change: change code style to Linux style except indent.

This commit is contained in:
Mike Solar
2025-08-03 03:09:40 +08:00
parent 65ab76edc8
commit 74f73ab3be
789 changed files with 77113 additions and 68888 deletions
+33 -27
View File
@@ -20,7 +20,8 @@
#include "flipdistortnode.h"
namespace olive {
namespace olive
{
const QString FlipDistortNode::kTextureInput = QStringLiteral("tex_in");
const QString FlipDistortNode::kHorizontalInput = QStringLiteral("horiz_in");
@@ -30,63 +31,68 @@ const QString FlipDistortNode::kVerticalInput = QStringLiteral("vert_in");
FlipDistortNode::FlipDistortNode()
{
AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable));
AddInput(kTextureInput, NodeValue::kTexture,
InputFlags(kInputFlagNotKeyframable));
AddInput(kHorizontalInput, NodeValue::kBoolean, false);
AddInput(kHorizontalInput, NodeValue::kBoolean, false);
AddInput(kVerticalInput, NodeValue::kBoolean, false);
AddInput(kVerticalInput, NodeValue::kBoolean, false);
SetFlag(kVideoEffect);
SetEffectInput(kTextureInput);
SetFlag(kVideoEffect);
SetEffectInput(kTextureInput);
}
QString FlipDistortNode::Name() const
{
return tr("Flip");
return tr("Flip");
}
QString FlipDistortNode::id() const
{
return QStringLiteral("org.oliveeditor.Olive.flip");
return QStringLiteral("org.oliveeditor.Olive.flip");
}
QVector<Node::CategoryID> FlipDistortNode::Category() const
{
return {kCategoryDistort};
return { kCategoryDistort };
}
QString FlipDistortNode::Description() const
{
return tr("Flips an image horizontally or vertically");
return tr("Flips an image horizontally or vertically");
}
void FlipDistortNode::Retranslate()
{
super::Retranslate();
super::Retranslate();
SetInputName(kTextureInput, tr("Input"));
SetInputName(kHorizontalInput, tr("Horizontal"));
SetInputName(kVerticalInput, tr("Vertical"));
SetInputName(kTextureInput, tr("Input"));
SetInputName(kHorizontalInput, tr("Horizontal"));
SetInputName(kVerticalInput, tr("Vertical"));
}
ShaderCode FlipDistortNode::GetShaderCode(const ShaderRequest &request) const
{
Q_UNUSED(request)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/flip.frag"));
Q_UNUSED(request)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/flip.frag"));
}
void FlipDistortNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
void FlipDistortNode::Value(const NodeValueRow &value,
const NodeGlobals &globals,
NodeValueTable *table) const
{
// If there's no texture, no need to run an operation
if (TexturePtr tex = value[kTextureInput].toTexture()) {
// Only run shader if at least one of flip or flop are selected
if (value[kHorizontalInput].toBool() || value[kVerticalInput].toBool()) {
table->Push(NodeValue::kTexture, tex->toJob(ShaderJob(value)), this);
} else {
// If we're not flipping or flopping just push the texture
table->Push(value[kTextureInput]);
}
}
// If there's no texture, no need to run an operation
if (TexturePtr tex = value[kTextureInput].toTexture()) {
// Only run shader if at least one of flip or flop are selected
if (value[kHorizontalInput].toBool() ||
value[kVerticalInput].toBool()) {
table->Push(NodeValue::kTexture, tex->toJob(ShaderJob(value)),
this);
} else {
// If we're not flipping or flopping just push the texture
table->Push(value[kTextureInput]);
}
}
}
}