lumiera_/src/steam/mobject/builder/operationpoint.cpp
Ichthyostega 17dcb7495f Invocation: establish a concept for the rework
As outlined in #1367, the integration effort requires some rework
of existing code, which will be driven ahead by the `NodeLinkage_test`
 * redefine Node Connectivity
 * build simple `ProcNode` directly in scope
 * create an `TurnoutSystem` instance
 * perform a ''dummy Node-Invocation''
2024-06-21 16:22:58 +02:00

117 lines
3.2 KiB
C++

/*
OperationPoint - 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.cpp
** Implementation of primitive builder operations on at the _current point of operation_.
** @todo stalled design draft from 2008 -- basically still considered relevant as of 2016
*/
#include "steam/mobject/builder/operationpoint.hpp"
#include "steam/engine/proc-node.hpp"
#include "steam/asset/media.hpp"
#include "steam/asset/proc.hpp"
#include "steam/engine/node-factory.hpp"
#include "steam/streamtype.hpp"
//#include "common/util.hpp"
//#include <boost/ptr_container/ptr_vector.hpp>
namespace steam {
namespace mobject {
namespace builder {
// using util::isnil;
using engine::NodeFactory;
using engine::PNode;
struct RefPoint
{
NodeFactory& alloc_;
vector<PNode> sources_;
const StreamType * sType_; //////TODO: maybe use the ChannelDescriptor??
/** just continue connection chaining */
RefPoint (RefPoint const& pred)
: alloc_(pred.alloc_),
sources_(pred.sources_),
sType_(pred.sType_)
{ }
/** initiate a connection chain at a real source */
RefPoint (NodeFactory& nFactory, asset::Media const& srcMedia)
: alloc_(nFactory),
sType_(0)
{
establishMediaChannels (srcMedia);
deriveSourceStreamType ();
}
private:
void
establishMediaChannels (asset::Media const& srcMedia)
{
UNIMPLEMENTED ("find out about the actual channels for this stream to connect");
}
void
deriveSourceStreamType ()
{
UNIMPLEMENTED ("calculate / decide on the effective stream type used within this pipe");
}
};
OperationPoint::OperationPoint (NodeFactory& nFact, asset::Media const& srcMedia)
: refPoint_(new RefPoint (nFact, srcMedia))
{ }
OperationPoint::OperationPoint (RefPoint const& sourcePoint)
: refPoint_(new RefPoint (sourcePoint))
{ }
void
OperationPoint::attach (asset::Proc const& mediaProc)
{
UNIMPLEMENTED ("Actually-really-finally create a node corresponding to this processing asset");
}
void
OperationPoint::join (OperationPoint& target)
{
UNIMPLEMENTED ("Actually-really-finally do a mixing output connection");
}
}}} // namespace steam::mobject::builder