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blender-archive/source/blender/editors/space_node/node_templates.c
Bastien Montagne 865796375b Cleanup: avoid incrementing/decrementing id->us outside of BKE_library.
We have callbacks for that, they also do some checks and help ensure things are done
correctly. Only place where this is assumed not true is blenloader (since here we
may affect refcount of library IDs as well...).
2015-11-09 21:00:53 +01:00

739 lines
20 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Blender Foundation 2009.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_node/node_templates.c
* \ingroup edinterface
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "DNA_screen_types.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLT_translation.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "RNA_access.h"
#include "NOD_socket.h"
#include "UI_interface.h"
#include "../interface/interface_intern.h" /* XXX bad level */
#include "ED_node.h" /* own include */
#include "ED_util.h"
/************************* Node Socket Manipulation **************************/
/* describes an instance of a node type and a specific socket to link */
typedef struct NodeLinkItem {
int socket_index; /* index for linking */
int socket_type; /* socket type for compatibility check */
const char *socket_name; /* ui label of the socket */
const char *node_name; /* ui label of the node */
/* extra settings */
bNodeTree *ngroup; /* group node tree */
} NodeLinkItem;
/* Compare an existing node to a link item to see if it can be reused.
* item must be for the same node type!
* XXX should become a node type callback
*/
static bool node_link_item_compare(bNode *node, NodeLinkItem *item)
{
if (node->type == NODE_GROUP) {
return (node->id == (ID *)item->ngroup);
}
else
return true;
}
static void node_link_item_apply(bNode *node, NodeLinkItem *item)
{
if (node->type == NODE_GROUP) {
node->id = (ID *)item->ngroup;
ntreeUpdateTree(G.main, item->ngroup);
}
else {
/* nothing to do for now */
}
if (node->id)
id_us_plus(node->id);
}
static void node_tag_recursive(bNode *node)
{
bNodeSocket *input;
if (!node || (node->flag & NODE_TEST))
return; /* in case of cycles */
node->flag |= NODE_TEST;
for (input = node->inputs.first; input; input = input->next)
if (input->link)
node_tag_recursive(input->link->fromnode);
}
static void node_clear_recursive(bNode *node)
{
bNodeSocket *input;
if (!node || !(node->flag & NODE_TEST))
return; /* in case of cycles */
node->flag &= ~NODE_TEST;
for (input = node->inputs.first; input; input = input->next)
if (input->link)
node_clear_recursive(input->link->fromnode);
}
static void node_remove_linked(bNodeTree *ntree, bNode *rem_node)
{
bNode *node, *next;
bNodeSocket *sock;
if (!rem_node)
return;
/* tag linked nodes to be removed */
for (node = ntree->nodes.first; node; node = node->next)
node->flag &= ~NODE_TEST;
node_tag_recursive(rem_node);
/* clear tags on nodes that are still used by other nodes */
for (node = ntree->nodes.first; node; node = node->next)
if (!(node->flag & NODE_TEST))
for (sock = node->inputs.first; sock; sock = sock->next)
if (sock->link && sock->link->fromnode != rem_node)
