Files
vimix/Source.h
Bruno 2392d844d9 Making classes non-assignable
Following CppCheck recomendation, all classes that should not be manipulated by value are made non-assignable to ensure no mistake is made.
2021-04-18 13:04:16 +02:00

323 lines
8.5 KiB
C++

#ifndef SOURCE_H
#define SOURCE_H
#include <string>
#include <map>
#include <atomic>
#include <list>
#include "View.h"
#define DEFAULT_MIXING_TRANSLATION -1.f, 1.f
class ImageShader;
class MaskShader;
class ImageProcessingShader;
class FrameBuffer;
class FrameBufferSurface;
class Frame;
class Handles;
class Symbol;
class CloneSource;
class MixingGroup;
typedef std::list<CloneSource *> CloneList;
class SourceCore
{
public:
SourceCore();
SourceCore(SourceCore const&);
SourceCore& operator= (SourceCore const& other);
virtual ~SourceCore();
// get handle on the nodes used to manipulate the source in a view
inline Group *group (View::Mode m) const { return groups_.at(m); }
inline Node *groupNode (View::Mode m) const { return static_cast<Node*>(groups_.at(m)); }
void store (View::Mode m);
// a Source has a shader used to render in fbo
inline Shader *renderingShader () const { return renderingshader_; }
// a Source always has an image processing shader
inline ImageProcessingShader *processingShader () const { return processingshader_; }
protected:
// nodes
std::map<View::Mode, Group*> groups_;
// temporary copy for interaction
Group *stored_status_;
// image processing shaders
ImageProcessingShader *processingshader_;
// pointer to the currently attached shader
// (will be processingshader_ if image processing is enabled)
Shader *renderingshader_;
void copy(SourceCore const& other);
};
class Source : public SourceCore
{
friend class SourceLink;
friend class CloneSource;
friend class View;
friend class MixingView;
friend class MixingGroup;
friend class GeometryView;
friend class LayerView;
friend class TextureView;
friend class TransitionView;
public:
// create a source and add it to the list
// only subclasses of sources can actually be instanciated
Source (uint64_t id = 0);
// non assignable class
Source(Source const&) = delete;
Source& operator=(Source const&) = delete;
virtual ~Source ();
// Get unique id
inline uint64_t id () const { return id_; }
// manipulate name of source
void setName (const std::string &name);
inline std::string name () const { return name_; }
inline const char *initials () const { return initials_; }
// cloning mechanism
virtual CloneSource *clone (uint64_t id = 0);
// Display mode
typedef enum {
UNINITIALIZED = 0,
VISIBLE = 1,
SELECTED = 2,
CURRENT = 3
} Mode;
Mode mode () const;
void setMode (Mode m);
// tests if a given node is part of the source
bool contains (Node *node) const;
// the image processing shader can be enabled or disabled
// (NB: when disabled, a simple ImageShader is applied)
void setImageProcessingEnabled (bool on);
bool imageProcessingEnabled ();
// a Source has a shader to control mixing effects
inline ImageShader *blendingShader () const { return blendingshader_; }
// every Source has a frame buffer from the renderbuffer
virtual FrameBuffer *frame () const;
// a Source has a shader used to render mask
inline MaskShader *maskShader () const { return maskshader_; }
// touch to request update
inline void touch () { need_update_ = true; }
// informs if its ready (i.e. initialized)
inline bool ready () const { return initialized_; }
// a Source shall be updated before displayed (Mixing, Geometry and Layer)
virtual void update (float dt);
// update mode
inline bool active () const { return active_; }
virtual void setActive (bool on);
// lock mode
inline bool locked () const { return locked_; }
virtual void setLocked (bool on);
// Workspace
typedef enum {
BACKGROUND = 0,
STAGE = 1,
FOREGROUND = 2
} Workspace;
inline Workspace workspace () const { return workspace_; }
// a Source shall informs if the source failed (i.e. shall be deleted)
