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#
include
"
Node.hpp
"
#
include
<
QtCore/QObject
>
#
include
<
iostream
>
#
include
"
FlowScene.hpp
"
#
include
"
NodeGraphicsObject.hpp
"
#
include
"
NodeDataModel.hpp
"
#
include
"
ConnectionGraphicsObject.hpp
"
#
include
"
ConnectionState.hpp
"
using
QtNodes::Node;
using
QtNodes::NodeGeometry;
using
QtNodes::NodeState;
using
QtNodes::NodeData;
using
QtNodes::NodeDataType;
using
QtNodes::NodeDataModel;
using
QtNodes::NodeGraphicsObject;
using
QtNodes::PortIndex;
using
QtNodes::PortType;
Node::
Node
(std::unique_ptr<NodeDataModel> && dataModel)
: _id(QUuid::createUuid())
, _nodeDataModel(std::move(dataModel))
, _nodeState(_nodeDataModel)
, _nodeGeometry(_nodeDataModel)
, _nodeGraphicsObject(
nullptr
)
{
_nodeGeometry.
recalculateSize
();
//
propagate data: model => node
connect
(_nodeDataModel.
get
(), &NodeDataModel::dataUpdated,
this
, &Node::onDataUpdated);
}
Node::
~Node
() {}
QJsonObject
Node::
save
()
const
{
QJsonObject nodeJson;
nodeJson[
"
id
"
] = _id.
toString
();
nodeJson[
"
model
"
] = _nodeDataModel->
save
();
QJsonObject obj;
obj[
"
x
"
] = _nodeGraphicsObject->
pos
().
x
();
obj[
"
y
"
] = _nodeGraphicsObject->
pos
().
y
();
nodeJson[
"
position
"
] = obj;
return
nodeJson;
}
void
Node::
restore
(QJsonObject
const
& json)
{
_id =
QUuid
(json[
"
id
"
].
toString
());
QJsonObject positionJson = json[
"
position
"
].
toObject
();
QPointF
point
(positionJson[
"
x
"
].
toDouble
(),
positionJson[
"
y
"
].
toDouble
());
_nodeGraphicsObject->
setPos
(point);
_nodeDataModel->
restore
(json[
"
model
"
].
toObject
());
}
QUuid
Node::
id
()
const
{
return
_id;
}
void
Node::
reactToPossibleConnection
(PortType reactingPortType,
NodeDataType reactingDataType,
QPointF
const
&scenePoint)
{
QTransform
const
t = _nodeGraphicsObject->
sceneTransform
();
QPointF p = t.
inverted
().
map
(scenePoint);
_nodeGeometry.
setDraggingPosition
(p);
_nodeGraphicsObject->
update
();
_nodeState.
setReaction
(NodeState::
REACTING
,
reactingPortType,
reactingDataType);
}
void
Node::
resetReactionToConnection
()
{
_nodeState.
setReaction
(NodeState::
NOT_REACTING
);
_nodeGraphicsObject->
update
();
}
NodeGraphicsObject
const
&
Node::
nodeGraphicsObject
()
const
{
return
*_nodeGraphicsObject.
get
();
}
NodeGraphicsObject &
Node::
nodeGraphicsObject
()
{
return
*_nodeGraphicsObject.
get
();
}
void
Node::
setGraphicsObject
(std::unique_ptr<NodeGraphicsObject>&& graphics)
{
_nodeGraphicsObject =
std::move
(graphics);
_nodeGeometry.
recalculateSize
();
}
NodeGeometry&
Node::
nodeGeometry
()
{
return
_nodeGeometry;
}
NodeGeometry
const
&
Node::
nodeGeometry
()
const
{
return
_nodeGeometry;
}
NodeState
const
&
Node::
nodeState
()
const
{
return
_nodeState;
}
NodeState &
Node::
nodeState
()
{
return
_nodeState;
}
NodeDataModel*
Node::
nodeDataModel
()
const
{
return
_nodeDataModel.
get
();
}
void
Node::
propagateData
(std::shared_ptr<NodeData> nodeData,
PortIndex inPortIndex)
const
{
_nodeDataModel->
setInData
(nodeData, inPortIndex);
//
Recalculate the nodes visuals. A data change can result in the node taking more space than before, so this forces a recalculate+repaint on the affected node
_nodeGraphicsObject->
setGeometryChanged
();
_nodeGeometry.
recalculateSize
();
_nodeGraphicsObject->
update
();
_nodeGraphicsObject->
moveConnections
();
}
void
Node::
onDataUpdated
(PortIndex index)
{
auto
nodeData = _nodeDataModel->
outData
(index);
auto
connections =
_nodeState.
connections
(PortType::Out, index);
for
(
auto
const
& c : connections)
c.
second
->
propagateData
(nodeData);
}
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