Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
85 lines
2.3 KiB
C++
85 lines
2.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "NOD_node_declaration.hh"
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#include "BKE_node.h"
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namespace blender::nodes {
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bool NodeDeclaration::matches(const bNode &node) const
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{
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auto check_sockets = [&](ListBase sockets, Span<SocketDeclarationPtr> socket_decls) {
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const int tot_sockets = BLI_listbase_count(&sockets);
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if (tot_sockets != socket_decls.size()) {
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return false;
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}
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int i;
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LISTBASE_FOREACH_INDEX (const bNodeSocket *, socket, &sockets, i) {
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const SocketDeclaration &socket_decl = *socket_decls[i];
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if (!socket_decl.matches(*socket)) {
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return false;
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}
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}
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return true;
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};
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if (!check_sockets(node.inputs, inputs_)) {
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return false;
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}
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if (!check_sockets(node.outputs, outputs_)) {
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return false;
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}
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return true;
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}
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bNodeSocket &SocketDeclaration::update_or_build(bNodeTree &ntree,
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bNode &node,
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bNodeSocket &socket) const
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{
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/* By default just rebuild. */
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BLI_assert(socket.in_out == in_out_);
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UNUSED_VARS_NDEBUG(socket);
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return this->build(ntree, node);
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}
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void SocketDeclaration::set_common_flags(bNodeSocket &socket) const
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{
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SET_FLAG_FROM_TEST(socket.flag, compact_, SOCK_COMPACT);
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SET_FLAG_FROM_TEST(socket.flag, hide_value_, SOCK_HIDE_VALUE);
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SET_FLAG_FROM_TEST(socket.flag, hide_label_, SOCK_HIDE_LABEL);
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SET_FLAG_FROM_TEST(socket.flag, is_multi_input_, SOCK_MULTI_INPUT);
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SET_FLAG_FROM_TEST(socket.flag, no_mute_links_, SOCK_NO_INTERNAL_LINK);
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SET_FLAG_FROM_TEST(socket.flag, is_unavailable_, SOCK_UNAVAIL);
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}
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bool SocketDeclaration::matches_common_data(const bNodeSocket &socket) const
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{
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if (socket.name != name_) {
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return false;
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}
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if (socket.identifier != identifier_) {
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return false;
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}
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if (((socket.flag & SOCK_COMPACT) != 0) != compact_) {
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return false;
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}
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if (((socket.flag & SOCK_HIDE_VALUE) != 0) != hide_value_) {
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return false;
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}
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if (((socket.flag & SOCK_HIDE_LABEL) != 0) != hide_label_) {
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return false;
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}
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if (((socket.flag & SOCK_MULTI_INPUT) != 0) != is_multi_input_) {
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return false;
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}
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if (((socket.flag & SOCK_NO_INTERNAL_LINK) != 0) != no_mute_links_) {
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return false;
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}
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if (((socket.flag & SOCK_UNAVAIL) != 0) != is_unavailable_) {
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return false;
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}
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return true;
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}
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} // namespace blender::nodes
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