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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
*/
class ExecutionGroup;
#ifndef _COM_ExecutionSystemHelper_h
#define _COM_ExecutionSystemHelper_h
#include "DNA_node_types.h"
#include <vector>
#include "COM_Node.h"
#include "COM_SocketConnection.h"
#include "BKE_text.h"
#include "COM_ExecutionGroup.h"
using namespace std;
/**
*
*/
class ExecutionSystemHelper {
public:
/**
* @brief add an bNodeTree to the nodes list and connections
* @param system Execution system
* @param nodes_start Starting index in the system's nodes list for nodes in this tree.
* @param tree bNodeTree to add
* @return Node representing the "Compositor node" of the maintree. or NULL when a subtree is added
*/
static void addbNodeTree(ExecutionSystem &system, int nodes_start, bNodeTree *tree, bNodeInstanceKey parent_key);
/**
* @brief add an editor node to the system.
* this node is converted to a Node instance.
* and the converted node is returned
*
* @param b_node node to add
* @return Node that represents the bNode or null when not able to convert.
*/
static Node *addNode(vector<Node *>& nodes, bNode *b_node, bool isInActiveGroup, bool fast);
/**
* @brief Add a Node to a list
*
* @param nodes the list where the node needs to be added to
* @param node the node to be added
*/
static void addNode(vector<Node *>& nodes, Node *node);
/**
* @brief Add an operation to the operation list
*
* The id of the operation is updated.
*
* @param operations the list where the operation need to be added to
* @param operation the operation to add
*/
static void addOperation(vector<NodeOperation *> &operations, NodeOperation *operation);
/**
* @brief Add an ExecutionGroup to a list
*
* The id of the ExecutionGroup is updated.
*
* @param executionGroups the list where the executionGroup need to be added to
* @param executionGroup the ExecutionGroup to add
*/
static void addExecutionGroup(vector<ExecutionGroup *>& executionGroups, ExecutionGroup *executionGroup);
/**
* Find all Node Operations that needs to be executed.
* @param rendering
* the rendering parameter will tell what type of execution we are doing
* false is editing, true is rendering
*/
static void findOutputNodeOperations(vector<NodeOperation *> *result, vector<NodeOperation *>& operations, bool rendering);
/**
* @brief add a bNodeLink to the list of links
* the bNodeLink will be wrapped in a SocketConnection
*
* @note Cyclic links will be ignored
*
* @param node_range list of possible nodes for lookup.
* @param links list of links to add the bNodeLink to
* @param bNodeLink the link to be added
* @return the created SocketConnection or NULL
*/
static SocketConnection *addNodeLink(NodeRange &node_range, vector<SocketConnection *>& links, bNodeLink *bNodeLink);
/**
* @brief create a new SocketConnection and add to a vector of links
* @param links the vector of links
* @param fromSocket the startpoint of the connection
* @param toSocket the endpoint of the connection
* @return the new created SocketConnection
*/
static SocketConnection *addLink(vector<SocketConnection *>& links, OutputSocket *fromSocket, InputSocket *toSocket);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("COM:ExecutionSystemHelper")
#endif
};
#endif /* _COM_ExecutionSystemHelper_h */
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