57#ifndef STEAM_MOBJECT_MODEL_PORT_H
58#define STEAM_MOBJECT_MODEL_PORT_H
118 return exists (this->id_);
122 operator bool()
const
131 return mp1.
id_ == mp2.
id_;
137 return mp1.
id_ != mp2.
id_;
thin wrapper around a size_t hash ID used as primary key for all Asset objects.
Handle designating a point within the model, where actually output data can be pulled.
friend bool operator!=(ModelPort const &mp1, ModelPort const &mp2)
friend bool operator<(ModelPort const &mp1, ModelPort const &mp2)
ID< asset::Struct > holder() const
access the timeline (or similar structural element) holding a global pipe which corresponds to this m...
static bool exists(ID< asset::Pipe >)
check if the global model port registration contains a mapping for the given pipe-ID
ID< asset::Pipe > pipe() const
access the Pipe (ID) of the global model port registered with the ID underlying this model port.
friend bool operator==(ModelPort const &mp1, ModelPort const &mp2)
StreamType::ID streamType() const
convenience shortcut to access the stream type associated with the pipe-ID corresponding to this mode...
#define LUMIERA_ERROR_DECLARE(err)
Forward declare an error constant.
size_t HashVal
a STL compatible hash value
The asset subsystem of the Steam-Layer.
Steam-Layer implementation namespace root.
A "processing pipe" represented as Asset.
Framework for classification of media streams.