593 lines
18 KiB
C++
593 lines
18 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 NODE_H
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#define NODE_H
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#include <QCryptographicHash>
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#include <QObject>
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#include <QPainter>
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#include <QPointF>
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#include <QXmlStreamWriter>
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#include "codec/frame.h"
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#include "codec/samplebuffer.h"
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#include "common/rational.h"
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#include "common/xmlutils.h"
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#include "node/input.h"
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#include "node/inputarray.h"
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#include "node/output.h"
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#include "node/value.h"
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#include "render/audioparams.h"
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#include "render/job/generatejob.h"
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#include "render/job/samplejob.h"
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#include "render/job/shaderjob.h"
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#include "render/shadercode.h"
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namespace olive {
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/**
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* @brief A single processing unit that can be connected with others to create intricate processing systems
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*
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* A cornerstone of "visual programming", a node is a single "function" that takes input and returns an output that can
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* be connected to other nodes. Inputs can be either user-set or retrieved from the output of another node. By joining
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* several nodes together, intricate, highly customizable, and infinitely extensible systems can be made for processing
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* data. It can also all be exposed to the user without forcing them to write code or compile anything.
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*
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* A major example in Olive is the entire rendering workflow. To render a frame, Olive will work through a node graph
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* that can be infinitely customized by the user to create images.
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*
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* This is a simple base class designed to contain all the functionality for this kind of processing connective unit.
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* It is an abstract class intended to be subclassed to create nodes with actual functionality.
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*/
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class Node : public QObject
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{
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Q_OBJECT
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public:
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enum CategoryID {
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kCategoryUnknown = -1,
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kCategoryInput,
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kCategoryOutput,
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kCategoryGenerator,
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kCategoryMath,
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kCategoryFilter,
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kCategoryColor,
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kCategoryGeneral,
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kCategoryTimeline,
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kCategoryChannels,
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kCategoryTransition,
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kCategoryDistort,
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kCategoryCount
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};
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Node();
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virtual ~Node() override;
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/**
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* @brief Creates a clone of the Node
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*
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* By default, the clone will NOT have the values and connections of the original node. The caller is responsible for
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* copying that data with functions like CopyInputs() as copies may be done for different reasons.
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*/
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virtual Node* copy() const = 0;
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/**
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* @brief Clear current node variables and replace them with
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*/
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void Load(QXmlStreamReader* reader, XMLNodeData &xml_node_data, const QAtomicInt *cancelled);
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/**
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* @brief Save this node into a text/XML format
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*/
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void Save(QXmlStreamWriter* writer) const;
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/**
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* @brief Return the name of the node
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*
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* This is the node's name shown to the user. This must be overridden by subclasses, and preferably run through the
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* translator.
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*/
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virtual QString Name() const = 0;
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/**
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* @brief Returns a shortened name of this node if applicable
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*
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* Defaults to returning Name() but can be overridden.
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*/
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virtual QString ShortName() const;
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/**
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* @brief Return the unique identifier of the node
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*
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* This is used in save files and any other times a specific node must be picked out at runtime. This must be an ID
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* completely unique to this node, and preferably in bundle identifier format (e.g. "org.company.Name"). This string
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* should NOT be translated.
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*/
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virtual QString id() const = 0;
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/**
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* @brief Return the category this node is in (optional for subclassing, but recommended)
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*
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* In any organized node menus, show the node in this category. If this node should be in a subfolder of a subfolder,
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* use a "/" to separate categories (e.g. "Distort/Noise"). The string should not start with a "/" as this will be
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* interpreted as an empty string category. This value should be run through a translator as its largely user
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* oriented.
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*/
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virtual QVector<CategoryID> Category() const = 0;
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/**
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* @brief Return a description of this node's purpose (optional for subclassing, but recommended)
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*
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* A short (1-2 sentence) description of what this node should do to help the user understand its purpose. This should
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* be run through a translator.
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*/
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virtual QString Description() const;
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/**
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* @brief Function called to retranslate parameter names (should be overridden in derivatives)
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*/
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virtual void Retranslate();
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/**
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* @brief Return a list of NodeParams
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*/
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const QVector<NodeParam*>& parameters() const;
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/**
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* @brief Return the index of a parameter
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* @return Parameter index or -1 if this parameter is not part of this Node
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*/
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int IndexOfParameter(NodeParam* param) const;
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/**
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* @brief Return a list of all Nodes that this Node's inputs are connected to (does not include this Node)
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*/
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QVector<Node *> GetDependencies() const;
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/**
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* @brief Returns a list of Nodes that this Node is dependent on, provided no other Nodes are dependent on them
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* outside of this hierarchy.
