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blender-archive/source/blender/nodes/function/nodes/node_fn_input_int.cc
Jacques Lucke 25e307d725 Nodes: move NodeTreeRef functionality into node runtime data
The purpose of `NodeTreeRef` was to speed up various queries on a read-only
`bNodeTree`. Not that we have runtime data in nodes and sockets, we can also
store the result of some queries there. This has some benefits:
* No need for a read-only separate node tree data structure which increased
  complexity.
* Makes it easier to reuse cached queries in more parts of Blender that can
  benefit from it.

A downside is that we loose some type safety that we got by having different
types for input and output sockets, as well as internal and non-internal links.

This patch also refactors `DerivedNodeTree` so that it does not use
`NodeTreeRef` anymore, but uses `bNodeTree` directly instead.

To provide a convenient API (that is also close to what `NodeTreeRef` has), a
new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink`
now have C++ methods declared in `DNA_node_types.h` which are implemented in
`BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when
parsing dna header files.

No user visible changes are expected.

Differential Revision: https://developer.blender.org/D15491
2022-08-31 12:16:13 +02:00

53 lines
1.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "node_function_util.hh"
#include "BLI_hash.h"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes::node_fn_input_int_cc {
static void fn_node_input_int_declare(NodeDeclarationBuilder &b)
{
b.add_output<decl::Int>(N_("Integer"));
}
static void fn_node_input_int_layout(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col = uiLayoutColumn(layout, true);
uiItemR(col, ptr, "integer", UI_ITEM_R_EXPAND, "", ICON_NONE);
}
static void fn_node_input_int_build_multi_function(NodeMultiFunctionBuilder &builder)
{
const bNode &bnode = builder.node();
NodeInputInt *node_storage = static_cast<NodeInputInt *>(bnode.storage);
builder.construct_and_set_matching_fn<fn::CustomMF_Constant<int>>(node_storage->integer);
}
static void fn_node_input_int_init(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeInputInt *data = MEM_cnew<NodeInputInt>(__func__);
node->storage = data;
}
} // namespace blender::nodes::node_fn_input_int_cc
void register_node_type_fn_input_int()
{
namespace file_ns = blender::nodes::node_fn_input_int_cc;
static bNodeType ntype;
fn_node_type_base(&ntype, FN_NODE_INPUT_INT, "Integer", 0);
ntype.declare = file_ns::fn_node_input_int_declare;
node_type_init(&ntype, file_ns::fn_node_input_int_init);
node_type_storage(
&ntype, "NodeInputInt", node_free_standard_storage, node_copy_standard_storage);
ntype.build_multi_function = file_ns::fn_node_input_int_build_multi_function;
ntype.draw_buttons = file_ns::fn_node_input_int_layout;
nodeRegisterType(&ntype);
}