/*
  PROCPATT.hpp  -  template for building some render processing network

  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.

*/


#ifndef ASSET_PROCPATT_H
#define ASSET_PROCPATT_H

#include "proc/asset/struct.hpp"

#include <vector>

using std::vector;



namespace proc {
namespace asset {
  
  using lib::Symbol;
  
  class Proc;
  class ProcPatt;
  struct BuildInstruct;
  typedef lib::P<const asset::Proc> PProc;
  typedef lib::P<const asset::ProcPatt> PProcPatt;
  
  typedef vector<BuildInstruct> InstructionSequence;
  
  /**
   * "Processing Pattern" is a structural Asset 
   * representing information how to build some part 
   * of the render engine's processing nodes network.
   */
  class ProcPatt
    : public Struct
    {
      InstructionSequence instructions_;
      
     ~ProcPatt();
      
      ProcPatt (const Asset::Ident&, const InstructionSequence&);
      
    protected:
      explicit ProcPatt (const Asset::Ident& idi);
      friend class StructFactoryImpl;
      
    public:
      lib::P<ProcPatt> newCopy (string newID) const;
      
      ProcPatt& attach (Symbol where, PProc& node);
      ProcPatt& operator+= (PProcPatt& toReuse);
      
    };
  
  
  
  
}} // namespace proc::asset
#endif