node_clear_recursive(sock->link->fromnode);
/* remove nodes */
for (node = ntree->nodes.first; node; node = next) {
next = node->next;
if (node->flag & NODE_TEST) {
if (node->id)
id_us_min(node->id);
nodeFreeNode(ntree, node);
}
}
}
/* disconnect socket from the node it is connected to */
static void node_socket_disconnect(Main *bmain, bNodeTree *ntree, bNode *node_to, bNodeSocket *sock_to)
{
if (!sock_to->link)
return;
nodeRemLink(ntree, sock_to->link);
sock_to->flag |= SOCK_COLLAPSED;
nodeUpdate(ntree, node_to);
ntreeUpdateTree(bmain, ntree);
ED_node_tag_update_nodetree(bmain, ntree);
}
/* remove all nodes connected to this socket, if they aren't connected to other nodes */
static void node_socket_remove(Main *bmain, bNodeTree *ntree, bNode *node_to, bNodeSocket *sock_to)
{
if (!sock_to->link)
return;
node_remove_linked(ntree, sock_to->link->fromnode);
sock_to->flag |= SOCK_COLLAPSED;
nodeUpdate(ntree, node_to);
ntreeUpdateTree(bmain, ntree);
ED_node_tag_update_nodetree(bmain, ntree);
}
/* add new node connected to this socket, or replace an existing one */
static void node_socket_add_replace(const bContext *C, bNodeTree *ntree, bNode *node_to, bNodeSocket *sock_to,
int type, NodeLinkItem *item)
{
bNode *node_from;
bNodeSocket *sock_from_tmp;
bNode *node_prev = NULL;
/* unlink existing node */
if (sock_to->link) {
node_prev = sock_to->link->fromnode;
nodeRemLink(ntree, sock_to->link);
}
/* find existing node that we can use */
for (node_from = ntree->nodes.first; node_from; node_from = node_from->next)
if (node_from->type == type)
break;
if (node_from)
if (node_from->inputs.first || node_from->typeinfo->draw_buttons || node_from->typeinfo->draw_buttons_ex)
node_from = NULL;
if (node_prev && node_prev->type == type && node_link_item_compare(node_prev, item)) {
/* keep the previous node if it's the same type */
node_from = node_prev;
}
else if (!node_from) {
node_from = nodeAddStaticNode(C, ntree, type);
if (node_prev != NULL) {
/* If we're replacing existing node, use it's location. */
node_from->locx = node_prev->locx;
node_from->locy = node_prev->locy;
node_from->offsetx = node_prev->offsetx;
node_from->offsety = node_prev->offsety;
}
else {
/* Avoid exact intersection of nodes.
* TODO(sergey): Still not ideal, but better than nothing.
*/
int index = BLI_findindex(&node_to->inputs, sock_to);
BLI_assert(index != -1);
node_from->locx = node_to->locx - (node_from->typeinfo->width + 50);
node_from->locy = node_to->locy - (node_from->typeinfo->height * index);
}
node_link_item_apply(node_from, item);
}
nodeSetActive(ntree, node_from);
/* add link */
sock_from_tmp = BLI_findlink(&node_from->outputs, item->socket_index);
nodeAddLink(ntree, node_from, sock_from_tmp, node_to, sock_to);
sock_to->flag &= ~SOCK_COLLAPSED;
/* copy input sockets from previous node */
if (node_prev && node_from != node_prev) {
bNodeSocket *sock_prev, *sock_from;
for (sock_prev = node_prev->inputs.first; sock_prev; sock_prev = sock_prev->next) {
for (sock_from = node_from->inputs.first; sock_from; sock_from = sock_from->next) {
if (nodeCountSocketLinks(ntree, sock_from) >= sock_from->limit)
continue;
if (STREQ(sock_prev->name, sock_from->name) && sock_prev->type == sock_from->type) {
