/* EXPLICITPLACEMENT.hpp - special Placement yielding an absolute location (Time,Output) for a MObject 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 explicitplacement.hpp ** Core abstraction: completely resolved placement of an MObject ** Within the session model, all media objects are attached with the help ** of mobject::Placement elements. These are the "glue" to stitch the model ** together. However, placements are typically only defined in parts, and what ** is left out in the definition is assumed to be _"obvious from the context"._ ** ** The core operation within Proc-Layer is the Builder run, which walks the Session model ** to resolve and fill in all the contextual information. The result is a completely resolved ** Placement for each actually visible and relevant entity. Such is represented as ExplicitPlacement. ** These are arranged into the backbone structure, the Fixture, and the actual render node network ** necessary to _render_ those contents is attached below. */ #ifndef PROC_MOBJECT_EXPLICITPLACEMENT_H #define PROC_MOBJECT_EXPLICITPLACEMENT_H #include "proc/mobject/placement.hpp" namespace proc { namespace mobject { /** * Special kind of Placement, where the location of the * MObject has been nailed down to a fixed position. * The Session maintains a special list of Placements, * which actually is a snapshot of all Session contents fixed * and reduced to simple positions. This so called Fixture * contains only ExplicitPlacement objects and is processed * by the Builder to create the render engine node network. * * @see Placement#resolve factory method for deriving an ExplicitPlacement */ class ExplicitPlacement : public Placement { public: const Time time; const Pipe pipe; typedef std::pair SolutionData; //TODO (ichthyo considers better passing of solution by subclass) /** no need to resolve any further, as this ExplicitPlacement * already \e is the result of a resolve()-call. * //////////////////////TICKET #439 */ virtual ExplicitPlacement resolve () const { return *this; } protected: /* @todo ichthyo considers a much more elegant implementation utilising a subclass * of FixedLocation, which would serve as Placement::LocatingSolution, and * would be used as LocatingPin::chain subobject as well, so that it could * be initialised directly here in the ExplicitPlacement ctor. * (ichthyo: see Trac #100) */ ExplicitPlacement (const Placement& base, const SolutionData found) : Placement(base), time(found.first), pipe(found.second) { }; friend ExplicitPlacement Placement::resolve () const; private: /** copying prohibited, ExplicitPlacement is effectively const! */ ExplicitPlacement& operator= (const ExplicitPlacement&); }; }} // namespace proc::mobject #endif /*PROC_MOBJECT_EXPLICITPLACEMENT_H*/