Files
oak-editor/app/widget/nodeview/nodeviewscene.cpp
T
itsmattkc e154b5d5d4 nodeview: make auto-position a manual and specific function, allow different flow directions
The first in many NodeView improvements. Up until now, nodes have been forcibly
auto-arranged, which has worked as a reasonable stop-gap just so that all the
nodes are visible during testing/development. However this does not make a good
user experience.

We move the auto-arrange code to a manual function that can be used when the
user or program deems it necessary, and also abstract the node positions so that
the view can ultimately determine the exact amount of spacing (useful for
changing DPIs) or orientation, so users can direct the flow whichever way they
want.
2020-04-28 00:28:38 +10:00

247 lines
6.1 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 "nodeviewscene.h"
#include "nodeviewedge.h"
#include "nodeviewitem.h"
OLIVE_NAMESPACE_ENTER
NodeViewScene::NodeViewScene(QObject *parent) :
QGraphicsScene(parent),
graph_(nullptr),
direction_(NodeViewCommon::kLeftToRight)
{
}
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;
}
QList<Node *> NodeViewScene::GetSelectedNodes() const
{
QHash<Node*, NodeViewItem*>::const_iterator iterator;
QList<Node *> selected;
for (iterator=item_map_.begin();iterator!=item_map_.end();iterator++) {
if (iterator.value()->isSelected()) {
selected.append(iterator.key());
}
}
return selected;
}
QList<NodeViewItem *> NodeViewScene::GetSelectedItems() const
{
QHash<Node*, NodeViewItem*>::const_iterator iterator;
QList<NodeViewItem *> selected;
for (iterator=item_map_.begin();iterator!=item_map_.end();iterator++) {
if (iterator.value()->isSelected()) {
selected.append(iterator.value());
}
}
return selected;
}
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->SetNode(node);
item->SetFlowDirection(direction_);
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);
}
void NodeViewScene::RemoveNode(Node *node)
{
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_);
addItem(edge_ui);
edge_map_.insert(edge.get(), edge_ui);
}
void NodeViewScene::RemoveEdge(NodeEdgePtr edge)
{
delete edge_map_.take(edge.get());
}
Qt::Orientation NodeViewScene::GetFlowOrientation() const
{
return NodeViewCommon::GetFlowOrientation(direction_);
}
NodeViewCommon::FlowDirection NodeViewScene::GetFlowDirection() const
{
return direction_;
}
void NodeViewScene::ReorganizeFrom(Node* n)
{
QList<Node*> immediates = n->GetImmediateDependencies();
if (immediates.isEmpty()) {
// Nothing to do
return;
}
QPointF parent_pos = n->GetPosition();
qreal child_x = parent_pos.x() - 1.0;
qreal children_height = immediates.size()-1;
qreal children_y = parent_pos.y() - children_height * 0.5;
for (int i=0;i<immediates.size();i++) {
immediates.at(i)->SetPosition(QPointF(child_x,
children_y + i));
ReorganizeFrom(immediates.at(i));
}
}
void NodeViewScene::NodePositionChanged(const QPointF &pos)
{
item_map_.value(static_cast<Node*>(sender()))->SetNodePosition(pos);
}
OLIVE_NAMESPACE_EXIT