Doxygen: fill in missing file level headlines for Proc-Layer (Assets)

This commit is contained in:
Fischlurch 2016-11-08 14:18:28 +01:00
parent faa9cfca14
commit 88405c3f2a
33 changed files with 74 additions and 108 deletions

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/** @file category.cpp
** TODO category.cpp
** Implementation parts regarding Asset categorisation
*/

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/** @file category.hpp
** TODO category.hpp
** Definition of Asset categorisation
*/

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/** @file clip.cpp
** TODO clip.cpp
** Clip Asset implementation
*/

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/** @file clip.hpp
** TODO clip.hpp
** Definition of Asset representation for a media clip
*/

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/*
Codec(Asset) - description of some media data decoder or encoder facility
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 codec.cpp
** TODO codec.cpp
*/
#include "proc/asset/codec.hpp"
namespace proc {
namespace asset {
}} // namespace proc::asset

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/** @file codec.hpp
** TODO codec.hpp
** Definition of a Codec Asset
** @deprecated as of 2016 it seems questionable we'll have to deal with such assets,
** since coding/decoding will always be delegated to widely available libraries.
*/

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/*
CompoundMedia - multichannel media
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 compoundmedia.cpp
** TODO compoundmedia.cpp
*/
#include "proc/asset/compoundmedia.hpp"
namespace proc {
namespace asset
{
/** */
}} // namespace proc::asset

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/** @file compoundmedia.hpp
** TODO compoundmedia.hpp
** Definition of an Asset to represent a clustering or compound of several media
** @warning early draft, never put into use as of 2016 (but there wasn't a reason to
** do so either, since we didn't get up to dealing with this topic)
*/

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/** @file dataset.hpp
** TODO dataset.hpp
** Definition of an Asset to represent a set of control data
** An example would be captured animation data from some kind of external controller.
** @warning as of 2016, this is a design placeholder. The concept seems reasonable though.
*/

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/** @file db.hpp
** TODO db.hpp
** Implementation of the _Asset database_.
** Simplistic hash based lookup-table.
** @internal implementation details of the AssetManager
*/

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/** @file effect.cpp
** TODO effect.cpp
** Implementation level functionality regarding the Asset representation of effects
** @todo still unimplemented and stalled work as of 2016
*/

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/** @file effect.hpp
** TODO effect.hpp
** Definition of an Asset representation for any kind of _effect_ or media processor.
*/

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/** @file inventory.hpp
** TODO inventory.hpp
** Exposing an ID registration cluster as a Meta Asset
** @todo implementation draft from 2010, stalled as of 2016,
** but likely to be of relevance eventually...
*/

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/** @file media.cpp
** TODO media.cpp
** Implementation regarding the Media Asset abstraction
*/

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/** @file media.hpp
** Media data is a specific kind of Asset.
** Media data represented a specific kind of Asset.
** For the different <i>kinds</i> of Assets, we use sub-interfaces inheriting
** from the general Asset interface. To be able to get asset::Media instances
** directly from the AssetManager, we define a specialisation of the Asset ID.

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/** @file meta.cpp
** TODO meta.cpp
** Implementation details regarding the Meta Asset category
*/

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/** @file pipe.cpp
** TODO pipe.cpp
** Implementation details regarding the Asset representation of a processing Pipe
*/

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/** @file pipe.hpp
** TODO pipe.hpp
** A "processing pipe" represented as Asset.
** The Pipe Asset, especially the ID<Pipe> plays a crucial role within the
** Session model to represent both attachment points for further media processors
** and connection designations, which will be resolved to some input/output port
** during the Builder run.
*/

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/** @file preview.cpp
** TODO preview.cpp
** Implementation details regarding a placeholder / "Proxy" / preview media asset
*/

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/** @file preview.hpp
** TODO preview.hpp
** Placeholder "proxy" Asset
*/

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/** @file proc.cpp
** TODO proc.cpp
** Implementation details regarding the Asset representation of a media processing facility
*/

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/** @file procpatt.cpp
** TODO procpatt.cpp
** Implementation details related to "processing pattern" assets.
*/