bNodeLink *link = sock_prev->link;
if (link && link->fromnode) {
nodeAddLink(ntree, link->fromnode, link->fromsock, node_from, sock_from);
nodeRemLink(ntree, link);
}
node_socket_copy_default_value(sock_from, sock_prev);
}
}
}
/* also preserve mapping for texture nodes */
if (node_from->typeinfo->nclass == NODE_CLASS_TEXTURE &&
node_prev->typeinfo->nclass == NODE_CLASS_TEXTURE)
{
memcpy(node_from->storage, node_prev->storage, sizeof(NodeTexBase));
}
/* remove node */
node_remove_linked(ntree, node_prev);
}
nodeUpdate(ntree, node_from);
nodeUpdate(ntree, node_to);
ntreeUpdateTree(CTX_data_main(C), ntree);
ED_node_tag_update_nodetree(CTX_data_main(C), ntree);
}
/****************************** Node Link Menu *******************************/
// #define UI_NODE_LINK_ADD 0
#define UI_NODE_LINK_DISCONNECT -1
#define UI_NODE_LINK_REMOVE -2
typedef struct NodeLinkArg {
Main *bmain;
Scene *scene;
bNodeTree *ntree;
bNode *node;
bNodeSocket *sock;
bNodeType *node_type;
NodeLinkItem item;
uiLayout *layout;
} NodeLinkArg;
static void ui_node_link_items(NodeLinkArg *arg, int in_out, NodeLinkItem **r_items, int *r_totitems)
{
/* XXX this should become a callback for node types! */
NodeLinkItem *items = NULL;
int totitems = 0;
if (arg->node_type->type == NODE_GROUP) {
bNodeTree *ngroup;
int i;
for (ngroup = arg->bmain->nodetree.first; ngroup; ngroup = ngroup->id.next) {
ListBase *lb = ((in_out == SOCK_IN) ? &ngroup->inputs : &ngroup->outputs);
totitems += BLI_listbase_count(lb);
}
if (totitems > 0) {
items = MEM_callocN(sizeof(NodeLinkItem) * totitems, "ui node link items");
i = 0;
for (ngroup = arg->bmain->nodetree.first; ngroup; ngroup = ngroup->id.next) {
ListBase *lb = (in_out == SOCK_IN ? &ngroup->inputs : &ngroup->outputs);
bNodeSocket *stemp;
int index;
for (stemp = lb->first, index = 0; stemp; stemp = stemp->next, ++index, ++i) {
NodeLinkItem *item = &items[i];
item->socket_index = index;
/* note: int stemp->type is not fully reliable, not used for node group
* interface sockets. use the typeinfo->type instead.
*/
item->socket_type = stemp->typeinfo->type;
item->socket_name = stemp->name;
item->node_name = ngroup->id.name + 2;
item->ngroup = ngroup;
}
}
}
}
else {
bNodeSocketTemplate *socket_templates = (in_out == SOCK_IN ? arg->node_type->inputs : arg->node_type->outputs);
bNodeSocketTemplate *stemp;
int i;
for (stemp = socket_templates; stemp && stemp->type != -1; ++stemp)
++totitems;
if (totitems > 0) {
items = MEM_callocN(sizeof(NodeLinkItem) * totitems, "ui node link items");
i = 0;
for (stemp = socket_templates; stemp && stemp->type != -1; ++stemp, ++i) {
NodeLinkItem *item = &items[i];
item->socket_index = i;
item->socket_type = stemp->type;
item->socket_name = stemp->name;
item->node_name = arg->node_type->ui_name;
}
}
}
*r_items = items;
*r_totitems = totitems;
}
static void ui_node_link(bContext *C, void *arg_p, void *event_p)
{
NodeLinkArg *arg = (NodeLinkArg *)arg_p;
Main *bmain = arg->bmain;
bNode *node_to = arg->node;
bNodeSocket *sock_to = arg->sock;
bNodeTree *ntree = arg->ntree;
int event = GET_INT_FROM_POINTER(event_p);
if (event == UI_NODE_LINK_DISCONNECT)
node_socket_disconnect(bmain, ntree, node_to, sock_to);
