65 lines
2 KiB
C++
65 lines
2 KiB
C++
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/*
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MObjectFactory - creating concrete MObject subclass instances
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Copyright (C) CinelerraCV
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2007, Christian Thaeter <ct@pipapo.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the
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License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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#include "proc/mobject/session/mobjectfactory.hpp"
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#include "proc/mobject/session/clip.hpp"
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#include "proc/mobject/session/effect.hpp"
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#include "proc/asset/clip.hpp"
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#include "proc/asset/effect.hpp"
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namespace mobject
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{
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namespace session
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{
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/** creating a Clip-MObject to be placed within
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* the EDL, based on a clip asset, which typically
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* is obtained by calling the createClip()-function
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* on some asset::Media. The newly created Clip-MO is
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* internally linked with this media Asset and wrapped
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* into a Placement, which takes ownership. So, when the
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* render engine gets across this Clip-MO, it is able to
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* obtain the media information contained in the corresponding
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* asset.
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*/
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Placement<Clip>
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MObjectFactory::operator() (shared_ptr<asset::Clip>& mediaDef)
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{
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//TODO sholdin't we rather store a ref to the underlying media assset??
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return Placement<Clip> (new Clip (mediaDef));
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}
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/** */
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Placement<Effect>
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MObjectFactory::operator() (asset::Effect processorDef)
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{
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}
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} // namespace mobject::session
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} // namespace mobject
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