* 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.
136 lines
3.4 KiB
C++
136 lines
3.4 KiB
C++
/*
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COMMON.hpp - global definitions and common types for the Steam-Layer
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Copyright (C)
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2008, Christian Thaeter <ct@pipapo.org>
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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 steam/common.hpp
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** Basic set of definitions and includes commonly used together.
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** Including common.hpp gives you a common set of elementary declarations
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** widely used within the C++ code of the Steam-Layer. Besides that, this
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** header is used to attach the doxygen documentation comments for all
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** the primary Stean-Layer namespaces
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**
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** @see main.cpp
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**
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*/
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#ifndef STEAM_COMMON_H
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#define STEAM_COMMON_H
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/* ===== frequently used common types ===== */
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#include "lib/p.hpp"
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#include "lib/util.hpp"
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#include "lib/nocopy.hpp"
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#include "lib/time/timevalue.hpp"
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#include "lib/symbol.hpp"
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#include "lib/error.hpp" // pulls in NoBug via loggging.h
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/**
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* Steam-Layer implementation namespace root.
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* Lumiera's middle layer contains the core models, both
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* high-level (session) and low-level (render nodes), together with
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* the Builder to translate between those two models, the command frontend,
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* session support system, the playback-and-render-control subsystem and
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* the API and backbone of the renderengine. Most render implementation
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* code resides in the vault layer or is loaded from plug-ins though.
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* @ingroup steam
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*/
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namespace steam {
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/**
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* The asset subsystem of the Steam-Layer.
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*/
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namespace asset { }
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/**
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* Steam-Layer dispatcher, controller and administrative facilities.
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*/
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namespace control { }
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/**
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* Playback and rendering control subsystem.
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* The so called "player" combines and orchestrates services from
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* the engine, session and vault to perform playback or rendering
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*/
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namespace play {
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}
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/**
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* Lumiera's render engine core and operational control.
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* Backbone of the engine, render nodes base and cooperation.
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* A good deal of the active engine code is outside the scope of the
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* Steam-Layer, e.g. code located in vault services and plugins.
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*/
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namespace engine {
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/**
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* Policies, definitions and tweaks to control the actual setup
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* and behaviour of the render engine, and the way, render nodes
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* are wired and instantiated
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*/
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namespace config { }
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}
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/**
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* Media-Objects, edit operations and high-level session.
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* @todo is this interface or implementation ??
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*/
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namespace mobject {
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/**
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* Namespace of Session and user visible high-level objects.
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*/
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namespace session { }
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/**
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* Namespace of the Builder, transforming high-level into low-level.
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*/
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namespace builder { }
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}//(End)namespace mobject
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/**
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* Fixture and low-level-Model.
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* The shared data structure used as render nodes network.
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* It is created or updated by the [Builder](\ref session::builder)
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* after any relevant change of \ref Session contents, while used
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* by the engine as work data structure for the render jobs.
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*/
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namespace fixture {
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}
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} //(End)namespace steam
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#endif /*STEAM_COMMON_H*/
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