Public Operations Index

OperationClassDescription
applyBuildable
applyVisitable
buildAssembler
buildEngineBuilderFacadeMain Operation of the Builder: create a render engine for a given part of the timeline
buildProcessorPathManager
chainPlacementcreate and add another Placement for this media object, thus increasingly constraining the (possible) position of this object.
clearSessManagerclear current session contents
without resetting overall session config.
Afterwards, the session will contain only one
empty EDL, while all Assets are retained.
configureToolFactory
createClipMediacreate a (possibly compound) Clip refering to this media, ready to be added to the EDL.
currEDLSessionThe EDL currently in focus. In most cases, Session and EDL are almost the same, just EDL emphasizes the collection aspect. But generally (for larger editing projects) one Session can contain several EDLs, which may even be nested. At any given time, only one of these EDLs has focus and recieves the editing commands.
dispatchOpVisitable
enableAssetchange the enabled status of this asset. Note the corresponding #isActive predicate may depend on the enablement status of parent assets as well
findTypeHandler
getAppconfigaccess the configuation value for a given key.
@return empty string for unknown keys, else the corresponding configuration value
get_reprAllocation
getAssetAssetManagerfind and return corresponging object
getAutomationFixture
getConnectionConManagerTODO
getDependantAssetAll the other assets requiring this asset to be functional. For example, all the clips depending on a given media file. May be empty. The dependency relation is transitive.
getFixtureSessionWhile the session can be comprised of several EDLs,
there is only one Fixture, which represents the actual
configuration of all Objects to be rendered
getFrameFilemode = READ, WRITE, ...
getIDAssetManager
getParentsAssetList of entities this asset depends on or requires to be functional. May be empty. The head of this list can be considered the primary prerequisite
getPlaylistForRenderFixture
getStateProxyRenderState
getValueAuto
getValueParameter
getValueParamProvider
howtoProcMedia@return descriptor how to build a render pipeline corresponding to this media
isActiveAssetweather this asset is swithced on and consequently included in the fixture and participates in rendering
knownAssetManager@return true if the given id is registered in the internal asset DB
loadSessManagerreplace the current session by a new
session loaded from serialized state.
makeTypeHandler
playRenderEngineTODO: will probably be handled differently (see Cehteh)
removeAssetManagerremove the given asset <i>together with all its dependants</i> from the internal DB
resetSessManagerreset all session config and
start with a pristine default session.
resolvePlacementcreate an actual (explicit) placement while trying to satisfy the network of adjacent objects and placements.
resolveQueryHandler
resolveQueryHandlerImpl
rootCauseErrorIf this exception was caused by a chain of further exceptions,
return the first one registered in this throw sequence.
This works only, if every exceptions thrown as a consequence
of another exception is propperly constructed by passing
the original exception to the constructor
saveSessManagercreate a complete, serialized representation
of the current session config and contents.
@todo how to serialize, prameters, return value?
treatApplicable
treatBuilderToolThis operation is to be overloaded for the specific MObject subclasses to be treated.
treatNodeCreatorTool
treatNodeCreatorTool
treatNodeCreatorTool
treatNodeCreatorTool
treatSegmentationTool
treatSegmentationTool
treatSegmentationTool
useFileFileProviderAnnounces that the application intends to use this file with mode (READ|WRITE|READWRITE)
useTemporaryStorageFileProviderProvides a pool for interminate frames
whatError
whatstd::exceptionthe base class of all exceptions thrown by the standard library
~ToolTool