement</b></a> *&gt; placement</li></ul></div>
<p>All public operations : <a href="class134021.html#refoperation129669"><b>apply</b></a> </p>
</body>

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@ -16,5 +16,5 @@
<!-- ============================================================= -->
<a name="refclass130309"></a>
<p>Declaration :</p><ul><li>C++ : class ControllerFacade </li></ul><p>Provides unified access to the Proc-Subsystem Controller. Especially, this Facade class provides the functions to get a render engine to carry out actual renderings.<br /></p><p>Artifact : <a href="index.html#refartifact131589"><b>controllerfacade</b></a></p></body>
<p>Declaration :</p><ul><li>C++ : class ControllerFacade </li></ul><p>Provides unified access to the Proc-Subsystem Controller. Especially, this Facade class provides the functions to get a render engine to carry out actual renderings.<br /></p><p>Artifact : <a href="index.html#refartifact131589"><b>controllerfacade</b></a>, Component(s) : <a href="index.html#refcomponent129541"><b>ControllerFacade</b></a></p></body>
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<a name="refclass130437"></a>
<p>Declaration :</p><ul><li>C++ : class PathManager </li></ul><p>While building a render engine, this Strategy class decides on the actual render strategy in accordance to the current controller settings (system state)<br /></p><p>Artifact : <a href="index.html#refartifact131717"><b>pathmanager</b></a></p><div class="sub">
<p>Declaration :</p><ul><li>C++ : class PathManager </li></ul><p>While building a render engine, this Strategy class decides on the actual render strategy in accordance to the current controller settings (system state)<br /></p><p>Artifact : <a href="index.html#refartifact131717"><b>pathmanager</b></a>, Component(s) : <a href="index.html#refcomponent129285"><b>RenderPathManager</b></a></p><div class="sub">
<a name="refoperation128261"></a>
<table><tr><td><div class="element">Operation <b>buildProcessor</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : + buildProcessor() : <a href="class131461.html#refclass131461"><b>Processor</b></a></li><li>C++ : public: <a href="class131461.html#refclass131461"><b>Processor</b></a> buildProcessor () </li></ul></div>
<p>All public operations : <a href="class130437.html#refoperation128261"><b>buildProcessor</b></a> </p>

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@ -16,7 +16,7 @@
<!-- ============================================================= -->
<a name="refclass130565"></a>
<p>Declaration :</p><ul><li>C++ : class BuilderFacade </li></ul><p>Provides unified access to the builder functionality. While individual components of the builder subsystem may be called if necessary or suitable, it is usually better to do all extern invocations via the high level methods of this Facade<br /></p><p>Artifact : <a href="index.html#refartifact130437"><b>builderfacade</b></a></p><div class="sub">
<p>Declaration :</p><ul><li>C++ : class BuilderFacade </li></ul><p>Provides unified access to the builder functionality. While individual components of the builder subsystem may be called if necessary or suitable, it is usually better to do all extern invocations via the high level methods of this Facade<br /></p><p>Artifact : <a href="index.html#refartifact130437"><b>builderfacade</b></a>, Component(s) : <a href="index.html#refcomponent128261"><b>Controller</b></a></p><div class="sub">
<a name="refoperation128517"></a>
<table><tr><td><div class="element">Operation <b>buildEngine</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : + buildEngine() : <a href="class131333.html#refclass131333"><b>RenderEngine</b></a></li><li>C++ : public: <a href="class131333.html#refclass131333"><b>RenderEngine</b></a> buildEngine () </li></ul><p>Main Operation of the Builder: create a render engine for a given part of the timeline<br /></p></div>
<p>All public operations : <a href="class130565.html#refoperation128517"><b>buildEngine</b></a> </p>

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<a name="refclass131973"></a>
<p>Declaration :</p><ul><li>C++ : class Link : public <a href="class131717.html#refclass131717"><b>ProcNode</b></a> </li></ul><p>Directly inherited by : <a href="class132613.html#refclass132613"><b>GLPipe</b></a> </p>
<p>Artifact : <a href="index.html#refartifact132613"><b>pipe</b></a></p><div class="sub">
<p>Artifact : <a href="index.html#refartifact132613"><b>link</b></a></p><div class="sub">
</div>
</body>
</html>

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<!-- ============================================================= -->
<a name="refclass132613"></a>
<p>Declaration :</p><ul><li>C++ : class GLPipe : public <a href="class131973.html#refclass131973"><b>Link</b></a> </li></ul><p>specialized connection node used to handle the transfer of OpenGL data from a image bitmap into texture form<br /></p><p>Artifact : <a href="index.html#refartifact133253"><b>openglpipe</b></a></p><div class="sub">
<p>Declaration :</p><ul><li>C++ : class GLPipe : public <a href="class131973.html#refclass131973"><b>Link</b></a> </li></ul><p>specialized connection node used to handle the transfer of OpenGL data from a image bitmap into texture form<br /></p><p>Artifact : <a href="index.html#refartifact133253"><b>glpipe</b></a></p><div class="sub">
</div>
</body>
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<a name="refclass132741"></a>
<p>Declaration :</p><ul><li>C++ : class StateProxy </li><li>Java : public interface StateProxy </li></ul><p>Directly inherited by : <a href="class132869.html#refclass132869"><b>ARender</b></a> <a href="class133125.html#refclass133125"><b>GLRender</b></a> <a href="class132997.html#refclass132997"><b>VRender</b></a> </p>
<p>Artifact : <a href="index.html#refartifact130949"><b>stateproxy</b></a></p><div class="sub">
<p>Artifact : <a href="index.html#refartifact130949"><b>stateproxy</b></a>, Component(s) : <a href="index.html#refcomponent128005"><b>Builder</b></a></p><div class="sub">
<a name="refrelation135941"></a>
<table><tr><td><div class="element">Relation <b>currFrame (&lt;unidirectional association&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # currFrame : <a href="class133253.html#refclass133253"><b>Frame</b></a></li><li>C++ : protected: <a href="class133253.html#refclass133253"><b>Frame</b></a> * currFrame</li></ul></div>
</body>

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<a name="refclass134533"></a>
<p>Declaration :</p><ul><li>C++ : template&lt;class VAL&gt; class Parameter </li></ul><p>Descriptor and access object for a plugin parameter. Parameters may be provided with values from the session, and this values may be automated.<br /></p><p>Artifact : <a href="index.html#refartifact134405"><b>parameter</b></a></p><div class="sub">
<p>Declaration :</p><ul><li>C++ : template&lt;class VAL&gt; class Parameter </li></ul><p>Descriptor and access object for a plugin parameter. Parameters may be provided with values from the session, and this values may be automated.<br /></p><p>Artifact : <a href="index.html#refartifact134405"><b>parameter</b></a>, Component(s) : <a href="index.html#refcomponent130053"><b>ProcNode</b></a></p><div class="sub">
<a name="refoperation130821"></a>
<table><tr><td><div class="element">Operation <b>getValue</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : + getValue() : VAL</li><li>C++ : public: VAL getValue () const </li></ul><a name="refrelation138629"></a>
<table><tr><td><div class="element">Relation <b>&lt;association&gt;</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # provider : <a href="class134661.html#refclass134661"><b>ParamProvider</b></a>, multiplicity : 1</li><li>C++ : protected: <a href="class134661.html#refclass134661"><b>ParamProvider</b></a>* provider</li></ul></div>

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<a name="refclass134661"></a>
<p>Declaration :</p><ul><li>C++ : template&lt;class VAL&gt; class ParamProvider </li><li>Java : public interface ParamProvider&lt;VAL&gt; </li></ul><p>Directly inherited by : <a href="class129925.html#refclass129925"><b>Auto</b></a> </p>
<p>A facility to get the actual value of a plugin/effect parameter<br /></p><p>Artifact : <a href="index.html#refartifact134533"><b>paramprovider</b></a></p><div class="sub">
<p>A facility to get the actual value of a plugin/effect parameter<br /></p><p>Artifact : <a href="index.html#refartifact134533"><b>paramprovider</b></a>, Component(s) : <a href="index.html#refcomponent128133"><b>Session</b></a></p><div class="sub">
<a name="refrelation137989"></a>
<table><tr><td><div class="element">Relation <b>param (&lt;association&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # param : <a href="class134533.html#refclass134533"><b>Parameter</b></a>, multiplicity : 1</li><li>C++ : protected: <a href="class134533.html#refclass134533"><b>Parameter</b></a>* param</li></ul><a name="refrelation138373"></a>
<table><tr><td><div class="element">Relation <b>ipo (&lt;unidirectional association&gt;)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : # ipo : <a href="class134789.html#refclass134789"><b>Interpolator</b></a>, multiplicity : 0..1</li><li>C++ : protected: <a href="class134789.html#refclass134789"><b>Interpolator</b></a>* ipo</li></ul><a name="refoperation130949"></a>

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<a name="refclass134917"></a>
<p>Declaration :</p><ul><li>C++ : class Time </li></ul><p>denotes a temporal position (time point), based on timeline start.<br /><br />investigate posix.4 realtime timers, wrap these here<br /></p><p>Artifact : <a href="index.html#refartifact134789"><b>time</b></a></p></body>
<p>Declaration :</p><ul><li>C++ : class Time </li></ul><p>denotes a temporal position (time point), based on timeline start.<br /><br />investigate posix.4 realtime timers, wrap these here<br /></p><p>Artifact : <a href="index.html#refartifact134789"><b>time</b></a>, Component(s) : <a href="index.html#refcomponent129925"><b>CommonLib</b></a></p></body>
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<a name="refclass135173"></a>
<p>Declaration :</p><ul><li>C++ : class Segment </li></ul><div class="sub">
<p>Declaration :</p><ul><li>C++ : class Segment </li></ul><p>Artifact : <a href="index.html#refartifact135045"><b>segment</b></a></p><div class="sub">
<a name="refattribute129925"></a>
<table><tr><td><div class="element">Attribut <b>start</b></div></td></tr></table>
<p>Declaration :</p><ul><li>Uml : # start : <a href="class134917.html#refclass134917"><b>Time</b></a></li><li>C++ : protected: <a href="class134917.html#refclass134917"><b>Time</b></a> start</li></ul><a name="refattribute130053"></a>

