Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup nodes
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*/
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#pragma once
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#include "BKE_node.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void register_node_type_frame(void);
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void register_node_type_reroute(void);
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void register_node_type_group_input(void);
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void register_node_type_group_output(void);
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/* Internal functions for editor. */
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struct bNodeSocket *node_group_find_input_socket(struct bNode *groupnode, const char *identifier);
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struct bNodeSocket *node_group_find_output_socket(struct bNode *groupnode, const char *identifier);
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/** Make sure all group node in ntree, which use ngroup, are sync'd. */
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void node_group_update(struct bNodeTree *ntree, struct bNode *node);
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struct bNodeSocket *node_group_input_find_socket(struct bNode *node, const char *identifier);
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struct bNodeSocket *node_group_output_find_socket(struct bNode *node, const char *identifier);
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void node_group_input_update(struct bNodeTree *ntree, struct bNode *node);
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void node_group_output_update(struct bNodeTree *ntree, struct bNode *node);
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void node_internal_links_create(struct bNodeTree *ntree, struct bNode *node);
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#ifdef __cplusplus
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}
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#endif
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