- upgrade the configuration to a current version - provide a frontpage with cross-links to other documentation - define a set of modules; relevant classes and files can be added to these, to create a exploration path for new readers - fix a lot of errors in documentation comments - use a custom configuration for the documentation pages - tweak the navigation, the sections and further arrangements
165 lines
5.3 KiB
C++
165 lines
5.3 KiB
C++
/*
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STRUCT.hpp - key abstraction: structural asset
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Copyright (C) Lumiera.org
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2008, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file struct.hpp
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** Structural parts of the Session (e.g. Tracks) can be reflected
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** into the "bookkeeping view" as a specific Kind of Asset.
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** For the different \em kinds of Assets, we use sub-interfaces inheriting
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** from the general Asset interface, each of which expose a distinguishing feature.
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** In the case of structural assets, the key point is the ability to retrieve an
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** instance based on a capabilities query; structural assets are typically created
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** on demand, just by referral. Thus, the collection of these assets provides a map
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** for exploring the current session's structure and allow for tweaking of the
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** default behaviour.
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** - Track acts as unique track ID <i>(note: to be removed and replaced by a plain \c entryID )</i>
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** - Timeline and Sequence are facades, part of the session API
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** - Pipe is an attachment point for wiring connections and defines a StreamType
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** - ProcPatt is used as a blueprint in the build process, a standard connection pattern
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**
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** \par access and creation
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** asset::Struct instances are created on demand; the interface is to invoke the
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** StructFactory with a (typed) Query describing properties or capabilities.
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** In case this query succeeds, an existing asset will be returned, otherwise
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** a suitable new instance is created automatically. Typically, structural assets
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** aren't deleted. Doing so would require a dedicated function which not only drops
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** an asset instance from AssetManager, but also ensures removal of all properties
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** within the model which could cause automatic re-creation of this asset. E.g.
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** purging a track asset (=unique trackID) requires removing or disconnecting
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** all placements referring to this track, which could be sub tracks, clips,
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** effects, automation or labels.
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**
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** @ingroup asset
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** @see asset.hpp for explanation regarding asset IDs
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** @see StructFactory creating concrete asset::Struct instances
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**
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*/
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#ifndef ASSET_STRUCT_H
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#define ASSET_STRUCT_H
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#include "lib/symbol.hpp"
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#include "proc/asset.hpp"
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#include "common/query.hpp"
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#include <boost/noncopyable.hpp>
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#include <boost/scoped_ptr.hpp>
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#include <string>
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namespace proc {
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namespace asset {
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using std::string;
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using boost::scoped_ptr;
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using lumiera::Query;
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using lib::Symbol;
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class Struct;
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class StructFactory;
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class StructFactoryImpl;
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class Pipe;
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template<>
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class ID<Struct> : public ID<Asset>
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{
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public:
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ID (HashVal id);
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ID (const Struct&);
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};
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/**
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* key abstraction: structural asset
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* Created automatically as a sideeffect of building the structure
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* of the high-level-model (session contents), thus providing IDs
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* for later referral, search and attachment of metadata.
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*
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* Examples being tracks, sequences, timelines, pipes, processing patterns
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* @note embedded access point to instance creation or retrieval
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* through the static field #retrieve
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*/
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class Struct : public Asset
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{
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public:
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static StructFactory retrieve;
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virtual const ID<Struct>&
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getID() const ///< @return ID of kind asset::Struct
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{
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return static_cast<const ID<Struct>& > (Asset::getID());
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}
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protected:
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Struct (const Asset::Ident& idi) : Asset(idi) {}
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};
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// definition of ID<Struct> ctors is possible now,
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// after providing full definition of class Struct
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inline ID<Struct>::ID(HashVal id) : ID<Asset> (id) {};
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inline ID<Struct>::ID(const Struct& stru) : ID<Asset> (stru.getID()) {};
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/**
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* Factory specialised for creating Structural Asset objects.
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*/
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class StructFactory
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: boost::noncopyable
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{
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scoped_ptr<StructFactoryImpl> impl_;
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protected:
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StructFactory ();
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friend class Struct;
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public:
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template<class STRU>
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P<STRU> operator() (Query<STRU> const& query);
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// P<Timeline> operator() (MORef<Binding>); ///////////TODO doesn't this create circular includes?? Any better idea how to refer to an existing binding?
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template<class STRU>
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P<STRU> newInstance (Symbol nameID ="");
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template<class STRU>
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P<STRU> made4fake (Query<STRU> const& query); ///< @warning to be removed in Alpha when using a real resolution engine /////TICKET #710
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P<Pipe> newPipe (string pipeID, string streamID);
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};
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}} // namespace proc::asset
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#endif
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