On 08/06/2011 04:23 AM, Florian Paul Schmidt wrote:
Hi,

during the process of writing a new small jack sampler which fits my workflow I came up with this little scheme to solve the UI/engine decoupling problem. For the purpose of spreading the idea or alternatively getting answers about how it's broken and sucks I decided to write a little article describing it..

http://178.63.2.231/~tapas/wordpress/?page_id=45

The (largely unfinished and unusable) sampler project is here:

https://github.com/fps/jass

Let me have it..

I guess I should mention the approach in a nutshell. Assiging a new generator (that plays a sample) to the first element of a std::vector of generators in the engine the UI would do e.g.:

engine.commands.write(assign(engine.gens->t[0], p));

where assign() is a function that builds a functor that dassigns the right argument to the left, p is a

boost::shared_ptr<disposable<generator> >

or with typedef

disposable_generator_ptr,

gens is a

boost::shared_ptr<disposable<std::vector<boost::shared_ptr<generator> > > >

or with typedefs:

boost::shared_ptr<disposable<std::vector<disposable_generator_ptr> >

or even shorter

disposable_generator_vector_ptr

Replacing the whole vector of generators with a new one (after e.g. loading a complete setup) wood look like:

engine.commands.write(assign(engine.gens, v);

where v would be a disposable_generator_vector_ptr.

Just calling the set_sample member of a generator would look like this:

engine.commands.write(&generator::set_sample, engine.gens->t[0]->t, s)

where s is a disposable_sample_ptr..

The ->t thingies show up, because every object is wrapped in a disposable<T> which has a member t that is the "payload"..

I wonder if there's an even more elegant approach to cook down the verbosity a bit.. What you get, though, for the verbosity is the ability to call almost every member of every object in the engine's collection of objects without writing extra classes to define a command.. Such is the power of boost::bind and boost::function..

Flo

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