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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_OutputSocket_h
#define _COM_OutputSocket_h
#include <vector>
#include "COM_Socket.h"
#include "COM_ChannelInfo.h"
using namespace std;
class SocketConnection;
class Node;
class InputSocket;
class WriteBufferOperation;
//#define COM_ST_INPUT 0
//#define COM_ST_OUTPUT 1
/**
* @brief OutputSocket are sockets that can send data/input
* @ingroup Model
*/
class OutputSocket : public Socket {
private:
vector<SocketConnection *> connections;
void removeFirstConnection();
public:
OutputSocket(DataType datatype);
OutputSocket(DataType datatype, int inputSocketDataTypeDeterminatorIndex);
OutputSocket(OutputSocket *from);
void addConnection(SocketConnection *connection);
SocketConnection *getConnection(unsigned int index) { return this->connections[index]; }
const int isConnected() const;
int isOutputSocket() const;
/**
* @brief determine the resolution of this socket
* @param resolution the result of this operation
* @param preferredResolution the preferrable resolution as no resolution could be determined
*/
void determineResolution(unsigned int resolution[], unsigned int preferredResolution[]);
/**
* @brief determine the actual data type and channel info.
*/
void relinkConnections(OutputSocket *relinkToSocket) { this->relinkConnections(relinkToSocket, false); };
void relinkConnections(OutputSocket *relinkToSocket, bool single);
const int getNumberOfConnections() { return connections.size(); }
void clearConnections();
/**
* @brief find a connected write buffer operation to this OutputSocket
* @return WriteBufferOperation or NULL
*/
WriteBufferOperation *findAttachedWriteBufferOperation() const;
ChannelInfo *getChannelInfo(const int channelnumber);
private:
};
#endif
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