virtual bool failed () const = 0;
// a Source shall define a way to get a texture
virtual uint texture () const = 0;
void setTextureMirrored (bool on);
bool textureMirrored ();
// a Source shall define how to render into the frame buffer
virtual void render ();
// accept all kind of visitors
virtual void accept (Visitor& v);
// operations on mask
inline FrameBufferImage *getMask () const { return maskimage_; }
void setMask (FrameBufferImage *img);
void storeMask (FrameBufferImage *img = nullptr);
// operations on depth
float depth () const;
void setDepth (float d);
// operations on alpha
float alpha () const;
void setAlpha (float a);
// groups for mixing
MixingGroup *mixingGroup() const { return mixinggroup_; }
void clearMixingGroup();
struct hasNode: public std::unary_function<Source*, bool>
{
bool operator()(const Source* elem) const;
hasNode(Node *n) : _n(n) { }
private:
Node *_n;
};
struct hasName: public std::unary_function<Source*, bool>
{
inline bool operator()(const Source* elem) const {
return (elem && elem->name() == _n);
}
hasName(std::string n) : _n(n) { }
private:
std::string _n;
};
struct hasId: public std::unary_function<Source*, bool>
{
inline bool operator()(const Source* elem) const {
return (elem && elem->id() == _id);
}
hasId(uint64_t id) : _id(id) { }
private:
uint64_t _id;
};
struct hasDepth: public std::unary_function<Source*, bool>
{
inline bool operator()(const Source* elem) const {
return (elem && elem->depth()>_from && elem->depth()<_to );
}
hasDepth(float d1, float d2) {
_from = MIN(d1, d2);
_to = MAX(d1, d2);
}
private:
float _from;
float _to;
};
static bool isCurrent (const Source* elem) {
return (elem && elem->mode_ == Source::CURRENT);
}
static bool isInitialized (const Source* elem) {
return (elem && elem->mode_ > Source::UNINITIALIZED);
}
// class-dependent icon
virtual glm::ivec2 icon () const { return glm::ivec2(12, 11); }
SourceLink processingshader_link_;
protected:
// name
std::string name_;
char initials_[3];
uint64_t id_;
// every Source shall be initialized on first draw
bool initialized_;
virtual void init() = 0;
// render() fills in the renderbuffer at every frame
// NB: rendershader_ is applied at render()
FrameBuffer *renderbuffer_;
void attach(FrameBuffer *renderbuffer);
// the rendersurface draws the renderbuffer in the scene
// It is associated to the rendershader for mixing effects
FrameBufferSurface *rendersurface_;
FrameBufferSurface *mixingsurface_;
// blendingshader provides mixing controls
ImageShader *blendingshader_;
ImageShader *mixingshader_;
// shader and buffer to draw mask
MaskShader *maskshader_;
FrameBuffer *maskbuffer_;
Surface *masksurface_;
bool mask_need_update_;
FrameBufferImage *maskimage_;
// surface to draw on
Surface *texturesurface_;
// mode for display
Mode mode_;
// overlays and frames to be displayed on top of source
std::map<View::Mode, Group*> overlays_;
std::map<View::Mode, Switch*> frames_;
std::map<View::Mode, Handles*[7]> handles_;
Handles *lock_, *unlock_;
Switch *locker_;
Symbol *symbol_;
// update
bool active_;
bool locked_;
bool need_update_;
float dt_;
Workspace workspace_;
// clones
CloneList clones_;
// links
SourceLinkList links_;
// Mixing
MixingGroup *mixinggroup_;
Switch *overlay_mixinggroup_;
Symbol *rotation_mixingroup_;
};
class CloneSource : public Source
{
friend class Source;
public:
~CloneSource();
// implementation of source API
void setActive (bool on) override;
uint texture() const override;
bool failed() const override { return origin_ == nullptr; }
void accept (Visitor& v) override;
CloneSource *clone(uint64_t id = 0) override;
inline void detach() { origin_ = nullptr; }
inline Source *origin() const { return origin_; }
glm::ivec2 icon() const override { return glm::ivec2(9, 2); }
protected:
// only Source class can create new CloneSource via clone();
CloneSource(Source *origin, uint64_t id = 0);
void init() override;
Source *origin_;
};
#endif // SOURCE_H