LUMIERA.clone/src/proc/mobject/session/track.hpp

89 lines
3.1 KiB
C++

/*
TRACK.hpp - A grouping device within the EDL.
Copyright (C) Lumiera.org
2008, 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.
*/
#ifndef MOBJECT_SESSION_TRACK_H
#define MOBJECT_SESSION_TRACK_H
#include "proc/mobject/session/meta.hpp"
namespace asset { class Track; }
namespace mobject
{
namespace session
{
using lumiera::P;
class Track;
typedef asset::Track TrackAsset;
typedef P<Track> PTrack;
typedef P<TrackAsset> PTrackAsset;
/**
* A Track is grouping device within the EDL.
* The corresponding Placement by which this Track object is refered
* defines fallback placing properties to be used by all objects placed on this track
* in case they don't specify more concrete placements.
* Typically, tracks are used do make default processing pipe connections,
* define a layer or pan for sound and for for disabling groups
* of clips. Note tracks are grouped in a tree like fashion.
* \par
* This Media Object (often refered to as "track-MO") is allways dealt with
* locally within one EDL. Client code normally doesn't have to care for creating
* or retrieving track-MO. Rather, it referes to the global track-asset-ID. The same
* holds true when placing some other Media Object onto a track: the corresponding
* placement just refers the global trackID, while the builder automatically retrieves
* the matching track-MO for the EDL in question. If some EDL contains several instances
* (track-MO) refering to the same trackID (asset), then this causes all objects placed
* onto this track to be included several times in the resulting render nodes network
* (possibliy with varying placement properties)
*/
class Track : public Meta
{
Time start_;
PTrackAsset trackDef_;
protected:
Track (PTrackAsset&);
friend class MObjectFactory;
public:
/** Child tracks in a tree structure */
vector<Placement<Track> > subTracks; ////TODO: it should really work with Placements! this here is just a decoy!!!!!!!
virtual bool isValid() const;
};
} // namespace mobject::session
/** Placement<Track> defined to be subclass of Placement<MObject> */
DEFINE_SPECIALIZED_PLACEMENT (session::Track, session::Meta);
} // namespace mobject
#endif