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https://github.com/brunoherbelin/vimix.git
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143 lines
3.7 KiB
C++
143 lines
3.7 KiB
C++
#ifndef SOURCE_H
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#define SOURCE_H
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#include <string>
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#include <map>
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#include <list>
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#include "View.h"
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#include "Mesh.h"
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class ImageShader;
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class ImageProcessingShader;
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class FrameBuffer;
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class FrameBufferSurface;
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class MediaPlayer;
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class Surface;
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class Frame;
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class Source
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{
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public:
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// create a source and add it to the list
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// only subclasses of sources can actually be instanciated
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Source(const std::string &name = "");
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virtual ~Source();
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// manipulate name of source
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void setName (const std::string &name);
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inline std::string name () const { return name_; }
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inline const char *initials() const { return initials_; }
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// an overlay can be displayed on top of the source
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virtual void setOverlayVisible(bool on);
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// get handle on the node used to manipulate the source in a view
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inline Group *group(View::Mode m) const { return groups_.at(m); }
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inline Node *groupNode(View::Mode m) const { return static_cast<Node*>(groups_.at(m)); }
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Handles *handleNode(Handles::Type t) const;
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// every Source has a shader to control image processing effects
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inline ImageProcessingShader *processingShader() const { return rendershader_; }
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// every Source has a shader to control mixing effects
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inline ImageShader *blendingShader() const { return blendingshader_; }
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// every Source shall have a frame buffer
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virtual FrameBuffer *frame() const = 0;
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// every Source shall be rendered before draw
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virtual void render() = 0;
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// accept all kind of visitors
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virtual void accept (Visitor& v);
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// every Source shall informs if the source failed (i.e. shall be deleted)
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virtual bool failed() const { return false; }
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protected:
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// name
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std::string name_;
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char initials_[3];
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// every Source shall be initialized on first draw
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bool initialized_;
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virtual void init() = 0;
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// nodes
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std::map<View::Mode, Group*> groups_;
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// render() fills in the renderbuffer at every frame
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// NB: rendershader_ is applied at render()
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FrameBuffer *renderbuffer_;
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// the rendersurface draws the renderbuffer in the scene
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// It is associated to the rendershader for mixing effects
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FrameBufferSurface *rendersurface_;
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// rendershader performs image processing
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ImageProcessingShader *rendershader_;
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// blendingshader provides mixing controls
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ImageShader *blendingshader_;
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// overlay to be displayed on top of source
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std::map<View::Mode, Group*> overlays_;
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Handles *resize_handle_, *resize_H_handle_, *resize_V_handle_, *rotate_handle_;
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};
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// TODO SourceSet sorted by shader
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// so that the render loop avoid switching
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typedef std::list<Source *> SourceList;
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struct hasName: public std::unary_function<Source*, bool>
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{
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inline bool operator()(const Source* elem) const {
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return (elem && elem->name() == _n);
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}
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hasName(std::string n) : _n(n) { }
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private:
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std::string _n;
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};
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struct hasNode: public std::unary_function<Source*, bool>
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{
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bool operator()(const Source* elem) const;
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hasNode(Node *n) : _n(n) { }
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private:
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Node *_n;
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};
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class MediaSource : public Source
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{
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public:
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MediaSource(const std::string &name = "");
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~MediaSource();
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// implementation of source API
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FrameBuffer *frame() const override;
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void render() override;
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void accept (Visitor& v) override;
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bool failed() const override;
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// Media specific interface
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void setPath(const std::string &p);
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std::string path() const;
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MediaPlayer *mediaplayer() const;
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protected:
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void init();
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Surface *mediasurface_;
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std::string path_;
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MediaPlayer *mediaplayer_;
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};
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// TODO dedicated source .cpp .h files for MediaSource
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#endif // SOURCE_H
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