start fleshing out a display facade interface
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src/include/display-facade.h
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src/include/display-facade.h
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/*
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DISPLAY-FACADE.hpp - accessing a display for outputting frames
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Copyright (C) Lumiera.org
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2009, Hermann Vosseler <Ichthyostega@web.de>
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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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#ifndef GUI_INTERFACE_DISPLAY_H
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#define GUI_INTERFACE_DISPLAY_H
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struct lumiera_displaySlot_struct
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{
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unsigned int index_;
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};
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typedef struct lumiera_displaySlot_struct LumieraDisplaySlot; ///< value semantics
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struct lumiera_displayFrame_struct
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{
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void* const buff_;
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};
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typedef struct lumiera_displayFrame_struct LumieraDisplayFrame;
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#ifdef __cplusplus /* ============== C++ Interface ================= */
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#include "include/interfaceproxy.hpp"
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#include <boost/noncopyable.hpp>
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#include <tr1/functional>
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namespace lumiera {
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using std::tr1::function;
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// class ProcessImpl;
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/******************************************************************
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* Interface for outputting frames to an (already allocated) viewer
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* or display. The viewer is addressed by an "slot" handle, which the
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* client receives from some other public interface. This reflects
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* the fact that is's not up to the client to create an display or
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* viewer; rather they are provided by some internal facility and
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* the client code is handed out an display handle in the course
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* of a larger interaction, like starting a player. This way,
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* when the client code actually is about to produce output,
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* he can allocate the slot and obtain a Displayer (functor)
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* for pushing the frames out. (Users of the C Language Interface
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* have to carry out these steps manually and also have to care
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* for cleaning up and deallocating the slot).
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*
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* @note This is a first draft version of a rather important
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* interface. The current version as of 1/2009 just serves
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* a mockup player implementation. You can expect this interface
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* to change considerably if we get at devising the real player.
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* @see dummy-player-facade.hpp
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* @see gui::PlaybackController
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*
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*/
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class Display
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{
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public:
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/**
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* Functor for pushing frames to the display
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*/
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typedef function<void(Frame*)> Displayer;
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/** allocate an already existing display/viewer for output
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* @return a functor representing the frame sink */
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virtual Displayer getHandle(LumieraDisplaySlot) =0;
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virtual ~DummyPlayer();
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};
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} // namespace lumiera
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extern "C" {
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#endif /* =========================== CL Interface ===================== */
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#include "common/interface.h"
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LUMIERA_INTERFACE_DECLARE (lumieraorg_Display, 0
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, LUMIERA_INTERFACE_SLOT (void, put,(LumieraDisplaySlot, LumieraDisplayFrame, bool))
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);
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#ifdef __cplusplus
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}
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#endif
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#endif
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@ -24,6 +24,7 @@
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#ifndef PROC_INTERFACE_DUMMYPLAYER_H
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#define PROC_INTERFACE_DUMMYPLAYER_H
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#include "include/display-facade.h"
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struct lumiera_playprocess_struct { };
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