Lumiera
0.pre.03
»edit your freedom«
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Go to the source code of this file.
Implementing the Placement mechanics.
The various specifications how to place some MObject (logically) within the Session are given by small LocatingPin objects forming a chain. For resolving the actual position, at the moment (10/07) we use a preliminary implementation to support the most common Placement types (fixed and relative). It is comprised of the nested LocatingSolution and the functions FixedLocation::resolve(LocatingSolution&) and RelativeLocation::resolve(LocatingSolution&) etc. If this is to be extended, we'll need a real spatial discrete constraint solver (and this probably will be some library implementation, because the problem is anything but trivial).
Definition in file locatingpin.hpp.
Classes | |
class | LocatingPin |
Positioning specification, possibly chained to further specifications. More... | |
struct | LocatingPin::LocatingSolution |
class | PlacementRef< MX > |
Reference tag denoting a placement attached to the session. More... | |
Typedefs | |
typedef PlacementRef< MObject > | PlaRef |
TODO: as of 5/09 the idea is to phase out direct dependency on the placement class and recast those dependencies in terms of PlacementRef. | |
Functions | |
bool | operator== (LocatingPin const &pin1, LocatingPin const &pin2) |
check for equivalent definition of a complete locating chain | |
Namespaces | |
steam | |
Steam-Layer implementation namespace root. | |
steam::asset | |
The asset subsystem of the Steam-Layer. | |
steam::mobject | |
Media-Objects, edit operations and high-level session. | |
steam::mobject::session | |
Namespace of Session and user visible high-level objects. | |