LUMIERA.clone/src/proc/asset/timeline.hpp

123 lines
4 KiB
C++

/*
TIMELINE.hpp - independent top-level element of the Session
Copyright (C) Lumiera.org
2009, 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 timeline.hpp
** Top level structural element within the session.
** Each Lumiera session may contain multiple top level timeline containers,
** which at the same time act as structural asset and as part of the public
** session API exposed to clients for discovering the session contents.
** Actually, Timelines are facade objects, delegating the implementation to
** the BindingMO, the Axis and the Sequences/Tracks.
**
** Contrary to usual habits in video/sound editing software, in Lumiera the
** tracks are \em not part of the timeline, but rather attached directly to
** the sequence container. To be usable, a timeline needs a binding to refer
** to such a sequence, but this sequence may be bound into multiple timelines
** or even virtual clips simultaneously.
**
** Like every structural asset, the creation of timelines happens automatically
** on referral; Timelines can be queried from the StructFactory, providing additional
** requested capabilities. Commonly clients will retrieve a given timeline by query
** on the name-ID of the timeline: `Struct::retrieve (Query<Timeline>("id(theName)."))`
** Additionally, the binding to a specific sequence may be established alongside:
** `"timeline(theTimelineName), bindSequence(theTimelineName,sequenceID)."`
**
** @todo around 2010, the concept of Timeline and Session binding was defined,
** together with a rough preliminary implementation. Up to 2017, there
** was no opportunity to set this system really into motion; this is
** not necessarily a bad thing, since meanwhile we understand way
** better in which way the Session will actually be accessed...
** @see Session
** @see Sequence
** @see StructFactory
**
*/
#ifndef ASSET_TIMELINE_H
#define ASSET_TIMELINE_H
#include "proc/asset/struct.hpp"
//#include "proc/mobject/mobject.hpp"
//#include "proc/mobject/placement.hpp"
#include "proc/mobject/mobject-ref.hpp"
//#include "proc/mobject/session/binding.hpp" ////TODO avoidable??
#include "lib/p.hpp"
#include "lib/element-tracker.hpp"
//#include <vector>
//#include <string>
//using std::vector;
//using std::string;
namespace proc {
namespace mobject {
namespace session {
class Binding;
typedef MORef<Binding> RBinding;
}}
namespace asset {
class Timeline;
typedef lib::P<Timeline> PTimeline;
/**
* @todo this new Timeline API was invented about 2010
* and remained in half finished state ever since.
* @todo 2016 can confirm that we still want to go that route
* @todo we need some actual interface, beyond just creating timelines!
*/
class Timeline
: public Struct
, public lib::AutoRegistered<Timeline>
{
typedef mobject::session::RBinding RBinding;
RBinding boundSequence_;
Timeline (Ident const&, RBinding const&);
public:
/** create and register a new Timeline instance */
static PTimeline create (Asset::Ident const& idi, RBinding const& sequenceBinding);
protected:
virtual void unlink ();
};
///////////////////////////TODO currently just fleshing the API
}} // namespace proc::asset
#endif