Some recherche regarding the requirements and conditions of the GPL
made it clear that we are obliged to have at least an summary statement
of all authors and the years of their contributions embedded somewhere
in the source itself. The Git history alone is not sufficient to fulfil
this requirement, since a code base could be packaged as Tarball
and passed-on outside of any Git repository.
Thus I propose the following policy
- add yourself to the copyright header whenever you made
some ''significant'' contribution to a code file
- maintain a list of relevant authors at top-level,
indicating a time range of their contribution
- use the same information also in the debian/copyright (DEB package)
- clarify in the LICENSE that authorship can be extracted from Git
__Remark__: Anton Yakovlev made a single code contribution in 2009 (87e528bd),
which was never used anywhere and removed as part of a general clean-up in 2023.
Thus I do not list him as a code author, but he is mentioned in credits.txt
136 lines
3.4 KiB
C++
136 lines
3.4 KiB
C++
/*
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COMMON.hpp - global definitions and common types for the Steam-Layer
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Copyright (C)
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2008, Christian Thaeter <ct@pipapo.org>
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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 steam/common.hpp
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** Basic set of definitions and includes commonly used together.
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** Including common.hpp gives you a common set of elementary declarations
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** widely used within the C++ code of the Steam-Layer. Besides that, this
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** header is used to attach the doxygen documentation comments for all
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** the primary Stean-Layer namespaces
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**
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** @see main.cpp
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**
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*/
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#ifndef STEAM_COMMON_H
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#define STEAM_COMMON_H
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/* ===== frequently used common types ===== */
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#include "lib/p.hpp"
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#include "lib/util.hpp"
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#include "lib/nocopy.hpp"
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#include "lib/time/timevalue.hpp"
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#include "lib/symbol.hpp"
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#include "lib/error.hpp" // pulls in NoBug via loggging.h
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/**
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* Steam-Layer implementation namespace root.
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* Lumiera's middle layer contains the core models, both
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* high-level (session) and low-level (render nodes), together with
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* the Builder to translate between those two models, the command frontend,
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* session support system, the playback-and-render-control subsystem and
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* the API and backbone of the renderengine. Most render implementation
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* code resides in the vault layer or is loaded from plug-ins though.
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* @ingroup steam
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*/
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namespace steam {
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/**
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* The asset subsystem of the Steam-Layer.
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*/
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namespace asset { }
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/**
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* Steam-Layer dispatcher, controller and administrative facilities.
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*/
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namespace control { }
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/**
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* Playback and rendering control subsystem.
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* The so called "player" combines and orchestrates services from
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* the engine, session and vault to perform playback or rendering
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*/
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namespace play {
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}
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/**
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* Lumiera's render engine core and operational control.
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* Backbone of the engine, render nodes base and cooperation.
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* A good deal of the active engine code is outside the scope of the
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* Steam-Layer, e.g. code located in vault services and plugins.
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*/
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namespace engine {
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/**
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* Policies, definitions and tweaks to control the actual setup
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* and behaviour of the render engine, and the way, render nodes
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* are wired and instantiated
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*/
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namespace config { }
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}
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/**
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* Media-Objects, edit operations and high-level session.
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* @todo is this interface or implementation ??
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*/
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namespace mobject {
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/**
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* Namespace of Session and user visible high-level objects.
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*/
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namespace session { }
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/**
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* Namespace of the Builder, transforming high-level into low-level.
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*/
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namespace builder { }
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}//(End)namespace mobject
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/**
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* Fixture and low-level-Model.
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* The shared data structure used as render nodes network.
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* It is created or updated by the [Builder](\ref session::builder)
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* after any relevant change of \ref Session contents, while used
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* by the engine as work data structure for the render jobs.
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*/
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namespace fixture {
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}
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} //(End)namespace steam
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#endif /*STEAM_COMMON_H*/
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