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<table>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent diagram128005" target = "projectFrame"><b>Overview</b></a></td><td></td><td>This drawing shows the top level compoents and relations</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent diagram130053" target = "projectFrame"><b>proc-components</b></a></td><td></td><td></td></tr>
</table>
</body>
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@ -27,10 +27,16 @@ Documentation</title>
<a name="refcomponent diagram128005"></a>
<p align="center"><img src="fig128005.png" alt="" /></p>
<p align="center"><b>Overview</b></p><p><br /></p><p><br /></p>
<p>This drawing shows the top level compoents and relations<br /></p><a name="refcomponent128005"></a>
<p>This drawing shows the top level compoents and relations<br /></p><a name="refcomponent129925"></a>
<table><tr><td><div class="element">Component <b>CommonLib</b></div></td></tr></table>
<p>provided classes : <a href="class134917.html#refclass134917"><b>Time</b></a></p>
<a name="refcomponent128005"></a>
<table><tr><td><div class="element">Component <b>Builder</b></div></td></tr></table>
<p>provided classes : <a href="class132741.html#refclass132741"><b>StateProxy</b></a></p>
<p>required classes : <a href="class128261.html#refclass128261"><b>Fixture</b></a>, <a href="class128005.html#refclass128005"><b>Session</b></a></p>
<a name="refcomponent128133"></a>
<table><tr><td><div class="element">Component <b>Session</b></div></td></tr></table>
<p>provided classes : <a href="class128133.html#refclass128133"><b>EDL</b></a>, <a href="class128261.html#refclass128261"><b>Fixture</b></a>, <a href="class128517.html#refclass128517"><b>MObject</b></a>, <a href="class134661.html#refclass134661"><b>ParamProvider</b></a>, <a href="class128005.html#refclass128005"><b>Session</b></a></p>
<div class="sub">
<a name="refcomponent128389"></a>
<table><tr><td><div class="element">Component <b>EDL</b></div></td></tr></table>
@ -41,7 +47,8 @@ Documentation</title>
</div>
<a name="refcomponent128261"></a>
<table><tr><td><div class="element">Component <b>Controller</b></div></td></tr></table>
<p>Depends on <a href="index.html#refcomponent128005"><b>Builder</b></a></p><div class="sub">
<p>Depends on <a href="index.html#refcomponent128005"><b>Builder</b></a></p><p>provided classes : <a href="class130565.html#refclass130565"><b>BuilderFacade</b></a></p>
<div class="sub">
</div>
<a name="refcomponent128645"></a>
<table><tr><td><div class="element">Component <b>AssetManagement</b></div></td></tr></table>
@ -49,7 +56,13 @@ Documentation</title>
<table><tr><td><div class="element">Component <b>Dispatcher</b></div></td></tr></table>
<a name="refcomponent128901"></a>
<table><tr><td><div class="element">Component <b>Engine</b></div></td></tr></table>
<p>Depends on <a href="index.html#refcomponent129029"><b>Frame (Stream) Provider</b></a></p><div class="sub">
<p>Depends on <a href="index.html#refcomponent129029"><b>Frame (Stream) Provider</b></a></p><p>required classes : <a href="class132741.html#refclass132741"><b>StateProxy</b></a></p>
<div class="sub">
<a name="refcomponent130053"></a>
<table><tr><td><div class="element">Component <b>ProcNode</b></div></td></tr></table>
<p>nested in <a href="index.html#refcomponent128901"><b>Engine</b></a></p>
<p>provided classes : <a href="class134533.html#refclass134533"><b>Parameter</b></a></p>
<p>required classes : <a href="class134661.html#refclass134661"><b>ParamProvider</b></a></p>
</div>
<a name="refcomponent129029"></a>
<table><tr><td><div class="element">Component <b>Frame (Stream) Provider</b></div></td></tr></table>
@ -59,15 +72,27 @@ Documentation</title>
<table><tr><td><div class="element">Component <b>Cache</b></div></td></tr></table>
<a name="refcomponent129285"></a>
<table><tr><td><div class="element">Component <b>RenderPathManager</b></div></td></tr></table>
<p>provided classes : <a href="class130437.html#refclass130437"><b>PathManager</b></a></p>
</div>
<a name="refcomponent view128133"></a>
<h2 class ="view">1.2 Component View interfaces</h2>
<div class="sub">
<a name="refcomponent diagram130053"></a>
<p align="center"><img src="fig130053.png" alt="" /></p>
<p align="center"><b>proc-components</b></p><p><br /></p><p><br /></p>
<a name="refcomponent129541"></a>
<table><tr><td><div class="element">Component <b>ControllerFacade</b></div></td></tr></table>
<p>provided classes : <a href="class130309.html#refclass130309"><b>ControllerFacade</b></a></p>
<p>required classes : <a href="class130565.html#refclass130565"><b>BuilderFacade</b></a>, <a href="class130437.html#refclass130437"><b>PathManager</b></a></p>
<a name="refcomponent129797"></a>
<table><tr><td><div class="element">Component <b>ConManager</b></div></td></tr></table>
<p>required classes : <a href="class134661.html#refclass134661"><b>ParamProvider</b></a></p>
</div>
<a name="refpackage128645"></a>
<h2 class ="package">1.2 Package codegen</h2>
<p></p><ul>
<li>C++ namespace : cinelerra</li>
</ul>
<h2 class ="package">1.3 Package codegen</h2>
<p>This package is used to organize code generation by BOUML. It is considered useless after having generated the initial code skeleton.<br /></p><div class="sub">
<a name="refdeployment view128133"></a>
<h3 class ="view">1.2.1 Deployment View EXE Deployment</h3>
<h3 class ="view">1.3.1 Deployment View EXE Deployment</h3>
<p>defines and lists how the Cinelerra executable has to be created<br /></p>
<div class="sub">
<a name="refdeployment diagram129797"></a>
@ -76,20 +101,20 @@ Documentation</title>
<a name="refartifact128005"></a>
<table><tr><td><div class="element">Artifact <b>Cinelerra3</b></div></td></tr></table>
<p>Depends on <a href="index.html#refpackage129413"><b>common</b></a></p><p>Depends on <a href="index.html#refpackage129797"><b>gui</b></a></p><p>Depends on <a href="index.html#refpackage129669"><b>proc</b></a></p><p>Depends on <a href="index.html#refpackage129541"><b>backend</b></a></p><p>the main executable to be built<br /></p>
<p><i>executable</i> associated with : <a href="index.html#refartifact128517"><b>session</b></a>, <a href="index.html#refartifact133125"><b>pluginadapter</b></a>, <a href="index.html#refartifact132613"><b>pipe</b></a>, <a href="index.html#refartifact134277"><b>source</b></a>, <a href="index.html#refartifact129029"><b>placement</b></a>, <a href="index.html#refartifact130309"><b>auto</b></a>, <a href="index.html#refartifact130437"><b>builderfacade</b></a>, <a href="index.html#refartifact131973"><b>renderengine</b></a>, <a href="index.html#refartifact132741"><b>hub</b></a>, <a href="index.html#refartifact132485"><b>trafo</b></a>, <a href="index.html#refartifact129157"><b>explicitplacement</b></a>, <a href="index.html#refartifact132357"><b>procnode</b></a>, <a href="index.html#refartifact129285"><b>abstractmo</b></a>, <a href="index.html#refartifact134533"><b>paramprovider</b></a>, <a href="index.html#refartifact130181"><b>label</b></a>, <a href="index.html#refartifact129413"><b>clip</b></a>, <a href="index.html#refartifact129797"><b>fixedplacement</b></a>, <a href="index.html#refartifact133765"><b>frame</b></a>, <a href="index.html#refartifact130821"><b>assembler</b></a>, <a href="index.html#refartifact133637"><b>glrender</b></a>, <a href="index.html#refartifact134149"><b>glbuf</b></a>, <a href="index.html#refartifact131205"><b>tool</b></a>, <a href="index.html#refartifact133893"><b>aframe</b></a>, <a href="index.html#refartifact131845"><b>renderstate</b></a>, <a href="index.html#refartifact130949"><b>stateproxy</b></a>, <a href="index.html#refartifact132229"><b>exitnode</b></a>, <a href="index.html#refartifact134021"><b>vframe</b></a>, <a href="index.html#refartifact128261"><b>mobject</b></a>, <a href="index.html#refartifact133381"><b>arender</b></a>, <a href="index.html#refartifact128773"><b>fixture</b></a>, <a href="index.html#refartifact128901"><b>track</b></a>, <a href="index.html#refartifact134661"><b>interpolator</b></a>, <a href="index.html#refartifact128645"><b>edl</b></a>, <a href="index.html#refartifact134405"><b>parameter</b></a>, <a href="index.html#refartifact130565"><b>toolfactory</b></a>, <a href="index.html#refartifact132869"><b>projector</b></a>, <a href="index.html#refartifact133253"><b>openglpipe</b></a>, <a href="index.html#refartifact129669"><b>meta</b></a>, <a href="index.html#refartifact131077"><b>buildable</b></a>, <a href="index.html#refartifact131461"><b>nodecreatertool</b></a>, <a href="index.html#refartifact130693"><b>conmanager</b></a>, <a href="index.html#refartifact129925"><b>relativeplacement</b></a>, <a href="index.html#refartifact129541"><b>effect</b></a>, <a href="index.html#refartifact132997"><b>mask</b></a>, <a href="index.html#refartifact128133"><b>main</b></a>, <a href="index.html#refartifact132101"><b>processor</b></a>, <a href="index.html#refartifact131333"><b>segmentationtool</b></a>, <a href="index.html#refartifact130053"><b>allocation</b></a>, <a href="index.html#refartifact131589"><b>controllerfacade</b></a>, <a href="index.html#refartifact131717"><b>pathmanager</b></a>, <a href="index.html#refartifact133509"><b>vrender</b></a></p>
<p><i>executable</i> associated with : <a href="index.html#refartifact131461"><b>nodecreatertool</b></a>, <a href="index.html#refartifact132869"><b>projector</b></a>, <a href="index.html#refartifact134661"><b>interpolator</b></a>, <a href="index.html#refartifact128645"><b>edl</b></a>, <a href="index.html#refartifact128773"><b>fixture</b></a>, <a href="index.html#refartifact133253"><b>glpipe</b></a>, <a href="index.html#refartifact133509"><b>vrender</b></a>, <a href="index.html#refartifact132229"><b>exitnode</b></a>, <a href="index.html#refartifact131717"><b>pathmanager</b></a>, <a href="index.html#refartifact128901"><b>track</b></a>, <a href="index.html#refartifact134533"><b>paramprovider</b></a>, <a href="index.html#refartifact132997"><b>mask</b></a>, <a href="index.html#refartifact128133"><b>main</b></a>, <a href="index.html#refartifact130693"><b>conmanager</b></a>, <a href="index.html#refartifact129413"><b>clip</b></a>, <a href="index.html#refartifact129669"><b>meta</b></a>, <a href="index.html#refartifact129797"><b>fixedplacement</b></a>, <a href="index.html#refartifact129925"><b>relativeplacement</b></a>, <a href="index.html#refartifact128261"><b>mobject</b></a>, <a href="index.html#refartifact134277"><b>source</b></a>, <a href="index.html#refartifact133765"><b>frame</b></a>, <a href="index.html#refartifact129029"><b>placement</b></a>, <a href="index.html#refartifact128517"><b>session</b></a>, <a href="index.html#refartifact130437"><b>builderfacade</b></a>, <a href="index.html#refartifact130565"><b>toolfactory</b></a>, <a href="index.html#refartifact131589"><b>controllerfacade</b></a>, <a href="index.html#refartifact132101"><b>processor</b></a>, <a href="index.html#refartifact133125"><b>pluginadapter</b></a>, <a href="index.html#refartifact129541"><b>effect</b></a>, <a href="index.html#refartifact131205"><b>tool</b></a>, <a href="index.html#refartifact131333"><b>segmentationtool</b></a>, <a href="index.html#refartifact133893"><b>aframe</b></a>, <a href="index.html#refartifact130821"><b>assembler</b></a>, <a href="index.html#refartifact132485"><b>trafo</b></a>, <a href="index.html#refartifact129157"><b>explicitplacement</b></a>, <a href="index.html#refartifact130309"><b>auto</b></a>, <a href="index.html#refartifact133637"><b>glrender</b></a>, <a href="index.html#refartifact132613"><b>link</b></a>, <a href="index.html#refartifact134405"><b>parameter</b></a>, <a href="index.html#refartifact131973"><b>renderengine</b></a>, <a href="index.html#refartifact130053"><b>allocation</b></a>, <a href="index.html#refartifact134021"><b>vframe</b></a>, <a href="index.html#refartifact133381"><b>arender</b></a>, <a href="index.html#refartifact131845"><b>renderstate</b></a>, <a href="index.html#refartifact130181"><b>label</b></a>, <a href="index.html#refartifact134149"><b>glbuf</b></a>, <a href="index.html#refartifact132357"><b>procnode</b></a>, <a href="index.html#refartifact130949"><b>stateproxy</b></a>, <a href="index.html#refartifact132741"><b>hub</b></a>, <a href="index.html#refartifact131077"><b>buildable</b></a>, <a href="index.html#refartifact129285"><b>abstractmo</b></a></p>
