/* MObjectFactory - creating concrete MObject subclass instances Copyright (C) CinelerraCV 2007, Christian Thaeter 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. * *****************************************************/ #include "proc/mobject/session/mobjectfactory.hpp" #include "proc/mobject/session/clip.hpp" #include "proc/mobject/session/effect.hpp" #include "proc/asset/clip.hpp" #include "proc/asset/effect.hpp" namespace mobject { namespace session { /** creating a Clip-MObject to be placed within * the EDL, based on a clip asset, which typically * is obtained by calling the createClip()-function * on some asset::Media. The newly created Clip-MO is * internally linked with this media Asset and wrapped * into a Placement, which takes ownership. So, when the * render engine gets across this Clip-MO, it is able to * obtain the media information contained in the corresponding * asset. */ Placement MObjectFactory::operator() (shared_ptr& mediaDef) { //TODO sholdin't we rather store a ref to the underlying media assset?? return Placement (new Clip (mediaDef)); } /** */ Placement MObjectFactory::operator() (asset::Effect processorDef) { } } // namespace mobject::session } // namespace mobject