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blender-archive/source/blender/editors/include/ED_node.h
Jacques Lucke 0247ee5f53 Simulations: Add simulation node tree type
This implements a new builtin node tree type called `SimulationNodeTree`.
It is not yet embedded in the `Simulation` data block.

The node tree will initially be used for the new particle nodes system.

When the cmake option `WITH_NEW_SIMULATION_TYPE` is enabled, a new
`Simulation Editor` is shown in the editors menu (which is just a node editor).

This patch does not add entries to the Add Node menu, so it is empty.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D7287
2020-04-20 10:58:43 +02:00

131 lines
4.4 KiB
C++

/*
* 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.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup editors
*/
#ifndef __ED_NODE_H__
#define __ED_NODE_H__
#ifdef __cplusplus
extern "C" {
#endif
struct ID;
struct Main;
struct Scene;
struct Scene;
struct ScrArea;
struct Tex;
struct View2D;
struct bContext;
struct bNode;
struct bNodeSocket;
struct bNodeSocketType;
struct bNodeTree;
struct bNodeTree;
struct bNodeTreeType;
struct bNodeType;
typedef enum {
NODE_TOP = 1,
NODE_BOTTOM = 2,
NODE_LEFT = 4,
NODE_RIGHT = 8,
} NodeBorder;
#define NODE_GRID_STEPS 5
/* space_node.c */
int ED_node_tree_path_length(struct SpaceNode *snode);
void ED_node_tree_path_get(struct SpaceNode *snode, char *value);
void ED_node_tree_path_get_fixedbuf(struct SpaceNode *snode, char *value, int max_length);
void ED_node_tree_start(struct SpaceNode *snode,
struct bNodeTree *ntree,
struct ID *id,
struct ID *from);
void ED_node_tree_push(struct SpaceNode *snode, struct bNodeTree *ntree, struct bNode *gnode);
void ED_node_tree_pop(struct SpaceNode *snode);
int ED_node_tree_depth(struct SpaceNode *snode);
struct bNodeTree *ED_node_tree_get(struct SpaceNode *snode, int level);
void ED_node_set_active_viewer_key(struct SpaceNode *snode);
/* drawnode.c */
void ED_node_init_butfuncs(void);
void ED_init_custom_node_type(struct bNodeType *ntype);
void ED_init_custom_node_socket_type(struct bNodeSocketType *stype);
void ED_init_standard_node_socket_type(struct bNodeSocketType *stype);
void ED_init_node_socket_type_virtual(struct bNodeSocketType *stype);
void ED_node_sample_set(const float col[4]);
void ED_node_draw_snap(
struct View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned int pos);
/* node_draw.c */
void ED_node_socket_draw(struct bNodeSocket *sock,
const struct rcti *rect,
const float color[4],
float scale);
void ED_node_tree_update(const struct bContext *C);
void ED_node_tag_update_id(struct ID *id);
void ED_node_tag_update_nodetree(struct Main *bmain, struct bNodeTree *ntree, struct bNode *node);
void ED_node_sort(struct bNodeTree *ntree);
float ED_node_grid_size(void);
/* node_relationships.c */
void ED_node_link_intersect_test(struct ScrArea *area, int test);
void ED_node_link_insert(struct Main *bmain, struct ScrArea *area);
/* node_edit.c */
void ED_node_set_tree_type(struct SpaceNode *snode, struct bNodeTreeType *typeinfo);
bool ED_node_is_compositor(struct SpaceNode *snode);
bool ED_node_is_shader(struct SpaceNode *snode);
bool ED_node_is_texture(struct SpaceNode *snode);
bool ED_node_is_simulation(struct SpaceNode *snode);
void ED_node_shader_default(const struct bContext *C, struct ID *id);
void ED_node_composit_default(const struct bContext *C, struct Scene *scene);
void ED_node_texture_default(const struct bContext *C, struct Tex *tex);
bool ED_node_select_check(ListBase *lb);
void ED_node_select_all(ListBase *lb, int action);
void ED_node_post_apply_transform(struct bContext *C, struct bNodeTree *ntree);
void ED_node_set_active(struct Main *bmain, struct bNodeTree *ntree, struct bNode *node);
void ED_node_composite_job(const struct bContext *C,
struct bNodeTree *nodetree,
struct Scene *scene_owner);
/* node_ops.c */
void ED_operatormacros_node(void);
/* node_view.c */
bool ED_space_node_color_sample(struct Main *bmain,
struct SpaceNode *snode,
struct ARegion *region,
int mval[2],
float r_col[3]);
#ifdef __cplusplus
}
#endif
#endif /* __ED_NODE_H__ */