else if (event == UI_NODE_LINK_REMOVE)
node_socket_remove(bmain, ntree, node_to, sock_to);
else
node_socket_add_replace(C, ntree, node_to, sock_to, arg->node_type->type, &arg->item);
ED_undo_push(C, "Node input modify");
}
static void ui_node_sock_name(bNodeSocket *sock, char name[UI_MAX_NAME_STR])
{
if (sock->link && sock->link->fromnode) {
bNode *node = sock->link->fromnode;
char node_name[UI_MAX_NAME_STR];
if (node->type == NODE_GROUP) {
if (node->id)
BLI_strncpy(node_name, node->id->name + 2, UI_MAX_NAME_STR);
else
BLI_strncpy(node_name, N_(node->typeinfo->ui_name), UI_MAX_NAME_STR);
}
else
BLI_strncpy(node_name, node->typeinfo->ui_name, UI_MAX_NAME_STR);
if (BLI_listbase_is_empty(&node->inputs) &&
node->outputs.first != node->outputs.last)
{
BLI_snprintf(name, UI_MAX_NAME_STR, "%s | %s", IFACE_(node_name), IFACE_(sock->link->fromsock->name));
}
else {
BLI_strncpy(name, IFACE_(node_name), UI_MAX_NAME_STR);
}
}
else if (sock->type == SOCK_SHADER)
BLI_strncpy(name, IFACE_("None"), UI_MAX_NAME_STR);
else
BLI_strncpy(name, IFACE_("Default"), UI_MAX_NAME_STR);
}
static int ui_compatible_sockets(int typeA, int typeB)
{
return (typeA == typeB);
}
static void ui_node_menu_column(NodeLinkArg *arg, int nclass, const char *cname)
{
bNodeTree *ntree = arg->ntree;
bNodeSocket *sock = arg->sock;
uiLayout *layout = arg->layout;
uiLayout *column = NULL;
uiBlock *block = uiLayoutGetBlock(layout);
uiBut *but;
NodeLinkArg *argN;
int first = 1;
int compatibility = 0;
if (ntree->type == NTREE_SHADER) {
if (BKE_scene_use_new_shading_nodes(arg->scene))
compatibility = NODE_NEW_SHADING;
else
compatibility = NODE_OLD_SHADING;
}
NODE_TYPES_BEGIN(ntype) {
NodeLinkItem *items;
int totitems;
char name[UI_MAX_NAME_STR];
const char *cur_node_name = NULL;
int i, num = 0;
int icon = ICON_NONE;
if (compatibility && !(ntype->compatibility & compatibility))
continue;
if (ntype->nclass != nclass)
continue;
arg->node_type = ntype;
ui_node_link_items(arg, SOCK_OUT, &items, &totitems);
for (i = 0; i < totitems; ++i)
if (ui_compatible_sockets(items[i].socket_type, sock->type))
num++;
for (i = 0; i < totitems; ++i) {
if (!ui_compatible_sockets(items[i].socket_type, sock->type))
continue;
if (first) {
column = uiLayoutColumn(layout, 0);
UI_block_layout_set_current(block, column);
uiItemL(column, IFACE_(cname), ICON_NODE);
but = block->buttons.last;
first = 0;
}
if (num > 1) {
if (!cur_node_name || !STREQ(cur_node_name, items[i].node_name)) {
cur_node_name = items[i].node_name;
/* XXX Do not use uiItemL here, it would add an empty icon as we are in a menu! */
uiDefBut(block, UI_BTYPE_LABEL, 0, IFACE_(cur_node_name), 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
NULL, 0.0, 0.0, 0.0, 0.0, "");
}
BLI_snprintf(name, UI_MAX_NAME_STR, "%s", IFACE_(items[i].socket_name));
icon = ICON_BLANK1;
}
else {
BLI_strncpy(name, IFACE_(items[i].node_name), UI_MAX_NAME_STR);
icon = ICON_NONE;
}
but = uiDefIconTextBut(block, UI_BTYPE_BUT, 0, icon, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
NULL, 0.0, 0.0, 0.0, 0.0, TIP_("Add node to input"));
argN = MEM_dupallocN(arg);
argN->item = items[i];
UI_but_funcN_set(but, ui_node_link, argN, NULL);
}
if (items)
MEM_freeN(items);
}
NODE_TYPES_END
}
