nodes can now be connected through the node editor

This commit is contained in:
itsmattkc
2019-04-13 02:40:58 +10:00
parent 6b67727bd8
commit 8cd96eae64
24 changed files with 480 additions and 85 deletions
+8 -1
View File
@@ -127,7 +127,7 @@ public:
virtual NodePtr Create(Clip *c) = 0;
void AddRow(EffectRow* row);
int IndexOfRow(EffectRow* row);
EffectRow* row(int i);
int row_count();
@@ -135,6 +135,8 @@ public:
EffectGizmo* gizmo(int i);
int gizmo_count();
QVector<NodeEdge*> GetAllEdges();
bool IsEnabled();
bool IsExpanded();
@@ -168,6 +170,8 @@ public:
int getIterations();
void setIterations(int i);
const QPointF& pos();
virtual void process_image(double timecode, uint8_t* input, uint8_t* output, int size);
virtual void process_shader(double timecode, GLTextureCoords&, int iteration);
virtual void process_coords(double timecode, GLTextureCoords& coords, int data);
@@ -225,6 +229,7 @@ public slots:
void FieldChanged();
void SetEnabled(bool b);
void SetExpanded(bool e);
void SetPos(const QPointF& pos);
signals:
void EnabledChanged(bool);
private slots:
@@ -264,6 +269,8 @@ private:
QVector<KeyframeDataChange*> gizmo_dragging_actions_;
QPointF pos_;
// superimpose functions
virtual void redraw(double timecode);
bool valueHasChanged(double timecode);