155 lines
5.1 KiB
C++
155 lines
5.1 KiB
C++
/* SPDX-FileCopyrightText: 2009 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup editors
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*/
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#pragma once
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struct ARegion;
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struct ID;
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struct Main;
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struct Scene;
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struct SpaceNode;
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struct Tex;
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struct View2D;
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struct bContext;
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struct bNode;
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struct bNodeSocketType;
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struct bNodeTree;
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struct bNodeTreeType;
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struct bNodeType;
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enum NodeBorder {
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NODE_TOP = 1,
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NODE_BOTTOM = 2,
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NODE_LEFT = 4,
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NODE_RIGHT = 8,
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};
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ENUM_OPERATORS(NodeBorder, NODE_RIGHT)
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#define NODE_GRID_STEP_SIZE (20.0f * UI_SCALE_FAC) /* Based on the grid nodes snap to. */
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#define NODE_EDGE_PAN_INSIDE_PAD 2
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#define NODE_EDGE_PAN_OUTSIDE_PAD 0 /* Disable clamping for node panning, use whole screen. */
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#define NODE_EDGE_PAN_SPEED_RAMP 1
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#define NODE_EDGE_PAN_MAX_SPEED 26 /* In UI units per second, slower than default. */
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#define NODE_EDGE_PAN_DELAY 0.5f
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#define NODE_EDGE_PAN_ZOOM_INFLUENCE 0.5f
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/* `clipboard.cc` */
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void ED_node_clipboard_free();
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/* `space_node.cc` */
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void ED_node_cursor_location_get(const SpaceNode *snode, float value[2]);
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void ED_node_cursor_location_set(SpaceNode *snode, const float value[2]);
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int ED_node_tree_path_length(SpaceNode *snode);
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/**
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* \param value: The path output at least the size of `ED_node_tree_path_length(snode) + 1`.
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*/
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void ED_node_tree_path_get(SpaceNode *snode, char *value);
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void ED_node_tree_start(SpaceNode *snode, bNodeTree *ntree, ID *id, ID *from);
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void ED_node_tree_push(SpaceNode *snode, bNodeTree *ntree, bNode *gnode);
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void ED_node_tree_pop(SpaceNode *snode);
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int ED_node_tree_depth(SpaceNode *snode);
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bNodeTree *ED_node_tree_get(SpaceNode *snode, int level);
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void ED_node_set_active_viewer_key(SpaceNode *snode);
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/* `drawnode.cc` */
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void ED_node_init_butfuncs();
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void ED_init_custom_node_type(bNodeType *ntype);
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void ED_init_custom_node_socket_type(bNodeSocketType *stype);
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void ED_init_standard_node_socket_type(bNodeSocketType *stype);
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void ED_init_node_socket_type_virtual(bNodeSocketType *stype);
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void ED_node_sample_set(const float col[4]);
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void ED_node_draw_snap(
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View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned int pos);
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void ED_node_type_draw_color(const char *idname, float *r_color);
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/* `node_draw.cc` */
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void ED_node_tree_update(const bContext *C);
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void ED_node_tag_update_id(ID *id);
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float ED_node_grid_size();
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/* `node_edit.cc` */
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void ED_node_set_tree_type(SpaceNode *snode, bNodeTreeType *typeinfo);
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bool ED_node_is_compositor(SpaceNode *snode);
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bool ED_node_is_shader(SpaceNode *snode);
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bool ED_node_is_texture(SpaceNode *snode);
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bool ED_node_is_geometry(SpaceNode *snode);
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bool ED_node_supports_preview(SpaceNode *snode);
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/**
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* Assumes nothing being done in ntree yet, sets the default in/out node.
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* Called from shading buttons or header.
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*/
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void ED_node_shader_default(const bContext *C, ID *id);
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/**
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* Assumes nothing being done in ntree yet, sets the default in/out node.
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* Called from shading buttons or header.
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*/
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void ED_node_composit_default(const bContext *C, Scene *scene);
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/**
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* Assumes nothing being done in ntree yet, sets the default in/out node.
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* Called from shading buttons or header.
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*/
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void ED_node_texture_default(const bContext *C, Tex *tex);
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void ED_node_post_apply_transform(bContext *C, bNodeTree *ntree);
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void ED_node_set_active(
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Main *bmain, SpaceNode *snode, bNodeTree *ntree, bNode *node, bool *r_active_texture_changed);
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/**
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* Call after one or more node trees have been changed and tagged accordingly.
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*
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* This function will make sure that other parts of Blender update accordingly. For example, if the
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* node group interface changed, parent node groups have to be updated as well.
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*
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* Additionally, this will send notifiers and tag the depsgraph based on the changes. Depsgraph
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* relation updates have to be triggered by the caller.
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*
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* \param C: Context if available. This can be null.
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* \param bmain: Main whose data-blocks should be updated based on the changes.
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* \param ntree: Under some circumstances the caller knows that only one node tree has
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* changed since the last update. In this case the function may be able to skip scanning #bmain
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* for other things that have to be changed. It may still scan #bmain if the interface of the
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* node tree has changed.
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*/
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void ED_node_tree_propagate_change(const bContext *C, Main *bmain, bNodeTree *ntree);
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/**
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* \param scene_owner: is the owner of the job,
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* we don't use it for anything else currently so could also be a void pointer,
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* but for now keep it an 'Scene' for consistency.
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*
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* \note only call from spaces `refresh` callbacks, not direct! - use with care.
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*/
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void ED_node_composite_job(const bContext *C, bNodeTree *nodetree, Scene *scene_owner);
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/* `node_ops.cc` */
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void ED_operatormacros_node();
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/* `node_view.cc` */
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/**
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* Returns mouse position in image space.
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*/
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bool ED_space_node_get_position(
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Main *bmain, SpaceNode *snode, ARegion *region, const int mval[2], float fpos[2]);
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/**
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* Returns color in linear space, matching #ED_space_image_color_sample().
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* And here we've got recursion in the comments tips...
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*/
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bool ED_space_node_color_sample(
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Main *bmain, SpaceNode *snode, ARegion *region, const int mval[2], float r_col[3]);
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