Files
oak-editor/app/node/plugins/Plugin.h
T
Mike-Solar e012f16083 feat: group OpenFX plugins under dedicated "OpenFX" category with sub-groups
All OpenFX plugins were previously hardcoded to return kCategoryUnknown,
  causing them to pile up under "Uncategorized" in the node creation menu.

  This commit introduces a two-level grouping system for OFX plugins:

  1. Add new kCategoryOpenFX top-level category
     - Node::CategoryID enum extended with kCategoryOpenFX
     - PluginNode::Category() now returns {kCategoryOpenFX}
     - Node::GetCategoryName() returns "OpenFX"

  2. Add secondary sub-grouping support
     - Node base class gains virtual SubCategory() method
     - PluginNode implements SubCategory() backed by sub_category_ member
     - sub_category_ is set in the constructor from the plugin's OFX context:
         Filter     → "Filter"
         Generator  → "Generator"
         Transition → "Transition"
         others     → "General"

  3. Update NodeFactory::CreateMenu()
     - When a node belongs to kCategoryOpenFX and provides a non-empty
       SubCategory(), creates a second-level submenu under "OpenFX"
     - Nodes without a sub-category are placed directly in the top menu

  Expected menu layout:
    OpenFX
      ├── Filter
      │     ├── ColorCorrect
      │     └── ...
      ├── Generator
      ├── Transition
      └── General

  All 4 test suites pass.
2026-05-14 21:05:29 +08:00

93 lines
3.0 KiB
C++

/*
* Oak Video Editor - Non-Linear Video Editor
* Copyright (C) 2025 Olive CE 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 PLUGIN_NODES_H
#define PLUGIN_NODES_H
#include "ofxhImageEffectAPI.h"
#include "ofxhPluginCache.h"
#include "ofxImageEffect.h"
#include "node/node.h"
namespace olive
{
namespace plugin
{
const QString kTextureInput = QStringLiteral("tex_in");
class PluginNode : public olive::Node{
public:
PluginNode(OFX::Host::ImageEffect::Instance* plugin) ;
~PluginNode() override;
QString Name() const override;
QString id() const override;
QVector<CategoryID> Category() const override;
QString SubCategory() const override;
QString Description() const override;
void AddPushButton();
void AddPage();
Node *copy() const override;
/**
* @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.
*/
void Value(const NodeValueRow &value,
const NodeGlobals &globals, NodeValueTable *table) const override;
/**
* @brief If Value() pushes a ShaderJob, this is the function that will process them.
*/
virtual void ProcessSamples(const NodeValueRow &values,
const SampleBuffer &input, SampleBuffer &output,
int index) const;
/**
* @brief If Value() pushes a GenerateJob, override this function for the image to create
*
* @param frame
*
* The destination buffer. It will already be allocated and ready for writing to.
*/
virtual void GenerateFrame(FramePtr frame, const GenerateJob &job) const;
private:
QString sub_category_;
public slots:
void pushButtonClicked(QString name);
};
}
}
#endif //PLUGIN_H