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