This commits adds a few common flags to `SocketDeclaration` so that they are available for all socket types (hide label, hide value, is multi input). This allows porting over the remaining geometry nodes to the new declaration system. Furthermore, this commit separates the concepts of the socket declaration and corresponding builders. The builders are used by nodes to declare which sockets they have (e.g. `FloatBuilder`). The ready build socket declarations can then be consumed by other systems such as the versioning code. Both use cases need different APIs and those will change for independent reasons, so it makes sense to separate the classes.
280 lines
6.5 KiB
C++
280 lines
6.5 KiB
C++
/*
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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 option) 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include "NOD_node_declaration.hh"
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#include "RNA_types.h"
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#include "BLI_color.hh"
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#include "BLI_float3.hh"
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namespace blender::nodes::decl {
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class FloatBuilder;
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class Float : public SocketDeclaration {
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private:
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float default_value_ = 0.0f;
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float soft_min_value_ = -FLT_MAX;
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float soft_max_value_ = FLT_MAX;
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PropertySubType subtype_ = PROP_NONE;
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friend FloatBuilder;
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public:
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using Builder = FloatBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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};
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class FloatBuilder : public SocketDeclarationBuilder<Float> {
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public:
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FloatBuilder &min(const float value)
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{
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decl_->soft_min_value_ = value;
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return *this;
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}
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FloatBuilder &max(const float value)
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{
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decl_->soft_max_value_ = value;
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return *this;
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}
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FloatBuilder &default_value(const float value)
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{
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decl_->default_value_ = value;
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return *this;
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}
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FloatBuilder &subtype(PropertySubType subtype)
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{
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decl_->subtype_ = subtype;
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return *this;
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}
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};
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class IntBuilder;
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class Int : public SocketDeclaration {
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private:
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int default_value_ = 0;
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int soft_min_value_ = INT32_MIN;
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int soft_max_value_ = INT32_MAX;
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PropertySubType subtype_ = PROP_NONE;
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friend IntBuilder;
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public:
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using Builder = IntBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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};
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class IntBuilder : public SocketDeclarationBuilder<Int> {
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public:
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IntBuilder &min(const int value)
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{
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decl_->soft_min_value_ = value;
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return *this;
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}
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IntBuilder &max(const int value)
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{
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decl_->soft_max_value_ = value;
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return *this;
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}
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IntBuilder &default_value(const int value)
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{
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decl_->default_value_ = value;
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return *this;
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}
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IntBuilder &subtype(PropertySubType subtype)
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{
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decl_->subtype_ = subtype;
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return *this;
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}
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};
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class VectorBuilder;
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class Vector : public SocketDeclaration {
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private:
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float3 default_value_ = {0, 0, 0};
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float soft_min_value_ = -FLT_MAX;
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float soft_max_value_ = FLT_MAX;
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PropertySubType subtype_ = PROP_NONE;
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friend VectorBuilder;
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public:
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using Builder = VectorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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};
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class VectorBuilder : public SocketDeclarationBuilder<Vector> {
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public:
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VectorBuilder &default_value(const float3 value)
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{
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decl_->default_value_ = value;
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return *this;
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}
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VectorBuilder &subtype(PropertySubType subtype)
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{
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decl_->subtype_ = subtype;
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return *this;
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}
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VectorBuilder &min(const float min)
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{
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decl_->soft_min_value_ = min;
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return *this;
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}
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VectorBuilder &max(const float max)
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{
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decl_->soft_max_value_ = max;
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return *this;
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}
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};
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class BoolBuilder;
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class Bool : public SocketDeclaration {
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private:
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bool default_value_ = false;
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friend BoolBuilder;
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public:
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using Builder = BoolBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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};
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class BoolBuilder : public SocketDeclarationBuilder<Bool> {
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public:
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BoolBuilder &default_value(const bool value)
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{
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decl_->default_value_ = value;
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return *this;
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}
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};
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class ColorBuilder;
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class Color : public SocketDeclaration {
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private:
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ColorGeometry4f default_value_;
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friend ColorBuilder;
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public:
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using Builder = ColorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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};
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class ColorBuilder : public SocketDeclarationBuilder<Color> {
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public:
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ColorBuilder &default_value(const ColorGeometry4f value)
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{
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decl_->default_value_ = value;
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return *this;
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}
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};
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class String : public SocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<String>;
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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};
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class IDSocketDeclaration : public SocketDeclaration {
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private:
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const char *idname_;
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public:
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IDSocketDeclaration(const char *idname) : idname_(idname)
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{
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}
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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};
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class Object : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Object>;
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Object() : IDSocketDeclaration("NodeSocketObject")
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{
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}
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};
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class Material : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Material>;
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Material() : IDSocketDeclaration("NodeSocketMaterial")
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{
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}
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};
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class Collection : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Collection>;
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Collection() : IDSocketDeclaration("NodeSocketCollection")
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{
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}
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};
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class Texture : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Texture>;
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Texture() : IDSocketDeclaration("NodeSocketTexture")
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{
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}
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};
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class Geometry : public SocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Geometry>;
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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};
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} // namespace blender::nodes::decl
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