133 lines
3.4 KiB
C++
133 lines
3.4 KiB
C++
/*
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Asset} - Superinterface: bookeeping view of "things" present in the session
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Copyright (C) CinelerraCV
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2007, Christian Thaeter <ct@pipapo.org>
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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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#include "proc/asset.hpp"
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#include "proc/assetmanager.hpp"
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#include "common/util.hpp"
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#include <boost/format.hpp>
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#include <iostream>
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#include <string>
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using boost::format;
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using util::cStr;
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namespace asset
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{
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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::sanitize (n)),
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category(cat), org(o), 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 specialized Factories
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*/
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Asset::Asset (const Ident& idi)
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: ident(idi), id(AssetManager::reg (this, idi))
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{ TRACE (assetmem, "ctor Asset(id=%lu) : adr=%x %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 (assetmem, "dtor Asset(id=%lu) : adr=%x", 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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format id_tuple("(%2%:%3%.%1% v%4%)");
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return str (id_tuple % name % category % org % version);
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}
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Asset::operator string () const
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{
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format id_tuple("Asset(%2%:%3%.%1% v%4%)");
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return str (id_tuple % ident.name % ident.category % ident.org % ident.version);
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}
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/** List of entities this asset depends on or requires to be functional.
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* May be empty. The head of this list can be considered the primary prerequisite
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*/
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vector<PAsset>
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Asset::getParents () const
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{
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UNIMPLEMENTED ("Asset dependencies.");
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}
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/** All the other assets requiring this asset to be functional.
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* For example, all the clips depending on a given media file.
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* May be empty. The dependency relation is transitive.
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*/
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vector<PAsset>
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Asset::getDependant () const
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{
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UNIMPLEMENTED ("Asset dependencies.");
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}
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/**
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* weather this asset is swithced 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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UNIMPLEMENTED ("enable/disable Assets.");
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}
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/**
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* change the enablement status of this asset.
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* @note the corresponding #isActive predicate may depend
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* on the enablement status of parent assets as well.
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*/
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void
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Asset::enable () throw(cinelerra::error::State)
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{
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UNIMPLEMENTED ("enable/disable Assets.");
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}
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/** release all links to other Asset objects held internally. */
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void
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Asset::unlink ()
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{
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UNIMPLEMENTED ("deleting Assets.");
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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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UNIMPLEMENTED ("deleting Assets.");
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}
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} // namespace asset
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