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blender-archive/source/blender/nodes/intern/node_declaration.cc
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

85 lines
2.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "NOD_node_declaration.hh"
#include "BKE_node.h"
namespace blender::nodes {
bool NodeDeclaration::matches(const bNode &node) const
{
auto check_sockets = [&](ListBase sockets, Span<SocketDeclarationPtr> socket_decls) {
const int tot_sockets = BLI_listbase_count(&sockets);
if (tot_sockets != socket_decls.size()) {
return false;
}
int i;
LISTBASE_FOREACH_INDEX (const bNodeSocket *, socket, &sockets, i) {
const SocketDeclaration &socket_decl = *socket_decls[i];
if (!socket_decl.matches(*socket)) {
return false;
}
}
return true;
};
if (!check_sockets(node.inputs, inputs_)) {
return false;
}
if (!check_sockets(node.outputs, outputs_)) {
return false;
}
return true;
}
bNodeSocket &SocketDeclaration::update_or_build(bNodeTree &ntree,
bNode &node,
bNodeSocket &socket) const
{
/* By default just rebuild. */
BLI_assert(socket.in_out == in_out_);
UNUSED_VARS_NDEBUG(socket);
return this->build(ntree, node);
}
void SocketDeclaration::set_common_flags(bNodeSocket &socket) const
{
SET_FLAG_FROM_TEST(socket.flag, compact_, SOCK_COMPACT);
SET_FLAG_FROM_TEST(socket.flag, hide_value_, SOCK_HIDE_VALUE);
SET_FLAG_FROM_TEST(socket.flag, hide_label_, SOCK_HIDE_LABEL);
SET_FLAG_FROM_TEST(socket.flag, is_multi_input_, SOCK_MULTI_INPUT);
SET_FLAG_FROM_TEST(socket.flag, no_mute_links_, SOCK_NO_INTERNAL_LINK);
SET_FLAG_FROM_TEST(socket.flag, is_unavailable_, SOCK_UNAVAIL);
}
bool SocketDeclaration::matches_common_data(const bNodeSocket &socket) const
{
if (socket.name != name_) {
return false;
}
if (socket.identifier != identifier_) {
return false;
}
if (((socket.flag & SOCK_COMPACT) != 0) != compact_) {
return false;
}
if (((socket.flag & SOCK_HIDE_VALUE) != 0) != hide_value_) {
return false;
}
if (((socket.flag & SOCK_HIDE_LABEL) != 0) != hide_label_) {
return false;
}
if (((socket.flag & SOCK_MULTI_INPUT) != 0) != is_multi_input_) {
return false;
}
if (((socket.flag & SOCK_NO_INTERNAL_LINK) != 0) != no_mute_links_) {
return false;
}
if (((socket.flag & SOCK_UNAVAIL) != 0) != is_unavailable_) {
return false;
}
return true;
}
} // namespace blender::nodes