<a name="refartifact128133"></a>
<table><tr><td><div class="element">Artifact <b>main</b></div></td></tr></table>
<p>Artifact <i>source</i></p>
</div>
<a name="refpackage129413"></a>
<h3 class ="package">1.2.2 Package common</h3>
<h3 class ="package">1.3.2 Package common</h3>
<p></p><ul>
<li>C++ namespace : lib</li>
<li>C++ namespace : cinelerra</li>
</ul>
<p>sourcecode package<br /><br />Common library and helper classes<br /></p><p>Diagram : <a href="index.html#refdeployment diagram129797"><b>Source Overview</b></a></p>
<div class="sub">
<a name="refdeployment view128261"></a>
<h4 class ="view">1.2.2.1 Deployment View gen</h4>
<h4 class ="view">1.3.2.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
<div class="sub">
<a name="refartifact134789"></a>
@ -99,22 +124,22 @@ Documentation</title>
</div>
</div>
<a name="refpackage129541"></a>
<h3 class ="package">1.2.3 Package backend</h3>
<h3 class ="package">1.3.3 Package backend</h3>
<p></p><ul>
<li>C++ namespace : data</li>
</ul>
<p>sourcecode package<br /><br />Data backend classes here...<br /></p><div class="sub">
<a name="refdeployment view128389"></a>
<h4 class ="view">1.2.3.1 Deployment View gen</h4>
<h4 class ="view">1.3.3.1 Deployment View gen</h4>
</div>
<a name="refpackage129669"></a>
<h3 class ="package">1.2.4 Package proc</h3>
<h3 class ="package">1.3.4 Package proc</h3>
<p></p><ul>
<li>C++ namespace : proc</li>
<li>C++ namespace : proc_interface</li>
</ul>
<p>sourcecode package<br /><br />All classes belonging to the (middle) processing layer<br /></p><div class="sub">
<a name="refdeployment view128517"></a>
<h4 class ="view">1.2.4.1 Deployment View gen</h4>
<h4 class ="view">1.3.4.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
<div class="sub">
<a name="refartifact130949"></a>
@ -131,23 +156,23 @@ Documentation</title>
<p>Artifact <i>source</i> associated with : <a href="class133253.html#refclass133253"><b>Frame</b></a></p>
</div>
<a name="refpackage130053"></a>
<h4 class ="package">1.2.4.2 Package asset</h4>
<h4 class ="package">1.3.4.2 Package asset</h4>
<p></p><ul>
<li>C++ namespace : asset</li>
</ul>
<p>sourcecode package<br /><br />Asset Management<br /></p><div class="sub">
<a name="refdeployment view128645"></a>
<h4 class ="view">1.2.4.2.1 Deployment View gen</h4>
<h4 class ="view">1.3.4.2.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
</div>
<a name="refpackage130181"></a>
<h4 class ="package">1.2.4.3 Package mobject</h4>
<h4 class ="package">1.3.4.3 Package mobject</h4>
<p></p><ul>
<li>C++ namespace : mobject</li>
</ul>
<p>sourcecode package<br /><br />MObject Subsystem<br />including the Session (EDL), Builder and Processing Controller<br /></p><div class="sub">
<a name="refdeployment view128773"></a>
<h4 class ="view">1.2.4.3.1 Deployment View gen</h4>
<h4 class ="view">1.3.4.3.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
<div class="sub">
<a name="refartifact128261"></a>
@ -184,13 +209,13 @@ Documentation</title>
<p>Artifact <i>source</i> associated with : <a href="class134789.html#refclass134789"><b>Interpolator</b></a></p>
</div>
<a name="refpackage130437"></a>
<h4 class ="package">1.2.4.3.2 Package session</h4>
<h4 class ="package">1.3.4.3.2 Package session</h4>
<p></p><ul>
<li>C++ namespace : session</li>
<li>C++ namespace : mobject::session</li>
</ul>
<p>sourcecode package<br /><br />Everything concerning the EDL and Session, within the MObject Subsystem<br /></p><div class="sub">
<a name="refdeployment view128901"></a>
<h4 class ="view">1.2.4.3.2.1 Deployment View gen</h4>
<h4 class ="view">1.3.4.3.2.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
<div class="sub">
<a name="refartifact128517"></a>
@ -205,6 +230,10 @@ Documentation</title>
<table><tr><td><div class="element">Artifact <b>fixture</b></div></td></tr></table>
<p>the (low level) representation of the EDL with concrete placement data<br /></p>
<p>Artifact <i>source</i> associated with : <a href="class128261.html#refclass128261"><b>Fixture</b></a></p>
<a name="refartifact135045"></a>
<table><tr><td><div class="element">Artifact <b>segment</b></div></td></tr></table>
<p>Segment of the Timeline.<br />Used at the moment (7/07) for partitioning the timeline/fixture into segments<br />to be rendered by a specialized render node network for each, without the need<br />to change any connections within a given segment. <br />Note this concept may be superfluos alltogether; is a draft and the real<br />use still needs to be worked out...<br /></p>
<p>Artifact <i>source</i> associated with : <a href="class135173.html#refclass135173"><b>Segment</b></a></p>
<a name="refartifact128901"></a>
<table><tr><td><div class="element">Artifact <b>track</b></div></td></tr></table>
<p>descriptor for one track in the Session<br /></p>
@ -245,13 +274,13 @@ Documentation</title>
</div>
</div>
<a name="refpackage130565"></a>
<h4 class ="package">1.2.4.3.3 Package builder</h4>
<h4 class ="package">1.3.4.3.3 Package builder</h4>
<p></p><ul>
<li>C++ namespace : proc</li>
<li>C++ namespace : mobject::builder</li>
</ul>
<p>sourcecode package<br /><br />The Builder creating the Render Engine,<br />located within the MObject Subsystem<br /></p><div class="sub">
<a name="refdeployment view129029"></a>
<h4 class ="view">1.2.4.3.3.1 Deployment View gen</h4>
<h4 class ="view">1.3.4.3.3.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
<div class="sub">
<a name="refartifact130565"></a>
@ -281,13 +310,13 @@ Documentation</title>
</div>
</div>
<a name="refpackage130693"></a>
<h4 class ="package">1.2.4.3.4 Package controller</h4>
<h4 class ="package">1.3.4.3.4 Package controller</h4>
<p></p><ul>
<li>C++ namespace : proc</li>
<li>C++ namespace : mobject::controller</li>
</ul>
<p>sourcecode package<br /><br />The Processing and Render Controller,<br />located within the MObject Subsystem<br /></p><div class="sub">
<a name="refdeployment view129157"></a>
<h4 class ="view">1.2.4.3.4.1 Deployment View gen</h4>
<h4 class ="view">1.3.4.3.4.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
<div class="sub">
<a name="refartifact131717"></a>
@ -302,13 +331,13 @@ Documentation</title>
</div>
</div>
<a name="refpackage130309"></a>
<h4 class ="package">1.2.4.4 Package engine</h4>
<h4 class ="package">1.3.4.4 Package engine</h4>
<p></p><ul>
<li>C++ namespace : engine</li>
</ul>
<p>sourcecode package<br /><br />The Core Render Engine<br /></p><div class="sub">
<a name="refdeployment view129285"></a>
<h4 class ="view">1.2.4.4.1 Deployment View gen</h4>
<h4 class ="view">1.3.4.4.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
<div class="sub">
<a name="refartifact131973"></a>
@ -332,7 +361,7 @@ Documentation</title>
<p>transforming processing Node <br /></p>
<p>Artifact <i>source</i> associated with : <a href="class131845.html#refclass131845"><b>Trafo</b></a></p>
<a name="refartifact132613"></a>
<table><tr><td><div class="element">Artifact <b>pipe</b></div></td></tr></table>
<table><tr><td><div class="element">Artifact <b>link</b></div></td></tr></table>
<p>forwarding, adapting or connecting ProcNode<br /></p>
<p>Artifact <i>source</i> associated with : <a href="class131973.html#refclass131973"><b>Link</b></a></p>
<a name="refartifact132741"></a>
@ -356,7 +385,7 @@ Documentation</title>
<p>Processing Node for (de)coding media data<br /></p>
<p>Artifact <i>source</i> associated with : <a href="class135045.html#refclass135045"><b>CodecAdapter</b></a></p>
<a name="refartifact133253"></a>
<table><tr><td><div class="element">Artifact <b>openglpipe</b></div></td></tr></table>
<table><tr><td><div class="element">Artifact <b>glpipe</b></div></td></tr></table>
<p>specialized connection element for handling OpenGL implementation details<br /></p>
<p>Artifact <i>source</i> associated with : <a href="class132613.html#refclass132613"><b>GLPipe</b></a></p>
<a name="refartifact133381"></a>
@ -391,20 +420,20 @@ Documentation</title>
</div>
</div>
<a name="refpackage129797"></a>
<h3 class ="package">1.2.5 Package gui</h3>
<h3 class ="package">1.3.5 Package gui</h3>
<p></p><ul>
<li>C++ namespace : gui</li>
</ul>
<p>sourcecode package<br /><br />User Interface classes go here<br /></p><div class="sub">
<a name="refdeployment view129413"></a>
<h4 class ="view">1.2.5.1 Deployment View gen</h4>
<h4 class ="view">1.3.5.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
</div>
<a name="refpackage129925"></a>
<h3 class ="package">1.2.6 Package tool</h3>
<h3 class ="package">1.3.6 Package tool</h3>
<p>sourcecode package<br /><br />Tools and Utilities <br />(separate from the main cinelrra binary)<br /></p><div class="sub">
<a name="refdeployment view129541"></a>
<h4 class ="view">1.2.6.1 Deployment View gen</h4>
<h4 class ="view">1.3.6.1 Deployment View gen</h4>
<p>defines source files to be generated by BOUML<br /></p>
</div>
</div>
@ -426,11 +455,11 @@ Documentation</title>
<table><tr><td><div class="element">Class <b><a href="class128005.html#refclass128005"><b>Session</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class128133.html#refclass128133"><b>EDL</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class128261.html#refclass128261"><b>Fixture</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class135173.html#refclass135173"><b>Segment</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class128389.html#refclass128389"><b>Track</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class128517.html#refclass128517"><b>MObject</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class128645.html#refclass128645"><b>Placement</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class129797.html#refclass129797"><b>ExplicitPlacement</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class135173.html#refclass135173"><b>Segment</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class128773.html#refclass128773"><b>AbstractMO</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class128901.html#refclass128901"><b>Clip</b></a></b></div></td></tr></table>
<table><tr><td><div class="element">Class <b><a href="class129029.html#refclass129029"><b>Effect</b></a></b></div></td></tr></table>

