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oak-editor/app/node/block/block.h
T
2019-07-28 01:27:06 -07:00

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/***
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 <http://www.gnu.org/licenses/>.
***/
#ifndef BLOCK_H
#define BLOCK_H
#include "node/node.h"
/**
* @brief A Node that represents a block of time, also displayable on a Timeline
*
* This is an abstract function. Since different types of Block will provide their lengths in different ways, it's
* necessary to subclass and override the length() function for a Block to be usable.
*/
class Block : public Node
{
Q_OBJECT
public:
Block();
virtual QString Category() override;
const rational& in();
const rational& out();
virtual rational length() = 0;
virtual void set_length(const rational& length) = 0;
virtual Block* previous();
virtual Block* next();
NodeOutput* texture_output();
public slots:
virtual void Process(const rational &time) override;
/**
* @brief Refreshes internal cache of in/out points up to date
*
* A block can only know truly know its in point by adding all the lengths of the clips before it. Since this can
* become timeconsuming, blocks cache their in and out points for easy access, however this does mean their caches
* need to stay up to date to provide accurate results. Whenever this or any surrounding Block is changed, it's
* recommended to call Refresh().
*
* This function specifically sets the in point to the out point of the previous clip and sets its out point to the
* in point + this block's length. Therefore, before calling Refresh() on a Block, it's necessary that all the
* Blocks before it are accurate and up to date. You may need to traverse through the Block list (using previous())
* and run Refresh() on all Blocks sequentially.
*/
void Refresh();
protected:
void RefreshSurrounds();
private:
NodeInput* previous_input_;
NodeInput* next_input_;
NodeOutput* block_output_;
NodeOutput* texture_output_;
rational in_point_;
rational out_point_;
};
#endif // BLOCK_H