lumiera_/src/gui/setting/asset-controller.hpp

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*/