* Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
281 lines
7.6 KiB
C++
281 lines
7.6 KiB
C++
/*
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AssetManager - Facade for the Asset subsystem
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Copyright (C)
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2008, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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* *****************************************************************/
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/** @file assetmanager.cpp
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** Implementation of Asset lookup and organisation functions
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*/
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#include "steam/assetmanager.hpp"
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#include "steam/asset/db.hpp"
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#include "lib/sync.hpp"
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#include "lib/util-foreach.hpp"
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#include "lib/format-string.hpp"
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#include <functional>
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using std::static_pointer_cast;
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using std::function;
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using std::placeholders::_1;
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using util::for_each;
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using util::_Fmt;
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using lib::Depend;
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using lib::Sync;
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namespace lumiera {
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namespace error {
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// ------pre-defined-common-error-cases---------------
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LUMIERA_ERROR_DEFINE (UNKNOWN_ASSET_ID, "non-registered Asset ID");
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LUMIERA_ERROR_DEFINE (WRONG_ASSET_KIND, "wrong Asset kind, unable to cast");
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}}
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namespace steam {
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namespace asset {
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namespace error = lumiera::error;
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/**
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* AssetManager error responses, caused by querying
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* invalid Asset IDs from the internal DB.
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*/
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struct IDErr
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: error::Invalid
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{
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using error::Invalid::Invalid;
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};
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struct UnknownID : IDErr
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{
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UnknownID (ID<Asset> aID)
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: IDErr(_Fmt("Query for Asset with ID=%d, which up to now "
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"hasn't been created or encountered.") % aID
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,LERR_(UNKNOWN_ASSET_ID))
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{ }
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};
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struct WrongKind : IDErr
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{
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WrongKind (Asset::Ident idi)
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: IDErr (_Fmt("Request for Asset(%s), specifying an Asset kind, "
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"that doesn't match the actual type (and can't be "
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"casted either).") % idi
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,LERR_(WRONG_ASSET_KIND))
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{ }
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};
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/** get at the system-wide asset manager instance.
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* Implemented as singleton.
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*/
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Depend<AssetManager> AssetManager::instance;
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AssetManager::AssetManager ()
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: registry (Depend<asset::DB>() ())
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{ }
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/** provide the unique ID for given Asset::Ident tuple */
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ID<Asset>
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AssetManager::getID (const Asset::Ident& idi)
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{
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return asset::hash_value (idi);
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}
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/**
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* registers an asset object in the internal DB, providing its unique key.
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* This includes creating the smart ptr in charge of the asset's lifecycle
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* @throw error::Invalid in case of invalid identity spec
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*/
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template<class KIND>
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ID<KIND>
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AssetManager::reg (KIND* obj, const Asset::Ident& idi)
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{
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AssetManager& _aMang (AssetManager::instance());
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DB& registry (_aMang.registry);
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//////////////////////////////////////////////////////////TICKET #840 check validity of Ident Category
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ID<KIND> asset_id (getID (idi));
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DB::Lock guard{®istry};
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//////////////////////////////////////////////////////////TICKET #840 handle duplicate Registrations
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lib::P<KIND> smart_ptr (obj, &destroy);
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registry.put (asset_id, smart_ptr);
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return asset_id;
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}
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/** @note the KIND of asset needs to be assignable by the actual stored asset
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* @throw error::Invalid if nothing is found or if the actual KIND
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* of the stored object differs and can't be casted.
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*/
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template<class KIND>
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lib::P<KIND>
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AssetManager::getAsset (const ID<KIND>& id)
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{
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if (lib::P<KIND> obj = registry.get (id))
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return obj;
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else
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if (known (id)) // provide Ident tuple of existing Asset
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throw WrongKind (registry.get(ID<Asset>(id))->ident);
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else
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throw UnknownID (id);
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}
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/** Convenience shortcut for fetching the registered smart-ptr
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* which is in charge of the given asset instance. By querying
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* directly asset.id (of type ID<Asset>), the call to registry.get()
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* can bypass the dynamic cast, because the type of the asset
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* is explicitly given by type KIND.
