added gap node and block improvements

This commit is contained in:
itsmattkc
2019-07-27 03:23:35 -07:00
parent 53da858c45
commit 32b8d0a7d6
8 changed files with 154 additions and 20 deletions
+30 -2
View File
@@ -23,6 +23,12 @@
#include "node/node.h"
/**
* @brief A Node that represents a block of time, also displayable on a Timeline
*
* This is an abstract function. Since different types of Block will provide their lengths in different ways, it's
* necessary to subclass and override the length() function for a Block to be usable.
*/
class Block : public Node
{
Q_OBJECT
@@ -31,10 +37,11 @@ public:
virtual QString Category() override;
virtual rational in();
virtual rational out();
const rational& in();
const rational& out();
virtual rational length() = 0;
virtual void set_length(const rational& length) = 0;
virtual Block* previous();
virtual Block* next();
@@ -44,6 +51,24 @@ public:
public slots:
virtual void Process(const rational &time) override;
/**
* @brief Refreshes internal cache of in/out points up to date
*
* A block can only know truly know its in point by adding all the lengths of the clips before it. Since this can
* become timeconsuming, blocks cache their in and out points for easy access, however this does mean their caches
* need to stay up to date to provide accurate results. Whenever this or any surrounding Block is changed, it's
* recommended to call Refresh().
*
* This function specifically sets the in point to the out point of the previous clip and sets its out point to the
* in point + this block's length. Therefore, before calling Refresh() on a Block, it's necessary that all the
* Blocks before it are accurate and up to date. You may need to traverse through the Block list (using previous())
* and run Refresh() on all Blocks sequentially.
*/
void Refresh();
protected:
void RefreshSurrounds();
private:
NodeInput* previous_input_;
NodeInput* next_input_;
@@ -51,6 +76,9 @@ private:
NodeOutput* next_output_;
NodeOutput* texture_output_;
rational in_point_;
rational out_point_;
};
#endif // BLOCK_H