LUMIERA.clone/src/steam/asset/meta.hpp
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/*
META.hpp - key abstraction: metadata and organisational asset
Copyright (C)
2008, Hermann Vosseler <Ichthyostega@web.de>
  **Lumiera** 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. See the file COPYING for further details.
*/
/** @file asset/meta.hpp
** Internal and organisational metadata. Some internally created data elements
** rather serve the purpose of controlling the way the application behaves, as
** opposed to organising the [structure](\ref struct.hpp) of the data the user
** works with. Lumiera exposes this self-referential control and customisation
** aspects as a special kind of Asset. Examples being types, scales and quantisation
** grids, decision rules, control data stores (automation data), annotations attached
** to labels, inventory entities etc.
**
** For the different _Kinds_ of Assets, we use sub-interfaces inheriting
** from the general Asset interface. To be able to get asset::Meta instances
** directly from the AssetManager, we define a specialisation of the Asset ID.
**
** # using meta assets
**
** The usage pattern of asset::Meta entities differs from the other assets,
** insofar they aren't created as individual entries, rather added as part
** of a larger scale configuration activity, or they are derived from category.
** The latter fits in with a prototype-like approach; initially, the individual
** entry just serves to keep track of a categorisation, while at some point,
** such a link into a describing category may evolve into a local
** differentiation of some settings (copy on modification).
**
** To cope with this special usage, the meta assets are defined to be immutable.
** They are created from a descriptor, which stands for a category or sub-category
** and can be another already existing asset::Meta (inheriting from meta::Descriptor)
** Generally this yields a Builder object, which can be used for outfitting the new
** or changed metadata entry, finally *committing* this builder to yield a new
** asset::Meta (which, in case of a mutation, might supersede an existing one).
**
** @ingroup asset
** @see asset.hpp explanation of assets in general
** @see MetaFactory creating concrete asset::Meta instances
**
*/
#ifndef ASSET_META_H
#define ASSET_META_H
#include "steam/asset.hpp"
#include "steam/asset/struct-scheme.hpp"
#include "lib/idi/entry-id.hpp"
#include "lib/nocopy.hpp"
namespace steam {
namespace asset {
class Meta;
class MetaFactory;
template<>
class ID<Meta> : public ID<Asset>
{
public:
ID (HashVal id);
ID (const Meta&);
};
namespace meta {
/**
* Interface: the unspecific, reflective base of meta assets.
* Based on descriptors, meta assets form a self referential structure.
*/
class Descriptor
{
public:
virtual ~Descriptor(); ///< this is an Interface
};
/**
* Building and configuring a meta asset.
* The finished elements are defined to be immutable,
* thus, on creation or when changing / superseding a
* meta asset, the client gets a special builder instance,
* which is a value object for configuring the specific details
* to set. When done, the client invokes a `commit()` function,
* which yields a smart-ptr to the new meta asset.
* Individual meta asset subclasses are bound to define a
* specialisation of this Builder template, which will then be
* instantiated and provided by the MetaFactory.
*/
template<class MA>
struct Builder;
}
/**
* key abstraction: metadata, parametrisation, customisation and similar organisational traits.
* @todo just a stub, still have to figure out the distinctive properties of asset::Meta
* //////////////////////////////////TICKET #1156 : do we need the distinction between STRUCT and META?
*/
class Meta
: public Asset
, public meta::Descriptor
{
public:
static MetaFactory create;
/** @return ID of kind Meta */
virtual const ID<Meta>& getID() const
{
return static_cast<const ID<Meta>& > (Asset::getID());
}
protected:
Meta (Asset::Ident const& idi)
: Asset{idi}
{ }
template<typename TY>
Meta (lib::idi::EntryID<TY> const& nameID)
: Meta{idi::getAssetIdent (nameID, META)}
{ }
// friend class MetaFactory; ///////////////////////////////////TODO still necessary?
};
// definition of ID<Meta> ctors is possible now,
// after providing full definition of class Meta
inline ID<Meta>::ID(HashVal id) : ID<Asset> (id) {};
inline ID<Meta>::ID(const Meta& meta) : ID<Asset> (meta.getID()) {};
using PMeta = lib::P<Meta>;
/**
* Factory specialised for creating Metadata Asset objects.
*/
class MetaFactory
: util::NonCopyable
{
public:
using PType = lib::P<asset::Meta>;
template<class MA>
meta::Builder<MA> operator() (lib::idi::EntryID<MA> elementIdentity);
template<class MA>
meta::Builder<MA> operator() (meta::Descriptor const& prototype, lib::idi::EntryID<MA> elementIdentity);
};
}} // namespace steam::asset
#endif