LUMIERA.clone/src/proc/play/render-configurator.hpp
Ichthyostega 7be1b7d35d Switch from TR1 preveiw to the new standard headers
- functional
- memory
- unordered collections
2014-04-03 22:42:48 +02:00

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4.3 KiB
C++

/*
RENDER-CONFIGURATOR.hpp - strategy to help building an actual render calculation stream
Copyright (C) Lumiera.org
2011, Hermann Vosseler <Ichthyostega@web.de>
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 render-configurator.hpp
** Strategy holding all the detail knowledge necessary to establish
** a running render CalculationStream.
**
** @see engine::EngineService
** @see engine::Feed
** @see engine::PlayService
*/
#ifndef PROC_PLAY_RENDER_CONFIGURATOR_H
#define PROC_PLAY_RENDER_CONFIGURATOR_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/play-process.hpp"
#include "proc/engine/calc-stream.hpp"
#include "proc/play/output-slot.hpp"
#include "proc/play/output-manager.hpp"
//#include "lib/iter-source.hpp"
//#include "lib/util.hpp"
//
#include <boost/noncopyable.hpp>
//#include <boost/scoped_ptr.hpp>
//#include <string>
#include <functional>
#include <vector>
namespace proc {
namespace play {
// using std::string;
// using lumiera::Subsys;
// using lumiera::Display;
// using lumiera::DummyPlayer;
// using util::isnil;
using std::function;
using proc::mobject::ModelPort;
// typedef proc::play::POutputManager POutputManager;
// typedef lib::IterSource<ModelPort>::iterator ModelPorts;
namespace error = lumiera::error;
/** Strategy for configuring the render process */
class RenderConfigurator
: boost::noncopyable
{
public:
virtual ~RenderConfigurator(); ///< this is an interface
Feed buildActiveFeed (ModelPort);
typedef function<Feed(ModelPort)> ConnectFunction;
protected:
/** retrieve a suitable output sink for the data
* to be produced at the given model exit point.
* While the port already defines the necessary StreamType,
* this strategy still has to decide what concrete output sink
* to use accordingly.
*/
virtual OutputSlot& getOutputFor (ModelPort port) =0;
/** build active rendering connections, thereby delivering each channel
* of the given model port into the corresponding output sink.
* This strategy will try to allocate the output slot for output (may fail).
* Moreover, a suitable combination of output timings and service quality
* will be picked
* @return List of active CalcStream descriptors, created and registered
* with the EngineFacade, one for each channel connection.
* @note when this strategy function returns, the corresponding
* render activities are already up and running.
*/
virtual engine::CalcStreams buildCalculationStreams (ModelPort, OutputSlot&) =0;
};
/** Factory function to build a RenderConfigurator
* specifically tailored for a PlayProcess, about to be started.
* @param outputPossibilities an OutputManager instance describing
* the situation where output is about to be generated (e.g.
* a viewer in the GUI or a file to be rendered)
* @param playbackTimings characterisation of the kind of play/render.
* Besides the required delivery interval, this might also define
* quality-of-service expectations.
* @return the public access point to an RenderConfigurator,
* wrapped as generic function object
*/
RenderConfigurator::ConnectFunction
buildRenderConfiguration (POutputManager outputPossibilities, Timings playbackTimings);
}} // namespace proc::play
#endif