107 lines
3 KiB
C++
107 lines
3 KiB
C++
/*
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VIEWER.hpp - asset corresponding to a viewer element in the GUI
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Copyright (C) Lumiera.org
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2011, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file viewer.hpp
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** structural element corresponding to a viewer in the GUI.
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** This Asset marks an attachment point, allowing other (output producing)
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** elements to be connected to ("viewer attachment"). The typical standard case
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** is a Timeline: It features a set of global pipes (busses), which collect all
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** produced data. Yet without an explicit output connection, this data can't be
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** generated, because in Lumiera, actual output is always retrieved ("pulled")
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** starting from an output sink. Thus, in order to \em perform (play, render)
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** the timeline, an "view connection" needs to be established: this connection
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** is represented by an session::BindingMO, linking the Timeline to an
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** asset::Viewer. Consequently, the same output mapping and translation
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** mechanism used for Sequence-Timeline- (and VirtualClip-)Bindings
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** is employed in this situation to figure out the real output port.
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**
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** @todo WIP-WIP-WIP as of 5/11
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**
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** @see Session
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** @see Timeline
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** @see StructFactory
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**
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*/
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#ifndef ASSET_VIEWER_H
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#define ASSET_VIEWER_H
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#include "proc/asset/struct.hpp"
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//#include "proc/mobject/mobject.hpp"
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//#include "proc/mobject/placement.hpp"
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#include "proc/mobject/mobject-ref.hpp"
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//#include "proc/mobject/session/binding.hpp" ////TODO avoidable??
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#include "lib/p.hpp"
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#include "lib/element-tracker.hpp"
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//#include <vector>
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//#include <string>
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//using std::vector;
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//using std::string;
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namespace proc {
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namespace mobject {
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namespace session {
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class Binding;
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typedef MORef<Binding> RBinding;
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}}
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namespace asset {
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class Viewer;
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typedef P<Viewer> PViewer;
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/**
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* TODO type comment
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*/
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class Viewer
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: public Struct
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// , public lib::AutoRegistered<Viewer>
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{
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Viewer (Ident const&); /////TODO ctor params????
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public:
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/** create and register a new Timeline instance */
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// static PTimeline create (Asset::Ident const& idi, RBinding const& sequenceBinding);
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protected:
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virtual void unlink ();
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};
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///////////////////////////TODO currently just fleshing the API
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}} // namespace proc::asset
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#endif
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