Lumiera
0.pre.03
»edit your freedom«
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Go to the source code of this file.
Structural building block of the session: a sequence of clips.
A Sequence is both a structural element of the session and part of the public session API exposed to clients for discovering the session contents and structure. Sequences are implemented as structural assets, delegating the actual implementation to the fork-MObjects within the model, which naturally form the necessary recursive and nested structure.
Contrary to usual habits in video/sound editing software, in Lumiera the "tracks" form a tree and serve as backbone of the individual sequence, as opposed to the timeline, which manages output and frame quantisation, but do not hold any contents themselves. Thus, the sequence is really a tree of nested scopes (session::mobject::Fork), together with all the media elements placed within these scopes.
Like every structural asset, the creation of sequences happens automatically on referral; Sequences can be queried from the StructFactory, providing additional requested capabilities. Commonly clients will retrieve a given sequence by query on the name-ID of the sequence: Struct::retrieve
(Query<Sequence> ("id(theName).")) Additionally, a specific fork root may be requested: "id(theName),rootFork(trackID)."
Definition in file sequence.hpp.
#include "steam/asset/struct.hpp"
#include "steam/mobject/mobject-ref.hpp"
#include "lib/p.hpp"
#include "lib/element-tracker.hpp"
Classes | |
class | Sequence |
TODO type comment. More... | |
Typedefs | |
typedef lib::P< Sequence > | PSequence |
typedef MORef< Fork > | RFork |
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. | |