Yep, this is another one of my "famous" sweeping rewrites. Expect things to break. Goals for this are: - Greatly simplify node connections (particularly with arrays) so the code requires less maintenance/is more stable - Redesign node structure to address issues where UI would stall for lengthy periods of time - Less reliance on shared ptrs/greater reliance on QObject system for inheritance/memory management - General code cleanup and improvements
71 lines
1.6 KiB
C++
71 lines
1.6 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2020 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#ifndef ACCELERATEDJOB_H
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#define ACCELERATEDJOB_H
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#include "node/input.h"
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#include "node/value.h"
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namespace olive {
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class AcceleratedJob {
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public:
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AcceleratedJob() = default;
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NodeValue GetValue(NodeInput* input) const
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{
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return value_map_.value(input->id());
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}
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NodeValue GetValue(const QString& input) const
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{
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return value_map_.value(input);
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}
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void InsertValue(NodeInput* input, NodeValueDatabase& value)
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{
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InsertValue(input->id(), value[input].TakeWithMeta(input->GetDataType()));
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}
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void InsertValue(const QString& input, const NodeValue& value)
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{
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value_map_.insert(input, value);
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}
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void InsertValue(NodeInput* input, const NodeValue& value)
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{
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value_map_.insert(input->id(), value);
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}
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const NodeValueMap &GetValues() const
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{
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return value_map_;
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}
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private:
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NodeValueMap value_map_;
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};
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}
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#endif // ACCELERATEDJOB_H
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