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.
95 lines
2.8 KiB
C++
95 lines
2.8 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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#include "NOD_node_declaration.hh"
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#include "BKE_node.h"
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namespace blender::nodes {
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void NodeDeclaration::build(bNodeTree &ntree, bNode &node) const
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{
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for (const SocketDeclarationPtr &decl : inputs_) {
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decl->build(ntree, node, SOCK_IN);
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}
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for (const SocketDeclarationPtr &decl : outputs_) {
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decl->build(ntree, node, SOCK_OUT);
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}
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}
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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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return this->build(ntree, node, (eNodeSocketInOut)socket.in_out);
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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, 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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}
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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_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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return true;
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}
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} // namespace blender::nodes
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