aa1c0281c6
This commit makes it possible to add a custom name to a node. The feature can be accessed either by using a menu or shortcut ctrl-r. It currently works only when a single node is selected. Invoking the feature gives a popup menu in which a new name can be entered. If the given name is not empty, it will be shown like "(myCustomName) NodeName" in the node header. This feature is particularly useful when documenting complex node setups. I also fixed the size of blur node. It was too short before due to my previous commit. Thanks to David Millan Escriva for contribution!
143 lines
5.2 KiB
C++
143 lines
5.2 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 clear_scene_in_nodes(struct Scene *sce);
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void node_make_link(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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/* 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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