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

287 lines
7.1 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 "timeline.h"
#include <QDebug>
#include "node/block/gap/gap.h"
#include "node/graph.h"
TimelineOutput::TimelineOutput() :
first_block_(nullptr),
current_block_(this),
attached_timeline_(nullptr)
{
}
Block::Type TimelineOutput::type()
{
return kEnd;
}
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.");
}
void TimelineOutput::AttachTimeline(TimelinePanel *timeline)
{
if (attached_timeline_ != nullptr) {
disconnect(attached_timeline_, SIGNAL(RequestInsertBlockAtIndex(Block*, int)), this, SLOT(InsertBlockAtIndex(Block*, int)));
disconnect(attached_timeline_, SIGNAL(RequestPlaceBlock(Block*, rational)), this, SLOT(PlaceBlock(Block*, rational)));
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(RequestInsertBlockAtIndex(Block*, int)), this, SLOT(InsertBlockAtIndex(Block*, int)));
connect(attached_timeline_, SIGNAL(RequestPlaceBlock(Block*, rational)), this, SLOT(PlaceBlock(Block*, rational)));
}
}
rational TimelineOutput::length()
{
return 0;
}
void TimelineOutput::Refresh()
{
QVector<Block*> detect_attached_blocks;
Block* previous = attached_block();
while (previous != nullptr) {
detect_attached_blocks.prepend(previous);
if (attached_timeline_ != nullptr && !block_cache_.contains(previous)) {
// FIXME: Remove the need to cast this
attached_timeline_->AddClip(static_cast<ClipBlock*>(previous));
}
previous = previous->previous();
}
if (attached_timeline_ != nullptr) {
foreach (Block* b, block_cache_) {
if (!detect_attached_blocks.contains(b)) {
attached_timeline_->RemoveClip(static_cast<ClipBlock*>(b));
}
}
}
block_cache_ = detect_attached_blocks;
Block::Refresh();
}
void TimelineOutput::Process(const rational &time)
{
// Run default node processing
Block::Process(time);
// This node representso the end of the timeline, so being beyond its in point is considered the end of the sequence
if (time >= in()) {
texture_output()->set_value(0);
current_block_ = this;
return;
}
// If we're here, we need to find the current clip to display
// attached_block() is guaranteed to not be nullptr if we didn't return before
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));
}
void TimelineOutput::InsertBlockBetweenBlocks(Block *block, Block *before, Block *after)
{
AddBlockToGraph(block);
Block::DisconnectBlocks(before, after);
Block::ConnectBlocks(before, block);
Block::ConnectBlocks(block, after);
}
Block *TimelineOutput::first_block()
{
if (block_cache_.isEmpty()) {
return nullptr;
}
return block_cache_.first();
}
Block *TimelineOutput::attached_block()
{
return ValueToPtr<Block>(previous_input()->get_value(0));
}
void TimelineOutput::PrependBlock(Block *block)
{
AddBlockToGraph(block);
if (block_cache_.isEmpty()) {
ConnectBlockInternal(block);
} else {
Block::ConnectBlocks(block, block_cache_.first());
}
}
void TimelineOutput::InsertBlockAtIndex(Block *block, int index)
{
AddBlockToGraph(block);
if (block_cache_.isEmpty()) {
// If there are no blocks connected, the index doesn't matter. Just connect it.
ConnectBlockInternal(block);
} else if (index == 0) {
// If the index is 0, it goes at the very beginning
PrependBlock(block);
} else if (index >= block_cache_.size()) {
// Append Block at the end
AppendBlock(block);
} else {
// Insert Block just before the Block currently at that index so that it becomes the new Block at that index
InsertBlockBetweenBlocks(block, block_cache_.at(index - 1), block_cache_.at(index));
}
}
void TimelineOutput::AppendBlock(Block *block)
{
AddBlockToGraph(block);
if (block_cache_.isEmpty()) {
ConnectBlockInternal(block);
} else {
InsertBlockBetweenBlocks(block, block_cache_.last(), this);
}
}
void TimelineOutput::ConnectBlockInternal(Block *block)
{
AddBlockToGraph(block);
Block::ConnectBlocks(block, this);
}
void TimelineOutput::AddBlockToGraph(Block *block)
{
// Find the parent graph
NodeGraph* graph = static_cast<NodeGraph*>(parent());
graph->AddNodeWithDependencies(block);
}
void TimelineOutput::PlaceBlock(Block *block, rational start)
{
AddBlockToGraph(block);
if (start == 0) {
// FIXME: Remove existing
PrependBlock(block);
return;
}
// Check if the placement location is past the end of the timeline
if (start > in()) {
// FIXME: Remove existing
// If so, insert a gap here
GapBlock* gap = new GapBlock();
gap->set_length(start - in());
// Then append them
AppendBlock(gap);
AppendBlock(block);
return;
}
// Check if the Block is placed at the in point of an existing Block, in which case a simple insert between will
// suffice
for (int i=1;i<block_cache_.size();i++) {
Block* comparison = block_cache_.at(i);
if (comparison->in() == start) {
Block* previous = block_cache_.at(i-1);
// InsertBlockAtIndex() could work here, but this function is faster since we've already found the Blocks
InsertBlockBetweenBlocks(block, previous, comparison);
return;
}
}
}