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*
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* Similar to GetDependencies(), but excludes any Nodes that are used outside the dependency graph of this Node.
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*/
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QVector<Node *> GetExclusiveDependencies() const;
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/**
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* @brief Retrieve immediate dependencies (only nodes that are directly connected to the inputs of this one)
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*/
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QVector<Node *> GetImmediateDependencies() const;
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/**
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* @brief Generate hardware accelerated code for this Node
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*/
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virtual ShaderCode GetShaderCode(const QString& shader_id) const;
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/**
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* @brief If Value() pushes a ShaderJob, this is the function that will process them.
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*/
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virtual void ProcessSamples(NodeValueDatabase &values, const SampleBufferPtr input, SampleBufferPtr output, int index) const;
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/**
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* @brief If Value() pushes a GenerateJob, override this function for the image to create
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*
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* @param frame
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*
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* The destination buffer. It will already be allocated and ready for writing to.
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*/
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virtual void GenerateFrame(FramePtr frame, const GenerateJob &job) const;
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/**
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* @brief Returns the input with the specified ID (or nullptr if it doesn't exist)
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*/
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NodeInput* GetInputWithID(const QString& id) const;
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/**
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* @brief Returns the output with the specified ID (or nullptr if it doesn't exist)
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*/
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NodeOutput* GetOutputWithID(const QString& id) const;
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/**
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* @brief Returns whether this Node outputs to `n`
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*
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* @param n
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*
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* The node instance to check.
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*
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* @param recursively
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*
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* Whether to keep traversing down outputs to find this node (TRUE) or stick to immediate outputs
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* (FALSE).
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*/
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bool OutputsTo(Node* n, bool recursively) const;
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/**
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* @brief Same as OutputsTo(Node*), but for a node ID rather than a specific instance.
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*/
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bool OutputsTo(const QString& id, bool recursively) const;
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/**
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* @brief Same as OutputsTo(Node*), but for a specific node input rather than just a node.
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*/
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bool OutputsTo(NodeInput* input, bool recursively, bool include_arrays) const;
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/**
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* @brief Returns whether this node ever receives an input from a particular node instance
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*/
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bool InputsFrom(Node* n, bool recursively) const;
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/**
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* @brief Returns whether this node ever receives an input from a node with a particular ID
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*/
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bool InputsFrom(const QString& id, bool recursively) const;
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/**
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* @brief Determines how many paths go from this node out to another node
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*/
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int GetRoutesTo(Node* n) const;
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/**
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* @brief Return whether this Node has input parameters
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*/
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bool HasInputs() const;
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/**
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* @brief Return whether this Node has output parameters
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*/
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bool HasOutputs() const;
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/**
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* @brief Return whether this Node has input parameters and at least one of them is connected
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*/
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bool HasConnectedInputs() const;
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/**
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* @brief Return whether this Node has output parameters and at least one of them is connected
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*/
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bool HasConnectedOutputs() const;
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/**
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* @brief Severs all input and output connections
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*/
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void DisconnectAll();
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/**
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* @brief Get the human-readable name for any category
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*/
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static QString GetCategoryName(const CategoryID &c);
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/**
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* @brief Transforms time from this node through the connections it takes to get to the specified node
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*/
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QVector<TimeRange> TransformTimeTo(const TimeRange& time, Node* target, NodeParam::Type direction);
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/**
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* @brief Find nodes of a certain type that this Node takes inputs from
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*/
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template<class T>
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QVector<T*> FindInputNodes() const;
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template<class T>
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/**
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* @brief Find a node of a certain type that this Node outputs to
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*/
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QVector<T *> FindOutputNode();
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/**
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* @brief Convert a pointer to a value that can be sent between NodeParams
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*/
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static QVariant PtrToValue(void* ptr);
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template<class T>
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/**
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* @brief Convert a NodeParam value to a pointer of any kind
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*/
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static T* ValueToPtr(const QVariant& ptr);
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/**
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* @brief Signal all dependent Nodes that anything cached between start_range and end_range is now invalid and
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* requires re-rendering
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*
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* Override this if your Node subclass keeps a cache, but call this base function at the end of the subclass function.
