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file | buildinstruct.hpp [code] |
| Helper classes used by asset::ProcPatt to represent the processing information.
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file | category.cpp [code] |
| Implementation parts regarding Asset categorisation.
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file | category.hpp [code] |
| Definition of Asset categorisation.
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file | asset/clip.cpp [code] |
| Clip Asset implementation.
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file | asset/clip.hpp [code] |
| Definition of Asset representation for a media clip.
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file | codec.hpp [code] |
| Definition of a Codec Asset.
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file | compoundmedia.hpp [code] |
| Definition of an Asset to represent a clustering or compound of several media.
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file | dataset.hpp [code] |
| Definition of an Asset to represent a set of control data An example would be captured animation data from some kind of external controller.
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file | db.hpp [code] |
| Implementation of the Asset database.
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file | asset/effect.cpp [code] |
| Implementation level functionality regarding the Asset representation of effects.
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file | asset/effect.hpp [code] |
| Definition of an Asset representation for any kind of effect or media processor.
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file | inventory.hpp [code] |
| Exposing an ID registration cluster as a Meta Asset.
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file | media.cpp [code] |
| Implementation regarding the Media Asset abstraction.
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file | media.hpp [code] |
| Media data represented a specific kind of Asset.
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file | asset/meta.cpp [code] |
| Implementation details regarding the Meta Asset category.
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file | asset/meta.hpp [code] |
| Internal and organisational metadata.
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file | pipe.cpp [code] |
| Implementation details regarding the Asset representation of a processing Pipe.
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file | pipe.hpp [code] |
| A "processing pipe" represented as Asset.
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file | preview.cpp [code] |
| Implementation details regarding a placeholder / "Proxy" / preview media asset.
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file | preview.hpp [code] |
| Placeholder "proxy" Asset.
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file | proc.cpp [code] |
| Implementation details regarding the Asset representation of a media processing facility.
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file | proc.hpp [code] |
| Data processing Plugins and Codecs can be treated as a specific Kind of Asset.
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file | procpatt.cpp [code] |
| Implementation details related to "processing pattern" assets.
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file | procpatt.hpp [code] |
| Definition of a structural asset to express patterns of wiring or processing Processing patterns can be seen as some kind of "micro code" (or macro code, if you prefer this view angle), which will be executed within the machinery to wire and configure the render nodes network, based on the objects in the Session model.
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file | sequence.cpp [code] |
| Implementation parts of the Sequence entity within the Session model.
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file | sequence.hpp [code] |
| Structural building block of the session: a sequence of clips.
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file | struct-factory-impl.hpp [code] |
| Private implementation details of creating various structural assets.
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file | struct-scheme.hpp [code] |
| Naming and labelling scheme for structural assets.
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file | struct.cpp [code] |
| Implementation functions to support the "structural asset" abstraction.
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file | struct.hpp [code] |
| Asset representation of structural elements within the model.
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file | timeline.cpp [code] |
| Implementation functions of the Timeline entity within the Session model.
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file | timeline.hpp [code] |
| Top level structural element within the session.
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file | typed-id.hpp [code] |
| Frontend for a registration service to associate object identities, symbolic identifiers and types.
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file | typed-lookup.cpp [code] |
| Implementation backend for a registration service to associate IDs, types and object instances.
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file | unknown.cpp [code] |
| Implementation functions regarding a marker asset for unknown media.
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file | unknown.hpp [code] |
| Marker Asset to indicate an unknown media source.
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file | viewer.cpp [code] |
| Implementation functions to represent a viewer or viewer attachment point.
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file | viewer.hpp [code] |
| structural element corresponding to a viewer in the GUI.
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