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blender-archive/source/blender/editors/include/UI_interface.hh

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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editorui
*/
#pragma once
#include <memory>
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "UI_resources.h"
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
namespace blender::nodes::geo_eval_log {
struct GeometryAttributeInfo;
}
struct StructRNA;
struct uiBlock;
struct uiSearchItems;
namespace blender::ui {
class AbstractGridView;
class AbstractTreeView;
/**
* An item in a breadcrumb-like context. Currently this struct is very simple, but more
* could be added to it in the future, to support interactivity or tooltips, for example.
*/
struct ContextPathItem {
/* Text to display in the UI. */
std::string name;
/* #BIFIconID */
int icon;
};
void context_path_add_generic(Vector<ContextPathItem> &path,
StructRNA &rna_type,
void *ptr,
const BIFIconID icon_override = ICON_NONE);
void template_breadcrumbs(uiLayout &layout, Span<ContextPathItem> context_path);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
void attribute_search_add_items(StringRefNull str,
bool can_create_attribute,
Span<const nodes::geo_eval_log::GeometryAttributeInfo *> infos,
uiSearchItems *items,
bool is_first);
} // namespace blender::ui
/**
2022-07-04 15:29:24 +02:00
* Override this for all available view types.
*/
blender::ui::AbstractGridView *UI_block_add_view(
uiBlock &block,
blender::StringRef idname,
std::unique_ptr<blender::ui::AbstractGridView> grid_view);
blender::ui::AbstractTreeView *UI_block_add_view(
uiBlock &block,
blender::StringRef idname,
std::unique_ptr<blender::ui::AbstractTreeView> tree_view);