/* PLAY-PROCESS.hpp - state frame for an ongoing play/render process 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. */ /** @file play-process.hpp ** Organisational unit of an ongoing render- or playback process. ** A process object doesn't perform any work in itself, rather it's ** an entry in the process table maintained within the PlayService. ** This table entry is used to keep track of the individual data feeds, ** each corresponding to one of the global pipes to be "performed" in order ** to generate output data. Usually, these global pipes all belong to a given ** Timeline (but other setups are possible as well). ** ** Each of these Feed objects comprising a play process is in turn responsible ** for getting one or multiple CalculationStream entities configured and operative ** within the actual render engine. Each of these calculation streams corresponds ** to a running series of calculations for consecutive frames, to be delivered ** in a time-bound fashion from the render engine into an OutputSlot, allocated ** for rendering this specific feed. ** ** A PlayProcess isn't exposed directly to client code -- it's the body object, ** while a Play::Controller handle is returned to the client (PImpl pattern). ** Using this controller frontend, clients are allowed to control and change ** the playback or rendering state and goals, which then causes the PlayProcess ** to reconfigure the ongoing or planned calculations. ** ** @see lumiera::DummyPlayer ** @see gui::PlaybackController usage example */ #ifndef PROC_PLAY_PLAY_PROCESS_H #define PROC_PLAY_PLAY_PROCESS_H #include "lib/error.hpp" //#include "include/dummy-player-facade.h" //#include "include/display-facade.h" //#include "common/instancehandle.hpp" //#include "lib/singleton-ref.hpp" #include "proc/mobject/model-port.hpp" #include "proc/play/output-manager.hpp" #include "lib/iter-source.hpp" #include "lib/util.hpp" // #include //#include //#include #include namespace proc { namespace play { // using std::string; // using lumiera::Subsys; // using lumiera::Display; // using lumiera::DummyPlayer; using util::isnil; using proc::mobject::ModelPort; typedef proc::play::POutputManager POutputManager; typedef lib::IterSource::iterator ModelPorts; namespace error = lumiera::error; /** * Rendering data feed, corresponding to a single * global pipe and to be delivered into a single OutputSlot. * A feed may still be comprised of multiple channels, but is * bound to operate on a single type of media data only. */ class Feed { public: typedef lib::IterSource::iterator Connections; Feed (ModelPort, OutputSlot&); }; /****************************************************** * Playback/Render process within the Lumiera Player. * This is a top-level implementation entity, created * by the PlayService when \em performing a timeline * or similar model object. A PlayProcess doesn't * perform calculations; rather it serves to group * all the handles, registrations, calculation contexts * and similar entries necessary to make the calculations * happen within the renderengine and to send the generated * data to an output sink. * * @note PlayProcess entities are never directly visible. * Client code handles and controls these processes * through a lumiera::Play::Controller returned * from the PlayService. */ class PlayProcess : boost::noncopyable { std::vector outputFeeds_; PlayProcess (Feed::Connections pipeConnections); public: static PlayProcess* initiate (ModelPorts dataGenerators, POutputManager outputDestinations); }; }} // namespace proc::play #endif