Files
oak-editor/app/widget/nodeview/nodeviewscene.cpp
T
itsmattkc 75d4cd899b use hardcoded namespace
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 ;) )
2020-11-17 20:24:42 +11:00

314 lines
7.4 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),
graph_(nullptr),
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
QHash<NodeEdge*, NodeViewEdge*>::const_iterator i;
for (i=edge_map_.constBegin(); i!=edge_map_.constEnd(); i++) {
i.value()->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();
{
QHash<Node*, NodeViewItem*>::const_iterator i;
for (i=item_map_.begin();i!=item_map_.end();i++) {
delete i.value();
}
item_map_.clear();
}
{
QHash<NodeEdge*, NodeViewEdge*>::const_iterator i;
for (i=edge_map_.begin();i!=edge_map_.end();i++) {
delete i.value();
}
edge_map_.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(NodeEdgePtr n)
{
return edge_map_.value(n.get());
}
void NodeViewScene::SetGraph(NodeGraph *graph)
{
graph_ = graph;
}
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<NodeEdge*> NodeViewScene::GetSelectedEdges() const
{
QVector<NodeEdge*> edges;
QHash<NodeEdge*, NodeViewEdge*>::const_iterator i;
for (i=edge_map_.constBegin(); i!=edge_map_.constEnd(); i++) {
if (i.value()->isSelected()) {
edges.append(i.key());
}
}
return edges;
}
const QHash<Node *, NodeViewItem *> &NodeViewScene::item_map() const
{
return item_map_;
}
const QHash<NodeEdge *, NodeViewEdge *> &NodeViewScene::edge_map() const
{
return edge_map_;
}
void NodeViewScene::AddNode(Node* node)
{
NodeViewItem* item = new NodeViewItem();
item->SetFlowDirection(direction_);
item->SetNode(node);
addItem(item);
item_map_.insert(node, item);
// Add a NodeViewEdge for each connection
foreach (NodeParam* param, node->parameters()) {
// We only bother working with outputs since eventually this will cover all inputs too
// (covering both would lead to duplicates since every edge connects to one input and one output)
if (param->type() == NodeParam::kOutput) {
const QVector<NodeEdgePtr>& edges = param->edges();
foreach(NodeEdgePtr edge, edges) {
AddEdge(edge);
}
}
}
connect(node, &Node::PositionChanged, this, &NodeViewScene::NodePositionChanged);
connect(node, &Node::LabelChanged, this, &NodeViewScene::NodeLabelChanged);
}
void NodeViewScene::RemoveNode(Node *node)
{
disconnect(node, &Node::LabelChanged, this, &NodeViewScene::NodeLabelChanged);
disconnect(node, &Node::PositionChanged, this, &NodeViewScene::NodePositionChanged);
delete item_map_.take(node);
}
void NodeViewScene::AddEdge(NodeEdgePtr edge)
{
NodeViewEdge* edge_ui = new NodeViewEdge();
edge_ui->SetEdge(edge);
edge_ui->SetFlowDirection(direction_);
edge_ui->SetCurved(curved_edges_);
addItem(edge_ui);
edge_map_.insert(edge.get(), edge_ui);
}
void NodeViewScene::RemoveEdge(NodeEdgePtr edge)
{
delete edge_map_.take(edge.get());
}
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);
}
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);
}
}
}
bool NodeViewScene::GetEdgesAreCurved() const
{
return curved_edges_;
}
void NodeViewScene::SetEdgesAreCurved(bool curved)
{
if (curved_edges_ != curved) {
curved_edges_ = curved;
foreach (NodeViewEdge* e, edge_map_) {
e->SetCurved(curved_edges_);
}
}
}
void NodeViewScene::NodePositionChanged(const QPointF &pos)
{
item_map_.value(static_cast<Node*>(sender()))->SetNodePosition(pos);
}
void NodeViewScene::NodeLabelChanged()
{
item_map_.value(static_cast<Node*>(sender()))->update();
}
}