static void node_menu_column_foreach_cb(void *calldata, int nclass, const char *name)
{
NodeLinkArg *arg = (NodeLinkArg *)calldata;
if (!ELEM(nclass, NODE_CLASS_GROUP, NODE_CLASS_LAYOUT))
ui_node_menu_column(arg, nclass, name);
}
static void ui_template_node_link_menu(bContext *C, uiLayout *layout, void *but_p)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
uiBlock *block = uiLayoutGetBlock(layout);
uiBut *but = (uiBut *)but_p;
uiLayout *split, *column;
NodeLinkArg *arg = (NodeLinkArg *)but->func_argN;
bNodeSocket *sock = arg->sock;
bNodeTreeType *ntreetype = arg->ntree->typeinfo;
UI_block_flag_enable(block, UI_BLOCK_NO_FLIP | UI_BLOCK_IS_FLIP);
UI_block_layout_set_current(block, layout);
split = uiLayoutSplit(layout, 0.0f, false);
arg->bmain = bmain;
arg->scene = scene;
arg->layout = split;
if (ntreetype && ntreetype->foreach_nodeclass)
ntreetype->foreach_nodeclass(scene, arg, node_menu_column_foreach_cb);
column = uiLayoutColumn(split, false);
UI_block_layout_set_current(block, column);
if (sock->link) {
uiItemL(column, IFACE_("Link"), ICON_NONE);
but = block->buttons.last;
but->drawflag = UI_BUT_TEXT_LEFT;
but = uiDefBut(block, UI_BTYPE_BUT, 0, IFACE_("Remove"), 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
NULL, 0.0, 0.0, 0.0, 0.0, TIP_("Remove nodes connected to the input"));
UI_but_funcN_set(but, ui_node_link, MEM_dupallocN(arg), SET_INT_IN_POINTER(UI_NODE_LINK_REMOVE));
but = uiDefBut(block, UI_BTYPE_BUT, 0, IFACE_("Disconnect"), 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
NULL, 0.0, 0.0, 0.0, 0.0, TIP_("Disconnect nodes connected to the input"));
UI_but_funcN_set(but, ui_node_link, MEM_dupallocN(arg), SET_INT_IN_POINTER(UI_NODE_LINK_DISCONNECT));
}
ui_node_menu_column(arg, NODE_CLASS_GROUP, N_("Group"));
}
void uiTemplateNodeLink(uiLayout *layout, bNodeTree *ntree, bNode *node, bNodeSocket *sock)
{
uiBlock *block = uiLayoutGetBlock(layout);
NodeLinkArg *arg;
uiBut *but;
arg = MEM_callocN(sizeof(NodeLinkArg), "NodeLinkArg");
arg->ntree = ntree;
arg->node = node;
arg->sock = sock;
UI_block_layout_set_current(block, layout);
if (sock->link || sock->type == SOCK_SHADER || (sock->flag & SOCK_HIDE_VALUE)) {
char name[UI_MAX_NAME_STR];
ui_node_sock_name(sock, name);
but = uiDefMenuBut(block, ui_template_node_link_menu, NULL, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y, "");
}
else
but = uiDefIconMenuBut(block, ui_template_node_link_menu, NULL, ICON_NONE, 0, 0, UI_UNIT_X, UI_UNIT_Y, "");
UI_but_type_set_menu_from_pulldown(but);
but->flag |= UI_BUT_NODE_LINK;
but->poin = (char *)but;
but->func_argN = arg;
if (sock->link && sock->link->fromnode)
if (sock->link->fromnode->flag & NODE_ACTIVE_TEXTURE)
but->flag |= UI_BUT_NODE_ACTIVE;
}
/**************************** Node Tree Layout *******************************/
static void ui_node_draw_input(uiLayout *layout, bContext *C,
bNodeTree *ntree, bNode *node, bNodeSocket *input, int depth);
static void ui_node_draw_node(uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, int depth)
{
bNodeSocket *input;
uiLayout *col, *split;
PointerRNA nodeptr;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
if (node->typeinfo->draw_buttons) {
if (node->type != NODE_GROUP) {
