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blender-archive/source/blender/nodes/NOD_socket_declarations.hh

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
#include "NOD_node_declaration.hh"
#include "RNA_types.h"
#include "BLI_color.hh"
#include "BLI_float3.hh"
namespace blender::nodes::decl {
class FloatBuilder;
class Float : public SocketDeclaration {
private:
float default_value_ = 0.0f;
float soft_min_value_ = -FLT_MAX;
float soft_max_value_ = FLT_MAX;
PropertySubType subtype_ = PROP_NONE;
friend FloatBuilder;
public:
using Builder = FloatBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class FloatBuilder : public SocketDeclarationBuilder<Float> {
public:
FloatBuilder &min(float value);
FloatBuilder &max(float value);
FloatBuilder &default_value(float value);
FloatBuilder &subtype(PropertySubType subtype);
};
class IntBuilder;
class Int : public SocketDeclaration {
private:
int default_value_ = 0;
int soft_min_value_ = INT32_MIN;
int soft_max_value_ = INT32_MAX;
PropertySubType subtype_ = PROP_NONE;
friend IntBuilder;
public:
using Builder = IntBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class IntBuilder : public SocketDeclarationBuilder<Int> {
public:
IntBuilder &min(int value);
IntBuilder &max(int value);
IntBuilder &default_value(int value);
IntBuilder &subtype(PropertySubType subtype);
};
class VectorBuilder;
class Vector : public SocketDeclaration {
private:
float3 default_value_ = {0, 0, 0};
float soft_min_value_ = -FLT_MAX;
float soft_max_value_ = FLT_MAX;
PropertySubType subtype_ = PROP_NONE;
friend VectorBuilder;
public:
using Builder = VectorBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class VectorBuilder : public SocketDeclarationBuilder<Vector> {
public:
VectorBuilder &default_value(const float3 value);
VectorBuilder &subtype(PropertySubType subtype);
VectorBuilder &min(float min);
VectorBuilder &max(float max);
VectorBuilder &compact();
};
class BoolBuilder;
class Bool : public SocketDeclaration {
private:
bool default_value_ = false;
friend BoolBuilder;
public:
using Builder = BoolBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class BoolBuilder : public SocketDeclarationBuilder<Bool> {
public:
BoolBuilder &default_value(bool value);
};
class ColorBuilder;
class Color : public SocketDeclaration {
private:
ColorGeometry4f default_value_;
friend ColorBuilder;
public:
using Builder = ColorBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class ColorBuilder : public SocketDeclarationBuilder<Color> {
public:
ColorBuilder &default_value(const ColorGeometry4f value);
};
class StringBuilder;
class String : public SocketDeclaration {
private:
std::string default_value_;
friend StringBuilder;
public:
using Builder = StringBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class StringBuilder : public SocketDeclarationBuilder<String> {
public:
StringBuilder &default_value(const std::string value);
};
class IDSocketDeclaration : public SocketDeclaration {
private:
const char *idname_;
public:
IDSocketDeclaration(const char *idname);
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class Object : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Object>;
Object();
};
class Material : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Material>;
Material();
};
class Collection : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Collection>;
Collection();
};
class Texture : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Texture>;
Texture();
};
class Image : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Image>;
Image();
};
class ShaderBuilder;
class Shader : public SocketDeclaration {
private:
friend ShaderBuilder;
public:
using Builder = ShaderBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
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class ShaderBuilder : public SocketDeclarationBuilder<Shader> {
};
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/* -------------------------------------------------------------------- */
/** \name #FloatBuilder Inline Methods
* \{ */
inline FloatBuilder &FloatBuilder::min(const float value)
{
decl_->soft_min_value_ = value;
return *this;
}
inline FloatBuilder &FloatBuilder::max(const float value)
{
decl_->soft_max_value_ = value;
return *this;
}
inline FloatBuilder &FloatBuilder::default_value(const float value)
{
decl_->default_value_ = value;
return *this;
}
inline FloatBuilder &FloatBuilder::subtype(PropertySubType subtype)
{
decl_->subtype_ = subtype;
return *this;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name #IntBuilder Inline Methods
* \{ */
inline IntBuilder &IntBuilder::min(const int value)
{
decl_->soft_min_value_ = value;
return *this;
}
inline IntBuilder &IntBuilder::max(const int value)
{
decl_->soft_max_value_ = value;
return *this;
}
inline IntBuilder &IntBuilder::default_value(const int value)
{
decl_->default_value_ = value;
return *this;
}
inline IntBuilder &IntBuilder::subtype(PropertySubType subtype)
{
decl_->subtype_ = subtype;
return *this;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name #VectorBuilder Inline Methods
* \{ */
inline VectorBuilder &VectorBuilder::default_value(const float3 value)
{
decl_->default_value_ = value;
return *this;
}
inline VectorBuilder &VectorBuilder::subtype(PropertySubType subtype)
{
decl_->subtype_ = subtype;
return *this;
}
inline VectorBuilder &VectorBuilder::min(const float min)
{
decl_->soft_min_value_ = min;
return *this;
}
inline VectorBuilder &VectorBuilder::max(const float max)
{
decl_->soft_max_value_ = max;
return *this;
}
inline VectorBuilder &VectorBuilder::compact()
{
decl_->compact_ = true;
return *this;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name #BoolBuilder Inline Methods
* \{ */
inline BoolBuilder &BoolBuilder::default_value(const bool value)
{
decl_->default_value_ = value;
return *this;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name #ColorBuilder Inline Methods
* \{ */
inline ColorBuilder &ColorBuilder::default_value(const ColorGeometry4f value)
{
decl_->default_value_ = value;
return *this;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name #StringBuilder Inline Methods
* \{ */
inline StringBuilder &StringBuilder::default_value(std::string value)
{
decl_->default_value_ = std::move(value);
return *this;
}
/** \} */
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/* -------------------------------------------------------------------- */
/** \name #IDSocketDeclaration and Children Inline Methods
* \{ */
inline IDSocketDeclaration::IDSocketDeclaration(const char *idname) : idname_(idname)
{
}
inline Object::Object() : IDSocketDeclaration("NodeSocketObject")
{
}
inline Material::Material() : IDSocketDeclaration("NodeSocketMaterial")
{
}
inline Collection::Collection() : IDSocketDeclaration("NodeSocketCollection")
{
}
inline Texture::Texture() : IDSocketDeclaration("NodeSocketTexture")
{
}
inline Image::Image() : IDSocketDeclaration("NodeSocketImage")
{
}
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/** \} */
} // namespace blender::nodes::decl