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blender-archive/source/blender/include/BSE_node.h
Ton Roosendaal 253432bfc7 The Big Image refactor!
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html

Or in short:

- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images

Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
2006-12-20 17:57:56 +00:00

105 lines
3.1 KiB
C++

/**
* $Id:
*
* ***** 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 opt ion) 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL BLOCK *****
*/
#ifndef BSE_NODE_H
#define BSE_NODE_H
/* ********** drawing sizes *********** */
#define NODE_DY 20
#define NODE_DYS 10
#define NODE_SOCKSIZE 5
#define BASIS_RAD 8.0f
#define HIDDEN_RAD 15.0f
struct SpaceNode;
struct bNode;
struct bNodeTree;
struct Material;
struct ID;
struct Scene;
struct Image;
struct ImageUser;
/* ************* API for editnode.c *********** */
/* helper calls to retreive active context for buttons, does groups */
struct Material *editnode_get_active_material(struct Material *ma);
struct bNode *editnode_get_active_idnode(struct bNodeTree *ntree, short id_code);
struct bNode *editnode_get_active(struct bNodeTree *ntree);
void snode_tag_dirty(struct SpaceNode *snode);
void snode_set_context(struct SpaceNode *snode);
void snode_home(struct ScrArea *sa, struct SpaceNode *snode);
void snode_zoom_in(struct ScrArea *sa);
void snode_zoom_out(struct ScrArea *sa);
void node_deselectall(struct SpaceNode *snode, int swap);
void node_border_select(struct SpaceNode *snode);
void node_delete(struct SpaceNode *snode);
void node_make_group(struct SpaceNode *snode);
void node_ungroup(struct SpaceNode *snode);
void snode_make_group_editable(struct SpaceNode *snode, struct bNode *gnode);
void node_hide(struct SpaceNode *snode);
void node_read_renderlayers(struct SpaceNode *snode);
void node_transform_ext(int mode, int unused);
void node_shader_default(struct Material *ma);
void node_composit_default(struct Scene *scene);
int node_has_hidden_sockets(struct bNode *node);
struct bNode *node_add_node(struct SpaceNode *snode, int type, float locx, float locy);
void node_adduplicate(struct SpaceNode *snode);
void snode_autoconnect(struct SpaceNode *snode, struct bNode *node_to, int flag);
void node_select_linked(struct SpaceNode *snode, int out);
struct ImageUser *ntree_get_active_iuser(struct bNodeTree *ntree);
void imagepaint_composite_tags(struct bNodeTree *ntree, struct Image *image, struct ImageUser *iuser);
/* ************* drawnode.c *************** */
struct SpaceNode;
struct bNodeLink;
void node_draw_link(struct SpaceNode *snode, struct bNodeLink *link);
void init_node_butfuncs(void);
/* ************* Shader nodes ***************** */
#endif