The Fixture and the low-level model backbone deserve a distinct namespace on their own. Since it's built by the Builder from the Session contents, and also used by the frame dispatch, we can expect dependence on some types from Steam-Layer, and thus this namespace needs to reside in Steam-Layer rather, while the actual low-level Model might become part of Vault-Layer, creating a hierarchy of data structures. (Remark: likely also the session related namespaces will need a reorganisation)
89 lines
2.9 KiB
C++
89 lines
2.9 KiB
C++
/*
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SEGMENTATION-TOOL.hpp - Tool for creating a partitioning of the current timeline
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Copyright (C) Lumiera.org
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2008, 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 segmentation-tool.hpp
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** Visiting tool to create a viable _segmentation_ of the timeline for rendering.
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** Within each such segment, the _configuration and wiring_ of the render node network
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** is considered stable. Any further variation within a segment is created solely by varying
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** parameters (automation). The created Segmentation is considered the "backbone" of the
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** low-level render node network
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** @todo stalled design draft from 2008 -- basically still considered relevant as of 2016
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*/
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#ifndef MOBJECT_BUILDER_SEGMENTATION_TOOL_H
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#define MOBJECT_BUILDER_SEGMENTATION_TOOL_H
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#include "steam/mobject/builder/applicable-builder-target-types.hpp"
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#include "steam/fixture/segmentation.hpp"
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#include "steam/fixture/fixture.hpp" //////TODO really on the header??
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#include <list>
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using std::list;
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namespace steam {
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namespace mobject {
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namespace builder {
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/**
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* Tool implementation for deriving a partitioning of the current
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* timeline, such that each Segment has a constant configuration.
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* "Constant" means here, that any remaining changes over time
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* can be represented by automation solely, without the need
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* to change the node connections.
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*/
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class SegmentationTool
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: public ApplicableBuilderTargetTypes<SegmentationTool>
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{
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public:
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SegmentationTool (fixture::Fixture &) ;
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void treat (mobject::session::Clip& clip) ;
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void treat (mobject::session::Effect& effect) ;
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void treat (mobject::Buildable& something) ;
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void onUnknown (Buildable& target) ; /////////TODO why doesn't the treat(Buildable) function shadow this??
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bool empty() const;
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private:
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using Segment = fixture::Segment;
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/** Partitioning of the Timeline to be created by this tool. */
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//session::Segmentation& segments_;
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///////////////////////////////////////////TODO: either put it inline, or use a scopend_ptr!!!!!!!!!!
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};
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}}} // namespace steam::mobject::builder
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#endif /*MOBJECT_BUILDER_SEGMENTATION_TOOL_H*/
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