124 lines
3.3 KiB
C++
124 lines
3.3 KiB
C++
/*
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BUILDINSTRUCT.hpp - Instructions for building some configuration of render nodes.
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Copyright (C)
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2008, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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*/
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/** @file buildinstruct.hpp
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** Helper classes used by asset::ProcPatt to represent the processing information.
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** Consider these classes as owned by ProcPatt. Non-inline functions go to procpatt.cpp
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**
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*/
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#ifndef STEAM_ASSET_BUILDINSTRUCT_H
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#define STEAM_ASSET_BUILDINSTRUCT_H
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#include "lib/symbol.hpp"
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#include <boost/variant.hpp>
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#include <string>
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using std::string;
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namespace steam {
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namespace asset {
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using lib::Symbol;
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using lib::Literal;
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class Proc;
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class ProcPatt;
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using PProc = lib::P<const asset::Proc>;
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using PProcPatt = lib::P<const asset::ProcPatt>;
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static Symbol CURRENT = "current";
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struct DoAttach
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{
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vector<PProc> nodes;
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/** identifying the point where the nodes should be attached */
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Literal point;
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DoAttach (Symbol where = CURRENT)
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: point(where)
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{ }
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DoAttach (PProc& node, Symbol where = CURRENT)
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: point(where)
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{
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nodes.push_back(node);
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}
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};
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struct DoRecurse
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{
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PProcPatt subPattern_;
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explicit DoRecurse (PProcPatt& pattern) : subPattern_(pattern) {}
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};
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class DoConditional
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{
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// How to do this? we need some context to test the condition...
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};
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typedef boost::variant< DoAttach, DoRecurse, DoConditional > InstructEntry;
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/**
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* (Interface) building instructions to be executed by the Builder
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* on the render node network under construction. The purpose of this
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* "micro language" is to be able to store in the configuration or session
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* how certain parts of the model should be assembled. One important example
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* is how to build a source reading chain to read and decode frames from a
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* media file. Another example being a global audio Pipe, comprised of an
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* EQ plugin, a fader and a panner.
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* \par
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* Build instructions are tightliy coupled to asset::ProcPatt and always
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* created from there.
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* @see ProcPatt::attach
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* @see ProcPatt::operator+=
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*
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*/
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struct BuildInstruct
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: public InstructEntry
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{
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template<typename T>
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BuildInstruct (T& instr) : InstructEntry() {}
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// TODO: this ctor is *not* correct, just to make it compile
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// There is a strange problem with boost::variant, probably because the
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// template parameter T could be anything (but actually we know it's one
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// of our Instruction types.
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// I have to re-investigate this design anyway, and probably will replace
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// the boost::variant by something else, derive from a common base or such.
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// Note: as of 8/2008 ProcPatt is just a draft and not implemented.
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// Note: 9/2013 : meanwhile the obvious solution would be to use our "polymorphic value",
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// which was invented exactly to solve this notorious design mismatch in C++
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};
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}} // namespace steam::asset
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#endif
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