/*** 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 . ***/ #ifndef NODE_H #define NODE_H #include #include "common/rational.h" #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); /** * @brief Signal all dependent Nodes that anything cached between start_range and end_range is now invalid and * requires re-rendering * * Override this if your Node subclass keeps a cache, but call this base function at the end of the subclass function. * Default behavior is to relay this signal to all connected outputs, which will need to be done as to not break * the DAG. Even if the time needs to be transformed somehow (e.g. converting media time to sequence time), you can * call this function with transformed time and relay the signal that way. */ virtual void InvalidateCache(const rational& start_range, const rational& end_range); /** * @brief Return the parameter at a given index */ NodeParam* ParamAt(int index); /** * @brief Return a list of NodeParams */ QList parameters(); /** * @brief Return the current number of parameters */ int ParameterCount(); /** * @brief Return the index of a parameter * @return Parameter index or -1 if this parameter is not part of this Node */ 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); }; #endif // NODE_H