Cleanup: Reduce variable scope in node drawing code
Also use LISTBASE_FOREACH in a few places and generally clean up the code for the two sidebar panels "Sockets" and "Interface".
This commit is contained in:
@@ -300,7 +300,6 @@ static void do_node_internal_buttons(bContext *C, void *UNUSED(node_v), int even
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static void node_uiblocks_init(const bContext *C, bNodeTree *ntree)
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{
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/* add node uiBlocks in drawing order - prevents events going to overlapping nodes */
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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@@ -995,8 +994,7 @@ void node_draw_sockets(View2D *v2d,
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/* socket inputs */
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short selected_input_len = 0;
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bNodeSocket *sock;
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for (sock = node->inputs.first; sock; sock = sock->next) {
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LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
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if (nodeSocketIsHidden(sock)) {
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continue;
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}
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@@ -1021,7 +1019,7 @@ void node_draw_sockets(View2D *v2d,
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/* socket outputs */
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short selected_output_len = 0;
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if (draw_outputs) {
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for (sock = node->outputs.first; sock; sock = sock->next) {
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LISTBASE_FOREACH (bNodeSocket *, sock, &node->outputs) {
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if (nodeSocketIsHidden(sock)) {
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continue;
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}
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@@ -1058,7 +1056,7 @@ void node_draw_sockets(View2D *v2d,
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if (selected_input_len) {
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/* socket inputs */
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for (sock = node->inputs.first; sock; sock = sock->next) {
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LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
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if (nodeSocketIsHidden(sock)) {
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continue;
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}
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@@ -1083,7 +1081,7 @@ void node_draw_sockets(View2D *v2d,
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if (selected_output_len) {
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/* socket outputs */
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for (sock = node->outputs.first; sock; sock = sock->next) {
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LISTBASE_FOREACH (bNodeSocket *, sock, &node->outputs) {
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if (nodeSocketIsHidden(sock)) {
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continue;
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}
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@@ -1162,23 +1160,22 @@ static void node_draw_basis(const bContext *C,
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/* preview */
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if (node->typeinfo->flag & NODE_PREVIEW) {
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uiBut *but;
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iconofs -= iconbutw;
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UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
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but = uiDefIconBut(node->block,
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UI_BTYPE_BUT_TOGGLE,
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B_REDR,
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ICON_MATERIAL,
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iconofs,
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rct->ymax - NODE_DY,
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iconbutw,
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UI_UNIT_Y,
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NULL,
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0,
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0,
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0,
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0,
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"");
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uiBut *but = uiDefIconBut(node->block,
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UI_BTYPE_BUT_TOGGLE,
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B_REDR,
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ICON_MATERIAL,
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iconofs,
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rct->ymax - NODE_DY,
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iconbutw,
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UI_UNIT_Y,
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NULL,
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0,
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0,
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0,
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0,
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"");
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UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_preview_toggle");
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/* XXX this does not work when node is activated and the operator called right afterwards,
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* since active ID is not updated yet (needs to process the notifier).
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@@ -1190,23 +1187,22 @@ static void node_draw_basis(const bContext *C,
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}
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/* group edit */
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if (node->type == NODE_GROUP) {
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uiBut *but;
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iconofs -= iconbutw;
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UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
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but = uiDefIconBut(node->block,
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UI_BTYPE_BUT_TOGGLE,
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B_REDR,
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ICON_NODETREE,
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iconofs,
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rct->ymax - NODE_DY,
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iconbutw,
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UI_UNIT_Y,
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NULL,
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0,
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0,
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0,
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0,
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"");
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uiBut *but = uiDefIconBut(node->block,
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UI_BTYPE_BUT_TOGGLE,
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B_REDR,
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ICON_NODETREE,
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iconofs,
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rct->ymax - NODE_DY,
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iconbutw,
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UI_UNIT_Y,
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NULL,
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0,
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0,
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0,
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0,
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"");
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UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_group_edit");
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UI_block_emboss_set(node->block, UI_EMBOSS);
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}
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@@ -1240,24 +1236,23 @@ static void node_draw_basis(const bContext *C,
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/* open/close entirely? */
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{
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uiBut *but;
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int but_size = U.widget_unit * 0.8f;
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/* XXX button uses a custom triangle draw below, so make it invisible without icon */
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UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
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but = uiDefBut(node->block,
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UI_BTYPE_BUT_TOGGLE,
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B_REDR,
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"",
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rct->xmin + 0.35f * U.widget_unit,
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rct->ymax - NODE_DY / 2.2f - but_size / 2,
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but_size,
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but_size,
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NULL,
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0,
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0,
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0,
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0,
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"");
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uiBut *but = uiDefBut(node->block,
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UI_BTYPE_BUT_TOGGLE,
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B_REDR,
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"",
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rct->xmin + 0.35f * U.widget_unit,
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rct->ymax - NODE_DY / 2.2f - but_size / 2,
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but_size,
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but_size,
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NULL,
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0,
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0,
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0,
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0,
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"");
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UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_hide_toggle");
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UI_block_emboss_set(node->block, UI_EMBOSS);
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@@ -1412,24 +1407,23 @@ static void node_draw_hidden(const bContext *C,
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/* open entirely icon */
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{
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uiBut *but;