View file

@ -17,8 +17,8 @@
<table>
<tr bgcolor=#f0f0f0><td align=center><b>Name</b></td><td align=center><b>Kind</b></td><td align=center><b>Description</b></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition129541" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition129797" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition129541" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition129669" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition130309" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition131205" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
@ -28,8 +28,8 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition131461" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition130693" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition129029" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition130181" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition131717" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition130181" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition130949" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition131077" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#reftransition130053" target = "projectFrame"><b>&lt;flow&gt;</b></a></td><td>transition</td><td></td></tr>

View file

@ -37,8 +37,8 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage128133" target = "projectFrame"><b>AssetManager</b></a></td><td>package</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refattribute129285" target = "projectFrame"><b>ATTACH</b></a></td><td>attribute</td><td>attach subject to anchor (e.g. an effect to a clip)</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance132101" target = "projectFrame"><b>au1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131845" target = "projectFrame"><b>aud_a</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128773" target = "projectFrame"><b>aud_A</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131845" target = "projectFrame"><b>aud_a</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131205" target = "projectFrame"><b>audio</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance130821" target = "projectFrame"><b>audio1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128901" target = "projectFrame"><b>audio1</b></a></td><td>class instance</td><td></td></tr>

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@ -26,7 +26,6 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance133509" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance132485" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance132357" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129285" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance132229" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131589" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance130693" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
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<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance130437" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance130309" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance130181" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128005" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128133" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128261" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance130053" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129797" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129029" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129541" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129285" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129029" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128261" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128133" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128005" target = "projectFrame"><b>class instance</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact129413" target = "projectFrame"><b>clip</b></a></td><td>artifact</td><td>a Media Clip</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128901.html#refclass128901" target = "projectFrame"><b>Clip</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refrelation128901" target = "projectFrame"><b>clips</b></a></td><td>relation</td><td></td></tr>
@ -48,6 +48,7 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact134917" target = "projectFrame"><b>codecadapter</b></a></td><td>artifact</td><td>Processing Node for (de)coding media data</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage128645" target = "projectFrame"><b>codegen</b></a></td><td>package</td><td>This package is used to organize code generation by BOUML. It is considered useless after having generated the initial code skeleton.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage129413" target = "projectFrame"><b>common</b></a></td><td>package</td><td>sourcecode package<br /><br />Common library and helper classes</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent129925" target = "projectFrame"><b>CommonLib</b></a></td><td>component</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage128517" target = "projectFrame"><b>CommonLib</b></a></td><td>package</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refactivity object128517" target = "projectFrame"><b>complete Render Engine</b></a></td><td>activity object</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128266.html#refclass128266" target = "projectFrame"><b>Condition</b></a></td><td>class</td><td>I provided a reworked Condition class in my cinelerra2 repository</td></tr>
@ -56,15 +57,17 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#refopaque activity action128645" target = "projectFrame"><b>configure Tools</b></a></td><td>opaque activity action</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130821.html#refclass130821" target = "projectFrame"><b>ConManager</b></a></td><td>class</td><td>Connection Manager, used to build the connections between render engine nodes, if these nodes need to cooperate besides the normal "data pull" operation. Esp., the Connection Manager knows how to wire up the effect's parameters with the corresponding ParamProviders (autmation) in the Session</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact130693" target = "projectFrame"><b>conmanager</b></a></td><td>artifact</td><td>manages the creation of additional ProcNode connections for the Renderengine</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent129797" target = "projectFrame"><b>ConManager</b></a></td><td>component</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refopaque activity action129029" target = "projectFrame"><b>connect</b></a></td><td>opaque activity action</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130181.html#refclass130181" target = "projectFrame"><b>Constraint</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent128261" target = "projectFrame"><b>Controller</b></a></td><td>component</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage130693" target = "projectFrame"><b>controller</b></a></td><td>package</td><td>sourcecode package<br /><br />The Processing and Render Controller,<br />located within the MObject Subsystem</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage129029" target = "projectFrame"><b>Controller</b></a></td><td>package</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage130693" target = "projectFrame"><b>controller</b></a></td><td>package</td><td>sourcecode package<br /><br />The Processing and Render Controller,<br />located within the MObject Subsystem</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass diagram128645" target = "projectFrame"><b>Controller Entities</b></a></td><td>class diagram</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass view128389" target = "projectFrame"><b>Controller Workings</b></a></td><td>class view</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130309.html#refclass130309" target = "projectFrame"><b>ControllerFacade</b></a></td><td>class</td><td>Provides unified access to the Proc-Subsystem Controller. Especially, this Facade class provides the functions to get a render engine to carry out actual renderings.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact131589" target = "projectFrame"><b>controllerfacade</b></a></td><td>artifact</td><td>Facade and service access point for the Proc Layer Controller</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent129541" target = "projectFrame"><b>ControllerFacade</b></a></td><td>component</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refopaque activity action128901" target = "projectFrame"><b>create ProcNode</b></a></td><td>opaque activity action</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refrelation135941" target = "projectFrame"><b>currFrame</b></a></td><td>relation</td><td></td></tr>
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<table>
<tr bgcolor=#f0f0f0><td align=center><b>Name</b></td><td align=center><b>Kind</b></td><td align=center><b>Description</b></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact128645" target = "projectFrame"><b>edl</b></a></td><td>artifact</td><td>the (high level) Edit Decision List within the current Session</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent128389" target = "projectFrame"><b>EDL</b></a></td><td>component</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128133.html#refclass128133" target = "projectFrame"><b>EDL</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent128389" target = "projectFrame"><b>EDL</b></a></td><td>component</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refobject diagram128773" target = "projectFrame"><b>EDL Example1</b></a></td><td>object diagram</td><td>A simple example showing how the actual objects are placed in the Fixture (=definitive playlist). It shows a Video and Audio clip placed on two tracks</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refobject diagram128901" target = "projectFrame"><b>EDL Example2</b></a></td><td>object diagram</td><td>More complex example showing the Object graph in the EDL and how it is linked into the Fixture to yield the actual locations. In this example, an HUE Effect is applied on a part of the Clip</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refrelation128005" target = "projectFrame"><b>edls</b></a></td><td>relation</td><td></td></tr>

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@ -41,6 +41,7 @@
<tr bgcolor=#f0f0f0><td><a href="class133637.html#refclass133637" target = "projectFrame"><b>GLBuf</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact134149" target = "projectFrame"><b>glbuf</b></a></td><td>artifact</td><td>a buffer and render process holding a Video frame for OpenGL rendering</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class132613.html#refclass132613" target = "projectFrame"><b>GLPipe</b></a></td><td>class</td><td>specialized connection node used to handle the transfer of OpenGL data from a image bitmap into texture form</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact133253" target = "projectFrame"><b>glpipe</b></a></td><td>artifact</td><td>specialized connection element for handling OpenGL implementation details</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class133125.html#refclass133125" target = "projectFrame"><b>GLRender</b></a></td><td>class</td><td>Representation of a OpenGL accelerated Video render process</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact133637" target = "projectFrame"><b>glrender</b></a></td><td>artifact</td><td>Representation of a OpenGL accellerated Video render process</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage128773" target = "projectFrame"><b>GUI</b></a></td><td>package</td><td>GUI is here just a container to hold any entities considered to be User Interface related, which is not in focus for this Design draft</td></tr>

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@ -22,8 +22,8 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#refattribute128225" target = "projectFrame"><b>handles_available</b></a></td><td>attribute</td><td>initialized to the maximum number of filehandles the backend may use for mapped files. When no handles are available, the handle which is last in the handles list is closed and (re-)used.<br />Else this number is decremented for each new filehandle used and incremented for any one explicitly freed.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class132101.html#refclass132101" target = "projectFrame"><b>Hub</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact132741" target = "projectFrame"><b>hub</b></a></td><td>artifact</td><td>special ProcNode used to build data distributing connections</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance133253" target = "projectFrame"><b>HUE</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance133893" target = "projectFrame"><b>HUE</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance133253" target = "projectFrame"><b>HUE</b></a></td><td>class instance</td><td></td></tr>
</table>
</body>
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@ -19,9 +19,10 @@
<tr bgcolor=#f0f0f0><td align=center><b>Name</b></td><td align=center><b>Kind</b></td><td align=center><b>Description</b></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass diagram128309" target = "projectFrame"><b>In Memory Database</b></a></td><td>class diagram</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refactivity action pin128133" target = "projectFrame"><b>inFixture</b></a></td><td>activity action pin</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance134149" target = "projectFrame"><b>input</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance132869" target = "projectFrame"><b>input</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131461" target = "projectFrame"><b>input</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance132869" target = "projectFrame"><b>input</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance134149" target = "projectFrame"><b>input</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent view128133" target = "projectFrame"><b>interfaces</b></a></td><td>component view</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact134661" target = "projectFrame"><b>interpolator</b></a></td><td>artifact</td><td>denotes a facility to get (continuously interpolated) parameter values</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134789.html#refclass134789" target = "projectFrame"><b>Interpolator</b></a></td><td>class</td><td>Provides the implementation for getting the acutal value of a time varying or automated effect/plugin parameter</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refrelation138373" target = "projectFrame"><b>ipo</b></a></td><td>relation</td><td></td></tr>

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@ -19,9 +19,10 @@
<tr bgcolor=#f0f0f0><td align=center><b>Name</b></td><td align=center><b>Kind</b></td><td align=center><b>Description</b></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact130181" target = "projectFrame"><b>label</b></a></td><td>artifact</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129669.html#refclass129669" target = "projectFrame"><b>Label</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refattribute128517" target = "projectFrame"><b>length</b></a></td><td>attribute</td><td>TODO: how to represent?</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refattribute128517" target = "projectFrame"><b>length</b></a></td><td>attribute</td><td>TODO: how to represent time intervals?</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refattribute130053" target = "projectFrame"><b>length</b></a></td><td>attribute</td><td>duration (span) of this timeline segment.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131973.html#refclass131973" target = "projectFrame"><b>Link</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact132613" target = "projectFrame"><b>link</b></a></td><td>artifact</td><td>forwarding, adapting or connecting ProcNode</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128522.html#refclass128522" target = "projectFrame"><b>Lock</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128650.html#refclass128650" target = "projectFrame"><b>Lock</b></a></td><td>class</td><td></td></tr>
</table>

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@ -18,10 +18,9 @@
<table>
<tr bgcolor=#f0f0f0><td align=center><b>Name</b></td><td align=center><b>Kind</b></td><td align=center><b>Description</b></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refattribute129029" target = "projectFrame"><b>offset</b></a></td><td>attribute</td><td>Offset the actual position by this (time) value relative to the anchor point. TODO: Representation?</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact133253" target = "projectFrame"><b>openglpipe</b></a></td><td>artifact</td><td>specialized connection element for handling OpenGL implementation details</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131333" target = "projectFrame"><b>ouput</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance134405" target = "projectFrame"><b>ouput</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance133125" target = "projectFrame"><b>ouput</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131333" target = "projectFrame"><b>ouput</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refrelation132613" target = "projectFrame"><b>output</b></a></td><td>relation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent diagram128005" target = "projectFrame"><b>Overview</b></a></td><td>component diagram</td><td>This drawing shows the top level compoents and relations</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refdeployment diagram128261" target = "projectFrame"><b>Overview Render Engine</b></a></td><td>deployment diagram</td><td></td></tr>

