The macro defined namespaces confused the hell out of lupdate and more or less broke translations permanently. Looks like the only way we can do it is to have a hardcoded namespace, which goes against my instinct, but honestly how likely is it that we'll change the namespace anyway (I guess forks might want to do it, but that's their problem ;) )
102 lines
2.4 KiB
C++
102 lines
2.4 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/inputarray.h"
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#include "render/shadervalue.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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ShaderValue 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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ShaderValue 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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ShaderValue shader_val;
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shader_val.type = input->data_type();
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shader_val.array = input->IsArray();
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if (input->IsArray()) {
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NodeInputArray* array = static_cast<NodeInputArray*>(input);
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QVector<QVariant> values(array->GetSize());
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for (int j=0;j<array->GetSize();j++) {
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NodeInput* subparam = array->At(j);
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values[j] = value[subparam].Take(subparam->data_type());
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}
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shader_val.data = QVariant::fromValue(values);
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} else {
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NodeValue node_val = value[input].TakeWithMeta(input->data_type());
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shader_val.data = node_val.data();
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shader_val.tag = node_val.tag();
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}
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InsertValue(input->id(), shader_val);
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}
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void InsertValue(const QString& input, const ShaderValue& 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 ShaderValue& value)
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{
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value_map_.insert(input->id(), value);
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}
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void InsertValue(NodeInput* input, const NodeValue& value)
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{
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ShaderValue s(value.data(), value.type());
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s.tag = value.tag();
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value_map_.insert(input->id(), s);
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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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