/* CALC-STREAM.hpp - abstraction representing a series of scheduled calculations Copyright (C) Lumiera.org 2011, 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. */ #ifndef PROC_ENGINE_CALC_STREAM_H #define PROC_ENGINE_CALC_STREAM_H #include "lib/error.hpp" #include "proc/play/timings.hpp" #include "proc/play/output-slot.hpp" #include "proc/engine/calc-plan-continuation.hpp" //#include "include/dummy-player-facade.h" //#include "include/display-facade.h" //#include "common/instancehandle.hpp" //#include "lib/singleton-ref.hpp" // //#include //#include //#include #include namespace proc { namespace engine{ namespace error = lumiera::error; // using std::string; // using lumiera::Subsys; // using lumiera::Display; // using lumiera::DummyPlayer; /** * Abstract definition of the environment * hosting a given render activity (CalcStream). * Exposes all the operations necessary to adjust the * runtime behaviour of the render activity, like e.g. * re-scheduling with modified playback speed. Since the * CalcStream is an conceptual representation of "the rendering", * the actual engine implementation is kept opaque this way. */ class RenderEnvironmentClosure { public: virtual ~RenderEnvironmentClosure() { } ///< this is an interface virtual play::Timings& effectiveTimings() =0; }; /********************************************************* * A calculation stream groups and abstracts a series of * calculation jobs, delivering frames into the configured * OutputSlot in a timely fashion. Behind the scenes, this * "stream of calculations" will be translated into several * jobs enqueued with the scheduler in the backend layer. * The implementation of the \link Dispatcher frame dispatch * step \endlink cares to create and configure these jobs * and to manage the necessary dependencies and callbacks. * * Regarding the implementation, a CalcStream is an const * value object holding the metadata necessary to manage * the underlying jobs. The only way to create a CalcStream * properly is to retrieve it from the factory functions * of the EngineService. At that point, the corresponding * jobs will already be configured and enqueued. */ class CalcStream { RenderEnvironmentClosure* eng_; engine::CalcPlanContinuation* plan_; protected: CalcStream (RenderEnvironmentClosure& abstractEngine) : eng_(&abstractEngine) { } friend class EngineService; public: CalcStream() : eng_(0) , plan_(0) { } ~CalcStream() { } // using standard copy operations CalcStream sendToOutput (play::DataSink) { UNIMPLEMENTED ("set up dispatcher to start calculating and feeding to the given output sink"); return *this; } play::Timings const& getTimings() { if (!eng_) throw error::State ("attempt to get the playback timings " "of an unconfigured, disabled or halted calculation stream" ,error::LUMIERA_ERROR_LIFECYCLE); return eng_->effectiveTimings(); } }; typedef std::vector CalcStreams; } // namespace engine } // namespace proc #endif