Expand description
The data model of gled: everything a project consists of and how it is stored, without any GPU, audio, network or UI code. The desktop app, the headless server and the browser interface all share it, and it compiles for the web.
Modulesยง
- asset
- asset_
id - collection
- The assets of one kind, and
Collections: the assets of every kind. - input
- Input events as projects store them: keys, gamepad buttons and Art-Net channels.
- naming
- Names that must not repeat among their siblings: layouts, modes, fixtures and assets in one folder.
- patching
- The patch: which fixtures a project has, how they are chained and addressed (the topology), and the layouts that arrange them for effects. Fixture definitions, the lamps that can be patched, are assets.
- sound
- Sound triggers as projects store them, and the audio input device.
- timing
- Beat timing as rendering sees it.