lumiera_/src/proc/asset/procpatt.cpp
Christian Thaeter 3654473b75 WIP: Merge common into lib
* breaks lumigui linking
 * test non functional yet
 * tools cant not be linked because of cross dependency problems
2008-12-17 17:53:32 +01:00

120 lines
3.7 KiB
C++

/*
ProcPatt - template for building some render processing network
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.
* *****************************************************/
#include "proc/asset/procpatt.hpp"
#include "proc/asset/proc.hpp"
#include "proc/assetmanager.hpp"
#include "proc/asset/buildinstruct.hpp"
#include "lib/util.hpp"
using util::isnil;
namespace asset
{
/** new processing pattern with empty instruction list.
* @todo preliminary implementation, storing the capabilities
* in the asset name field. We can do better, when
* it's clear what capabilities we need
*/
ProcPatt::ProcPatt (const Asset::Ident& idi)
: Struct (idi),
instructions_()
{ }
/** @internal used for creating a clone copy */
ProcPatt::ProcPatt (const Asset::Ident& idi, const InstructionSequence& instru)
: Struct (idi),
instructions_(instru)
{
TODO ("verify building instructions, maybe preprocess...");
}
/** create a new ProcPatt asset as a literal copy
* of this one. The new ProcPatt can then be customized
* independently of the original one. This allows using
* some ProcPatt as a template for creating more
* spezialized patterns.
*/
P<ProcPatt>
ProcPatt::newCopy (string newID) const
{
TODO ("implement the Pattern-ID within the propDescriptor!");
TODO ("implement a consitent struct asset naming scheme at one central location!!!!!");
const Asset::Ident newIdi ( this->ident.name+".X"
, this->ident.category
);
ProcPatt* pP = new ProcPatt (newIdi, this->instructions_);
return AssetManager::instance().wrap (*pP);
}
/** extend the processing instructions to add some Effect
* @param where denotes the insertion point where to attach the Effect
* @param node prototype of the Effect to be inserted when building.
*/
ProcPatt&
ProcPatt::attach(Symbol where, PProc& node)
{
DoAttach *last (0);
if ( !isnil (instructions_)
&& (last = boost::get<DoAttach> (&(instructions_.back())))
&& last->point==where
)
// instead of adding a new build instruct entry,
// we can extend the list in the last "DoAttach" entry.
last->nodes.push_back(node);
else
{
DoAttach entry(node, where);
BuildInstruct instruction(entry);
instructions_.push_back(instruction);
}
TODO ("declare dependency??");
return *this;
}
/** extend the processing instructions by reference to another
* ProcPatt, which will be "executed" at this point while building.
* This allowes for using simple PorcPatt instances as building blocks
* to define more complicated patterns.
*/
ProcPatt&
ProcPatt::operator+= (PProcPatt& toReuse)
{
DoRecurse entry(toReuse);
instructions_.push_back(BuildInstruct (entry));
TODO ("declare dependency??");
return *this;
}
} // namespace asset