CTRL+click on node will not only select it, but also connect the active viewer to the top output of the node. To evaluate: make viewing option to have this as a default on select. Could work nice for collapsed nodes.
		
			
				
	
	
		
			148 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id:
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 *
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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 opt ion) 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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 * The Original Code is Copyright (C) 2005 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): none yet.
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 *
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 * ***** END GPL BLOCK *****
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 */
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#ifndef BSE_NODE_H
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#define BSE_NODE_H
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/* ********** drawing sizes *********** */
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#define NODE_DY		20
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#define NODE_DYS	10
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#define NODE_SOCKSIZE	5
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#define BASIS_RAD	8.0f
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#define HIDDEN_RAD	15.0f
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struct SpaceNode;
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struct bNode;
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struct bNodeTree;
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struct Material;
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struct ID;
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struct Scene;
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struct Image;
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struct ImageUser;
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/* ************* API for editnode.c *********** */
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			/* helper calls to retreive active context for buttons, does groups */
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struct Material *editnode_get_active_material(struct Material *ma);
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struct bNode *editnode_get_active_idnode(struct bNodeTree *ntree, short id_code);
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struct bNode *editnode_get_active(struct bNodeTree *ntree);
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void node_rename(struct SpaceNode *snode);
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void snode_tag_dirty(struct SpaceNode *snode);
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void snode_set_context(struct SpaceNode *snode);
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void snode_home(struct ScrArea *sa, struct SpaceNode *snode);
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void snode_zoom_in(struct ScrArea *sa);
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void snode_zoom_out(struct ScrArea *sa);
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void node_deselectall(struct SpaceNode *snode, int swap);
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void node_border_select(struct SpaceNode *snode);
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void node_delete(struct SpaceNode *snode);
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void node_make_group(struct SpaceNode *snode);
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void node_ungroup(struct SpaceNode *snode);
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void snode_make_group_editable(struct SpaceNode *snode, struct bNode *gnode);
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void node_hide(struct SpaceNode *snode);
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void node_read_renderlayers(struct SpaceNode *snode);
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void node_read_fullsamplelayers(struct SpaceNode *snode);
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void clear_scene_in_nodes(struct Scene *sce);
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void node_make_link(struct SpaceNode *snode);
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void node_active_link_viewer(struct SpaceNode *snode);
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void node_transform_ext(int mode, int unused);
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void node_shader_default(struct Material *ma);
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void node_composit_default(struct Scene *scene);
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int node_has_hidden_sockets(struct bNode *node);
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struct bNode *node_add_node(struct SpaceNode *snode, int type, float locx, float locy);
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void node_adduplicate(struct SpaceNode *snode);
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void snode_autoconnect(struct SpaceNode *snode, struct bNode *node_to, int flag);
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void node_select_linked(struct SpaceNode *snode, int out);
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struct ImageUser *ntree_get_active_iuser(struct bNodeTree *ntree);
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void imagepaint_composite_tags(struct bNodeTree *ntree, struct Image *image, struct ImageUser *iuser);
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/* ************* drawnode.c *************** */
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struct SpaceNode;
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struct bNodeLink;
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void node_draw_link(struct SpaceNode *snode, struct bNodeLink *link);
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void node_rename_but(char *s);
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void init_node_butfuncs(void);
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void node_curvemap_sample(float *col);
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/* exported to CMP and SHD nodes */
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//void node_ID_title_cb(void *node_v, void *unused_v);
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//void node_but_title_cb(void *node_v, void *but_v);
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//void node_texmap_cb(void *texmap_v, void *unused_v);
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//void node_new_mat_cb(void *ntree_v, void *node_v);
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//void node_browse_mat_cb(void *ntree_v, void *node_v);
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//void node_mat_alone_cb(void *node_v, void *unused);
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//void node_browse_image_cb(void *ntree_v, void *node_v);
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//void node_active_cb(void *ntree_v, void *node_v);
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//void node_image_type_cb(void *node_v, void *unused);
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//char *node_image_type_pup(void);
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//char *layer_menu(struct RenderResult *rr);
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//void image_layer_cb(void *ima_v, void *iuser_v);
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//void set_render_layers_title(void *node_v, void *unused);
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//char *scene_layer_menu(struct Scene *sce);
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//void node_browse_scene_cb(void *ntree_v, void *node_v);
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//int node_buts_curvevec(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_curvecol(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_rgb(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_texture(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_valtorgb(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_value(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_mix_rgb(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_group(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_normal(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_math(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr) ;
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/* ************* Shader nodes ***************** */
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#endif
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