This makes the node system somewhat more high-level with the intent of making working with them far more flexible and stable. By making the architecture more abstracted, it becomes far less rigid which should allow us to do even more with it and make it much less crash prone.
287 lines
7.0 KiB
C++
287 lines
7.0 KiB
C++
/***
|
|
|
|
Olive - Non-Linear Video Editor
|
|
Copyright (C) 2020 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 <http://www.gnu.org/licenses/>.
|
|
|
|
***/
|
|
|
|
#include "nodeviewscene.h"
|
|
|
|
#include "common/functiontimer.h"
|
|
#include "nodeviewedge.h"
|
|
#include "nodeviewitem.h"
|
|
#include "project/item/sequence/sequence.h"
|
|
|
|
namespace olive {
|
|
|
|
NodeViewScene::NodeViewScene(QObject *parent) :
|
|
QGraphicsScene(parent),
|
|
direction_(NodeViewCommon::kLeftToRight),
|
|
curved_edges_(true)
|
|
{
|
|
}
|
|
|
|
void NodeViewScene::SetFlowDirection(NodeViewCommon::FlowDirection direction)
|
|
{
|
|
direction_ = direction;
|
|
|
|
{
|
|
// Iterate over node items setting direction
|
|
QHash<Node*, NodeViewItem*>::const_iterator i;
|
|
for (i=item_map_.constBegin(); i!=item_map_.constEnd(); i++) {
|
|
i.value()->SetFlowDirection(direction_);
|
|
|
|
// Update position too
|
|
i.value()->SetNodePosition(i.key()->GetPosition());
|
|
}
|
|
}
|
|
|
|
{
|
|
// Iterate over edge items setting direction
|
|
foreach (NodeViewEdge* edge, edges_) {
|
|
edge->SetFlowDirection(direction_);
|
|
}
|
|
}
|
|
}
|
|
|
|
void NodeViewScene::clear()
|
|
{
|
|
// Deselect everything (prevents signals that a selection has changed after deleting an object)
|
|
DeselectAll();
|
|
|
|
// HACK: QGraphicsScene contains some sort of internal caching of the selected items which doesn't update unless
|
|
// we call a function like this. That means even though we deselect all items above, QGraphicsScene will
|
|
// continue to incorrectly signal selectionChanged() when items that were selected (but are now not) get
|
|
// deleted. Calling this function appears to update the internal cache and prevent this.
|
|
selectedItems();
|
|
|
|
qDeleteAll(item_map_);
|
|
item_map_.clear();
|
|
|
|
qDeleteAll(edges_);
|
|
edges_.clear();
|
|
}
|
|
|
|
void NodeViewScene::SelectAll()
|
|
{
|
|
QList<QGraphicsItem *> all_items = this->items();
|
|
|
|
foreach (QGraphicsItem* i, all_items) {
|
|
i->setSelected(true);
|
|
}
|
|
}
|
|
|
|
void NodeViewScene::DeselectAll()
|
|
{
|
|
QList<QGraphicsItem *> selected_items = this->selectedItems();
|
|
|
|
foreach (QGraphicsItem* i, selected_items) {
|
|
i->setSelected(false);
|
|
}
|
|
}
|
|
|
|
NodeViewItem *NodeViewScene::NodeToUIObject(Node *n)
|
|
{
|
|
return item_map_.value(n);
|
|
}
|
|
|
|
NodeViewEdge *NodeViewScene::EdgeToUIObject(const NodeOutput& output, const NodeInput& input)
|
|
{
|
|
foreach (NodeViewEdge* edge, edges_) {
|
|
if (edge->output() == output && edge->input() == input) {
|
|
return edge;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
QVector<Node *> NodeViewScene::GetSelectedNodes() const
|
|
{
|
|
QHash<Node*, NodeViewItem*>::const_iterator iterator;
|
|
QVector<Node *> selected;
|
|
|
|
for (iterator=item_map_.begin();iterator!=item_map_.end();iterator++) {
|
|
if (iterator.value()->isSelected()) {
|
|
selected.append(iterator.key());
|
|
}
|
|
}
|
|
|
|
return selected;
|
|
}
|
|
|
|
QVector<NodeViewItem *> NodeViewScene::GetSelectedItems() const
|
|
{
|
|
QHash<Node*, NodeViewItem*>::const_iterator iterator;
|
|
QVector<NodeViewItem *> selected;
|
|
|
|
for (iterator=item_map_.begin();iterator!=item_map_.end();iterator++) {
|
|
if (iterator.value()->isSelected()) {
|
|
selected.append(iterator.value());
|
|
}
|
|
}
|
|
|
|
return selected;
|
|
}
|
|
|
|
QVector<NodeViewEdge *> NodeViewScene::GetSelectedEdges() const
|
|
{
|
|
QVector<NodeViewEdge*> edges;
