Cleanup: Use LISTBASE_FOREACH macro
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@@ -102,9 +102,7 @@ static bool has_workbench_in_texture_color(const wmWindowManager *wm,
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static bNode *node_under_mouse_select(bNodeTree &ntree, int mx, int my)
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{
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bNode *node;
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for (node = (bNode *)ntree.nodes.last; node; node = node->prev) {
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LISTBASE_FOREACH_BACKWARD (bNode *, node, &ntree.nodes) {
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if (node->typeinfo->select_area_func) {
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if (node->typeinfo->select_area_func(node, mx, my)) {
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return node;
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@@ -116,9 +114,7 @@ static bNode *node_under_mouse_select(bNodeTree &ntree, int mx, int my)
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static bNode *node_under_mouse_tweak(bNodeTree &ntree, const float2 &mouse)
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{
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bNode *node;
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for (node = (bNode *)ntree.nodes.last; node; node = node->prev) {
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LISTBASE_FOREACH_BACKWARD (bNode *, node, &ntree.nodes) {
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if (node->typeinfo->tweak_area_func) {
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if (node->typeinfo->tweak_area_func(node, (int)mouse.x, (int)mouse.y)) {
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return node;
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@@ -214,26 +210,23 @@ void node_deselect_all(SpaceNode &snode)
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void node_deselect_all_input_sockets(SpaceNode &snode, const bool deselect_nodes)
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{
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bNode *node;
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bNodeSocket *sock;
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/* XXX not calling node_socket_deselect here each time, because this does iteration
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* over all node sockets internally to check if the node stays selected.
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* We can do that more efficiently here.
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*/
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for (node = (bNode *)snode.edittree->nodes.first; node; node = node->next) {
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int sel = 0;
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LISTBASE_FOREACH (bNode *, node, &snode.edittree->nodes) {
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bool sel = false;
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for (sock = (bNodeSocket *)node->inputs.first; sock; sock = sock->next) {
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sock->flag &= ~SELECT;
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LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
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socket->flag &= ~SELECT;
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}
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/* if no selected sockets remain, also deselect the node */
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if (deselect_nodes) {
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for (sock = (bNodeSocket *)node->outputs.first; sock; sock = sock->next) {
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if (sock->flag & SELECT) {
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sel = 1;
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LISTBASE_FOREACH (bNodeSocket *, socket, &node->outputs) {
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if (socket->flag & SELECT) {
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sel = true;
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break;
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}
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}
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@@ -247,25 +240,22 @@ void node_deselect_all_input_sockets(SpaceNode &snode, const bool deselect_nodes
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void node_deselect_all_output_sockets(SpaceNode &snode, const bool deselect_nodes)
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{
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bNode *node;
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bNodeSocket *sock;
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/* XXX not calling node_socket_deselect here each time, because this does iteration
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* over all node sockets internally to check if the node stays selected.
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* We can do that more efficiently here.
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*/
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for (node = (bNode *)snode.edittree->nodes.first; node; node = node->next) {
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LISTBASE_FOREACH (bNode *, node, &snode.edittree->nodes) {
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bool sel = false;
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for (sock = (bNodeSocket *)node->outputs.first; sock; sock = sock->next) {
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sock->flag &= ~SELECT;
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LISTBASE_FOREACH (bNodeSocket *, socket, &node->outputs) {
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socket->flag &= ~SELECT;
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}
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/* if no selected sockets remain, also deselect the node */
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if (deselect_nodes) {
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for (sock = (bNodeSocket *)node->inputs.first; sock; sock = sock->next) {
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if (sock->flag & SELECT) {
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LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
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if (socket->flag & SELECT) {
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sel = true;
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break;
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}
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@@ -305,10 +295,9 @@ static bool node_select_grouped_type(SpaceNode *snode, bNode *node_act)
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static bool node_select_grouped_color(SpaceNode *snode, bNode *node_act)
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{
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bNode *node;
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bool changed = false;
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for (node = (bNode *)snode->edittree->nodes.first; node; node = node->next) {
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LISTBASE_FOREACH (bNode *, node, &snode->edittree->nodes) {
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if ((node->flag & SELECT) == 0) {
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if (compare_v3v3(node->color, node_act->color, 0.005f)) {
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nodeSetSelected(node, true);
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