207 lines
4.9 KiB
C++
207 lines
4.9 KiB
C++
/*
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Asset - Superinterface: bookkeeping view of "things" present in the session
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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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#include "proc/asset.hpp"
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#include "proc/assetmanager.hpp"
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#include "proc/asset/asset-format.hpp"
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#include "lib/format-string.hpp"
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#include "lib/util-foreach.hpp"
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#include "lib/util.hpp"
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#include <functional>
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#include <string>
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using std::function;
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using std::placeholders::_1;
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using std::bind;
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using util::contains;
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using util::removeall;
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using util::for_each;
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using util::and_all;
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using util::isnil;
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using util::cStr;
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using util::_Fmt;
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namespace proc {
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namespace asset {
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Asset::Ident::Ident(const string& n, const Category& cat, const string& o, const uint ver)
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: name(util::sanitise (n))
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, category(cat)
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, org(o)
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, version(ver)
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{ }
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/** Asset is a Interface class; usually, objects of
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* concrete subclasses are created via specialised Factories
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*/
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Asset::Asset (Ident const& idi)
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: ident(idi)
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, id(AssetManager::reg (this, idi))
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, enabled(true)
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{
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TRACE (asset_mem, "ctor Asset(id=%zu) : adr=%p %s", size_t(id), this, cStr(this->ident) );
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}
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Asset::~Asset ()
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{
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TRACE (asset_mem, "dtor Asset(id=%zu) : adr=%p", size_t(id), this );
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}
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Asset::Ident::operator string () const
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{
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return string (_Fmt("(%2%:%3%.%1% v%4%)")
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% name
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% category
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% org
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% version);
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}
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Asset::operator string () const
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{
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return string (_Fmt("Asset(%2%:%3%.%1% v%4%)")
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% ident.name
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% ident.category
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% ident.org
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% ident.version);
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}
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bool
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Asset::Ident::isValid() const
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{
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return !isnil (name)
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&& !isnil (org)
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&& version <= 1000000;
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}
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function<bool(const PAsset&)> check_isActive
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= bind ( &Asset::isActive
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, bind (&PAsset::get, _1 )
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);
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bool
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all_parents_enabled (const vector<PAsset>& parents)
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{
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return and_all (parents, check_isActive);
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}
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/**
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* whether this asset is switched on and consequently included
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* in the fixture and participates in rendering.
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*/
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bool
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Asset::isActive () const
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{
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return this->enabled
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&& all_parents_enabled (parents);
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}
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void
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propagate_down (PAsset child, bool on)
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{
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child->enable(on);
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}
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/**change the enablement status of this asset. */
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bool
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Asset::enable (bool on) throw(lumiera::error::State)
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{
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if (on == this->enabled)
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return true;
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if (on && !all_parents_enabled (parents))
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return false;
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// can indeed to do the toggle...
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this->enabled = on;
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for_each (dependants, &propagate_down, _1 ,on);
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return true;
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}
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void
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Asset::unregister (PAsset& other) ///< @internal
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{
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other->unlink (this->id);
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}
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/** release all links to other <i>dependent</i>
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* asset objects held internally and advise all parent
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* assets to do so with the link to this asset.
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* @note we don't release upward links to parent assets,
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* thus effectively keeping the parents alive, because
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* frequently the accessibility of parent assets is part
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* of our own contract. (e.g. media for clip assets)
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*/
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void
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Asset::unlink ()
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{
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function<void(PAsset&)> forget_me = bind(&Asset::unregister, this, _1);
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for_each (parents, forget_me);
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dependants.clear();
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}
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/** variant dropping only the links to the given Asset */
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void
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Asset::unlink (IDA target)
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{
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PAsset asset (AssetManager::instance().getAsset (target));
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removeall (dependants,asset);
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removeall (parents,asset);
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}
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void
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Asset::defineDependency (PAsset parent)
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{
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PAsset p_this (AssetManager::wrap(*this));
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REQUIRE (!contains (parent->dependants, p_this));
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REQUIRE (!contains (this->parents, parent));
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parents.push_back (parent);
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parent->dependants.push_back(p_this);
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}
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void
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Asset::defineDependency (Asset& parent)
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{
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PAsset p_parent (AssetManager::wrap(parent));
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ASSERT (p_parent);
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defineDependency (p_parent);
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}
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}} // namespace proc::asset
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