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* Default behavior is to relay this signal to all connected outputs, which will need to be done as to not break
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* the DAG. Even if the time needs to be transformed somehow (e.g. converting media time to sequence time), you can
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* call this function with transformed time and relay the signal that way.
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*/
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virtual void InvalidateCache(const TimeRange& range, NodeInput* from, NodeInput* source);
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/**
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* @brief Limits cache invalidation temporarily
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*
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* If you intend to do a number of operations in quick succession, you can optimize it by running
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* this function with EndOperation().
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*/
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virtual void BeginOperation();
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/**
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* @brief Stops limiting cache invalidation and flushes changes
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*/
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virtual void EndOperation();
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/**
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* @brief Adjusts time that should be sent to nodes connected to certain inputs.
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*
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* If this node modifies the `time` (i.e. a clip converting sequence time to media time), this function should be
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* overridden to do so. Also make sure to override OutputTimeAdjustment() to provide the inverse function.
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*/
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virtual TimeRange InputTimeAdjustment(NodeInput* input, const TimeRange& input_time) const;
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/**
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* @brief The inverse of InputTimeAdjustment()
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*/
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virtual TimeRange OutputTimeAdjustment(NodeInput* input, const TimeRange& input_time) const;
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/**
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* @brief Copies inputs from from Node to another including connections
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*
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* Nodes must be of the same types (i.e. have the same ID)
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*/
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static void CopyInputs(Node* source, Node* destination, bool include_connections = true);
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/**
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* @brief Clones a set of nodes and connects the new ones the way the old ones were
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*/
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static QVector<Node*> CopyDependencyGraph(const QVector<Node*>& nodes, QUndoCommand *command);
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static void CopyDependencyGraph(const QVector<Node*>& src, const QVector<Node*>& dst, QUndoCommand *command);
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/**
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* @brief Return whether this Node can be deleted or not
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*/
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bool CanBeDeleted() const;
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/**
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* @brief Set whether this Node can be deleted in the UI or not
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*/
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void SetCanBeDeleted(bool s);
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/**
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* @brief Returns whether this Node is a "Block" type or not
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*
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* You shouldn't ever need to override this since all derivatives of Block will automatically have this set to true.
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* It's just a more convenient way of checking than dynamic_casting.
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*/
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virtual bool IsBlock() const;
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/**
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* @brief Returns whether this Node is a "Track" type or not
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*
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* You shouldn't ever need to override this since all derivatives of Track will automatically have this set to true.
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* It's just a more convenient way of checking than dynamic_casting.
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*/
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virtual bool IsTrack() const;
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/**
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* @brief Returns whether this Node is a "Media" type or not
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*
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* You shouldn't ever need to override this since all derivatives of Media will automatically have this set to true.
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* It's just a more convenient way of checking than dynamic_casting.
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*/
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virtual bool IsMedia() const;
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/**
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* @brief The main processing function
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*
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* The node's main purpose is to take values from inputs to set values in outputs. For whatever subclass node you
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* create, this is where the code for that goes.
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*
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* Note that as a video editor, the node graph has to work across time. Depending on the purpose of your node, it may
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* output different values depending on the time, and even if not, it will likely be receiving different input
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* depending on the time. Most of the difficult work here is handled by NodeInput::get_value() which you should pass
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* the `time` parameter to. It will return its value (at that time, if it's keyframed), or pass the time to a
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* corresponding output if it's connected to one. If your node doesn't directly deal with time, the default behavior
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* of the NodeParam objects will handle everything related to it automatically.
