LUMIERA.clone/src/proc/mobject/session/mobjectfactory.cpp

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/*
MObjectFactory - creating concrete MObject subclass instances
Copyright (C) CinelerraCV
2007, Christian Thaeter <ct@pipapo.org>
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.
* *****************************************************/
#include "proc/mobject/session/mobjectfactory.hpp"
#include "proc/mobject/session/clip.hpp"
#include "proc/mobject/session/effect.hpp"
#include "proc/asset/clip.hpp"
#include "proc/asset/effect.hpp"
namespace mobject
{
namespace session
{
/** creating a Clip-MObject to be placed within
* the EDL, based on a clip asset, which typically
* is obtained by calling the createClip()-function
* on some asset::Media. The newly created Clip-MO is
* internally linked with this media Asset and wrapped
* into a Placement, which takes ownership. So, when the
* render engine gets across this Clip-MO, it is able to
* obtain the media information contained in the corresponding
* asset.
*/
Placement<Clip>
MObjectFactory::operator() (shared_ptr<asset::Clip>& mediaDef)
{
//TODO sholdin't we rather store a ref to the underlying media assset??
return Placement<Clip> (new Clip (mediaDef));
}
/** */
Placement<Effect>
MObjectFactory::operator() (asset::Effect processorDef)
{
}
} // namespace mobject::session
} // namespace mobject