Move all header file into namespace. Unnecessary namespaces was removed from implementations file. Part of forward declarations in header was moved in the top part of file just to do not have a lot of separate namespaces. Pull Request: https://projects.blender.org/blender/blender/pulls/121637
157 lines
5.2 KiB
C++
157 lines
5.2 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 bNodeTree;
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namespace blender::bke {
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struct bNodeTreeType;
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struct bNodeType;
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struct bNodeSocketType;
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} // namespace blender::bke
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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(blender::bke::bNodeType *ntype);
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void ED_init_custom_node_socket_type(blender::bke::bNodeSocketType *stype);
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void ED_init_standard_node_socket_type(blender::bke::bNodeSocketType *stype);
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void ED_init_node_socket_type_virtual(blender::bke::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, blender::bke::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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