Classes Index

AbstractMO
AFrame
Allocationa directive to place a MObject in a specific way
AppconfigsingletonSingleton to hold inevitable global flags and constants and for performing erarly (static) global initialization tasks.
Applicable
ARenderRepresentation of a Audio render process
AssemblerThis is the actual building facility: provided the correct tools and associations, it serves to build and connect the individual ProcNode objects
AssetinterfaceSuperinterface describing especially the bookeeping properties of Assets
AssetManagerboundaryFacade for the Asset subsystem
AutoAutomation data for some parameter (i.e. a time varying function)
BackendCache
Buildableinterface
BuilderFacadeboundaryProvides 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
BuilderToolinterfaceUsed according to the visitor pattern: each Tool contains the concrete implementation for one task to be done to the various MObject classes
BuildInstruct(Interface) building instructions to be executed by the Builder on the render node network under construction.
Caller
Categorytree like classification of Assets
Clipbookkeeping (asset) view of a media clip.
Clip
Codecdescription of some media data decoder or encoder facility
CodecAdapter
CompoundClipClip MObject which is actually a compound of several elementary clips,
e.g. the several streams found within multichannels media.
CompoundMediacompound of several elementary media tracks,
e.g. the individual media streams found in one media file
ConditionI provided a reworked Condition class in my Cinelerra2 repository
Config
ConfigRulesinterfacepublic acces point for running Config Queries
ConManagerConnection 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
Constraint
ControllerFacadeboundaryProvides unified access to the Proc-Subsystem Controller. Especially, this Facade class provides the functions to get a render engine to carry out actual renderings.
Datasetmeta asset describing a collection of control data
DBImplementation of the registry holding all Asset instances known to the Asset Manager subsystem. As of 8/2007 implemented by a hashtable.
DefaultsManager
DefaultsRegistry
DoAttach
DoRecurse
EDL
EffectEffect or media processing component
Effect
Error
ExitNodeThe output of the render pipeline. Pulling from such exit nodes actually ivokes the render process
ExplicitPlacementinterface
External
Factorya template for generating functor-like Factory objects, used to encapsulate object creation and providing access via smart-pointers only.
File
FileHandle
FileHandleCache
FileMap
FileMapCache
FileProviderThis is the Factory for Files, whenever something wants to use some file (or temporary storage), This Factory will hand out some smart/shared pointer to a File object which will be used to retrieve Frames.
FileReference
FixedLocation
Fixture
FrameFrames are just a low level lump of continous memory, most parts are opaque. Frames are memory sensitive, they will be small constant sized structures which can be efficently managed in a pool.
FrameinterfaceTODO: how to relate to Cehteh's Frame entity in the Backend?
The latter is the fundamental Frame entity, wheras this Object rather represents a buffer set containing frame date
FrameDescriptorinterfaceA FrameDescriptor implements the higher level interfaces for frames. Further refinements are made by subclassing and policy classes
FrameReference
GLBuf
GLPipespecialized connection node used to handle the transfer of OpenGL data from a image bitmap into texture form
GLRenderRepresentation of a OpenGL accelerated Video render process
Hub
InputDescriptor
InterpolatorProvides the implementation for getting the acutal value of a time varying or automated effect/plugin parameter
Invalid
Label
Link
LocatingPinAn element with value semantics, which actually implements the placement of some MObject by positioning it in some way.
Lock
Lock
Logic
Mask
Mediakey abstraction: media-like assets
MediaAccessFacadeboundaryprovides functions for querying (opening) a media file, detecting the channels or streams found within this file, etc. Delegating to the actual backend functions
MediaFactoryspecialized Asset Factory for configuring (new) media asset instances based on existing media files on disk; can create placeholder assets as well
Metakey abstraction: metadata and organisational asset
Meta
MObjectinterface
MutexI provided a reworked Mutex class in my Cinelerra2 repository
NodeCreatorToolThis 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.
ParameterDescriptor and access object for a plugin parameter. Parameters may be provided with values from the session, and this values may be automated.
ParamProviderinterfaceA facility to get the actual value of a plugin/effect parameter
PathManagerWhile building a render engine, this Strategy class decides on the actual render strategy in accordance to the current controller settings (system state)
Pipestructural asset representing a basic building block within the high level model: a port for building a processing chain and generating media output
Placementinterfaceused to specify the position of a MObject in the EDL. This can be done in various ways (absolute, relative).
Placement at the same time acts as (refcounting) smart pointer for accessing the MObject.
Plug
PluginAdapterAdapter used to integrage an effects processor in the render pipeline
Prefetch
Previewalternative version of the media data, probably with lower resolution
Prockey abstraction: data processing asset
ProcDispatcher
Processor
ProcNodeinterfaceKey abstraction of the Render Engine: A Data processing Node
ProcPattspecial type of structural Asset representing information how to build some part of the render engine's processing nodes network.
ProjectorSpecial video processing node used to scale and translate image data.
QueryHandlerinterface
QueryHandlerImpl
RelativeLocation
RelTypeenumthe possible kinds of RelativePlacements
RenderEngine
RenderStateEncapsulates the logic used to get a "current render process" in accordance to the currentyl 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.
ResolverBase
Scheduler
Segment
SegmentationToolTool 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.
Serializeractor
SessionPrimary Interface for all editing tasks.
The session contains defaults, all the assets being edited, and a set of EDL with the individual MObjects to be manipulated and rendered.
SessionImplImplementation class for the Session interface
SessManager
SimpleClipElementary clip consisting of only one media stream
SmartPointerauxiliary
SourceSource Node: represents a media source to pull data from.
Stateinterface
State
StateAdapter
StateProxyimplementation
std::exceptionauxiliary
Structkey abstraction: structural asset
ThreadWe can basically reuse the Thread class design from Cinelerra2, Thread becomes a baseclass for all Threads
Timedenotes a temporal position (time point), based on timeline start.

investigate posix.4 realtime timers, wrap these here
Tool
ToolFactory
Trackstructural asset holding the configuration of a track in the EDL
Track
Trafo
TypeHandlerinterface
TypeHandler<Pipe>
Unknownplaceholder for unknown or unavailable media source
Useractor
VFrame
Visitable
VRenderRepresentation of a Video render process. (Encapsulates the video buffers for the actual calculations)
Wish
WriteBuffer
WriteBufferPool
YAP_Prolog