LUMIERA.clone/src/proc/asset/proc.hpp

131 lines
3.4 KiB
C++
Raw Normal View History

/*
PROC.hpp - key abstraction: data-processing assets
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 proc.hpp
** Data processing Plugins and Codecs can be treated as 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::Proc instances
** directly from the AssetManager, we define a specialisation of the Asset ID.
**
** @see asset.hpp for explanation
** @see ProcFactory creating concrete asset::Proc instances
**
*/
#ifndef ASSET_PROC_H
#define ASSET_PROC_H
#include "pre_a.hpp"
#include "proc/asset.hpp"
#include "lib/factory.hpp"
#include "lib/streamtype.hpp"
2009-01-05 16:17:17 +01:00
namespace asset {
class Proc;
class ProcFactory;
typedef P<const Proc> PProc;
template<>
class ID<Proc> : public ID<Asset>
{
public:
ID (size_t id);
ID (const Proc&);
};
/**
* key abstraction: data processing asset
* @todo just a stub, have to figure out what a asset::Proc is
*/
class Proc : public Asset
{
public:
static ProcFactory create;
virtual const ID<Proc>& getID() const ///< @return ID of kind Proc
{
return static_cast<const ID<Proc>& > (Asset::getID());
}
typedef lumiera::StreamType::ImplFacade::DataBuffer Buff;
typedef Buff* PBuff;
typedef void (ProcFunc) (PBuff);
/** resolve any plugin and configuration info
* to yield the actual media data processing function.
* @return a function ready to be invoked; either the
* "real thing" or a suitable placeholder.
* @throw lumiera::error::Fatal if unable to provide
* any usable function or placeholder. This case
* can be considered exceptional and justifies a
* subsystem failure.
*/
virtual ProcFunc*
resolveProcessor() const =0;
protected:
Proc (const Asset::Ident& idi) : Asset(idi) {} //////////////TODO
friend class ProcFactory;
};
// definition of ID<Proc> ctors is possible now,
// after providing full definition of class Proc
inline ID<Proc>::ID(size_t id) : ID<Asset> (id) {};
inline ID<Proc>::ID(const Proc& proc) : ID<Asset> (proc.getID()) {};
/**
2009-01-05 16:17:17 +01:00
* Factory specialised for creating Processor Asset objects.
*/
class ProcFactory : public lib::Factory<asset::Proc>
{
public:
typedef P<asset::Proc> PType;
PType operator() (Asset::Ident& key); ////////////TODO define actual operation
};
} // namespace asset
#endif