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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_SocketConnection_h
#define _COM_SocketConnection_h
#include "DNA_node_types.h"
#include "COM_Node.h"
#include "COM_Socket.h"
#include "COM_ChannelInfo.h"
/**
* @brief An SocketConnection is an connection between an InputSocket and an OutputSocket.
*
* <pre>
* +----------+ To InputSocket +----------+
* | From | SocketConnection \| To Node |
* | Node *====================* |
* | |\ | |
* | | From OutputSocket +----------+
* +----------+
* </pre>
* @ingroup Model
* @see InputSocket
* @see OutputSocket
*/
class SocketConnection {
private:
/**
* @brief Startpoint of the connection
*/
OutputSocket *m_fromSocket;
/**
* @brief Endpoint of the connection
*/
InputSocket *m_toSocket;
/**
* @brief has the resize already been done for this connection
*/
bool m_ignoreResizeCheck;
public:
SocketConnection();
/**
* @brief set the startpoint of the connection
* @param fromsocket
*/
void setFromSocket(OutputSocket *fromsocket);
/**
* @brief get the startpoint of the connection
* @return from OutputSocket
*/
OutputSocket *getFromSocket() const;
/**
* @brief set the endpoint of the connection
* @param tosocket
*/
void setToSocket(InputSocket *tosocket);
/**
* @brief get the endpoint of the connection
* @return to InputSocket
*/
InputSocket *getToSocket() const;
/**
* @brief check if this connection is valid
*/
bool isValid() const;
/**
* @brief return the Node where this connection is connected from
*/
NodeBase *getFromNode() const;
/**
* @brief return the Node where this connection is connected to
*/
NodeBase *getToNode() const;
/**
* @brief set, whether the resize has already been done for this SocketConnection
*/
void setIgnoreResizeCheck(bool check) { this->m_ignoreResizeCheck = check; }
/**
* @brief has the resize already been done for this SocketConnection
*/
bool isIgnoreResizeCheck() const { return this->m_ignoreResizeCheck; }
/**
* @brief does this SocketConnection need resolution conversion
* @note PreviewOperation's will be ignored
* @note Already converted SocketConnection's will be ignored
* @return needs conversion [true:false]
*/
bool needsResolutionConversion() const;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("COM:SocketConnection")
#endif
};
#endif
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