Lumiera  0.pre.03
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timeline.hpp File Reference

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Description

Top level structural element within the session.

Each Lumiera session may contain multiple top level timeline containers, which at the same time act as structural asset and as part of the public session API exposed to clients for discovering the session contents. Actually, Timelines are facade objects, delegating the implementation to the BindingMO, the Axis and the Sequences/Tracks.

Contrary to usual habits in video/sound editing software, in Lumiera the tracks are not part of the timeline, but rather attached directly to the sequence container. To be usable, a timeline needs a binding to refer to such a sequence, but this sequence may be bound into multiple timelines or even virtual clips simultaneously.

Like every structural asset, the creation of timelines happens automatically on referral; Timelines can be queried from the StructFactory, providing additional requested capabilities. Commonly clients will retrieve a given timeline by query on the name-ID of the timeline: Struct::retrieve (Query<Timeline>("id(theName).")) Additionally, the binding to a specific sequence may be established alongside: "timeline(theTimelineName), bindSequence(theTimelineName,sequenceID)."

Todo:

around 2010, the concept of Timeline and Session binding was defined, together with a rough preliminary implementation. Up to 2017, there was no opportunity to set this system really into motion; this is not necessarily a bad thing, since meanwhile we understand way better in which way the Session will actually be accessed...

looks like we'll represent a secondary, attached slave display of the same Timeline rather by materialising it into a TimelineClone within the session. This topic has been postponed as of 10/2018 //////////////////////////////////////TICKET #1083

See also
Session
Sequence
StructFactory

Definition in file timeline.hpp.

Classes

class  Timeline
 

Typedefs

typedef lib::P< Timeline > PTimeline
 
typedef MORef< Binding > RBinding
 

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.