LUMIERA.clone/src/steam/asset/viewer.hpp

107 lines
3 KiB
C++

/*
VIEWER.hpp - asset corresponding to a viewer element in the GUI
Copyright (C) Lumiera.org
2011, 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 viewer.hpp
** structural element corresponding to a viewer in the GUI.
** This Asset marks an attachment point, allowing other (output producing)
** elements to be connected to ("viewer attachment"). The typical standard case
** is a Timeline: It features a set of global pipes (busses), which collect all
** produced data. Yet without an explicit output connection, this data can't be
** generated, because in Lumiera, actual output is always retrieved ("pulled")
** starting from an output sink. Thus, in order to \em perform (play, render)
** the timeline, an "view connection" needs to be established: this connection
** is represented by an session::BindingMO, linking the Timeline to an
** asset::Viewer. Consequently, the same output mapping and translation
** mechanism used for Sequence-Timeline- (and VirtualClip-)Bindings
** is employed in this situation to figure out the real output port.
**
** @todo WIP-WIP-WIP as of 5/11
**
** @see Session
** @see Timeline
** @see StructFactory
**
*/
#ifndef ASSET_VIEWER_H
#define ASSET_VIEWER_H
#include "steam/asset/struct.hpp"
//#include "steam/mobject/mobject.hpp"
//#include "steam/mobject/placement.hpp"
#include "steam/mobject/mobject-ref.hpp"
//#include "steam/mobject/session/binding.hpp" ////TODO avoidable??
#include "lib/p.hpp"
#include "lib/element-tracker.hpp"
//#include <vector>
//#include <string>
//using std::vector;
//using std::string;
namespace steam {
namespace mobject {
namespace session {
class Binding;
typedef MORef<Binding> RBinding;
}}
namespace asset {
class Viewer;
typedef lib::P<Viewer> PViewer;
/**
* TODO type comment
*/
class Viewer
: public Struct
// , public lib::AutoRegistered<Viewer>
{
Viewer (Ident const&); /////TODO ctor params????
public:
/** create and register a new Timeline instance */
// static PTimeline create (Asset::Ident const& idi, RBinding const& sequenceBinding);
protected:
virtual void unlink ();
};
///////////////////////////TODO currently just fleshing the API
}} // namespace steam::asset
#endif