125 lines
3.8 KiB
C++
125 lines
3.8 KiB
C++
/*
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MOBJECT.hpp - Key Abstraction: A Media Object in the Session
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Copyright (C) Lumiera.org
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2008, 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 mobject.hpp
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** Core abstraction of the Session model: a media object.
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** The contents of the edit and thus of the session are modelled as a collection
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** of MObject entities, each attached by a Placement. Together these form what can
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** be conceived as an _instance_ of the object. The Placement constitutes the relative
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** and contextual information, while the MObject provides the identity and the link
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** to actual media content or plug-in implementations.
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**
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** @todo as of 2016, this core part of the model still needs to be actually implemented.
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** Most of the code in this hierarchy is preliminary or placeholder code, since we
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** prefer to build the system from ground up, not top-down. It is very likely, that
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** MObject will be just a data tuple in the end.
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*/
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#ifndef STEAM_MOBJECT_MOBJECT_H
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#define STEAM_MOBJECT_MOBJECT_H
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#include "steam/common.hpp"
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#include "steam/mobject/builder/buildertool.hpp"
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#include "steam/mobject/placement.hpp"
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#include "steam/asset.hpp" //TODO finally not needed?
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#include "lib/p.hpp"
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#include "lib/time/timevalue.hpp"
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#include <boost/operators.hpp>
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#include <string>
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#include "steam/assetmanager.hpp"
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using proc_interface::IDA; //TODO finally not needed?
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//using proc_interface::PAsset; //TODO: only temporarily
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using proc_interface::AssetManager;
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namespace steam {
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namespace mobject {
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using std::string;
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//NOBUG_DECLARE_FLAG (mobjectmem);
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namespace session {
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class MObjectFactory;
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}
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/**
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* MObject is the interface class for all "Media Objects".
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* All the contents and elements that can be placed and
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* manipulated and finally rendered within Lumiera's
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* high-level model and Session are MObjects.
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* @ingroup session
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*/
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class MObject
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: public Buildable,
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util::NonCopyable,
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boost::equality_comparable< MObject >
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{
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protected:
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typedef lib::time::Duration Duration;
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Duration length_;
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mutable string shortID_;
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MObject() ;
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virtual ~MObject() ;
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friend class session::MObjectFactory;
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public:
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static session::MObjectFactory create;
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/** a short readable ID as a single name-token,
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* denoting both the kind of MObject and some sort of
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* instance identity. Not necessarily unique but should
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* be reasonable unique in most cases */
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string const& shortID() const;
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/** MObject self-test (usable for asserting) */
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virtual bool isValid() const =0;
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virtual Duration& getLength() =0; ////////////////////TICKET #448
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virtual bool operator== (const MObject& oo) const =0; ///< needed for handling by lumiera::P
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protected:
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virtual string initShortID() const =0;
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};
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typedef Placement<MObject> PMO;
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}} // namespace steam::mobject
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#endif /*STEAM_MOBJECT_MOBJECT_H*/
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