lumiera_/src/steam/mobject/builder/operationpoint.hpp

95 lines
3.1 KiB
C++

/*
OPERATIONPOINT.hpp - abstraction representing the point where to apply a build instruction
Copyright (C) Lumiera.org
2008, 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.
*/
/** @file operationpoint.hpp
** Abstraction to represent the current point of operation within the builder.
** The Builder walks the tree of the high-level-model (session model) to generate
** a (low-level) render node network. The current point of operation within this tree walk
** is abstracted, to allow the use of some _building primitives._ A meta description of
** *processing patterns* can be used then to control the actual build process, without
** the need of hard wiring the individual builder steps.
**
** @todo stalled design draft from 2008 -- basically still considered relevant as of 2016
*/
#ifndef MOBJECT_BUILDER_OPERATIONPOINT_H
#define MOBJECT_BUILDER_OPERATIONPOINT_H
//#include "steam/engine/procnode.hpp" /////TODO can we get rid of this header here?
//#include "common/query.hpp"
#include "lib/hash-standard.hpp"
#include <memory>
#include <vector>
#include <string>
namespace steam {
namespace asset { class Proc; }
namespace asset { class Media; }
namespace engine { class NodeFactory; }
namespace mobject {
namespace builder {
using std::vector;
using std::string;
struct RefPoint;
/**
* A point in the render node network under construction.
* By means of this unspecific reference, a ProcPatt is able
* to deal with this location and to execute a single elementary
* building operation denoted by a BuildInstruct at this point.
* Usually, the actual point is retrieved from a Mould
*/
class OperationPoint
{
std::unique_ptr<RefPoint> refPoint_;
public:
OperationPoint (engine::NodeFactory&, asset::Media const& srcMedia);
OperationPoint (RefPoint const& sourcePoint);
/** create node(s) corresponding to the given Processor-Asset
* and wire them as a successor to this OperationPoint; then
* move this point to refer to the resulting new exit node(s)
*/
void attach (asset::Proc const&);
/** connect the output this OperationPoint refers such as to
* connect or combine with the input of the already existing
* nodes accessible via the target OperationPoint.
*/
void join (OperationPoint& target);
};
}}} // namespace steam::mobject::builder
#endif /*MOBJECT_BUILDER_OPERATIONPOINT_H*/