91 lines
2.8 KiB
C++
91 lines
2.8 KiB
C++
/*
|
|
ASSET-CONTROLLER.hpp - asset management UI top level
|
|
|
|
Copyright (C) Lumiera.org
|
|
2017, 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 asset-controller.hpp
|
|
** User interface for asset management.
|
|
** Aside of the media objects to be edited, the session holds a section dedicated
|
|
** to the bookkeeping aspects, where all of the assets relevant to the project are
|
|
** listed, catalogued and tracked. There is a corresponding section in the UI to
|
|
** offer this bookkeeping view -- which includes the tremendously important hierarchy
|
|
** of media and clip bins, where all of the material is organised and prepared for
|
|
** editing. Another topic subsumed under _asset management,_ yet presented separately
|
|
** is anything related to settings and project setup.
|
|
**
|
|
** As with any part of the UI, there is some correspondence to session model components
|
|
** and a connection via UI-Bus and diff framework. We get one top-level UI element, the
|
|
** AssetController, to correspond to the asset::AssetManager in the session. The
|
|
** basically fixed structure of asset categories and subsections is reflected in
|
|
** likewise fixed access operations in this controller, allowing to enter a
|
|
** dedicated UI for each of the asset subsections...
|
|
**
|
|
** @todo WIP 2/2017 early draft / a new UI backbone
|
|
**
|
|
** @see proc::mobject::Session
|
|
** @see proc::asset::Asset
|
|
** @see timeline-controller.hpp
|
|
** @see interaction-director.hpp
|
|
** @see ui-bus.hpp
|
|
*/
|
|
|
|
|
|
#ifndef GUI_SETTING_ASSET_CONTROLLER_H
|
|
#define GUI_SETTING_ASSET_CONTROLLER_H
|
|
|
|
#include "gui/gtk-base.hpp"
|
|
|
|
#include <boost/noncopyable.hpp>
|
|
//#include <string>
|
|
//#include <memory>
|
|
|
|
|
|
namespace gui {
|
|
namespace setting {
|
|
|
|
// using std::unique_ptr;
|
|
// using std::string;
|
|
|
|
// class GlobalCtx;
|
|
|
|
|
|
|
|
/**
|
|
* Top level controller for the asset managment section in the UI.
|
|
*
|
|
* @todo initial draft as of 2/2017 -- actual implementation has to be filled in
|
|
*/
|
|
class AssetController
|
|
: boost::noncopyable
|
|
{
|
|
|
|
public:
|
|
AssetController();
|
|
~AssetController();
|
|
|
|
private:
|
|
|
|
};
|
|
|
|
|
|
|
|
}}// namespace gui::setting
|
|
#endif /*GUI_SETTING_ASSET_CONTROLLER_H*/
|