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@ -25,7 +25,6 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#refrelation137861" target = "projectFrame"><b>params</b></a></td><td>relation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130437.html#refclass130437" target = "projectFrame"><b>PathManager</b></a></td><td>class</td><td>While building a render engine, this Strategy class decides on the actual render strategy in accordance to the current controller settings (system state)</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact131717" target = "projectFrame"><b>pathmanager</b></a></td><td>artifact</td><td>Manager for deciding the actual render strategy</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact132613" target = "projectFrame"><b>pipe</b></a></td><td>artifact</td><td>forwarding, adapting or connecting ProcNode</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact129029" target = "projectFrame"><b>placement</b></a></td><td>artifact</td><td>Key Abstraction: a way to place and locate a Media Object</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refrelation129029" target = "projectFrame"><b>placement</b></a></td><td>relation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128645.html#refclass128645" target = "projectFrame"><b>Placement</b></a></td><td>class</td><td></td></tr>
@ -40,9 +39,11 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage129669" target = "projectFrame"><b>proc</b></a></td><td>package</td><td>sourcecode package<br /><br />All classes belonging to the (middle) processing layer</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refnode128389" target = "projectFrame"><b>proc</b></a></td><td>node</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refattribute129797" target = "projectFrame"><b>proc</b></a></td><td>attribute</td><td>holds the Processor (Render Engine Element) to be built by the current build step</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent diagram130053" target = "projectFrame"><b>proc-components</b></a></td><td>component diagram</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage129285" target = "projectFrame"><b>ProcessingLayer</b></a></td><td>package</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131461.html#refclass131461" target = "projectFrame"><b>Processor</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact132101" target = "projectFrame"><b>processor</b></a></td><td>artifact</td><td>a single render pipeline for one segment of the timeline</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent130053" target = "projectFrame"><b>ProcNode</b></a></td><td>component</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131717.html#refclass131717" target = "projectFrame"><b>ProcNode</b></a></td><td>class</td><td>Key abstraction of the Render Engine: A Data processing Node</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact132357" target = "projectFrame"><b>procnode</b></a></td><td>artifact</td><td>Key abstraction of the Render Engine: a Processing Node</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class132229.html#refclass132229" target = "projectFrame"><b>Projector</b></a></td><td>class</td><td>Special video processing node used to scale and translate image data.</td></tr>

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@ -19,6 +19,7 @@
<tr bgcolor=#f0f0f0><td align=center><b>Name</b></td><td align=center><b>Kind</b></td><td align=center><b>Description</b></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refattribute129157" target = "projectFrame"><b>SAMETIME</b></a></td><td>attribute</td><td>place subject at the sime time as the anchor</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129205.html#refclass129205" target = "projectFrame"><b>Scheduler</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact135045" target = "projectFrame"><b>segment</b></a></td><td>artifact</td><td>Segment of the Timeline.<br />Used at the moment (7/07) for partitioning the timeline/fixture into segments<br />to be rendered by a specialized render node network for each, without the need<br />to change any connections within a given segment. <br />Note this concept may be superfluos alltogether; is a draft and the real<br />use still needs to be worked out...</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class135173.html#refclass135173" target = "projectFrame"><b>Segment</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refactivity object128005" target = "projectFrame"><b>segment Tool</b></a></td><td>activity object</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134277.html#refclass134277" target = "projectFrame"><b>SegmentationTool</b></a></td><td>class</td><td>Tool implementation for deriving a partitioning of the current timeline such, that each segement has a constant configuration. "Constant" means here, that any remaining changes over time can be represented by automation solely, without the need to change the node connections.</td></tr>
@ -29,8 +30,8 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass view128645" target = "projectFrame"><b>Service Components</b></a></td><td>class view</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refcomponent128133" target = "projectFrame"><b>Session</b></a></td><td>component</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact128517" target = "projectFrame"><b>session</b></a></td><td>artifact</td><td>holds the complete session to be edited by the user</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass view128005" target = "projectFrame"><b>Session</b></a></td><td>class view</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refpackage130437" target = "projectFrame"><b>session</b></a></td><td>package</td><td>sourcecode package<br /><br />Everything concerning the EDL and Session, within the MObject Subsystem</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass view128005" target = "projectFrame"><b>Session</b></a></td><td>class view</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128005.html#refclass128005" target = "projectFrame"><b>Session</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass diagram128133" target = "projectFrame"><b>Session structure</b></a></td><td>class diagram</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refopaque activity action128005" target = "projectFrame"><b>setup Build Params</b></a></td><td>opaque activity action</td><td></td></tr>

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@ -38,10 +38,10 @@
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact132485" target = "projectFrame"><b>trafo</b></a></td><td>artifact</td><td>transforming processing Node </td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation130693" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation130437" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation130565" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation130309" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation130053" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation130565" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation129925" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation130053" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation130181" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refoperation129797" target = "projectFrame"><b>treat</b></a></td><td>operation</td><td>This operation is to be overloaded for the specific MObject subclasses to be treated.</td></tr>
</table>

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@ -19,23 +19,23 @@
<tr bgcolor=#f0f0f0><td align=center><b>Name</b></td><td align=center><b>Kind</b></td><td align=center><b>Description</b></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class133509.html#refclass133509" target = "projectFrame"><b>VFrame</b></a></td><td>class</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact134021" target = "projectFrame"><b>vframe</b></a></td><td>artifact</td><td>a buffer and render process holding a Video frame</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance133381" target = "projectFrame"><b>vid1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131973" target = "projectFrame"><b>vid1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129413" target = "projectFrame"><b>vid_A</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129925" target = "projectFrame"><b>vid_A</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance134021" target = "projectFrame"><b>vid_a</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128645" target = "projectFrame"><b>vid_A</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance133381" target = "projectFrame"><b>vid1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131717" target = "projectFrame"><b>vid_a</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance134533" target = "projectFrame"><b>video</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131077" target = "projectFrame"><b>video</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128645" target = "projectFrame"><b>vid_A</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129925" target = "projectFrame"><b>vid_A</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129413" target = "projectFrame"><b>vid_A</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance134021" target = "projectFrame"><b>vid_a</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance133765" target = "projectFrame"><b>video</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance131077" target = "projectFrame"><b>video</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance132741" target = "projectFrame"><b>video</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance134277" target = "projectFrame"><b>video1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance130949" target = "projectFrame"><b>video1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance134533" target = "projectFrame"><b>video</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128517" target = "projectFrame"><b>video1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance129157" target = "projectFrame"><b>video1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance130949" target = "projectFrame"><b>video1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance134277" target = "projectFrame"><b>video1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance132997" target = "projectFrame"><b>video1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance133637" target = "projectFrame"><b>video1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refclass instance128517" target = "projectFrame"><b>video1</b></a></td><td>class instance</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class132997.html#refclass132997" target = "projectFrame"><b>VRender</b></a></td><td>class</td><td>Representation of a Video render process. (Encapsulates the video buffers for the actual calculations)</td></tr>
<tr bgcolor=#f0f0f0><td><a href="index.html#refartifact133509" target = "projectFrame"><b>vrender</b></a></td><td>artifact</td><td>Representation of a Video render process</td></tr>
</table>

61
src/cinelerra.h Normal file
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@ -0,0 +1,61 @@
/*
CINELERRA.h - global definitions and common types
Copyright (C) CinelerraCV
2007, Christian Thaeter <ct@pipapo.org>
Hermann Vosseler <Ichthyostega@web.de>
This program 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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef CINELERRA_H
#define CINELERRA_H
#ifdef __cplusplus
extern "C" {
#endif /* ========================== common C Part ============ */
#ifdef __cplusplus
}
#endif /* ==================== (End) common C Part ============ */
#ifdef __cplusplus /* ============== C++-Part ================= */
/* common types frequently used... */
#include "common/time.hpp"
namespace cinelerra
{
/* additional global configuration goes here... */
} // namespace cinelerra
#endif /* ===================== (End) C++-Part ================= */
#endif /*CINELERRA_H*/

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@ -23,6 +23,8 @@
#include <iostream>
#include "cinelerra.h"
using std::cout;
int main (int argc, char* argv[])

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@ -23,11 +23,11 @@
#include "proc/controllerfacade.hpp"
namespace proc
namespace proc_interface
{
/** */
} // namespace proc
} // namespace proc_interface

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@ -21,12 +21,12 @@
*/
#ifndef PROC_CONTROLLERFACADE_H
#define PROC_CONTROLLERFACADE_H
#ifndef PROC_INTERFACE_CONTROLLERFACADE_H
#define PROC_INTERFACE_CONTROLLERFACADE_H
namespace proc
namespace proc_interface
{
@ -42,5 +42,5 @@ namespace proc
} // namespace proc
} // namespace proc_interface
#endif

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@ -23,16 +23,12 @@
#include "proc/engine/aframe.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -21,25 +21,21 @@
*/
#ifndef PROC_ENGINE_AFRAME_H
#define PROC_ENGINE_AFRAME_H
#ifndef ENGINE_AFRAME_H
#define ENGINE_AFRAME_H
#include "proc/frame.hpp"
namespace proc
namespace engine
{
namespace engine
{
class AFrame : public proc::Frame
{};
} // namespace proc::engine
} // namespace proc
class AFrame : public proc_interface::Frame
{};
} // namespace engine
#endif

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@ -23,16 +23,12 @@
#include "proc/engine/arender.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

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@ -21,29 +21,24 @@
*/
#ifndef PROC_ENGINE_ARENDER_H
#define PROC_ENGINE_ARENDER_H
#ifndef ENGINE_ARENDER_H
#define ENGINE_ARENDER_H
#include "proc/stateproxy.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* Representation of a Audio render process
*/
class ARender : public proc_interface::StateProxy
{};
/**
* Representation of a Audio render process
*/
class ARender : public proc::StateProxy
{};
} // namespace proc::engine
} // namespace proc
} // namespace engine
#endif

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@ -23,14 +23,8 @@
#include "proc/engine/codecadapter.hpp"
namespace proc
namespace engine
{
namespace engine
{
} // namespace proc::engine
} // namespace proc
} // namespace engine

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@ -21,33 +21,29 @@
*/
#ifndef PROC_ENGINE_CODECADAPTER_H
#define PROC_ENGINE_CODECADAPTER_H
#ifndef ENGINE_CODECADAPTER_H
#define ENGINE_CODECADAPTER_H
#include "proc/engine/trafo.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* Adapter for wiring an externally loaded
* codec into the render pipeline. The decoding
* process thus is integrated into the framework
* of the Renderengine, while the actual implementation
* can be delegated to an external library accessed
* through Cinelerra's datat backend.
*/
class CodecAdapter : public Trafo
{};
} // namespace proc::engine
} // namespace proc
/**
* Adapter for wiring an externally loaded
* codec into the render pipeline. The decoding
* process thus is integrated into the framework
* of the Renderengine, while the actual implementation
* can be delegated to an external library accessed
* through Cinelerra's datat backend.
*/
class CodecAdapter : public Trafo
{};
} // namespace engine
#endif

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@ -23,15 +23,11 @@
#include "proc/engine/exitnode.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

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@ -21,29 +21,25 @@
*/
#ifndef PROC_ENGINE_EXITNODE_H
#define PROC_ENGINE_EXITNODE_H
#ifndef ENGINE_EXITNODE_H
#define ENGINE_EXITNODE_H
#include "proc/engine/procnode.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* The output end of each render pipeline.
* Pulling from such exit nodes actually ivokes the render process
*/
class ExitNode : public ProcNode
{};
} // namespace proc::engine
} // namespace proc
/**
* The output end of each render pipeline.
* Pulling from such exit nodes actually ivokes the render process
*/
class ExitNode : public ProcNode
{};
} // namespace engine
#endif

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@ -23,16 +23,12 @@
#include "proc/engine/glbuf.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -21,25 +21,19 @@
*/
#ifndef PROC_ENGINE_GLBUF_H
#define PROC_ENGINE_GLBUF_H
#ifndef ENGINE_GLBUF_H
#define ENGINE_GLBUF_H
#include "proc/frame.hpp"
namespace proc
namespace engine
{
namespace engine
{
class GLBuf : public proc::Frame
{};
} // namespace proc::engine
} // namespace proc
class GLBuf : public proc_interface::Frame
{};
} // namespace engine
#endif