|
|
|
|
foreach (NodeViewEdge* e, edges_) {
|
|
if (e->isSelected()) {
|
|
edges.append(e);
|
|
}
|
|
}
|
|
|
|
return edges;
|
|
}
|
|
|
|
void NodeViewScene::AddNode(Node* node)
|
|
{
|
|
NodeViewItem* item = new NodeViewItem();
|
|
|
|
item->SetFlowDirection(direction_);
|
|
item->SetNode(node);
|
|
|
|
addItem(item);
|
|
item_map_.insert(node, item);
|
|
|
|
connect(node, &Node::PositionChanged, this, &NodeViewScene::NodePositionChanged);
|
|
connect(node, &Node::LabelChanged, this, &NodeViewScene::NodeAppearanceChanged);
|
|
connect(node, &Node::ColorChanged, this, &NodeViewScene::NodeAppearanceChanged);
|
|
}
|
|
|
|
void NodeViewScene::RemoveNode(Node *node)
|
|
{
|
|
disconnect(node, &Node::ColorChanged, this, &NodeViewScene::NodeAppearanceChanged);
|
|
disconnect(node, &Node::LabelChanged, this, &NodeViewScene::NodeAppearanceChanged);
|
|
disconnect(node, &Node::PositionChanged, this, &NodeViewScene::NodePositionChanged);
|
|
|
|
delete item_map_.take(node);
|
|
}
|
|
|
|
void NodeViewScene::AddEdge(const NodeOutput &output, const NodeInput &input)
|
|
{
|
|
AddEdgeInternal(output, input, NodeToUIObject(output.node()), NodeToUIObject(input.node()));
|
|
}
|
|
|
|
void NodeViewScene::RemoveEdge(const NodeOutput &output, const NodeInput &input)
|
|
{
|
|
NodeViewEdge* edge = EdgeToUIObject(output, input);
|
|
edge->from_item()->RemoveEdge(edge);
|
|
edge->to_item()->RemoveEdge(edge);
|
|
edges_.removeOne(edge);
|
|
delete edge;
|
|
}
|
|
|
|
int NodeViewScene::DetermineWeight(Node *n)
|
|
{
|
|
QVector<Node*> inputs = n->GetImmediateDependencies();
|
|
|
|
int weight = 0;
|
|
|
|
foreach (Node* i, inputs) {
|
|
if (i->GetRoutesTo(n) == 1) {
|
|
weight += DetermineWeight(i);
|
|
}
|
|
}
|
|
|
|
return qMax(1, weight);
|
|
}
|
|
|
|
void NodeViewScene::AddEdgeInternal(const NodeOutput& output, const NodeInput& input, NodeViewItem *from, NodeViewItem *to)
|
|
{
|
|
NodeViewEdge* edge_ui = new NodeViewEdge(output, input, from, to);
|
|
|
|
edge_ui->SetFlowDirection(direction_);
|
|
edge_ui->SetCurved(curved_edges_);
|
|
|
|
from->AddEdge(edge_ui);
|
|
to->AddEdge(edge_ui);
|
|
|
|
addItem(edge_ui);
|
|
edges_.append(edge_ui);
|
|
}
|
|
|
|
Qt::Orientation NodeViewScene::GetFlowOrientation() const
|
|
{
|
|
return NodeViewCommon::GetFlowOrientation(direction_);
|
|
}
|
|
|
|
NodeViewCommon::FlowDirection NodeViewScene::GetFlowDirection() const
|
|
{
|
|
return direction_;
|
|
}
|
|
|
|
void NodeViewScene::ReorganizeFrom(Node* n)
|
|
{
|
|
QVector<Node*> immediates = n->GetImmediateDependencies();
|
|
|
|
if (immediates.isEmpty()) {
|
|
// Nothing to do
|
|
return;
|
|
}
|
|
|
|
QPointF parent_pos = n->GetPosition();
|
|
|
|
int weight_count = DetermineWeight(n);
|
|
|
|
qreal child_x = parent_pos.x() - 1.0;
|
|
qreal children_height = weight_count-1;
|
|
qreal children_y = parent_pos.y() - children_height * 0.5;
|
|
|
|
int weight_counter = 0;
|
|
|
|
foreach (Node* i, immediates) {
|
|
if (i->GetRoutesTo(n) == 1) {
|
|
int weight = DetermineWeight(i);
|
|
|
|
i->SetPosition(QPointF(child_x,
|
|
children_y + weight_counter + (weight - 1) * 0.5));
|
|
|
|
weight_counter += weight;
|
|
|
|
ReorganizeFrom(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void NodeViewScene::SetEdgesAreCurved(bool curved)
|
|
{
|
|
if (curved_edges_ != curved) {
|
|
curved_edges_ = curved;
|
|
|
|
foreach (NodeViewEdge* e, edges_) {
|
|
e->SetCurved(curved_edges_);
|
|
}
|
|
}
|
|
}
|
|
|
|
void NodeViewScene::NodePositionChanged(const QPointF &pos)
|
|
{
|
|
// Update node's internal position
|
|
item_map_.value(static_cast<Node*>(sender()))->SetNodePosition(pos);
|
|
}
|
|
|
|
void NodeViewScene::NodeAppearanceChanged()
|
|
{
|
|
// Force item to update
|
|
item_map_.value(static_cast<Node*>(sender()))->update();
|
|
}
|
|
|
|
}
|