rewrote renderers where necessary for new node structure
Largely conforming renderers to new NodeValue system. Code seems a lot cleaner this way which is a nice advantage. Likely non-functional as this won't compile just yet and still needs probably another day or two of testing to get it back to where it was before.
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@@ -16,12 +16,10 @@ public:
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void SetParameters(const VideoRenderingParams& video_params);
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public slots:
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virtual QVariant RenderAsSibling(NodeDependency dep) override;
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void Download(NodeDependency dep, QByteArray hash, QVariant texture, QString filename);
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signals:
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void CompletedFrame(NodeDependency path, QByteArray hash, QVariant value);
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void CompletedFrame(NodeDependency path, QByteArray hash, NodeValueTable value);
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void CompletedDownload(NodeDependency path, QByteArray hash);
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@@ -40,10 +38,12 @@ protected:
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virtual void TextureToBuffer(const QVariant& texture, QByteArray& buffer) = 0;
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virtual void RenderInternal(const NodeDependency& path) override;
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virtual NodeValueTable RenderInternal(const NodeDependency& path) override;
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virtual FramePtr RetrieveFromDecoder(DecoderPtr decoder, const TimeRange& range) override;
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virtual NodeValueTable RenderBlock(NodeOutput *output, const TimeRange& range) override;
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private:
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void ProcessNode();
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