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oak-editor/app/node/output/timeline/timeline.cpp
T

213 lines
5.6 KiB
C++

/***
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/>.
***/
#include "timeline.h"
#include <QDebug>
TimelineOutput::TimelineOutput() :
first_block_(nullptr),
current_block_(nullptr),
attached_timeline_(nullptr)
{
block_input_ = new NodeInput();
block_input_->add_data_input(NodeInput::kBlock);
AddParameter(block_input_);
texture_output_ = new NodeOutput();
texture_output_->set_data_type(NodeOutput::kTexture);
AddParameter(texture_output_);
}
QString TimelineOutput::Name()
{
return tr("Timeline");
}
QString TimelineOutput::id()
{
return "org.olivevideoeditor.Olive.timeline";
}
QString TimelineOutput::Category()
{
return tr("Output");
}
QString TimelineOutput::Description()
{
return tr("Node for communicating between a Timeline panel and the node graph. Also represents the end of a"
"Sequence.");
}
#include "project/item/sequence/sequence.h"
void TimelineOutput::AttachTimeline(TimelinePanel *timeline)
{
if (attached_timeline_ != nullptr) {
disconnect(attached_timeline_, SIGNAL(RequestInsertBlock(Block*, int)), this, SLOT(InsertBlock(Block*, int)));
attached_timeline_->Clear();
}
attached_timeline_ = timeline;
if (attached_timeline_ != nullptr) {
attached_timeline_->Clear();
// FIXME: TEST CODE ONLY
attached_timeline_->SetTimebase(rational(1001, 30000));
// END TEST CODE
Block* previous_block = attached_block();
while (previous_block != nullptr) {
// FIXME: Dynamic cast is a dumb way of doing this
ClipBlock* clip_block = dynamic_cast<ClipBlock*>(previous_block);
if (clip_block != nullptr) {
attached_timeline_->AddClip(clip_block);
}
previous_block = previous_block->previous();
}
connect(attached_timeline_, SIGNAL(RequestInsertBlock(Block*, int)), this, SLOT(InsertBlock(Block*, int)));
}
}
NodeInput *TimelineOutput::block_input()
{
return block_input_;
}
NodeOutput *TimelineOutput::texture_output()
{
return texture_output_;
}
void TimelineOutput::Refresh()
{
Block* previous = attached_block();
first_block_ = nullptr;
// Find first block
while (previous != nullptr) {
// Cache block in "first", if this is indeed the first, its previous will be nullptr thus breaking the loop
first_block_ = previous;
previous = previous->previous();
}
if (first_block_ != nullptr) {
first_block_->RefreshFollowing();
}
}
void TimelineOutput::Process(const rational &time)
{
// This node is intended to connect to the end of the timeline, so being beyond its out point is considered the end
// of the sequence
if (attached_block() == nullptr || time >= attached_block()->out()) {
texture_output_->set_value(0);
current_block_ = nullptr;
return;
}
// If we're here, we need to find the current clip to display
if (current_block_ == nullptr) {
current_block_ = attached_block();
}
// If the time requested is an earlier Block, traverse earlier until we find it
while (time < current_block_->in()) {
current_block_ = current_block_->previous();
}
// If the time requested is in a later Block, traverse later
while (time >= current_block_->out()) {
current_block_ = current_block_->next();
}
// At this point, we must have found the correct block so we use its texture output to produce the image
texture_output_->set_value(current_block_->texture_output()->get_value(time));
}
Block *TimelineOutput::attached_block()
{
return ValueToPtr<Block>(block_input_->get_value(0));
}
void TimelineOutput::InsertBlock(Block *block, int index)
{
// Add node and its connected nodes to graph
NodeGraph* graph = static_cast<NodeGraph*>(parent());
graph->AddNode(block);
// FIXME: We'll probably want to add more nodes than this?
Block* block_before = nullptr;
Block* block_after = first_block_;
for (int i=0;i<index;i++) {
block_before = block_after;
block_after = block_after->next();
if (block_after == nullptr) {
break;
}
}
if (block_before != nullptr && block_after != nullptr) {
// If neither blocks are null, we're inserting this block between them
// Disconnect existing blocks
Block::DisconnectBlocks(block_before, block_after);
Block::ConnectBlocks(block_before, block);
Block::ConnectBlocks(block, block_after);
} else if (block_before != nullptr) {
// We're at the end of the Sequence
// Disconnect previous ending clip from this one
NodeParam::DisconnectEdge(block_before->block_output(), block_input_);
NodeParam::ConnectEdge(block->block_output(), block_input_);
// Connect both blocks together
Block::ConnectBlocks(block_before, block);
} else if (block_after != nullptr) {
// We're at the start of the Sequence
// Connect both blocks together
Block::ConnectBlocks(block, block_after);
} else {
// Sequence is empty
NodeParam::ConnectEdge(block->block_output(), block_input_);
}
if (attached_timeline_ != nullptr) {
attached_timeline_->AddClip(static_cast<ClipBlock*>(block));
}
Refresh();
}