LUMIERA.clone/src/proc/play/dummy-player-service.hpp

151 lines
4.7 KiB
C++
Raw Normal View History

/*
DUMMY-PLAYER-SERVICE.hpp - service implementing a dummy test player
Copyright (C) Lumiera.org
2009, 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 notification-service.hpp
** A public service provided by the GUI, implementing the gui::GuiNotification facade interface.
** The purpose of this service is to push state update and notification of events from the lower
** layers into the Lumiera GUI. Typically, this happens asynchronously and triggered by events
** within the lower layers.
**
** This service is the implementation of a layer separation facade interface. Clients should use
** proc::play::DummyPlayer#facade to access this service. This header defines the interface used
** to \em provide this service, not to access it.
**
** @see gui::GuiFacade
** @see guifacade.cpp starting this service
*/
#ifndef PROC_DUMMYPLAYER_SERVICE_H
#define PROC_DUMMYPLAYER_SERVICE_H
#include "include/dummy-player-facade.h"
#include "common/instancehandle.hpp"
#include "lib/singleton-ref.hpp"
#include <boost/noncopyable.hpp>
#include <boost/scoped_ptr.hpp>
#include <string>
namespace proc {
namespace play {
using std::string;
using lumiera::Subsys;
class DummyImageGenerator;
class TickService;
/********************************************************************
* Actual implementation of a single (dummy) playback process.
* The DummyPlayerService (see below) maintains a collection of such
* actively running playback processes, while the client code gets
* DummyPlayer::Process handles to track any ongoing use. Users of
* the plain C interface get a direct bare pointer to the respective
* ProcessImpl instance and have to manage the lifecycle manually.
*/
class ProcessImpl
2009-01-30 00:17:01 +01:00
: public lumiera_playprocess,
boost::noncopyable
{
uint fps_;
bool play_;
boost::scoped_ptr<DummyImageGenerator> imageGen_;
boost::scoped_ptr<TickService> tick_;
public:
ProcessImpl() ;
/* Implementation-level API to be used By DummyPlayerService */
/** activate a playback process
* with given specification */
void setRate (uint fps);
bool isActive () { return fps_ != 0; }
bool isPlaying() { return play_; }
void doPlay(bool yes);
DummyPlayer::Process createHandle();
static void terminate(ProcessImpl* process);
private:
void doFrame (); ///< periodically invoked while playing
};
/******************************************************
* Actual implementation of the DummyPlayer service.
* Creating an instance of this class automatically
* registers the interface lumieraorg_DummyPlayer with
* the Lumiera Interface/Plugin system and creates
* a forwarding proxy within the application core to
* route calls through this interface.
*/
class DummyPlayerService
: boost::noncopyable
{
string error_;
Subsys::SigTerm notifyTermination_;
/* === Interface Lifecycle === */
typedef lumiera::InstanceHandle< LUMIERA_INTERFACE_INAME(lumieraorg_DummyPlayer, 0)
, DummyPlayer
> ServiceInstanceHandle;
lib::SingletonRef<DummyPlayerService> implInstance_;
ServiceInstanceHandle serviceInstance_;
public:
DummyPlayerService(Subsys::SigTerm terminationHandle);
~DummyPlayerService() { notifyTermination_(&error_); }
/** conceptually, this serves as implementation
* of the DummyPlayer#start() function. But because
* this function sits \em behind the interface, it
* just returns an impl pointer. */
ProcessImpl* start (LumieraDisplaySlot viewerHandle);
};
} // namespace play
} // namespace proc
#endif