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int but_size = U.widget_unit * 0.8f;
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/* XXX button uses a custom triangle draw below, so make it invisible without icon */
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UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
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but = uiDefBut(node->block,
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UI_BTYPE_BUT_TOGGLE,
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B_REDR,
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"",
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rct->xmin + 0.35f * U.widget_unit,
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centy - but_size / 2,
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but_size,
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but_size,
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NULL,
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0,
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0,
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0,
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0,
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"");
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uiBut *but = uiDefBut(node->block,
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UI_BTYPE_BUT_TOGGLE,
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B_REDR,
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"",
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rct->xmin + 0.35f * U.widget_unit,
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centy - but_size / 2,
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but_size,
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but_size,
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NULL,
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0,
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0,
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0,
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0,
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"");
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UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_hide_toggle");
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UI_block_emboss_set(node->block, UI_EMBOSS);
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@@ -1609,11 +1603,8 @@ void node_draw_nodetree(const bContext *C,
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#endif
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/* draw background nodes, last nodes in front */
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int a;
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bNode *node;
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for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) {
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bNodeInstanceKey key;
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int a = 0;
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LISTBASE_FOREACH_INDEX (bNode *, node, &ntree->nodes, a) {
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#ifdef USE_DRAW_TOT_UPDATE
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/* unrelated to background nodes, update the v2d->tot,
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* can be anywhere before we draw the scroll bars */
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@@ -1624,7 +1615,7 @@ void node_draw_nodetree(const bContext *C,
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continue;
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}
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key = BKE_node_instance_key(parent_key, ntree, node);
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bNodeInstanceKey key = BKE_node_instance_key(parent_key, ntree, node);
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node->nr = a; /* index of node in list, used for exec event code */
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node_draw(C, region, snode, ntree, node, key);
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}
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@@ -1641,13 +1632,13 @@ void node_draw_nodetree(const bContext *C,
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GPU_blend(GPU_BLEND_NONE);
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/* draw foreground nodes, last nodes in front */
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for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) {
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bNodeInstanceKey key;
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a = 0;
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LISTBASE_FOREACH_INDEX (bNode *, node, &ntree->nodes, a) {
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if (node->flag & NODE_BACKGROUND) {
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continue;
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}
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key = BKE_node_instance_key(parent_key, ntree, node);
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bNodeInstanceKey key = BKE_node_instance_key(parent_key, ntree, node);
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node->nr = a; /* index of node in list, used for exec event code */
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node_draw(C, region, snode, ntree, node, key);
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}
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@@ -1695,7 +1686,6 @@ static void draw_group_overlay(const bContext *C, ARegion *region)
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{
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View2D *v2d = ®ion->v2d;
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rctf rect = v2d->cur;
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uiBlock *block;
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float color[4];
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/* shade node groups to separate them visually */
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@@ -1707,7 +1697,7 @@ static void draw_group_overlay(const bContext *C, ARegion *region)
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GPU_blend(GPU_BLEND_NONE);
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/* set the block bounds to clip mouse events from underlying nodes */
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block = UI_block_begin(C, region, "node tree bounds block", UI_EMBOSS);
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uiBlock *block = UI_block_begin(C, region, "node tree bounds block", UI_EMBOSS);
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UI_block_bounds_set_explicit(block, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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UI_block_flag_enable(block, UI_BLOCK_CLIP_EVENTS);
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UI_block_end(C, block);
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@@ -1752,14 +1742,8 @@ void node_draw_space(const bContext *C, ARegion *region)
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/* draw parent node trees */
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if (snode->treepath.last) {
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static const int max_depth = 2;
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bNodeTreePath *path;
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int depth, curdepth;
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float center[2];
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bNodeTree *ntree;
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bNodeLinkDrag *nldrag;
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LinkData *linkdata;
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path = snode->treepath.last;
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bNodeTreePath *path = snode->treepath.last;
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/* update tree path name (drawn in the bottom left) */
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ID *name_id = (path->nodetree && path->nodetree != snode->nodetree) ? &path->nodetree->id :
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@@ -1770,6 +1754,7 @@ void node_draw_space(const bContext *C, ARegion *region)
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}
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/* current View2D center, will be set temporarily for parent node trees */
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float center[2];
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UI_view2d_center_get(v2d, ¢er[0], ¢er[1]);
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/* store new view center in path and current edittree */
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@@ -1778,15 +1763,15 @@ void node_draw_space(const bContext *C, ARegion *region)
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copy_v2_v2(snode->edittree->view_center, center);
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}
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depth = 0;
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int depth = 0;
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while (path->prev && depth < max_depth) {
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path = path->prev;
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depth++;
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}
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/* parent node trees in the background */
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for (curdepth = depth; curdepth > 0; path = path->next, curdepth--) {
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ntree = path->nodetree;
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for (int curdepth = depth; curdepth > 0; path = path->next, curdepth--) {
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bNodeTree *ntree = path->nodetree;
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if (ntree) {
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snode_setup_v2d(snode, region, path->view_center);
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@@ -1797,7 +1782,7 @@ void node_draw_space(const bContext *C, ARegion *region)
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}
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/* top-level edit tree */
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ntree = path->nodetree;
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bNodeTree *ntree = path->nodetree;
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if (ntree) {
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snode_setup_v2d(snode, region, center);
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@@ -1832,8 +1817,8 @@ void node_draw_space(const bContext *C, ARegion *region)
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/* temporary links */
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GPU_blend(GPU_BLEND_ALPHA);
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GPU_line_smooth(true);
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for (nldrag = snode->linkdrag.first; nldrag; nldrag = nldrag->next) {
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for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) {
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LISTBASE_FOREACH (bNodeLinkDrag *, nldrag, &snode->linkdrag) {
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LISTBASE_FOREACH (LinkData *, linkdata, &nldrag->links) {
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node_draw_link(v2d, snode, (bNodeLink *)linkdata->data);
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}
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}
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