lumiera_/src/steam/mobject/builder/toolfactory.cpp
Ichthyostega d58174db4d Segmentation: reorganise namespaces
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)
2023-04-25 18:27:16 +02:00

101 lines
2.8 KiB
C++

/*
ToolFactory - supply of Tool implementations for the Builder
Copyright (C) Lumiera.org
2008, 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 toolfactory.cpp
** Implementation of factory functions for the tools used within the Builder
** @todo stalled design draft from 2008 -- basically still considered relevant as of 2016
*/
#include "steam/mobject/builder/toolfactory.hpp"
#include "lib/util.hpp"
#include <memory>
namespace steam {
namespace mobject {
namespace builder {
using util::isnil;
using std::unique_ptr;
struct BuildProcessState
{
fixture::Fixture & fixedTimeline_;
unique_ptr<engine::RenderGraph> procSegment_;
unique_ptr<SegmentationTool> segmentation_;
unique_ptr<NodeCreatorTool> fabrication_;
BuildProcessState (fixture::Fixture& theTimeline)
: fixedTimeline_(theTimeline),
procSegment_(new engine::RenderGraph())
{ }
};
ToolFactory::ToolFactory (fixture::Fixture& theFixture)
: state_(new BuildProcessState (theFixture))
{
ENSURE (state_->fixedTimeline_.isValid());
ENSURE (state_->procSegment_.get());
}
SegmentationTool &
ToolFactory::configureSegmentation ()
{
REQUIRE (state_->fixedTimeline_.isValid());
REQUIRE (state_->procSegment_.get());
state_->segmentation_.reset (new SegmentationTool (state_->fixedTimeline_));
return *(state_->segmentation_);
}
NodeCreatorTool &
ToolFactory::configureFabrication () //////////////////////TODO: should iterate in some way!
{
REQUIRE (state_->procSegment_.get());
REQUIRE (!isnil (*(state_->segmentation_)));
state_->fabrication_.reset (new NodeCreatorTool(*this, *state_->procSegment_));
return *(state_->fabrication_);
}
engine::RenderGraph&
ToolFactory::getProduct ()
{
state_->segmentation_.reset(0);
state_->fabrication_.reset(0);
UNIMPLEMENTED ("anything regarding the fixture and build process....");
return *state_->procSegment_;
}
}}} // namespace steam::mobject::builder