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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | e2de64d6f1beb9e492daf5b886e19933c1fa41dd (patch) | |
tree | 9047cf9e6b5c43878d5bf82660adae77ceee097a /arts/modules/README.environments | |
download | tdemultimedia-e2de64d6f1beb9e492daf5b886e19933c1fa41dd.tar.gz tdemultimedia-e2de64d6f1beb9e492daf5b886e19933c1fa41dd.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdemultimedia@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'arts/modules/README.environments')
-rw-r--r-- | arts/modules/README.environments | 304 |
1 files changed, 304 insertions, 0 deletions
diff --git a/arts/modules/README.environments b/arts/modules/README.environments new file mode 100644 index 00000000..0ac64df5 --- /dev/null +++ b/arts/modules/README.environments @@ -0,0 +1,304 @@ +Environments: +============= + +1. What is an Environment? +2. How do the interfaces look? +3. How do I create/use one? +4. How do I implement items? + +/* +Documentation TODO: add more details: + - Guis and aRts (probably seperate document), GuiFactory, GenericGuiFactory,... + - the dataDirectory (sections 2,3,4) + - how items react on changes of active (section 4) +*/ + + 1. What is an Environment? + -------------------------- + +Programs like sequencers often require complex structures with lots of +parameters to configure running inside aRts, to create music. For instance +for composing a song, you might require + + - several effects + - several synthetic instruments + - several audio tracks + - a mixer + +While with artscontrol, the user can setup much of this himself manually, the +problem is that this has to be done over and over again. That is, if he saves +the song, the settings of his effects, instruments and the mixer will not be +saved with it. + +The main idea of the new interfaces in Arts::Environment is that the sequencer +can save the environment required to create a song along with the the song, so +that the user will find himself surrounded by the same effects, instruments,... +with the same settings again, once he loads the song again. + +So, conceptually, we can imagine the environment as a "room", where the user +works in to create a song. He needs to install the things inside the room he +needs. Initially, the room will be empty. Now, the user things: oh, I am going +to need this nice 24 channel mixer. *plop* - it appears in the room. Now he +thinks I need some sampler which can play my piano. *plop* - it appears in +the room. + +Now he starts working, and adds the "items" he needs. Finally, if he stops +working on the song, he can pack all what is in the environment in a little +box, and whenever he starts working on the song again, he can start where he +left off. He can even take the environment to a friend, and continue working +on the song there. + +Note that there might be other tasks (such as creating a film, playing an +mp3 with noatun,...) which will have similar requirements of saving the +current state, so the concept of environments is not limited to songs. + + 2. How do the interfaces look? + ------------------------------ + +There are two main things in the Environment, that is + +Arts::Environment::Container this interface is where you put all your stuff + you need to create a song + +Arts::Environment::Item this is an item that works inside an + environment + + 2.1 The Container interface: + ---------------------------- + +Initially "Container"s are empty when created. If you create items, you need +to tell the container about it. + + void addItem(Item item); + Item createItem(string name); + +You can create the Item yourself and use addItem afterwards, or you can tell +the container to create an Item (by name), and return it to you. Then it will +automatically be put into the environment. + +You can list the items that are currently inside an environment with the +attribute + + readonly attribute sequence<Item> items; + +and remove them with + + void removeItem(Item item); + +Finally, the more interesting aspect is that you can save the whole +environment to a list of strings, and restore it from there. + + sequence<string> saveToList(); + void loadFromList(sequence<string> strlist); + +If you load it, all items will be created that were created in the environment +you saved. + + +There are two more special items. Here are two remaining problems to explain +you the purpose of these (you can skip these explaination if you want get +the basic idea first): + + * the "sample data problem" + +Consider you have a song where you use these spectacular "boom" sound you just +sampled. Now you save it to a list of strings, and take it to a friend. There +are two things that could happen up to now: + +1. the "boom" sound doesn't get put into that list of strings, so when you play +the song on your friends computer it might be missing + +2. the "boom" sound gets saved as string list - this would probably be really +really inefficient for both, loading and saving + +So we introduce a + + attribute string dataDirectory; + +where song specific data can be saved. The general idea is that items should +access data from anywhere on your harddisc. However, if you execute a special +operation (such as "pack the environment"), all data used in the environment +should get copied into the dataDirectory, and the data should be used from +there in the future. + +The details of this are not quite done yet. + + * the "outside world object" problem + +Suppose you use an environment and some items use objects that are not items +of the environment. A typical example might be objects which refer to an +Arts::StereoEffectStack outside the environment. Such objects could be saved, +but they need to know how to restore themselves to "the same" StereoEffectStack +again (which will not be restored by the environment). + +The general idea to solve this is the context. In the context the user can +name non-environment objects and say: "well, here is a StereoEffectStack my +items will refer to, and it is named 'OutputEffectStack'". Upon serialization, +the environment would not care about the OutputEffectStack, and each item +which needs to refer to it would only save that it needs to put the items +in something called 'OutputEffectStack' again. + +The same way, up on restore, items could lookup the 'OutputEffectStack' again +and insert StereoEffects in there. + +The details of this are not quite done yet. + + 2.2 The Item interface: + ----------------------- + +Most functions in the Item interface are not too relevant for users. Upon +insertion, the environment uses + + void setContainer(Container container); + +to tell the Item in which environment it lives. It also uses setContainer( +Container::null()) once the Item gets removed. Which container the Item +is in can be seen in the + + readonly attribute Container parent; + +Upon serialization, the container uses + + sequence<string> saveToList(); + void loadFromList(sequence<string> strlist); + +to save or restore the data. Finally, you can see if the item is currently +inside a Container with the + + readonly attribute boolean active; + +There is some trick here: the problem is that you will probably want to hold +references to items (or parts of items) in some situations. But if you do so, +and for instance display the item on the GUI, you will still display the item +if it was removed from the environment. And you will (by reference counting) +prevent it from disappearing. + +So... if you hold a reference, watch whether the item is still active, using + + connect(item, "active_changed", ...) + +and do release the references you hold if it is not. I.e. if you have a mixer +window on the screen, and the mixer gets inactive, close it. (See also: change +notification documentation). + + 3. How do I create/use one? + --------------------------- + +First of all, creation. Usually, you will hold your environments on the +sound server. So creating will look like: + + /* lookup sound server (use an existing one, if you have one) */ + Arts::SoundServer server = Reference("global:Arts_SoundServer"); + if(server.isNull()) + /* error handling -> no sound server running */; + + /* create the object on the server */ + Arts::Environment::Container container = + Arts::DynamicCast(server.createObject("Arts::Environment::Container")); + if(container.isNull()) + /* error handling -> environment container could not be created */; + +Good, now we have an environment. What to do now? We could add a mixer. This +would work like + + Arts::Environment::MixerItem mixer = + Arts::DynamicCast(container.createItem("Arts::Environment::MixerItem")); + if(mixer.isNull()) + /* error handling -> no mixer */; + +Cool. A mixer. What do we do with that. Hm... setting the channel count would +be nice, for instance. + + mixer.channelCount(8); /* an eight channel mixer */ + +And finally, we could display a GUI for it, using the KDE gui embedding thing. + + Arts::GenericGuiFactory guiFactory; + Arts::Widget widget = guiFactory.createGui(mixer); + if(!widget.isNull()) + { + KArtsWidget *kartswidget = new KArtsWidget(widget); + kartswidget->show(); + } + else + { + /* error handling -> no gui available for this item */ + } + +NOTE: for GenericGuiFactory to work, it needs to know what toolkit you are +using. For KDE, you need to add the line + + ObjectManager::the()->provideCapability("kdegui"); + +somewhere in your application (only do this once). + +You can try using saveToList or loadFromList on the container, too. A classical +piece of code which does this is, copied from artscontrol: + +void EnvironmentView::load() /* load from file DEFAULT_ENV_FILENAME */ +{ + ifstream infile(DEFAULT_ENV_FILENAME); + string line; + vector<string> strseq; + + while(getline(infile,line)) + strseq.push_back(line); + + defaultEnvironment().loadFromList(strseq); /* we'd use "container" here */ +} + +void EnvironmentView::save() +{ + vector<string> *strseq; + strseq = defaultEnvironment().saveToList(); /* we'd use "container" here */ + + ofstream outfile(DEFAULT_ENV_FILENAME); + for(vector<string>::iterator i = strseq->begin(); i != strseq->end(); i++) + outfile << *i << endl; + delete strseq; +} + +/* remark about loading: +Of course, after loading the environment, you might want to look at +container.items, to be able to display the guis again. To find out if an +item is a mixer, you can do Arts::Environment::MixerItem m = +Arts::DynamicCast(item); - or if you want to get the type in a generic +way, you can use string typename = item._interfaceName(); */ + +Finally, if we're tired of using our mixer, we can remove it again, using + + container.removeItem(mixer); + + 4. How do I implement items? + ---------------------------- + +Basically, you derive an interface from Arts::Environment::Item, like this: + + // this code is in the .idl file: + interface MyItem : Arts::Environment::Item { + /* methods/attributes here */ + }; + +and your implementation from Arts::Environment::Item_impl, like this: + + // this code is in the .cc file: + #include "artsmodules.h" + #include "env_item_impl.h" + + class MyItem_impl : virtual public MyItem_skel, + virtual public Arts::Environment::Item_impl + { + public: + void loadFromList(const vector<string>& list) + { + /* you need to implement this... */ + } + vector<string> *saveToList() + { + /* ... and that */ + } + }; + REGISTER_IMPLEMENTATION(MyItem_impl); /* register your implementation */ + +If you want your item to have a Gui, implement a GuiFactory that can create +a gui for the item. |