Proxy operations from muted nodes would still create conversion operations where the datatypes don't match, which creates unexpected behavior. Arguably datatype conversion could still happen even when the main operation is muted, but this would be a design change and so is disabled now.
53 lines
1.7 KiB
C++
53 lines
1.7 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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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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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_SocketProxyNode_h_
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#define _COM_SocketProxyNode_h_
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#include "COM_Node.h"
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/**
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* @brief SocketProxyNode
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* @ingroup Node
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*/
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class SocketProxyNode : public Node {
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public:
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SocketProxyNode(bNode *editorNode, bNodeSocket *editorInput, bNodeSocket *editorOutput, bool use_conversion);
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void convertToOperations(NodeConverter &converter, const CompositorContext &context) const;
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bool getUseConversion() const { return m_use_conversion; }
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void setUseConversion(bool use_conversion) { m_use_conversion = use_conversion; }
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private:
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/** If true, the proxy will convert input and output data to/from the proxy socket types. */
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bool m_use_conversion;
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};
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class SocketBufferNode : public Node {
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public:
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SocketBufferNode(bNode *editorNode, bNodeSocket *editorInput, bNodeSocket *editorOutput);
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void convertToOperations(NodeConverter &converter, const CompositorContext &context) const;
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};
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#endif
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