108 lines
3.4 KiB
C++
108 lines
3.4 KiB
C++
/*
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ENGINE-CONFIG.h - access point to any kind of engine configuration parameters
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Copyright (C) Lumiera.org
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2013, 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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#ifndef BACKEND_ENGINE_ENGINE_CONFIG_H
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#define BACKEND_ENGINE_ENGINE_CONFIG_H
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#include "lib/time.h"
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#ifdef __cplusplus /* ============== C++ Interface ================= */
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#include "lib/time/timevalue.hpp"
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#include "lib/singleton.hpp"
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namespace backend{
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namespace engine {
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using lib::time::Duration;
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/**
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* Point of access for any kind of engine configuration, setup and performance tweaks.
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* Most of these parameters are derived from static system configuration or more focused
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* configuration settings within the session, but some values will be updated \em live
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* as a result of engine self monitoring. The user of this interface remains unaware
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* of this distinction. There is a sub interface (TODO planned 1/2013) for publishing
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* statistics changes and monitoring information.
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*
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* @note while this interface \em exposes configuration, it is decoupled from
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* any concerns regarding session and configuration representation.
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*
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* @todo WIP-WIP as of 1/2013
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* @todo anything regarding configuration and session storage
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* @todo find out about the degree of locking required. Right now (1/13), there
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* is no locking and all values are hard coded. It is conceivable to implement
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* the \em access in a lock-free manner (by loosening any guarantee regarding
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* the actual time point when a changed setting becomes visible)
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*/
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class EngineConfig
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{
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EngineConfig();
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~EngineConfig();
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friend class lib::singleton::StaticCreate<EngineConfig>;
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public:
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/** access point to the Engine Interface.
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* @internal this is an facade interface for internal use
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* by the player. Client code should use the Player.
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*/
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static lib::Singleton<EngineConfig> get;
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//////////////////////////////////////////////////////////////////// TODO: find out about required configuration and tweaking values
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/** reasonable guess of the current engine working delay.
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* This is the latency to expect when requesting the calculation
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* of a typical and average data frame, based on self observation
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* in the recent past
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* @todo hard wired value as of 1/2013
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*/
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Duration currentEngineLatency() const;
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};
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}} // namespace backend::engine
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extern "C" {
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#endif /* =========================== CL Interface ===================== */
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/** guess of the current effective engine calculation delay */
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gavl_time_t lumiera_engine_get_latency ();
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#ifdef __cplusplus
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}
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#endif
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#endif/*BACKEND_ENGINE_ENGINE_CONFIG_H*/
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