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*/
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virtual NodeValueTable Value(NodeValueDatabase& value) const;
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/**
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* @brief Return whether a parameter with ID `id` has already been added to this Node
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*/
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bool HasParamWithID(const QString& id) const;
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NodeOutput* output() const;
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const QPointF& GetPosition() const;
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void SetPosition(const QPointF& pos);
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QVector<NodeInput*> GetInputsIncludingArrays() const;
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QVector<NodeOutput*> GetOutputs() const;
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virtual bool HasGizmos() const;
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virtual void DrawGizmos(NodeValueDatabase& db, QPainter* p);
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virtual bool GizmoPress(NodeValueDatabase& db, const QPointF& p);
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virtual void GizmoMove(const QPointF& p, const rational &time);
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virtual void GizmoRelease();
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const QString& GetLabel() const;
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void SetLabel(const QString& s);
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virtual void Hash(QCryptographicHash& hash, const rational &time) const;
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protected:
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void AddInput(NodeInput* input);
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void ClearCachedValuesInParameters(const rational& start_range, const rational& end_range);
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void SendInvalidateCache(const TimeRange &range, NodeInput *source);
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virtual void LoadInternal(QXmlStreamReader* reader, XMLNodeData& xml_node_data);
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virtual void SaveInternal(QXmlStreamWriter* writer) const;
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virtual QVector<NodeInput*> GetInputsToHash() const;
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protected slots:
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void InputChanged(const olive::TimeRange &range);
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void InputConnectionChanged(NodeEdgePtr edge);
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signals:
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/**
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* @brief Signal emitted when a node is connected to another node (creating an "edge")
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*
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* @param edge
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*
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* The edge that was added
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*/
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void EdgeAdded(NodeEdgePtr edge);
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/**
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* @brief Signal emitted when a node is disconnected from another node (removing an "edge")
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*
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* @param edge
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*
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* The edge that was removed
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*/
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void EdgeRemoved(NodeEdgePtr edge);
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/**
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* @brief Signal emitted whenever the position is set through SetPosition()
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*/
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void PositionChanged(const QPointF& pos);
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/**
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* @brief Signal emitted when SetLabel() is called
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*/
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void LabelChanged(const QString& s);
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private:
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/**
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* @brief Add a parameter to this node
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*
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* The Node takes ownership of this parameter.
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*
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* This can be either an output or an input at any time. Parameters will always appear in the order they're added.
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*/
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void AddParameter(NodeParam* param);
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bool HasParamOfType(NodeParam::Type type, bool must_be_connected) const;
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void ConnectInput(NodeInput* input);
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void DisconnectInput(NodeInput* input);
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template<class T>
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static void FindInputNodeInternal(const Node* n, QVector<T *>& list);
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template<class T>
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static void FindOutputNodeInternal(const Node* n, QVector<T *>& list);
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QVector<Node *> GetDependenciesInternal(bool traverse, bool exclusive_only) const;
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QVector<NodeParam *> params_;
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/**
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* @brief Internal variable for whether this Node can be deleted or not
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*/
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bool can_be_deleted_;
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/**
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* @brief Primary node output
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*/
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NodeOutput* output_;
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/**
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* @brief UI position for NodeViews
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*/
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QPointF position_;
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/**
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* @brief Custom user label for node
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*/
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QString label_;
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};
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template<class T>
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void Node::FindInputNodeInternal(const Node* n, QVector<T *> &list)
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{
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QVector<NodeInput*> inputs = n->GetInputsIncludingArrays();
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foreach (NodeInput* input, inputs) {
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if (input->is_connected()) {
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Node* connected = input->get_connected_node();
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T* cast_test = dynamic_cast<T*>(connected);
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if (cast_test) {
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list.append(cast_test);
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}
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FindInputNodeInternal<T>(connected, list);
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}
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}
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}
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template<class T>
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QVector<T *> Node::FindInputNodes() const
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{
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QVector<T *> list;
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FindInputNodeInternal<T>(this, list);
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return list;
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}
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template<class T>
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T* Node::ValueToPtr(const QVariant &ptr)
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{
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|
return reinterpret_cast<T*>(ptr.value<quintptr>());
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|
}
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|
|
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template<class T>
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|
void Node::FindOutputNodeInternal(const Node* n, QVector<T *>& list) {
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|
foreach (NodeEdgePtr edge, n->output()->edges()) {
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|
Node* connected = edge->input()->parentNode();
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|
T* cast_test = dynamic_cast<T*>(connected);
|
|
|
|
if (cast_test) {
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|
list.append(cast_test);
|
|
}
|
|
|
|
FindOutputNodeInternal<T>(connected);
|
|
}
|
|
}
|
|
|
|
template<class T>
|
|
QVector<T *> Node::FindOutputNode()
|
|
{
|
|
QVector<T *> list;
|
|
|
|
FindOutputNodeInternal<T>(this, list);
|
|
|
|
return list;
|
|
}
|
|
|
|
using NodePtr = std::shared_ptr<Node>;
|
|
|
|
}
|
|
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#endif // NODE_H
|