/* SOURCE.hpp - Representation of a Media source Copyright (C) Lumiera.org 2008, Hermann Vosseler 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 source.hpp ** Processing node to read media data. ** The render engine node network is activated by _"pulling"_ from the _exit nodes._ ** Recursively, any rendering calculations will eventually hit a engine::Source node, ** to retrieve existing (raw) media data ** @todo this file is there since the very first code generation steps at start ** of the Lumiera project. It is not yet clear if those source reading nodes ** will indeed be ProcNode subclasses, or rather specifically configured ** processing nodes... */ #ifndef ENGINE_SOURCE_H #define ENGINE_SOURCE_H #include "proc/engine/procnode.hpp" namespace proc { namespace engine { /** * Source Node: represents a media source to pull data from. * Source is special, because it has no predecessor nodes, * but rather makes calls down to the data backend internally * to get at the raw data. */ class Source : public ProcNode { Source (WiringDescriptor const&); }; }} // namespace proc::engine #endif