LUMIERA.clone/src/gui/interact/interaction-director.cpp

280 lines
11 KiB
C++

/*
interactionDirector - Global UI Manager
Copyright (C) Lumiera.org
2017, 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.
* *****************************************************/
/** @file interaction-director.cpp
** Implementation parts of the top-level controller within the UI.
*/
#include "gui/gtk-base.hpp"
#include "gui/ui-bus.hpp"
#include "gui/ctrl/bus-term.hpp"
#include "gui/ctrl/global-ctx.hpp"
#include "gui/interact/interaction-director.hpp"
#include "gui/interact/view-locator.hpp"
#include "gui/interact/spot-locator.hpp"
#include "gui/interact/navigator.hpp"
#include "gui/interact/focus-tracker.hpp"
#include "gui/interact/ui-coord-resolver.hpp"
#include "gui/dialog/preferences-dialog.hpp"
#include "gui/dialog/render.hpp"
#include "gui/workspace/workspace-window.hpp"
#include "gui/ctrl/ui-state.hpp"
#include "gui/setting/asset-controller.hpp"
#include "gui/timeline/timeline-controller.hpp"
#include "proc/mobject/session/root.hpp"
#include "proc/asset/sequence.hpp" ///////////////////////////////////////////////////////////TICKET #1096 : avoid direct inclusion to reduce compile times
#include "proc/mobject/session/fork.hpp" ///////////////////////////////////////////////////////////TICKET #1096 : avoid direct inclusion to reduce compile times
#include "proc/cmd.hpp"
#include "backend/real-clock.hpp"
#include "lib/diff/tree-mutator.hpp"
#include "lib/format-obj.hpp"
//#include "gui/ui-bus.hpp"
//#include "lib/util.hpp"
//#include <memory>
//#include <list>
//using util::isnil;
//using std::list;
//using std::shared_ptr;
using lib::idi::EntryID;
using lib::hash::LuidH;
using lib::diff::TreeMutator;
using util::toString;
namespace gui {
namespace interact {
namespace session = proc::mobject::session;
namespace cmd = proc::cmd;
using ctrl::GlobalCtx;
using ctrl::UiState;
using setting::AssetController;
using timeline::TimelineController;
// emit dtors of children here...
InteractionDirector::~InteractionDirector()
{ }
/**
* Setup and initialise all representations of "global-ness".
* @param globals wiring to the circle of top-level UI managers (including ourselves)
* @warning this ctor is performed within the UI thread, yet _prior_ to entering the GTK event loop.
* For this reason, all initialisation performed here must be wiring-only; any tasks requiring an
* actually operative UI need to be scheduled, by means of the NotificationService.
* @todo 7/2018 STOP no, can't be the NotificationService. ////////////////////////////////////////////TICKET #1151 : Need a new dedicated service in UiManager
*/
InteractionDirector::InteractionDirector (GlobalCtx& globals)
: model::Controller(session::Root::getID(), globals.uiBus_.getAccessPoint())
, globalCtx_(globals)
, viewLocator_{new ViewLocator}
, spotLocator_{new SpotLocator}
, navigator_{*spotLocator_, *viewLocator_} // Service exposed as Depend<LocationQuery>
, tracker_{new FocusTracker{*navigator_}}
, uiState_{new UiState{globals.uiBus_.getStateManager(), *tracker_}}
, assets_{new AssetController{session::Root::getAssetID(), this->uiBus_}}
, timelines_{}
{
}
namespace { // Temporary Junk
inline void
unimplemented (const char* todo)
{
WARN (gui, "%s is not yet implemented. So sorry.", todo);
}
}
void
InteractionDirector::buildMutator (TreeMutator::Handle buffer)
{
// using Attrib = std::pair<const string,string>;
// using lib::diff::collection;
buffer.create (
TreeMutator::build()
);
unimplemented ("create a sensible binding between root-controller and root-model element");
}
/**
* setup a new editing project, possibly close the current one.
* This action launches the project setup UI, for the user to define
* the storage location and further parameters of the new project.
* A currently opened project will be deactivated asynchronously,
* without saving a snapshot, while retaining the last actions
* in the project's command log.
*/
void
InteractionDirector::newProject()
{
unimplemented ("launch project setup UI");
}
/**
* Save a snapshot of the current project's contents and the UI state.
* @note any command issued against a session will always be logged in
* the project's log. A snapshot is a marked reference point and
* additionally includes a capture of UI state into the project.
*/
void
InteractionDirector::saveSnapshot()
{
string snapshotID{"snap-" + toString(backend::RealClock::now())};
invoke (cmd::session_saveSnapshot, snapshotID);
}
/**
* Continue evolution of the currently active project under a new identity.