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*/
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template<class KIND>
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lib::P<KIND>
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AssetManager::wrap (const KIND& asset)
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{
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ENSURE (instance().known(asset.id),
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"unregistered asset instance encountered.");
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return static_pointer_cast<KIND,Asset>
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(instance().registry.get (asset.id));
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}
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/**
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* @return true if the given id is registered in the internal asset DB
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*/
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bool
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AssetManager::known (IDA id)
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{
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return bool(registry.get (ID<Asset>(id)));
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} // query most general Asset ID-kind and use implicit
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// conversion from smart-ptr to bool (test if empty)
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/**
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* @return true if the given id is registered with the given Category
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*/
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bool
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AssetManager::known (IDA id, const Category& cat)
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{
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PAsset pA = registry.get (id);
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return ( pA && pA->ident.category.isWithin(cat));
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}
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namespace { // details implementing AssetManager::remove
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void
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recursive_call (AssetManager* instance, PAsset& pA)
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{
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instance->remove (pA->getID());
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}
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function<void(PAsset&)>
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detach_child_recursively () ///< @return a functor recursively invoking remove(child)
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{
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return bind( &recursive_call, &AssetManager::instance(), _1 );
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}
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}
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/**
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* remove the given asset from the internal DB
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* _together with all its dependents_
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*/
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void
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AssetManager::remove (IDA id)
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{
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PAsset asset = getAsset (id);
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for_each (asset->dependants, detach_child_recursively());
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asset->unlink();
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registry.del(id);
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}
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void
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AssetManager::clear()
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{
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INFO (progress, "Clearing the Asset registry...");
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registry.clear();
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}
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list<PcAsset>
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AssetManager::listContent() const
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{
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list<PcAsset> res;
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registry.asList (res);
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res.sort();
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return res;
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}
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}} // namespace steam::asset
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/************************************************************/
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/* explicit template instantiations for various Asset Kinds */
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/************************************************************/
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#include "steam/asset/media.hpp"
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#include "steam/asset/clip.hpp"
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#include "steam/asset/proc.hpp"
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#include "steam/asset/struct.hpp"
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#include "steam/asset/pipe.hpp"
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#include "steam/asset/meta.hpp"
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#include "steam/asset/procpatt.hpp"
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#include "steam/asset/timeline.hpp"
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#include "steam/asset/sequence.hpp"
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#include "steam/asset/meta/time-grid.hpp"
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#include "steam/asset/meta/error-log.hpp"
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namespace steam {
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namespace asset {
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using lib::P;
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template ID<Asset> AssetManager::reg (Asset* obj, const Asset::Ident& idi);
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template P<Asset> AssetManager::getAsset (const ID<Asset>& id);
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template P<Media> AssetManager::getAsset (const ID<Media>& id);
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template P<Proc> AssetManager::getAsset (const ID<Proc>& id);
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template P<Struct> AssetManager::getAsset (const ID<Struct>& id);
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template P<Meta> AssetManager::getAsset (const ID<Meta>& id);
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template P<Pipe> AssetManager::getAsset (const ID<Pipe>& id);
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template P<Asset> AssetManager::wrap (const Asset& asset);
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template P<Media> AssetManager::wrap (const Media& asset);
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template P<Clip> AssetManager::wrap (const Clip& asset);
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template P<Pipe> AssetManager::wrap (const Pipe& asset);
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template P<ProcPatt> AssetManager::wrap (const ProcPatt& asset);
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template P<Timeline> AssetManager::wrap (const Timeline& asset);
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template P<Sequence> AssetManager::wrap (const Sequence& asset);
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using meta::TimeGrid;
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using meta::ErrorLog;
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template P<TimeGrid> AssetManager::wrap (const TimeGrid& asset);
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template P<ErrorLog> AssetManager::wrap (const ErrorLog& asset);
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}} // namespace steam::asset
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