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/** @file procpatt.hpp
** TODO procpatt.hpp
** Definition of a [structural asset](\ref struct.hpp) to express patterns of wiring or processing
** Processing patterns can be seen as some kind of "micro code" (or macro code, if you prefer this
** view angle), which will be executed within the machinery to wire and configure the render nodes
** network, based on the objects in the Session model.
*/

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/** @file sequence.cpp
** TODO sequence.cpp
** Implementation parts of the Sequence entity within the Session model
*/

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** on the name-ID of the sequence: \c Struct::retrieve(Query<Sequence> ("id(theName)."))
** Additionally, a specific fork root may be requested: \c "id(theName),rootFork(trackID)."
**
** @todo this is a very crucial part of the emerging design of the session model. Unfortunately,
** development on that frontier has stalled since 2010, since we focused efforts towards
** the player, the engine and the GUI lately (as of 2016)
**
** @see Session
** @see StructFactory
**

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/** @file struct.cpp
** TODO struct.cpp
** Implementation functions to support the "structural asset" abstraction.
** This translation unit defines some functions of high importance for querying
** and self-discovery of model parts. Moreover, it drives explicit template specialisations
** for the core functions of the StructFacotry.
**
** # Vision
** The vision is to express knowledge, configuration and some flexible parts of the model construction
** through predicate rules. To support this vision, at various places within the translation from
** Session model to render node network, a _query_ is used instead of hard wired functionality.
** @todo while most code here is a very preliminary draft (let's call it a hack), as of 2016
** we acknowledge that this design is here to stay and represents one of the most
** distinctive features of Lumiera
*/

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/** @file struct.hpp
** Asset representation of structural elements within the model.
** Structural parts of the Session (e.g. "tracks", i.e. Fork objects) can be
** reflected into the "bookkeeping view" as a specific Kind of Asset.
** For the different \em kinds of Assets, we use sub-interfaces inheriting
** For the different _kinds of Assets_, we use sub-interfaces inheriting
** from the general Asset interface, each of which expose a distinguishing feature.
** In the case of structural assets, the key point is the ability to retrieve an
** instance based on a capabilities query; structural assets are typically created
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** - "tracks" are implemented as Fork represented as \c entryID within the asset view.
** - ProcPatt is used as a blueprint in the build process, a standard connection pattern
**
** \par access and creation
** ## access and creation
**
** asset::Struct instances are created on demand; the interface is to invoke the
** StructFactory with a (typed) Query describing properties or capabilities.
** In case this query succeeds, an existing asset will be returned, otherwise

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/** @file timeline.cpp
** TODO timeline.cpp
** Implementation functions of the Timeline entity within the Session model
*/
#include "proc/asset/timeline.hpp"
//#include "proc/mobject/session/fork.hpp"
//#include "proc/mobject/placement.hpp"
//#include "proc/mobject/session/mobjectfactory.hpp"
#include "proc/mobject/session/binding.hpp"
#include "proc/assetmanager.hpp"

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** the interfaces. Ichthyo expects this registration service to play a crucial role
** when it comes to integrating a real resolution engine (prolog). For now, the
** only interesting point is how to handle the automatic registration.
** @todo and as of 2016, we acknowledge the importance of this approach,
** just the topic is deferred for now and will be picked up later...
**
** @see configrules.hpp
** @see typed-lookup.cpp corresponding implementation

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/** @file typed-lookup.cpp
** TODO typed-lookup.cpp
** Implementation backend for a registration service to associate IDs, types and object instances
** @todo this is placeholder code for an important facility, required once we engage into
** predicate rules based configuration. For now (as of 2016), efforts towards this important
** goal have been postponed, because we have to focus on a working engine first
*/

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/** @file unknown.cpp
** TODO unknown.cpp
** Implementation functions regarding a marker asset for unknown media.
*/

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/** @file unknown.hpp
** TODO unknown.hpp
** Marker Asset to indicate an unknown media source.
** Elements marked as Unknown are retained in disabled state within the model.
** This allows to open and work on a session file, without having all of the
** data, setup or environment available
*/

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/** @file viewer.cpp
** TODO viewer.cpp
** Implementation functions to represent a viewer or viewer attachment point.
** @todo half finished draft, topic was postponed as of 2014, but will become relevant again
*/