lumiera_/src/proc/asset/sequence.hpp

108 lines
3.1 KiB
C++

/*
SEQUENCE.hpp - Compound of MObjects placed on a track tree. Building block of the Session
Copyright (C) Lumiera.org
2009, 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 sequence.hpp
** Structural building block of the session: a sequence of clips.
** A Sequence is both a structural element of the session and part of the
** public session API exposed to clients for discovering the session contents
** and structure. Sequences are implemented as structural assets, delegating
** the actual implementation to the track-MObjects within the model.
**
** Contrary to usual habits in video/sound editing software, in Lumiera the
** tracks form a tree and serve as backbone of the individual \em sequence,
** as opposed to the timeline, which manages output and frame quantisation,
** but not the track structure.
**
** Like every structural asset, the creation of sequences happens automatically
** on referral; Sequences can be queried from the StructFactory, providing additional
** requested capabilities. Commonly clients will retrieve a given sequence by query
** on the name-ID of the sequence: \c Struct::retrieve(Query<Sequence> ("id(theName)."))
** Additionally, a specific root track may be requested: \c "id(theName),rootTrack(trackID)."
**
** @see Session
** @see StructFactory
**
*/
#ifndef ASSET_SEQUENCE_H
#define ASSET_SEQUENCE_H
#include "proc/asset/struct.hpp"
//#include "proc/mobject/mobject.hpp"
//#include "proc/mobject/placement.hpp"
#include "proc/mobject/mobject-ref.hpp"
#include "lib/p.hpp"
#include "lib/element-tracker.hpp"
//#include <vector>
//#include <string>
//using std::vector;
//using std::string;
namespace mobject {
namespace session {
class Track;
typedef MORef<Track> RTrack;
}}
namespace asset {
class Sequence;
typedef lumiera::P<Sequence> PSequence;
/**
* TODO type comment
*/
class Sequence
: public Struct
, public lib::AutoRegistered<Sequence>
{
typedef mobject::session::RTrack RTrack;
Sequence (Ident const&); //////////////////////////////////////////////TICKET #692 pass in track here
public:
/** create and register a new Sequence instance */
static PSequence create (Asset::Ident const& idi);
protected:
virtual void unlink ();
};
typedef P<Sequence> PSequence;
///////////////////////////TODO currently just fleshing the API
} // namespace asset
#endif