424 lines
14 KiB
C++
424 lines
14 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 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 <QPointF>
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#include <QXmlStreamWriter>
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#include "common/rational.h"
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#include "node/dependency.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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/**
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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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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, QHash<quintptr, NodeOutput*>& param_ptrs, QList<NodeInput::SerializedConnection> &input_connections, QList<NodeParam::FootageConnection>& footage_connections, const QString &element = QString());
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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 QString& custom_name = QString()) 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 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 QString Category() const;
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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 QList<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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QList<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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QList<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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QList<Node*> GetImmediateDependencies() const;
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virtual bool IsAccelerated() 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 QString AcceleratedCodeVertex() 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 QString AcceleratedCodeFragment() const;
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/**
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* @brief Number of iterations to run the accelerated code
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*
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* Some code is faster if it's merely repeated on a resulting texture rather than run once on the same buffer.
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*/
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virtual int AcceleratedCodeIterations() const;
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/**
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* @brief Parameter that should receive the buffer on an iteration past the first
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*/
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virtual NodeInput* AcceleratedCodeIterativeInput() const;
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/**
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* @brief Return whether this node processes samples or not
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*/
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virtual NodeInput* ProcessesSamplesFrom() const;
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/**
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* @brief If ProcessesSamples() is true, this is the function that will process them.
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*/
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virtual void ProcessSamples(const NodeValueDatabase *values, const AudioRenderingParams& params, const float* input, float* output, int index) const;
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/**
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* @brief Returns the parameter with the specified ID (or nullptr if it doesn't exist)
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*/
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NodeParam* GetParameterWithID(const QString& id) const;
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/**
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* @brief Returns whether this Node outputs data to the Node `n` in any way
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*/
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bool OutputsTo(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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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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const T* FindOutputNode() const;
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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 rational& start_range, const rational& end_range, NodeInput* from = nullptr);
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/**
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* @brief Signal through node graph to only invalidate frames that are currently visible on a ViewerWidget
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*/
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virtual void InvalidateVisible(NodeInput *from);
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virtual TimeRange InputTimeAdjustment(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 For a list of copies nodes, this function will duplicate all the connections in the source list to the destination list
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*/
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static void DuplicateConnectionsBetweenLists(const QList<Node*>& source, const QList<Node *> &destination);
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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 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(const 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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virtual QVariant InputValueFromTable(NodeInput* input, const NodeValueTable& table) const;
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const QPointF& GetPosition();
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void SetPosition(const QPointF& pos);
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static QString ReadFileAsString(const QString& filename);
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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 rational& start_range, const rational& end_range);
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virtual void DependentEdgeChanged(NodeInput* from);
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public slots:
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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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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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static void TraverseInputInternal(QList<Node*>& list, NodeInput* input, bool traverse, bool exclusive_only);
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static void GetDependenciesInternal(const Node* n, QList<Node*>& list, bool traverse, bool exclusive_only);
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QList<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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private slots:
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void InputChanged(rational start, rational end);
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void InputConnectionChanged(NodeEdgePtr edge);
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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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template<class T>
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const Node* FindOutputNodeInternal(const Node* n) {
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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);
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if (cast_test) {
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return cast_test;
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} else {
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const Node* drill_test = FindOutputNodeInternal<T>(connected);
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if (drill_test) {
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return drill_test;
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}
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}
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}
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return nullptr;
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}
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template<class T>
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const T* Node::FindOutputNode() const
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{
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return static_cast<const T*>(FindOutputNodeInternal<T>(this));
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}
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#endif // NODE_H
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