split = uiLayoutSplit(layout, 0.35f, false);
col = uiLayoutColumn(split, false);
col = uiLayoutColumn(split, false);
node->typeinfo->draw_buttons(col, C, &nodeptr);
}
}
for (input = node->inputs.first; input; input = input->next)
ui_node_draw_input(layout, C, ntree, node, input, depth + 1);
}
static void ui_node_draw_input(uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input, int depth)
{
PointerRNA inputptr, nodeptr;
uiBlock *block = uiLayoutGetBlock(layout);
uiBut *bt;
uiLayout *split, *row, *col;
bNode *lnode;
char label[UI_MAX_NAME_STR];
int i, indent = (depth > 1) ? 2 * (depth - 1) : 0;
int dependency_loop;
if (input->flag & SOCK_UNAVAIL)
return;
/* to avoid eternal loops on cyclic dependencies */
node->flag |= NODE_TEST;
lnode = (input->link) ? input->link->fromnode : NULL;
dependency_loop = (lnode && (lnode->flag & NODE_TEST));
if (dependency_loop)
lnode = NULL;
/* socket RNA pointer */
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, input, &inputptr);
RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
/* indented label */
for (i = 0; i < indent; i++)
label[i] = ' ';
label[indent] = '\0';
BLI_snprintf(label, UI_MAX_NAME_STR, "%s%s:", label, IFACE_(input->name));
/* split in label and value */
split = uiLayoutSplit(layout, 0.35f, false);
row = uiLayoutRow(split, true);
if (depth > 0) {
UI_block_emboss_set(block, UI_EMBOSS_NONE);
if (lnode && (lnode->inputs.first || (lnode->typeinfo->draw_buttons && lnode->type != NODE_GROUP))) {
int icon = (input->flag & SOCK_COLLAPSED) ? ICON_DISCLOSURE_TRI_RIGHT : ICON_DISCLOSURE_TRI_DOWN;
uiItemR(row, &inputptr, "show_expanded", UI_ITEM_R_ICON_ONLY, "", icon);
}
else
uiItemL(row, "", ICON_BLANK1);
bt = block->buttons.last;
bt->rect.xmax = UI_UNIT_X / 2;
UI_block_emboss_set(block, UI_EMBOSS);
}
uiItemL(row, label, ICON_NONE);
bt = block->buttons.last;
bt->drawflag = UI_BUT_TEXT_LEFT;
if (dependency_loop) {
row = uiLayoutRow(split, false);
uiItemL(row, IFACE_("Dependency Loop"), ICON_ERROR);
}
else if (lnode) {
/* input linked to a node */
uiTemplateNodeLink(split, ntree, node, input);
if (depth == 0 || !(input->flag & SOCK_COLLAPSED)) {
if (depth == 0)
uiItemS(layout);
ui_node_draw_node(layout, C, ntree, lnode, depth);
}
}
else {
/* input not linked, show value */
if (!(input->flag & SOCK_HIDE_VALUE)) {
switch (input->type) {
case SOCK_FLOAT:
case SOCK_INT:
case SOCK_BOOLEAN:
case SOCK_RGBA:
case SOCK_STRING:
row = uiLayoutRow(split, true);
uiItemR(row, &inputptr, "default_value", 0, "", ICON_NONE);
break;
case SOCK_VECTOR:
row = uiLayoutRow(split, false);
col = uiLayoutColumn(row, false);
uiItemR(col, &inputptr, "default_value", 0, "", ICON_NONE);
break;
default:
row = uiLayoutRow(split, false);
break;
}
}
else
row = uiLayoutRow(split, false);
uiTemplateNodeLink(row, ntree, node, input);
}
/* clear */
node->flag &= ~NODE_TEST;
}
void uiTemplateNodeView(uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input)
{
bNode *tnode;
if (!ntree)
return;
/* clear for cycle check */
for (tnode = ntree->nodes.first; tnode; tnode = tnode->next)
tnode->flag &= ~NODE_TEST;
if (input)
ui_node_draw_input(layout, C, ntree, node, input, 0);
else
ui_node_draw_node(layout, C, ntree, node, 0);
}