* breaks lumigui linking * test non functional yet * tools cant not be linked because of cross dependency problems
120 lines
3.7 KiB
C++
120 lines
3.7 KiB
C++
/*
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ProcPatt - template for building some render processing network
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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 the
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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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#include "proc/asset/procpatt.hpp"
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#include "proc/asset/proc.hpp"
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#include "proc/assetmanager.hpp"
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#include "proc/asset/buildinstruct.hpp"
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#include "lib/util.hpp"
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using util::isnil;
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namespace asset
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{
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/** new processing pattern with empty instruction list.
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* @todo preliminary implementation, storing the capabilities
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* in the asset name field. We can do better, when
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* it's clear what capabilities we need
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*/
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ProcPatt::ProcPatt (const Asset::Ident& idi)
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: Struct (idi),
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instructions_()
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{ }
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/** @internal used for creating a clone copy */
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ProcPatt::ProcPatt (const Asset::Ident& idi, const InstructionSequence& instru)
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: Struct (idi),
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instructions_(instru)
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{
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TODO ("verify building instructions, maybe preprocess...");
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}
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/** create a new ProcPatt asset as a literal copy
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* of this one. The new ProcPatt can then be customized
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* independently of the original one. This allows using
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* some ProcPatt as a template for creating more
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* spezialized patterns.
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*/
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P<ProcPatt>
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ProcPatt::newCopy (string newID) const
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{
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TODO ("implement the Pattern-ID within the propDescriptor!");
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TODO ("implement a consitent struct asset naming scheme at one central location!!!!!");
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const Asset::Ident newIdi ( this->ident.name+".X"
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, this->ident.category
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);
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ProcPatt* pP = new ProcPatt (newIdi, this->instructions_);
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return AssetManager::instance().wrap (*pP);
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}
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/** extend the processing instructions to add some Effect
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* @param where denotes the insertion point where to attach the Effect
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* @param node prototype of the Effect to be inserted when building.
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*/
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ProcPatt&
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ProcPatt::attach(Symbol where, PProc& node)
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{
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DoAttach *last (0);
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if ( !isnil (instructions_)
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&& (last = boost::get<DoAttach> (&(instructions_.back())))
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&& last->point==where
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)
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// instead of adding a new build instruct entry,
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// we can extend the list in the last "DoAttach" entry.
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last->nodes.push_back(node);
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else
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{
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DoAttach entry(node, where);
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BuildInstruct instruction(entry);
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instructions_.push_back(instruction);
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}
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TODO ("declare dependency??");
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return *this;
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}
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/** extend the processing instructions by reference to another
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* ProcPatt, which will be "executed" at this point while building.
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* This allowes for using simple PorcPatt instances as building blocks
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* to define more complicated patterns.
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*/
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ProcPatt&
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ProcPatt::operator+= (PProcPatt& toReuse)
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{
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DoRecurse entry(toReuse);
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instructions_.push_back(BuildInstruct (entry));
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TODO ("declare dependency??");
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return *this;
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}
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} // namespace asset
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