* From a user's point of view, this is the "save as..." action, but due to
* the nature of Lumiera's projects, it is in fact more complicated. Thus
* this action launches the project setup UI and preselects the "fork" option
* there. Optionally this allows to copy the project's history into the forked
* new project, or alternatively just to start with a snapshot. Another option
* there is to set up a new storage location, or to replace the existing project
* under a new name.
* @note any commands issued since saving the last snapshot will be retained at least
* in the existing project's log (unless the old project is replaced / rewritten)
*/
void
InteractionDirector::forkProject()
{
unimplemented ("launch project setup UI to create a fork of the project under new name");
}
/**
* Edit global configuration and setup.
* This action will launch the project setup UI, which allows to adjust configuration
* - for this installation of Lumiera
* - for the current project
* - for this user's session in this project
* @todo 4/2017 not yet implemented, delegate to the AssetControler, which represents
* all global aspects of the application, session and project
*/
void
InteractionDirector::editSetup()
{
dialog::PreferencesDialog dialog(getWorkspaceWindow());
dialog.run();
unimplemented ("edit global configuration");
}
/**
* Select and open a file to perform a suitable operation.
* This action will launch the fileOpen UI. Depending on the selected file's meaning,
* the actual operation will be either to integrate the data somehow into the current
* session, or to deactivate the current session and replace it with an other session
* persisted on storage.
*/
void
InteractionDirector::openFile()
{
unimplemented ("open file");
}
/**
* Start a render process. This action will launch the render setup UI.
* Depending on the current Spot, a suitable object to render will be preselected,
* typically the current timeline.
* @todo 4/2017 not yet implemented, and it is not clear how to access the functionality.
* Do we send a command? Or do we access the Play-Out subsystem directly, to create
* some kind of dedicated player instance?
*/
void
InteractionDirector::render()
{
dialog::Render dialog(getWorkspaceWindow()); //////global -> InteractionDirector
dialog.run();
unimplemented ("start render");
}
/**
* Establish a pristine new sequence within the session.
* The goal is to create a new _playground_ for the user to add content.
* Actually, not only a new sequence is created, but also a new fork (track tree)
* and a new timeline to hold that sequence. And finally, this new timeline is opened for editing.
* This action invokes a command into the session, which in turn is responsible for figuring out
* all the contextual details sensibly.
* @todo 4/2017 using the session-root (=this) as anchor for the moment,
* but should actually figure out the current context dynamically... //////////////////////////////TICKET #1082 : actually access the interaction state to get "current scope"
*/
void
InteractionDirector::newSequence()
{
LuidH anchor{*this}; /////////////////////////////////////////////////////////////////TICKET #1082 : actually access the interaction state to get "current scope"
LuidH newSeqID{EntryID<proc::asset::Sequence>().getHash()}; ////////////////////////////////////////////TICKET #1096 : a better Idea what to send over the wire?
invoke (cmd::session_newSequence, anchor, newSeqID);
}
/**
* Establish a empty new track close to the current scope.
* Like for #newSequence, the goal is to create a new empty workspace.
* But since a track can be attached anywhere within the fork (track tree), the currently active element
* is used to establish a current scope, which in turn is used as anchor to attach the new track in a
* sensible way, with a preference to add the new track as a sibling to the current scope. The actual
* details of this decision are delegated to the session, but the command invoked by this action does
* need a current element as argument, and this current element thus needs to be figured out from
* the context of invocation (current focus and possibly selection)
* @todo as of 3/2017 this is an initial draft: It is not clear yet, if this lookup of context
* will always be treated implicitly, or if it is better to have a public _content discovery operation_
* on InteractionDirector and pass the current element explicitly as argument
* @todo 4/2017 using the session-root (=this) as anchor for the moment,
* but should actually figure out the current context dynamically... //////////////////////////////TICKET #1082 : actually access the interaction state to get "current scope"
*/
void
InteractionDirector::newTrack()
{
LuidH anchor{*this}; /////////////////////////////////////////////////////////////////TICKET #1082 : actually access the interaction state to get "current scope"
LuidH newTrackID{EntryID<proc::mobject::session::Fork>().getHash()}; ///////////////////////////////////TICKET #1096 : a better Idea what to send over the wire?
invoke (cmd::sequence_newTrack, anchor, newTrackID);
}
workspace::WorkspaceWindow&
InteractionDirector::getWorkspaceWindow()
{
return globalCtx_.windowLoc_.findActiveWindow();
}
}}// namespace gui::interact