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@ -23,16 +23,12 @@
#include "proc/engine/glpipe.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

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@ -1,5 +1,5 @@
/*
OPENGLPIPE.hpp - specialized connection element for handling OpenGL implementation details
GLPIPE.hpp - specialized connection element for handling OpenGL implementation details
Copyright (C) CinelerraCV
2007, Christian Thaeter <ct@pipapo.org>
@ -21,30 +21,26 @@
*/
#ifndef PROC_ENGINE_OPENGLPIPE_H
#define PROC_ENGINE_OPENGLPIPE_H
#ifndef ENGINE_GLPIPE_H
#define ENGINE_GLPIPE_H
#include "proc/engine/link.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* specialized connection node used to handle the transfer of OpenGL data
* from a image bitmap into texture form.
*/
class GLPipe : public Link
{};
} // namespace proc::engine
} // namespace proc
/**
* specialized connection node used to handle the transfer of OpenGL data
* from a image bitmap into texture form.
*/
class GLPipe : public Link
{};
} // namespace engine
#endif

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@ -23,15 +23,11 @@
#include "proc/engine/glrender.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

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@ -21,28 +21,22 @@
*/
#ifndef PROC_ENGINE_GLRENDER_H
#define PROC_ENGINE_GLRENDER_H
#ifndef ENGINE_GLRENDER_H
#define ENGINE_GLRENDER_H
#include "proc/stateproxy.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* Representation of a OpenGL accelerated Video render process
*/
class GLRender : public StateProxy
{};
} // namespace proc::engine
} // namespace proc
/**
* Representation of a OpenGL accelerated Video render process
*/
class GLRender : public proc_interface::StateProxy
{};
} // namespace engine
#endif

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@ -23,16 +23,12 @@
#include "proc/engine/hub.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

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@ -21,28 +21,24 @@
*/
#ifndef PROC_ENGINE_HUB_H
#define PROC_ENGINE_HUB_H
#ifndef ENGINE_HUB_H
#define ENGINE_HUB_H
#include "proc/engine/procnode.hpp"
namespace proc
namespace engine
{
namespace engine
{
class Hub : public ProcNode
{};
///TODO: seems rather we don't need this one anymore??
//////// to be decided after the implementing the basic render engine....
} // namespace proc::engine
class Hub : public ProcNode
{};
///TODO: seems rather we don't need this one anymore??
//////// to be decided after the implementing the basic render engine....
} // namespace proc
} // namespace engine
#endif

View file

@ -23,16 +23,12 @@
#include "proc/engine/link.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -1,5 +1,5 @@
/*
PIPE.hpp - forwarding, adapting or connecting ProcNode
LINK.hpp - forwarding, adapting or connecting ProcNode
Copyright (C) CinelerraCV
2007, Christian Thaeter <ct@pipapo.org>
@ -21,34 +21,30 @@
*/
#ifndef PROC_ENGINE_PIPE_H
#define PROC_ENGINE_PIPE_H
#ifndef ENGINE_LINK_H
#define ENGINE_LINK_H
#include "proc/engine/procnode.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* Abstraction of all sorts of connecting Elements with
* special functionality. For example the coneections enabling
* to mix OpenGL implemented Effects/Previews with normal CPU based
* processing in one render pipeline.
*/
class Link : public ProcNode
{
///////TODO: flatten hierarchy if we don't have common functionallity for all Link-Subclasses
///////TODO: can be decdiede when we know more how to handle OpenGL rendering
};
} // namespace proc::engine
} // namespace proc
/**
* Abstraction of all sorts of connecting Elements with
* special functionality. For example the coneections enabling
* to mix OpenGL implemented Effects/Previews with normal CPU based
* processing in one render pipeline.
*/
class Link : public ProcNode
{
///////TODO: flatten hierarchy if we don't have common functionallity for all Link-Subclasses
///////TODO: can be decdiede when we know more how to handle OpenGL rendering
};
} // namespace engine
#endif

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@ -23,16 +23,12 @@
#include "proc/engine/mask.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -21,26 +21,22 @@
*/
#ifndef PROC_ENGINE_MASK_H
#define PROC_ENGINE_MASK_H
#ifndef ENGINE_MASK_H
#define ENGINE_MASK_H
#include "proc/engine/trafo.hpp"
namespace proc
namespace engine
{
namespace engine
{
class Mask : public Trafo
{};
} // namespace proc::engine
class Mask : public Trafo
{};
} // namespace proc
} // namespace engine
#endif

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@ -23,16 +23,12 @@
#include "proc/engine/pluginadapter.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -21,32 +21,28 @@
*/
#ifndef PROC_ENGINE_PLUGINADAPTER_H
#define PROC_ENGINE_PLUGINADAPTER_H
#ifndef ENGINE_PLUGINADAPTER_H
#define ENGINE_PLUGINADAPTER_H
#include "proc/engine/trafo.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* Adapter used to integrate an effects processor in the render pipeline.
* Effects processors are typically defined in a separate library and
* will be loaded at runtime using Cinelerra's plugin interface.
*/
class PluginAdapter : public Trafo
{
/////////////
};
} // namespace proc::engine
} // namespace proc
/**
* Adapter used to integrate an effects processor in the render pipeline.
* Effects processors are typically defined in a separate library and
* will be loaded at runtime using Cinelerra's plugin interface.
*/
class PluginAdapter : public Trafo
{
/////////////
};
} // namespace engine
#endif

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@ -25,16 +25,12 @@
#include "proc/engine/exitnode.hpp"
#include "proc/stateproxy.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -21,38 +21,33 @@
*/
#ifndef PROC_ENGINE_PROCESSOR_H
#define PROC_ENGINE_PROCESSOR_H
#ifndef ENGINE_PROCESSOR_H
#define ENGINE_PROCESSOR_H
#include "common/time.hpp"
#include "cinelerra.h"
#include "proc/stateproxy.hpp"
namespace proc
namespace engine
{
namespace engine
class ExitNode;
class Processor
{
protected:
ExitNode * output;
class ExitNode;
/** begin of the timerange covered by this processor */
cinelerra::Time start;
class Processor
{
protected:
ExitNode * output;
/**end (exclusive) of the timerange */
cinelerra::Time end;
/** begin of the timerange covered by this processor */
cinelerra::Time start;
};
/**end (exclusive) of the timerange */
cinelerra::Time end;
};
} // namespace proc::engine
} // namespace proc
} // namespace engine
#endif

View file

@ -23,15 +23,11 @@
#include "proc/engine/procnode.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
/** */
} // namespace proc::engine
} // namespace proc
} // namespace engine

View file

@ -21,8 +21,8 @@
*/
#ifndef PROC_ENGINE_PROCNODE_H
#define PROC_ENGINE_PROCNODE_H
#ifndef ENGINE_PROCNODE_H
#define ENGINE_PROCNODE_H
#include <vector>
@ -33,31 +33,26 @@ using std::vector;
namespace proc
namespace engine
{
namespace engine
/**
* Key abstraction of the Render Engine: A Data processing Node
*/
class ProcNode
{
protected:
typedef mobject::Parameter<double> Param;
/** The predecessor in a processing pipeline.
* I.e. a source to get data to be processed
*/
ProcNode * datasrc;
/**
* Key abstraction of the Render Engine: A Data processing Node
*/
class ProcNode
{
protected:
typedef proc::mobject::Parameter<double> Param;
/** The predecessor in a processing pipeline.
* I.e. a source to get data to be processed
*/
ProcNode * datasrc;
vector<Param> params;
vector<Param> params;
};
};
} // namespace proc::engine
} // namespace proc
} // namespace engine
#endif

View file

@ -23,16 +23,12 @@
#include "proc/engine/projector.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -21,30 +21,26 @@
*/
#ifndef PROC_ENGINE_PROJECTOR_H
#define PROC_ENGINE_PROJECTOR_H
#ifndef ENGINE_PROJECTOR_H
#define ENGINE_PROJECTOR_H
#include "proc/engine/trafo.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* Special video processing node used to scale and translate image data.
*/
class Projector : public Trafo
{
////////////
};
} // namespace proc::engine
} // namespace proc
/**
* Special video processing node used to scale and translate image data.
*/
class Projector : public Trafo
{
////////////
};
} // namespace engine
#endif

View file

@ -23,23 +23,18 @@
#include "proc/engine/renderengine.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* TODO: will probably be handled differently (see Cehteh)
*/
void
RenderEngine::play ()
{
}
/**
* TODO: will probably be handled differently (see Cehteh)
*/
void
RenderEngine::play ()
{}
} // namespace proc::engine
} // namespace proc
} // namespace engine

View file

@ -21,8 +21,8 @@
*/
#ifndef PROC_ENGINE_RENDERENGINE_H
#define PROC_ENGINE_RENDERENGINE_H
#ifndef ENGINE_RENDERENGINE_H
#define ENGINE_RENDERENGINE_H
#include <list>
@ -32,27 +32,22 @@
using std::list;
namespace proc
namespace engine
{
namespace engine
class RenderEngine : public Processor
{
public:
/**
* TODO: will probably be handled differently (see Cehteh)
*/
void play () ;
private:
list<Processor> renderSegments;
class RenderEngine : public Processor
{
public:
/**
* TODO: will probably be handled differently (see Cehteh)
*/
void play () ;
};
private:
list<Processor> renderSegments;
};
} // namespace proc::engine
} // namespace proc
} // namespace engine
#endif

View file

@ -23,16 +23,12 @@
#include "proc/engine/source.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -21,33 +21,29 @@
*/
#ifndef PROC_ENGINE_SOURCE_H
#define PROC_ENGINE_SOURCE_H
#ifndef ENGINE_SOURCE_H
#define ENGINE_SOURCE_H
#include "proc/engine/procnode.hpp"
namespace proc
namespace engine
{
namespace engine
/**
* Source Node: represents a media source to pull data from.
* Source is special, because it has no predecessor nodes,
* but rather makes calls down to the data backend internally
* to get at the raw data.
*/
class Source : public ProcNode
{
/////////////////TODO
};
/**
* Source Node: represents a media source to pull data from.
* Source is special, because it has no predecessor nodes,
* but rather makes calls down to the data backend internally
* to get at the raw data.
*/
class Source : public ProcNode
{
/////////////////TODO
};
} // namespace proc::engine
} // namespace proc
} // namespace engine
#endif

View file

@ -23,15 +23,11 @@
#include "proc/engine/trafo.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -21,35 +21,31 @@
*/
#ifndef PROC_ENGINE_TRAFO_H
#define PROC_ENGINE_TRAFO_H
#ifndef ENGINE_TRAFO_H
#define ENGINE_TRAFO_H
#include "proc/engine/procnode.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* abstraction of the most important kind of Processing node,
* which really works on the media data and transforms input
* into ouput. Subclasses include the (Video) Projector
* for scaling/translating, all sorts of effects (Plugins),
* as well as the low level codecs used to decode the raw
* media at the source end of the render pipeline(s)
*/
class Trafo : public ProcNode
{
///////////
};
} // namespace proc::engine
} // namespace proc
/**
* abstraction of the most important kind of Processing node,
* which really works on the media data and transforms input
* into ouput. Subclasses include the (Video) Projector
* for scaling/translating, all sorts of effects (Plugins),
* as well as the low level codecs used to decode the raw
* media at the source end of the render pipeline(s)
*/
class Trafo : public ProcNode
{
///////////
};
} // namespace engine
#endif

View file

@ -23,16 +23,11 @@
#include "proc/engine/vframe.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
/** */
} // namespace proc
} // namespace engine

