89 lines
3.1 KiB
C++
89 lines
3.1 KiB
C++
/*
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TRACK.hpp - A grouping device within the EDL.
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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 the
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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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#ifndef MOBJECT_SESSION_TRACK_H
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#define MOBJECT_SESSION_TRACK_H
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#include "proc/mobject/session/meta.hpp"
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namespace asset { class Track; }
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namespace mobject
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{
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namespace session
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{
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using lumiera::P;
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class Track;
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typedef asset::Track TrackAsset;
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typedef P<Track> PTrack;
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typedef P<TrackAsset> PTrackAsset;
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/**
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* A Track is grouping device within the EDL.
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* The corresponding Placement by which this Track object is refered
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* defines fallback placing properties to be used by all objects placed on this track
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* in case they don't specify more concrete placements.
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* Typically, tracks are used do make default processing pipe connections,
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* define a layer or pan for sound and for for disabling groups
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* of clips. Note tracks are grouped in a tree like fashion.
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* \par
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* This Media Object (often refered to as "track-MO") is allways dealt with
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* locally within one EDL. Client code normally doesn't have to care for creating
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* or retrieving track-MO. Rather, it referes to the global track-asset-ID. The same
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* holds true when placing some other Media Object onto a track: the corresponding
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* placement just refers the global trackID, while the builder automatically retrieves
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* the matching track-MO for the EDL in question. If some EDL contains several instances
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* (track-MO) refering to the same trackID (asset), then this causes all objects placed
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* onto this track to be included several times in the resulting render nodes network
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* (possibliy with varying placement properties)
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*/
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class Track : public Meta
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{
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Time start_;
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PTrackAsset trackDef_;
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protected:
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Track (PTrackAsset&);
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friend class MObjectFactory;
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public:
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/** Child tracks in a tree structure */
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vector<Placement<Track> > subTracks; ////TODO: it should really work with Placements! this here is just a decoy!!!!!!!
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virtual bool isValid() const;
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};
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} // namespace mobject::session
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/** Placement<Track> defined to be subclass of Placement<MObject> */
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DEFINE_SPECIALIZED_PLACEMENT (session::Track, session::Meta);
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} // namespace mobject
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#endif
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