documented new node classes

This commit is contained in:
itsmattkc
2019-07-17 03:05:25 -04:00
parent 39256fd6f9
commit 9f6d0f9dc7
20 changed files with 435 additions and 7 deletions
+80
View File
@@ -27,16 +27,68 @@
#include "node/input.h"
#include "node/output.h"
/**
* @brief A single processing unit that can be connected with others to create intricate processing systems
*
* A cornerstone of "visual programming", a node is a single "function" that takes input and returns an output that can
* be connected to other nodes. Inputs can be either user-set or retrieved from the output of another node. By joining
* several nodes together, intricate, highly customizable, and infinitely extensible systems can be made for processing
* data. It can also all be exposed to the user without forcing them to write code or compile anything.
*
* A major example in Olive is the entire rendering workflow. To render a frame, Olive will work through a node graph
* that can be infinitely customized by the user to create images.
*
* This is a simple base class designed to contain all the functionality for this kind of processing connective unit.
* It is an abstract class intended to be subclassed to create nodes with actual functionality.
*/
class Node : public QObject
{
Q_OBJECT
public:
Node();
/**
* @brief Return the name of the node
*
* This is the node's name shown to the user. This must be overridden by subclasses, and preferably run through the
* translator.
*/
virtual QString Name() = 0;
/**
* @brief Return the unique identifier of the node
*
* This is used in save files and any other times a specific node must be picked out at runtime. This must be an ID
* completely unique to this node, and preferably in bundle identifier format (e.g. "org.company.Name"). This string
* should NOT be translated.
*/
virtual QString id() = 0;
/**
* @brief Return the category this node is in (optional for subclassing, but recommended)
*
* In any organized node menus, show the node in this category. If this node should be in a subfolder of a subfolder,
* use a "/" to separate categories (e.g. "Distort/Noise"). The string should not start with a "/" as this will be
* interpreted as an empty string category. This value should be run through a translator as its largely user
* oriented.
*/
virtual QString Category();
/**
* @brief Return a description of this node's purpose (optional for subclassing, but recommended)
*
* A short (1-2 sentence) description of what this node should do to help the user understand its purpose. This should
* be run through a translator.
*/
virtual QString Description();
/**
* @brief Add a parameter to this node
*
* The Node takes ownership of this parameter.
*
* This can be either an output or an input at any time. Parameters will always appear in the order they're added.
*/
void AddParameter(NodeParam* param);
/**
@@ -72,10 +124,38 @@ public:
int IndexOfParameter(NodeParam* param);
public slots:
/**
* @brief The main processing function
*
* The node's main purpose is to take values from inputs to set values in outputs. For whatever subclass node you
* create, this is where the code for that goes.
*
* Note that as a video editor, the node graph has to work across time. Depending on the purpose of your node, it may
* output different values depending on the time, and even if not, it will likely be receiving different input
* depending on the time. Most of the difficult work here is handled by NodeInput::get_value() which you should pass
* the `time` parameter to. It will return its value (at that time, if it's keyframed), or pass the time to a
* corresponding output if it's connected to one. If your node doesn't directly deal with time, the default behavior
* of the NodeParam objects will handle everything related to it automatically.
*/
virtual void Process(const rational& time) = 0;
signals:
/**
* @brief Signal emitted when a node is connected to another node (creating an "edge")
*
* @param edge
*
* The edge that was added
*/
void EdgeAdded(NodeEdgePtr edge);
/**
* @brief Signal emitted when a node is disconnected from another node (removing an "edge")
*
* @param edge
*
* The edge that was removed
*/
void EdgeRemoved(NodeEdgePtr edge);
};