View file

@ -21,27 +21,21 @@
*/
#ifndef PROC_ENGINE_VFRAME_H
#define PROC_ENGINE_VFRAME_H
#ifndef ENGINE_VFRAME_H
#define ENGINE_VFRAME_H
#include "proc/frame.hpp"
namespace proc
namespace engine
{
namespace engine
{
class VFrame : public proc::Frame
{
///////////////////////
};
} // namespace proc::engine
} // namespace proc
class VFrame : public proc_interface::Frame
{
///////////////////////
};
} // namespace engine
#endif

View file

@ -23,15 +23,11 @@
#include "proc/engine/vrender.hpp"
namespace proc
namespace engine
{
namespace engine
{
/** */
} // namespace proc::engine
} // namespace proc
/** */
} // namespace engine

View file

@ -21,31 +21,27 @@
*/
#ifndef PROC_ENGINE_VRENDER_H
#define PROC_ENGINE_VRENDER_H
#ifndef ENGINE_VRENDER_H
#define ENGINE_VRENDER_H
#include "proc/stateproxy.hpp"
namespace proc
namespace engine
{
namespace engine
{
/**
* Representation of a Video render process.
* (Encapsulates the video buffers for the actual calculations)
*/
class VRender : public proc::StateProxy
{
/////////////
};
} // namespace proc::engine
} // namespace proc
/**
* Representation of a Video render process.
* (Encapsulates the video buffers for the actual calculations)
*/
class VRender : public proc_interface::StateProxy
{
/////////////
};
} // namespace engine
#endif

View file

@ -23,11 +23,11 @@
#include "proc/frame.hpp"
namespace proc
namespace proc_interface
{
/** */
} // namespace proc
} // namespace proc_interface

View file

@ -21,12 +21,12 @@
*/
#ifndef PROC_FRAME_H
#define PROC_FRAME_H
#ifndef PROC_INTERFACE_FRAME_H
#define PROC_INTERFACE_FRAME_H
namespace proc
namespace proc_interface
{
@ -42,5 +42,5 @@ namespace proc
} // namespace proc
} // namespace proc_interface
#endif

View file

@ -24,24 +24,20 @@
#include "proc/mobject/buildable.hpp"
#include "proc/mobject/builder/tool.hpp"
namespace proc
namespace mobject
{
namespace mobject
{
/** typically the provided actual Tool class will
* contain overloaded fuctions for treating
* different Buildable subclasses specifically
*/
void
Buildable::apply (builder::Tool& provided_tool)
{
provided_tool.treat( *this); //// TODO: how to call??? (ref or pointer??)
}
/** typically the provided actual Tool class will
* contain overloaded fuctions for treating
* different Buildable subclasses specifically
*/
void
Buildable::apply (builder::Tool& provided_tool)
{
provided_tool.treat( *this); //// TODO: how to call??? (ref or pointer??)
}
} // namespace proc::mobject
} // namespace proc
} // namespace mobject

View file

@ -21,35 +21,31 @@
*/
#ifndef PROC_MOBJECT_BUILDABLE_H
#define PROC_MOBJECT_BUILDABLE_H
#ifndef MOBJECT_BUILDABLE_H
#define MOBJECT_BUILDABLE_H
namespace proc
namespace mobject
{
namespace mobject
{
namespace builder{ class Tool; }
/**
* All Buidables support double-dispatch of given Tool operations.
* The actual operation is thus selected at runtime based both on the
* actual type of the Tool class /and/ the actual type of the Buildabele.
*/
class Buildable
{
public:
void apply (builder::Tool& provided_tool) ;
};
} // namespace proc::mobject
} // namespace proc
namespace builder{ class Tool; }
/**
* All Buidables support double-dispatch of given Tool operations.
* The actual operation is thus selected at runtime based both on the
* actual type of the Tool class /and/ the actual type of the Buildabele.
*/
class Buildable
{
public:
void apply (builder::Tool& provided_tool) ;
};
} // namespace mobject
#endif

View file

@ -23,25 +23,20 @@
#include "proc/mobject/builder/assembler.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
{
proc::engine::RenderEngine &
Assembler::build ()
{
}
} // namespace proc::mobject::builder
} // namespace proc::mobject
} // namespace proc
engine::RenderEngine &
Assembler::build ()
{
}
} // namespace mobject::builder
} // namespace mobject

View file

@ -21,38 +21,34 @@
*/
#ifndef PROC_MOBJECT_BUILDER_ASSEMBLER_H
#define PROC_MOBJECT_BUILDER_ASSEMBLER_H
#ifndef MOBJECT_BUILDER_ASSEMBLER_H
#define MOBJECT_BUILDER_ASSEMBLER_H
#include "proc/engine/renderengine.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
/**
* This is the actual building facility:
* provided the correct tools and associations,
* it serves to build and connect the individual ProcNode objects
*/
class Assembler
{
public:
engine::RenderEngine & build () ;
// TODO: allocation, GC???
};
/**
* This is the actual building facility:
* provided the correct tools and associations,
* it serves to build and connect the individual ProcNode objects
*/
class Assembler
{
public:
proc::engine::RenderEngine & build () ;
// TODO: allocation, GC???
};
} // namespace proc::mobject::builder
} // namespace proc::mobject
} // namespace mobject::builder
} // namespace proc
} // namespace mobject
#endif

View file

@ -23,27 +23,24 @@
#include "proc/mobject/builder/conmanager.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
{
/**
* TODO !!!!!!!!!!!!!!!!!!
*/
int
ConManager::getConnection ()
{
}
/**
* TODO !!!!!!!!!!!!!!!!!!
*/
int
ConManager::getConnection ()
{
}
} // namespace proc::mobject::builder
} // namespace mobject::builder
} // namespace proc::mobject
} // namespace proc
} // namespace mobject

View file

@ -21,39 +21,35 @@
*/
#ifndef PROC_MOBJECT_BUILDER_CONMANAGER_H
#define PROC_MOBJECT_BUILDER_CONMANAGER_H
#ifndef MOBJECT_BUILDER_CONMANAGER_H
#define MOBJECT_BUILDER_CONMANAGER_H
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
/**
* Connection Manager: used to build the connections between render engine nodes
* if these nodes need to cooperate besides the normal "data pull" operation.
* Esp. the Connection Manager knows how to wire up the effect's parameters
* with the corresponding ParamProviders (autmation) in the Session.
*/
class ConManager
{
public:
/**
* TODO just a design sketch, work out signatures etc...
*/
int getConnection () ;
};
/**
* Connection Manager: used to build the connections between render engine nodes
* if these nodes need to cooperate besides the normal "data pull" operation.
* Esp. the Connection Manager knows how to wire up the effect's parameters
* with the corresponding ParamProviders (autmation) in the Session.
*/
class ConManager
{
public:
/**
* TODO just a design sketch, work out signatures etc...
*/
int getConnection () ;
};
} // namespace proc::mobject::builder
} // namespace proc::mobject
} // namespace mobject::builder
} // namespace proc
} // namespace mobject
#endif

View file

@ -27,48 +27,44 @@
#include "proc/mobject/session/effect.hpp"
#include "proc/mobject/session/auto.hpp"
using mobject::Buildable;
using mobject::session::Clip;
using mobject::session::Effect;
using mobject::session::Auto;
using proc::mobject::Buildable;
using proc::mobject::session::Clip;
using proc::mobject::session::Effect;
using proc::mobject::session::Auto;
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
{
void
NodeCreatorTool::treat (Buildable& something)
{
}
void
NodeCreatorTool::treat (Buildable& something)
{
}
void
NodeCreatorTool::treat (Clip& clip)
{
}
void
NodeCreatorTool::treat (Clip& clip)
{
}
void
NodeCreatorTool::treat (Effect& effect)
{
}
void
NodeCreatorTool::treat (Effect& effect)
{
}
void
NodeCreatorTool::treat (Auto<double>& automation)
{
}
void
NodeCreatorTool::treat (Auto<double>& automation)
{
}
} // namespace proc::mobject::builder
} // namespace mobject::builder
} // namespace proc::mobject
} // namespace proc
} // namespace mobject

View file

@ -21,8 +21,8 @@
*/
#ifndef PROC_MOBJECT_BUILDER_NODECREATERTOOL_H
#define PROC_MOBJECT_BUILDER_NODECREATERTOOL_H
#ifndef MOBJECT_BUILDER_NODECREATERTOOL_H
#define MOBJECT_BUILDER_NODECREATERTOOL_H
#include "proc/mobject/builder/tool.hpp"
#include "proc/mobject/buildable.hpp"
@ -30,53 +30,47 @@
namespace proc
namespace mobject
{
namespace mobject
namespace session
{
namespace session
{
// Forward declarations
class Effect;
class Clip;
template<class VAL> class Auto;
}
namespace builder
// Forward declarations
class Effect;
class Clip;
template<class VAL> class Auto;
}
namespace builder
{
// TODO: define Lifecycle...
/**
* This Tool implementation plays the central role in the buld process:
* given a MObject from Session, it is able to attach ProcNodes to the
* render engine under construction such as to reflect the properties
* of the MObject in the actual render.
*/
class NodeCreatorTool : public Tool
{
public:
virtual void treat (mobject::session::Clip& clip) ;
virtual void treat (mobject::session::Effect& effect) ;
virtual void treat (mobject::session::Auto<double>& automation) ; //TODO: the automation-type-problem
virtual void treat (mobject::Buildable& something) ;
// TODO: define Lifecycle...
/**
* This Tool implementation plays the central role in the buld process:
* given a MObject from Session, it is able to attach ProcNodes to the
* render engine under construction such as to reflect the properties
* of the MObject in the actual render.
*/
class NodeCreatorTool : public Tool
{
public:
virtual void treat (proc::mobject::session::Clip& clip) ;
virtual void treat (proc::mobject::session::Effect& effect) ;
virtual void treat (proc::mobject::session::Auto<double>& automation) ; //TODO: the automation-type-problem
virtual void treat (proc::mobject::Buildable& something) ;
protected:
/** holds the Processor (Render Engine Element)
* to be built by the current build step
*/
engine::Processor* proc;
protected:
/** holds the Processor (Render Engine Element)
* to be built by the current build step
*/
proc::engine::Processor* proc;
};
};
} // namespace mobject::builder
} // namespace proc::mobject::builder
} // namespace proc::mobject
} // namespace proc
} // namespace mobject
#endif

View file

@ -27,41 +27,37 @@
#include "proc/mobject/session/effect.hpp"
#include "proc/mobject/session/segment.hpp"
using proc::mobject::Buildable;
using proc::mobject::session::Clip;
using proc::mobject::session::Effect;
using mobject::Buildable;
using mobject::session::Clip;
using mobject::session::Effect;
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
{
void
SegmentationTool::treat (Buildable& something)
{
}
void
SegmentationTool::treat (Buildable& something)
{
}
void
SegmentationTool::treat (Clip& clip)
{
}
void
SegmentationTool::treat (Clip& clip)
{
}
void
SegmentationTool::treat (Effect& effect)
{
}
void
SegmentationTool::treat (Effect& effect)
{
}
} // namespace proc::mobject::builder
} // namespace mobject::builder
} // namespace proc::mobject
} // namespace proc
} // namespace mobject

