/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
***/
#include "nodeview.h"
NodeView::NodeView(QWidget *parent) :
QGraphicsView(parent),
graph_(nullptr)
{
setScene(&scene_);
setDragMode(RubberBandDrag);
connect(&scene_, SIGNAL(changed(const QList&)), this, SLOT(ItemsChanged()));
connect(&scene_, SIGNAL(selectionChanged()), this, SLOT(SceneSelectionChangedSlot()));
}
NodeView::~NodeView()
{
// Unset the current graph
SetGraph(nullptr);
}
void NodeView::SetGraph(NodeGraph *graph)
{
if (graph_ == graph) {
return;
}
if (graph_ != nullptr) {
disconnect(graph_, SIGNAL(NodeAdded(Node*)), this, SLOT(AddNode(Node*)));
disconnect(graph_, SIGNAL(NodeRemoved(Node*)), this, SLOT(RemoveNode(Node*)));
disconnect(graph_, SIGNAL(EdgeAdded(NodeEdgePtr)), this, SLOT(AddEdge(NodeEdgePtr)));
disconnect(graph_, SIGNAL(EdgeRemoved(NodeEdgePtr)), this, SLOT(RemoveEdge(NodeEdgePtr)));
graph_->Release();
}
// Clear the scene of all UI objects
scene_.clear();
// Set reference to the graph
graph_ = graph;
// If the graph is valid, add UI objects for each of its Nodes
if (graph_ != nullptr) {
connect(graph_, SIGNAL(NodeAdded(Node*)), this, SLOT(AddNode(Node*)));
connect(graph_, SIGNAL(NodeRemoved(Node*)), this, SLOT(RemoveNode(Node*)));
connect(graph_, SIGNAL(EdgeAdded(NodeEdgePtr)), this, SLOT(AddEdge(NodeEdgePtr)));
connect(graph_, SIGNAL(EdgeRemoved(NodeEdgePtr)), this, SLOT(RemoveEdge(NodeEdgePtr)));
QList graph_nodes = graph_->nodes();
foreach (Node* node, graph_nodes) {
AddNode(node);
}
}
}
NodeViewItem *NodeView::NodeToUIObject(QGraphicsScene *scene, Node *n)
{
QList graphics_items = scene->items();
for (int i=0;i(graphics_items.at(i));
if (item != nullptr) {
if (item->node() == n) {
return item;
}
}
}
return nullptr;
}
NodeViewEdge *NodeView::EdgeToUIObject(QGraphicsScene *scene, NodeEdgePtr n)
{
QList graphics_items = scene->items();
for (int i=0;i(graphics_items.at(i));
if (edge != nullptr) {
if (edge->edge() == n) {
return edge;
}
}
}
return nullptr;
}
NodeViewItem *NodeView::NodeToUIObject(Node *n)
{
return NodeToUIObject(&scene_, n);
}
NodeViewEdge *NodeView::EdgeToUIObject(NodeEdgePtr n)
{
return EdgeToUIObject(&scene_, n);
}
void NodeView::AddNode(Node* node)
{
NodeViewItem* item = new NodeViewItem();
item->SetNode(node);
scene_.addItem(item);
// Add a NodeViewEdge for each connection
foreach (NodeParam* param, node->parameters()) {
// We only bother working with outputs since eventually this will cover all inputs too
// (covering both would lead to duplicates since every edge connects to one input and one output)
if (param->type() == NodeParam::kOutput) {
const QVector& edges = param->edges();
foreach(NodeEdgePtr edge, edges) {
AddEdge(edge);
}
}
}
}
void NodeView::RemoveNode(Node *node)
{
NodeViewItem* item = NodeToUIObject(scene(), node);
delete item;
}
void NodeView::AddEdge(NodeEdgePtr edge)
{
NodeViewEdge* edge_ui = new NodeViewEdge();
edge_ui->SetEdge(edge);
scene_.addItem(edge_ui);
}
void NodeView::RemoveEdge(NodeEdgePtr edge)
{
NodeViewEdge* edge_ui = EdgeToUIObject(scene(), edge);
delete edge_ui;
}
void NodeView::ItemsChanged()
{
QList items = scene_.items();
foreach (QGraphicsItem* item, items) {
NodeViewEdge* edge = dynamic_cast(item);
if (edge != nullptr) {
edge->Adjust();
}
}
}
void NodeView::SceneSelectionChangedSlot()
{
// Get the scene's selected items and convert it into a list of selected nodes
QList selected_items = scene_.selectedItems();
QList selected_nodes;
for (int i=0;i(selected_items.at(i));
if (item != nullptr) {
selected_nodes.append(item->node());
}
}
emit SelectionChanged(selected_nodes);
}