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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0
#pragma once
#include "effectcomposeruniformsmodel.h"
#include <utils/uniqueobjectptr.h>
#include <memory>
#include <QJsonObject>
#include <QObject>
namespace EffectComposer {
class EffectShadersCodeEditor;
struct ShaderEditorData;
class CompositionNode : public QObject
{
Q_OBJECT
Q_PROPERTY(QString nodeName READ name WRITE setName NOTIFY nameChanged)
Q_PROPERTY(bool nodeEnabled READ isEnabled WRITE setIsEnabled NOTIFY isEnabledChanged)
Q_PROPERTY(bool isDependency READ isDependency NOTIFY isDepencyChanged)
Q_PROPERTY(bool isCustom READ isCustom NOTIFY isCustomChanged)
Q_PROPERTY(QObject *nodeUniformsModel READ uniformsModel NOTIFY uniformsModelChanged)
Q_PROPERTY(
QString fragmentCode
READ fragmentCode
WRITE setFragmentCode
NOTIFY fragmentCodeChanged)
Q_PROPERTY(QString vertexCode READ vertexCode WRITE setVertexCode NOTIFY vertexCodeChanged)
public:
enum NodeType {
SourceNode = 0,
DestinationNode,
CustomNode
};
CompositionNode(const QString &effectName, const QString &qenPath, const QJsonObject &json = {});
virtual ~CompositionNode();
QString fragmentCode() const;
QString vertexCode() const;
QString description() const;
QString id() const;
QObject *uniformsModel();
QStringList requiredNodes() const;
NodeType type() const;
bool isEnabled() const;
void setIsEnabled(bool newIsEnabled);
bool isDependency() const;
bool isCustom() const;
void setCustom(bool enable);
QString name() const;
void setName(const QString &name);
QList<Uniform *> uniforms() const;
int incRefCount();
int decRefCount();
void setRefCount(int count);
int extraMargin() const { return m_extraMargin; }
void setFragmentCode(const QString &fragmentCode);
void setVertexCode(const QString &vertexCode);
void markAsSaved();
void openCodeEditor();
void addUniform(const QVariantMap &data);
void updateUniform(int index, const QVariantMap &data);
void updateAreUniformsInUse(bool force = false);
signals:
void uniformsModelChanged();
void isEnabledChanged();
void isDepencyChanged();
void rebakeRequested();
void fragmentCodeChanged();
void vertexCodeChanged();
void nameChanged();
void isCustomChanged();
private slots:
void onUniformRenamed(const QString &oldName, const QString &newName);
private:
void parse(const QString &effectName, const QString &qenPath, const QJsonObject &json);
void ensureCodeEditorData();
void requestRebakeIfLiveUpdateMode();
QString m_name;
NodeType m_type = CustomNode;
QString m_fragmentCode;
QString m_vertexCode;
QString m_description;
QStringList m_requiredNodes;
QString m_id;
bool m_isEnabled = true;
bool m_isCustom = false;
int m_refCount = 0;
int m_extraMargin = 0;
bool m_InUseCheckNeeded = false;
EffectComposerUniformsModel m_uniformsModel;
std::unique_ptr<ShaderEditorData> m_shaderEditorData;
};
} // namespace EffectComposer
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