/* NODEOPERATION.hpp - Specify how the nodes call each other and how processing is organized Copyright (C) Lumiera.org 2008, Hermann Vosseler 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 ENGINE_NODEOPERATION_H #define ENGINE_NODEOPERATION_H #include "proc/engine/procnode.hpp" namespace engine { /** * Adapter to shield the ProcNode from the actual buffer management, * allowing the processing function within ProcNode to use logical * buffer IDs. StateAdapter is created on the stack for each pull() * call, using setup/wiring data preconfigured by the builder. * Its job is to provide the actual implementation of the Cache * push / fetch and recursive downcall to render the source frames. */ class StateAdapter : public State { State& parent_; State& current_; protected: StateAdapter (State& callingProcess, WiringDescriptor const&) : parent_ (callingProcess), current_(callingProcess.getCurrentImplementation()) { } friend class ProcNode; // both are sharing implementation details... virtual State& getCurrentImplementation () { return current_; } /** contains the details of Cache query and recursive calls * to the predecessor node(s), eventually followed by the * ProcNode::process() callback */ void retrieve(); }; } // namespace engine #endif