Lumiera 0.pre.04~rc.1
»edit your freedom«
Loading...
Searching...
No Matches
asset Directory Reference
+ Directory dependency graph for asset:

Directories

 meta
 

Files

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