View file

@ -21,8 +21,8 @@
*/
#ifndef PROC_MOBJECT_BUILDER_SEGMENTATIONTOOL_H
#define PROC_MOBJECT_BUILDER_SEGMENTATIONTOOL_H
#ifndef MOBJECT_BUILDER_SEGMENTATIONTOOL_H
#define MOBJECT_BUILDER_SEGMENTATIONTOOL_H
#include <list>
@ -34,50 +34,46 @@ using std::list;
namespace proc
namespace mobject
{
namespace mobject
namespace session
{
namespace session
{
// Forward declarations
class Clip;
class Effect;
}
namespace builder
// Forward declarations
class Clip;
class Effect;
}
namespace builder
{
/**
* Tool implementation for deriving a partitioning of the current
* timeline, such that each segement has a constant configuration.
* "Constant" means here, that any remaining changes over time
* can be represented by automation solely, without the need
* to change the node connections.
*/
class SegmentationTool : public Tool
{
public:
void treat (mobject::session::Clip& clip) ;
void treat (mobject::session::Effect& effect) ;
void treat (mobject::Buildable& something) ;
protected:
typedef mobject::session::Segment Segment;
/** Partitioning of the Timeline to be created by this tool. */
list<Segment*> segments;
// TODO handle alloc!!!!
};
/**
* Tool implementation for deriving a partitioning of the current
* timeline, such that each segement has a constant configuration.
* "Constant" means here, that any remaining changes over time
* can be represented by automation solely, without the need
* to change the node connections.
*/
class SegmentationTool : public Tool
{
public:
void treat (proc::mobject::session::Clip& clip) ;
void treat (proc::mobject::session::Effect& effect) ;
void treat (proc::mobject::Buildable& something) ;
} // namespace mobject::builder
protected:
typedef proc::mobject::session::Segment Segment;
/** Partitioning of the Timeline to be created by this tool. */
list<Segment*> segments;
// TODO handle alloc!!!!
};
} // namespace proc::mobject::builder
} // namespace proc::mobject
} // namespace proc
} // namespace mobject
#endif

View file

@ -24,21 +24,17 @@
#include "proc/mobject/builder/tool.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
{
/** */
/** */
} // namespace proc::mobject::builder
} // namespace mobject::builder
} // namespace proc::mobject
} // namespace proc
} // namespace mobject

View file

@ -21,41 +21,35 @@
*/
#ifndef PROC_MOBJECT_BUILDER_TOOL_H
#define PROC_MOBJECT_BUILDER_TOOL_H
#ifndef MOBJECT_BUILDER_TOOL_H
#define MOBJECT_BUILDER_TOOL_H
#include "proc/mobject/buildable.hpp"
#include "proc/mobject/buildable.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
/**
* Used according to the visitor pattern: each Tool contains
* the concrete implementation for one task to be done to the various MObject classes
*/
class Tool
{
protected:
typedef mobject::Buildable Buildable;
public:
/** This operation is to be overloaded for specific MObject subclasses to be treated.
*/
virtual void treat (Buildable& mElement) = 0;
};
/**
* Used according to the visitor pattern: each Tool contains
* the concrete implementation for one task to be done to the various MObject classes
*/
class Tool
{
protected:
typedef proc::mobject::Buildable Buildable;
public:
/** This operation is to be overloaded for specific MObject subclasses to be treated.
*/
virtual void treat (Buildable& mElement) = 0;
};
} // namespace mobject::builder
} // namespace proc::mobject::builder
} // namespace proc::mobject
} // namespace proc
} // namespace mobject
#endif

View file

@ -23,24 +23,20 @@
#include "proc/mobject/builder/toolfactory.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
{
Tool&
ToolFactory::configure ()
{
}
} // namespace proc::mobject::builder
} // namespace proc::mobject
} // namespace proc
Tool &
ToolFactory::configure ()
{
}
} // namespace mobject::builder
} // namespace mobject

View file

@ -21,32 +21,28 @@
*/
#ifndef PROC_MOBJECT_BUILDER_TOOLFACTORY_H
#define PROC_MOBJECT_BUILDER_TOOLFACTORY_H
#ifndef MOBJECT_BUILDER_TOOLFACTORY_H
#define MOBJECT_BUILDER_TOOLFACTORY_H
#include "proc/mobject/builder/tool.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace builder
{
namespace builder
class ToolFactory
{
public:
Tool & configure () ;
};
class ToolFactory
{
public:
Tool & configure () ;
};
} // namespace proc::mobject::builder
} // namespace proc::mobject
} // namespace mobject::builder
} // namespace proc
} // namespace mobject
#endif

View file

@ -23,24 +23,20 @@
#include "proc/mobject/builderfacade.hpp"
namespace proc
namespace mobject
{
namespace mobject
{
/**
* Main Operation of the Builder:
* create a render engine for a given part of the timeline
*/
proc::engine::RenderEngine &
BuilderFacade::buildEngine ()
{
//////////////////////TODO
}
} // namespace proc::mobject
} // namespace proc
/**
* Main Operation of the Builder:
* create a render engine for a given part of the timeline
*/
engine::RenderEngine &
BuilderFacade::buildEngine ()
{
//////////////////////TODO
}
} // namespace mobject

View file

@ -21,39 +21,35 @@
*/
#ifndef PROC_MOBJECT_BUILDERFACADE_H
#define PROC_MOBJECT_BUILDERFACADE_H
#ifndef MOBJECT_BUILDERFACADE_H
#define MOBJECT_BUILDERFACADE_H
#include "proc/engine/renderengine.hpp"
namespace proc
namespace mobject
{
namespace mobject
{
/**
* Provides unified access to the builder functionality.
* While individual components of the builder subsystem may be called
* if necessary or suitable, it is usually better to do all extern invocations
* via the high level methods of this Facade.
*/
class BuilderFacade
{
public:
/**
* Main Operation of the Builder:
* create a render engine for a given part of the timeline
*/
proc::engine::RenderEngine & buildEngine () ;
// TODO: allocation, GC??????
};
} // namespace proc::mobject
} // namespace proc
/**
* Provides unified access to the builder functionality.
* While individual components of the builder subsystem may be called
* if necessary or suitable, it is usually better to do all extern invocations
* via the high level methods of this Facade.
*/
class BuilderFacade
{
public:
/**
* Main Operation of the Builder:
* create a render engine for a given part of the timeline
*/
engine::RenderEngine & buildEngine () ;
// TODO: allocation, GC??????
};
} // namespace mobject
#endif

View file

@ -23,25 +23,21 @@
#include "proc/mobject/controller/pathmanager.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace controller
{
namespace controller
{
proc::engine::Processor *
PathManager::buildProcessor ()
{
return 0;//////////////////TODO
}
} // namespace proc::mobject::controller
} // namespace proc::mobject
} // namespace proc
engine::Processor *
PathManager::buildProcessor ()
{
return 0;//////////////////TODO
}
} // namespace mobject::controller
} // namespace mobject

View file

@ -21,38 +21,34 @@
*/
#ifndef PROC_MOBJECT_CONTROLLER_PATHMANAGER_H
#define PROC_MOBJECT_CONTROLLER_PATHMANAGER_H
#ifndef MOBJECT_CONTROLLER_PATHMANAGER_H
#define MOBJECT_CONTROLLER_PATHMANAGER_H
#include "proc/engine/processor.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace controller
{
namespace controller
/**
* While building a render engine, this Strategy class
* decides on the actual render strategy in accordance
* to the current controller settings (system state)
*/
class PathManager
{
/**
* While building a render engine, this Strategy class
* decides on the actual render strategy in accordance
* to the current controller settings (system state)
*/
class PathManager
{
public:
proc::engine::Processor* buildProcessor () ;
// TODO: allocation, GC??
};
} // namespace proc::mobject::controller
public:
engine::Processor* buildProcessor () ;
// TODO: allocation, GC??
};
} // namespace proc::mobject
} // namespace proc
} // namespace mobject::controller
} // namespace mobject
#endif

View file

@ -23,25 +23,22 @@
#include "proc/mobject/controller/renderstate.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace controller
{
namespace controller
{
StateProxy&
RenderState::getStateProxy ()
{
//////////////TODO
}
} // namespace proc::mobject::controller
StateProxy&
RenderState::getStateProxy ()
{
//////////////TODO
}
} // namespace proc::mobject
} // namespace proc
} // namespace mobject::controller
} // namespace mobject

View file

@ -21,39 +21,37 @@
*/
#ifndef PROC_MOBJECT_CONTROLLER_RENDERSTATE_H
#define PROC_MOBJECT_CONTROLLER_RENDERSTATE_H
#ifndef MOBJECT_CONTROLLER_RENDERSTATE_H
#define MOBJECT_CONTROLLER_RENDERSTATE_H
#include "proc/stateproxy.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace controller
{
namespace controller
typedef proc_interface::StateProxy StateProxy;
/**
* Encapsulates the logic used to get a "current render process"
* in accordance to the currently applicable controller settings.
* The provided StateProxy serves to hold any mutalbe state used
* in the render process, so the rest of the render engine
* can be stateless.
*/
class RenderState
{
/**
* Encapsulates the logic used to get a "current render process"
* in accordance to the currently applicable controller settings.
* The provided StateProxy serves to hold any mutalbe state used
* in the render process, so the rest of the render engine
* can be stateless.
*/
class RenderState
{
public:
StateProxy& getStateProxy () ;
};
} // namespace proc::mobject::controller
public:
StateProxy& getStateProxy () ;
};
} // namespace proc::mobject
} // namespace proc
} // namespace mobject::controller
} // namespace mobject
#endif

View file

@ -23,15 +23,11 @@
#include "proc/mobject/explicitplacement.hpp"
namespace proc
namespace mobject
{
namespace mobject
{
/** */
/** */
} // namespace proc::mobject
} // namespace proc
} // namespace mobject

View file

@ -21,35 +21,31 @@
*/
#ifndef PROC_MOBJECT_EXPLICITPLACEMENT_H
#define PROC_MOBJECT_EXPLICITPLACEMENT_H
#ifndef MOBJECT_EXPLICITPLACEMENT_H
#define MOBJECT_EXPLICITPLACEMENT_H
#include "proc/mobject/placement.hpp"
namespace proc
namespace mobject
{
namespace mobject
namespace session{ class Track; }
// TODO: need Garbage Collector for this class!!!!!
class ExplicitPlacement : public Placement
{
protected:
namespace session{ class Track; }
// TODO: need Garbage Collector for this class!!!!!
class ExplicitPlacement : public Placement
{
protected:
Time time;
Track* track;
Time time;
Track* track;
};
};
} // namespace proc::mobject
} // namespace proc
} // namespace mobject
#endif

View file

@ -23,15 +23,11 @@
#include "proc/mobject/interpolator.hpp"
namespace proc
namespace mobject
{
namespace mobject
{
/** */
} // namespace proc::mobject
} // namespace proc
/** */
} // namespace mobject

View file

@ -21,30 +21,26 @@
*/
#ifndef PROC_MOBJECT_INTERPOLATOR_H
#define PROC_MOBJECT_INTERPOLATOR_H
#ifndef MOBJECT_INTERPOLATOR_H
#define MOBJECT_INTERPOLATOR_H
namespace proc
namespace mobject
{
namespace mobject
{
/**
* Provides the implementation for getting the acutal value
* of a time varying or automated effect/plugin parameter
*/
template<class VAL>
class Interpolator
{
///////////////
};
} // namespace proc::mobject
} // namespace proc
/**
* Provides the implementation for getting the acutal value
* of a time varying or automated effect/plugin parameter
*/
template<class VAL>
class Interpolator
{
///////////////
};
} // namespace mobject
#endif

View file

@ -24,14 +24,10 @@
#include "proc/mobject/mobject.hpp"
#include "proc/mobject/placement.hpp"
namespace proc
namespace mobject
{
namespace mobject
{
/** */
} // namespace proc::mobject
} // namespace proc
/** */
} // namespace mobject

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