VisionFlowPro/NodeEditorPro/include/nodes/Node.hpp

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2023-02-28 14:50:28 +08:00
#pragma once
#include <QtCore/QObject>
#include <QtCore/QUuid>
#include <QtCore/QJsonObject>
#include "PortType.hpp"
#include "Export.hpp"
#include "NodeState.hpp"
#include "NodeGeometry.hpp"
#include "NodeData.hpp"
#include "NodeGraphicsObject.hpp"
#include "ConnectionGraphicsObject.hpp"
#include "Serializable.hpp"
#include "memory.hpp"
namespace QtNodes
{
class Connection;
class ConnectionState;
class NodeGraphicsObject;
class NodeDataModel;
class Node
: public QObject
, public Serializable
{
Q_OBJECT
public:
/// NodeDataModel should be an rvalue and is moved into the Node
Node(std::unique_ptr<NodeDataModel>&& dataModel);
virtual
~Node();
public:
/**
* \brief Json序列化
* \return json object
*/
QJsonObject
save() const override;
/**
* \brief Json反序列化
* \param json json
*/
void
restore(QJsonObject const& json) override;
public:
/**
* \brief QUuid
* \return uid
*/
QUuid
id() const;
void reactToPossibleConnection(PortType,
NodeDataType const&,
QPointF const& scenePoint);
void
resetReactionToConnection();
public:
NodeGraphicsObject const&
nodeGraphicsObject() const;
NodeGraphicsObject&
nodeGraphicsObject();
void
setGraphicsObject(std::unique_ptr<NodeGraphicsObject>&& graphics);
NodeGeometry&
nodeGeometry();
NodeGeometry const&
nodeGeometry() const;
NodeState const&
nodeState() const;
NodeState&
nodeState();
NodeDataModel*
nodeDataModel() const;
public Q_SLOTS: // data propagation
/// Propagates incoming data to the underlying model.
void
propagateData(std::shared_ptr<NodeData> nodeData,
PortIndex inPortIndex,
const QUuid& connectionId) const;
/// Fetches data from model's OUT #index port
/// and propagates it to the connection
void
onDataUpdated(PortIndex index);
/// Propagates empty data to the attached connection.
void
onDataInvalidated(PortIndex index);
/// update the graphic part if the size of the embeddedwidget changes
void
onNodeSizeUpdated();
private:
// addressing
QUuid _uid;
// data
std::unique_ptr<NodeDataModel> _nodeDataModel;
NodeState _nodeState;
// painting
NodeGeometry _nodeGeometry;
std::unique_ptr<NodeGraphicsObject> _nodeGraphicsObject;
};
}