128 lines
3.2 KiB
C++
128 lines
3.2 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_SocketConnection_h
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#define _COM_SocketConnection_h
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#include "DNA_node_types.h"
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#include "COM_Node.h"
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#include "COM_Socket.h"
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#include "COM_ChannelInfo.h"
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/**
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* @brief An SocketConnection is an connection between an InputSocket and an OutputSocket.
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*
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* <pre>
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* +----------+ To InputSocket +----------+
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* | From | SocketConnection \| To Node |
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* | Node *====================* |
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* | |\ | |
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* | | From OutputSocket +----------+
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* +----------+
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* </pre>
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* @ingroup Model
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* @see InputSocket
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* @see OutputSocket
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*/
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class SocketConnection {
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private:
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/**
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* @brief Startpoint of the connection
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*/
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OutputSocket *m_fromSocket;
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/**
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* @brief Endpoint of the connection
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*/
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InputSocket *m_toSocket;
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/**
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* @brief has the resize already been done for this connection
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*/
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bool m_ignoreResizeCheck;
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public:
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SocketConnection();
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/**
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* @brief set the startpoint of the connection
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* @param fromsocket
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*/
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void setFromSocket(OutputSocket *fromsocket);
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/**
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* @brief get the startpoint of the connection
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* @return from OutputSocket
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*/
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OutputSocket *getFromSocket() const;
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/**
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* @brief set the endpoint of the connection
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* @param tosocket
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*/
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void setToSocket(InputSocket *tosocket);
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/**
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* @brief get the endpoint of the connection
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* @return to InputSocket
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*/
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InputSocket *getToSocket() const;
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/**
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* @brief check if this connection is valid
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*/
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bool isValid() const;
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/**
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* @brief return the Node where this connection is connected from
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*/
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NodeBase *getFromNode() const;
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/**
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* @brief return the Node where this connection is connected to
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*/
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NodeBase *getToNode() const;
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/**
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* @brief set, whether the resize has already been done for this SocketConnection
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*/
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void setIgnoreResizeCheck(bool check) { this->m_ignoreResizeCheck = check; }
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/**
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* @brief has the resize already been done for this SocketConnection
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*/
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bool isIgnoreResizeCheck() const { return this->m_ignoreResizeCheck; }
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/**
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* @brief does this SocketConnection need resolution conversion
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* @note PreviewOperation's will be ignored
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* @note Already converted SocketConnection's will be ignored
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* @return needs conversion [true:false]
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*/
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bool needsResolutionConversion() const;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("COM:SocketConnection")
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#endif
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};
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#endif
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