147 lines
4.6 KiB
C++
147 lines
4.6 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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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, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_Node_h
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#define _COM_Node_h
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#include "COM_NodeBase.h"
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#include "COM_InputSocket.h"
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#include "COM_OutputSocket.h"
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#include "COM_CompositorContext.h"
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#include "DNA_node_types.h"
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#include "BKE_text.h"
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#include "COM_ExecutionSystem.h"
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#include <vector>
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#include <string>
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using namespace std;
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class Node;
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class NodeOperation;
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class ExecutionSystem;
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typedef vector<Node *> NodeList;
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typedef NodeList::iterator NodeIterator;
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typedef pair<NodeIterator, NodeIterator> NodeRange;
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/**
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* My node documentation.
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*/
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class Node : public NodeBase {
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private:
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/**
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* @brief Is this node part of the active group
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*/
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bool m_inActiveGroup;
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public:
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Node(bNode *editorNode, bool create_sockets = true);
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/**
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* @brief Is this node in the active group (the group that is being edited)
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* @param isInActiveGroup
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*/
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void setIsInActiveGroup(bool value) { this->m_inActiveGroup = value; }
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/**
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* @brief Is this node part of the active group
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* the active group is the group that is currently being edited. When no group is edited,
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* the active group will be the main tree (all nodes that are not part of a group will be active)
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* @return bool [false:true]
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*/
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inline bool isInActiveGroup() { return this->m_inActiveGroup; }
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/**
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* @brief convert node to operation
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*
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* @todo this must be described further
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*
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* @param system the ExecutionSystem where the operations need to be added
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* @param context reference to the CompositorContext
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*/
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virtual void convertToOperations(ExecutionSystem *system, CompositorContext *context) = 0;
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/**
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* this method adds a SetValueOperation as input of the input socket.
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* This can only be used from the convertToOperation method. all other usages are not allowed
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*/
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void addSetValueOperation(ExecutionSystem *graph, InputSocket *inputsocket, int editorNodeInputSocketIndex);
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/**
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* this method adds a SetColorOperation as input of the input socket.
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* This can only be used from the convertToOperation method. all other usages are not allowed
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*/
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void addSetColorOperation(ExecutionSystem *graph, InputSocket *inputsocket, int editorNodeInputSocketIndex);
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/**
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* this method adds a SetVectorOperation as input of the input socket.
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* This can only be used from the convertToOperation method. all other usages are not allowed
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*/
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void addSetVectorOperation(ExecutionSystem *graph, InputSocket *inputsocket, int editorNodeInputSocketIndex);
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/**
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* when a node has no valid data (missing image or a group nodes ID pointer is NULL)
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* call this function from #convertToOperations, this way the node sockets are converted
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* into valid outputs, without this the compositor system gets confused and crashes, see [#32490]
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*/
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void convertToOperations_invalid(ExecutionSystem *graph, CompositorContext *context);
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/**
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* Creates a new link between an outputSocket and inputSocket and registrates the link to the graph
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* @return the new created link
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*/
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SocketConnection *addLink(ExecutionSystem *graph, OutputSocket *outputSocket, InputSocket *inputsocket);
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/**
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* is this node a group node.
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*/
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virtual bool isGroupNode() const { return false; }
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/**
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* is this node a proxy node.
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*/
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virtual bool isProxyNode() const { return false; }
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/**
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* @brief find the InputSocket by bNodeSocket
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*
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* @param socket
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*/
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InputSocket *findInputSocketBybNodeSocket(bNodeSocket *socket);
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/**
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* @brief find the OutputSocket by bNodeSocket
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*
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* @param socket
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*/
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OutputSocket *findOutputSocketBybNodeSocket(bNodeSocket *socket);
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protected:
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void addPreviewOperation(ExecutionSystem *system, InputSocket *inputSocket);
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void addPreviewOperation(ExecutionSystem *system, OutputSocket *outputSocket);
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bNodeSocket *getEditorInputSocket(int editorNodeInputSocketIndex);
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bNodeSocket *getEditorOutputSocket(int editorNodeOutputSocketIndex);
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private:
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};
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#endif
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