change: change code style to Linux style except indent.
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@@ -20,7 +20,8 @@
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#include "swirldistortnode.h"
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namespace olive {
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namespace olive
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{
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const QString SwirlDistortNode::kTextureInput = QStringLiteral("tex_in");
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const QString SwirlDistortNode::kRadiusInput = QStringLiteral("radius_in");
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@@ -31,92 +32,101 @@ const QString SwirlDistortNode::kPositionInput = QStringLiteral("pos_in");
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SwirlDistortNode::SwirlDistortNode()
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{
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AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable));
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AddInput(kTextureInput, NodeValue::kTexture,
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InputFlags(kInputFlagNotKeyframable));
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AddInput(kRadiusInput, NodeValue::kFloat, 200);
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SetInputProperty(kRadiusInput, QStringLiteral("min"), 0);
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AddInput(kRadiusInput, NodeValue::kFloat, 200);
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SetInputProperty(kRadiusInput, QStringLiteral("min"), 0);
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AddInput(kAngleInput, NodeValue::kFloat, 10);
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SetInputProperty(kAngleInput, QStringLiteral("base"), 0.1);
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AddInput(kAngleInput, NodeValue::kFloat, 10);
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SetInputProperty(kAngleInput, QStringLiteral("base"), 0.1);
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AddInput(kPositionInput, NodeValue::kVec2, QVector2D(0, 0));
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AddInput(kPositionInput, NodeValue::kVec2, QVector2D(0, 0));
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SetFlag(kVideoEffect);
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SetEffectInput(kTextureInput);
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SetFlag(kVideoEffect);
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SetEffectInput(kTextureInput);
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gizmo_ = AddDraggableGizmo<PointGizmo>({
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NodeKeyframeTrackReference(NodeInput(this, kPositionInput), 0),
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NodeKeyframeTrackReference(NodeInput(this, kPositionInput), 1),
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});
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gizmo_->SetShape(PointGizmo::kAnchorPoint);
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gizmo_ = AddDraggableGizmo<PointGizmo>({
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NodeKeyframeTrackReference(NodeInput(this, kPositionInput), 0),
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NodeKeyframeTrackReference(NodeInput(this, kPositionInput), 1),
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});
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gizmo_->SetShape(PointGizmo::kAnchorPoint);
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}
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QString SwirlDistortNode::Name() const
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{
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return tr("Swirl");
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return tr("Swirl");
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}
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QString SwirlDistortNode::id() const
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{
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return QStringLiteral("org.oliveeditor.Olive.swirl");
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return QStringLiteral("org.oliveeditor.Olive.swirl");
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}
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QVector<Node::CategoryID> SwirlDistortNode::Category() const
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{
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return {kCategoryDistort};
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return { kCategoryDistort };
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}
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QString SwirlDistortNode::Description() const
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{
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return tr("Distorts an image along a sine wave.");
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return tr("Distorts an image along a sine wave.");
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}
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void SwirlDistortNode::Retranslate()
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{
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super::Retranslate();
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super::Retranslate();
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SetInputName(kTextureInput, tr("Input"));
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SetInputName(kRadiusInput, tr("Radius"));
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SetInputName(kAngleInput, tr("Angle"));
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SetInputName(kPositionInput, tr("Position"));
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SetInputName(kTextureInput, tr("Input"));
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SetInputName(kRadiusInput, tr("Radius"));
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SetInputName(kAngleInput, tr("Angle"));
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SetInputName(kPositionInput, tr("Position"));
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}
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ShaderCode SwirlDistortNode::GetShaderCode(const ShaderRequest &request) const
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{
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Q_UNUSED(request)
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/swirl.frag"));
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Q_UNUSED(request)
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/swirl.frag"));
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}
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void SwirlDistortNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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void SwirlDistortNode::Value(const NodeValueRow &value,
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const NodeGlobals &globals,
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NodeValueTable *table) const
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{
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// If there's no texture, no need to run an operation
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if (TexturePtr tex = value[kTextureInput].toTexture()) {
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// Only run shader if at least one of flip or flop are selected
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if (!qIsNull(value[kAngleInput].toDouble()) && !qIsNull(value[kRadiusInput].toDouble())) {
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ShaderJob job(value);
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job.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, tex->virtual_resolution(), this));
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table->Push(NodeValue::kTexture, tex->toJob(job), this);
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} else {
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// If we're not flipping or flopping just push the texture
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table->Push(value[kTextureInput]);
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}
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}
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// If there's no texture, no need to run an operation
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if (TexturePtr tex = value[kTextureInput].toTexture()) {
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// Only run shader if at least one of flip or flop are selected
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if (!qIsNull(value[kAngleInput].toDouble()) &&
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!qIsNull(value[kRadiusInput].toDouble())) {
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ShaderJob job(value);
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job.Insert(QStringLiteral("resolution_in"),
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NodeValue(NodeValue::kVec2, tex->virtual_resolution(),
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this));
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table->Push(NodeValue::kTexture, tex->toJob(job), this);
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} else {
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// If we're not flipping or flopping just push the texture
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table->Push(value[kTextureInput]);
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}
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}
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}
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void SwirlDistortNode::UpdateGizmoPositions(const NodeValueRow &row, const NodeGlobals &globals)
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void SwirlDistortNode::UpdateGizmoPositions(const NodeValueRow &row,
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const NodeGlobals &globals)
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{
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QPointF half_res(globals.square_resolution().x()/2, globals.square_resolution().y()/2);
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QPointF half_res(globals.square_resolution().x() / 2,
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globals.square_resolution().y() / 2);
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gizmo_->SetPoint(half_res + row[kPositionInput].toVec2().toPointF());
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gizmo_->SetPoint(half_res + row[kPositionInput].toVec2().toPointF());
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}
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void SwirlDistortNode::GizmoDragMove(double x, double y, const Qt::KeyboardModifiers &modifiers)
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void SwirlDistortNode::GizmoDragMove(double x, double y,
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const Qt::KeyboardModifiers &modifiers)
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{
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NodeInputDragger &x_drag = gizmo_->GetDraggers()[0];
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NodeInputDragger &y_drag = gizmo_->GetDraggers()[1];
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NodeInputDragger &x_drag = gizmo_->GetDraggers()[0];
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NodeInputDragger &y_drag = gizmo_->GetDraggers()[1];
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x_drag.Drag(x_drag.GetStartValue().toDouble() + x);
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y_drag.Drag(y_drag.GetStartValue().toDouble() + y);
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x_drag.Drag(x_drag.GetStartValue().toDouble() + x);
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y_drag.Drag(y_drag.GetStartValue().toDouble() + y);
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}
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}
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