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blender/source/blender/compositor/intern/COM_Node.h

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