Nodes have a feature for moving existing links to unoccupied sockets when connecting to an already used input. This is based on the standard legacy socket types (value/float, vector, color/rgba) and works reasonably well for shader, compositor and texture nodes. For new pynode systems, however, the hardcoded nature of that feature has major drawbacks: * It does not take different type systems into account, leading to meaningless connections when sockets are swapped and making the feature useless or outright debilitating. * Advanced socket behaviors would be possible with a registerable callback, e.g. creating extensible input lists that move existing connections down to make room for a new link. Now any handling of new links is done via the 'insert_links' callback, which can also be registered through the RNA API. For the legacy shader/compo/tex nodes the behavior is the same, using a C callback. Note on the 'use_swap' flag: this has been removed because it was meaningless anyway: It was disabled only for the insert-node-on-link feature, which works only for completely unconnected nodes anyway, so there would be nothing to swap in the first place.
92 lines
3.3 KiB
C++
92 lines
3.3 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2007 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Nathan Letwory.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/intern/node_util.h
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* \ingroup nodes
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*/
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#ifndef __NODE_UTIL_H__
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#define __NODE_UTIL_H__
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#include "DNA_listBase.h"
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#include "BLI_utildefines.h"
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#include "BKE_node.h"
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#include "MEM_guardedalloc.h"
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#include "NOD_socket.h"
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#include "GPU_material.h" /* For Shader muting GPU code... */
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#include "RNA_access.h"
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struct bNodeTree;
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struct bNode;
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/* data for initializing node execution */
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typedef struct bNodeExecContext {
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struct bNodeInstanceHash *previews;
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} bNodeExecContext;
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typedef struct bNodeExecData {
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void *data; /* custom data storage */
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struct bNodePreview *preview; /* optional preview image */
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} bNodeExecData;
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/**** Storage Data ****/
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extern void node_free_curves(struct bNode *node);
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extern void node_free_standard_storage(struct bNode *node);
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extern void node_copy_curves(struct bNodeTree *dest_ntree, struct bNode *dest_node, struct bNode *src_node);
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extern void node_copy_standard_storage(struct bNodeTree *dest_ntree, struct bNode *dest_node, struct bNode *src_node);
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extern void *node_initexec_curves(struct bNodeExecContext *context, struct bNode *node, bNodeInstanceKey key);
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/**** Labels ****/
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void node_blend_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
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void node_math_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
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void node_vect_math_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
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void node_filter_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
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/*** Link Handling */
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void node_insert_link_default(struct bNodeTree *ntree, struct bNode *node, struct bNodeLink *link);
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void node_update_internal_links_default(struct bNodeTree *ntree, struct bNode *node);
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float node_socket_get_float(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock);
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void node_socket_set_float(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock, float value);
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void node_socket_get_color(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock, float *value);
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void node_socket_set_color(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock, const float *value);
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void node_socket_get_vector(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock, float *value);
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void node_socket_set_vector(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock, const float *value);
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#endif
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