Files
test/source/blender/nodes/NOD_node_declaration.hh
Lukas Tönne 2588ea685a Fix #147860: Default input setting for node declarations is unintialized
This has ripple effects by making the "hide value" setting ineffective and
always hiding socket values as well as graying out the "hide value" node group
option.

Pull Request: https://projects.blender.org/blender/blender/pulls/148188
2025-10-16 12:14:29 +02:00

833 lines
28 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <cstdint>
#include <functional>
#include <type_traits>
#include "BLI_array.hh"
#include "BLI_map.hh"
#include "BLI_string_ref.hh"
#include "BLI_utildefines.h"
#include "BLI_vector.hh"
#include "BLT_translation.hh" /* IWYU pragma: export */
#include "DNA_node_types.h"
#include "RNA_types.hh"
#include "NOD_socket_usage_inference_fwd.hh"
struct bContext;
struct bNode;
struct uiLayout;
namespace blender::nodes {
class NodeDeclarationBuilder;
class PanelDeclaration;
enum class InputSocketFieldType : int8_t {
/** The input is required to be a single value. */
None,
/** The input can be a field. */
IsSupported,
/** The input can be a field and is a field implicitly if nothing is connected. */
Implicit,
};
enum class OutputSocketFieldType : int8_t {
/** The output is always a single value. */
None,
/** The output is always a field, independent of the inputs. */
FieldSource,
/** If any input is a field, this output will be a field as well. */
DependentField,
/** If any of a subset of inputs is a field, this out will be a field as well.
* The subset is defined by the vector of indices. */
PartiallyDependent,
};
/**
* An enum that maps to the #compositor::InputRealizationMode.
*/
enum class CompositorInputRealizationMode : int8_t {
None,
Transforms,
OperationDomain,
};
/**
* Contains information about how a node output's field state depends on inputs of the same node.
*/
class OutputFieldDependency {
private:
OutputSocketFieldType type_ = OutputSocketFieldType::None;
Vector<int> linked_input_indices_;
public:
static OutputFieldDependency ForFieldSource();
static OutputFieldDependency ForDataSource();
static OutputFieldDependency ForDependentField();
static OutputFieldDependency ForPartiallyDependentField(Vector<int> indices);
OutputSocketFieldType field_type() const;
Span<int> linked_input_indices() const;
BLI_STRUCT_EQUALITY_OPERATORS_2(OutputFieldDependency, type_, linked_input_indices_)
};
/**
* Information about how a node interacts with fields.
*/
struct FieldInferencingInterface {
Array<InputSocketFieldType> inputs;
Array<OutputFieldDependency> outputs;
BLI_STRUCT_EQUALITY_OPERATORS_2(FieldInferencingInterface, inputs, outputs)
};
struct StructureTypeInterface {
struct OutputDependency {
StructureType type;
Array<int> linked_inputs;
BLI_STRUCT_EQUALITY_OPERATORS_2(OutputDependency, type, linked_inputs)
};
Array<StructureType> inputs;
Array<OutputDependency> outputs;
BLI_STRUCT_EQUALITY_OPERATORS_2(StructureTypeInterface, inputs, outputs)
};
namespace anonymous_attribute_lifetime {
/**
* Attributes can be propagated from an input geometry to an output geometry.
*/
struct PropagateRelation {
int from_geometry_input;
int to_geometry_output;
BLI_STRUCT_EQUALITY_OPERATORS_2(PropagateRelation, from_geometry_input, to_geometry_output)
};
/**
* References to attributes can be propagated from an input field to an output field.
*/
struct ReferenceRelation {
int from_field_input;
int to_field_output;
BLI_STRUCT_EQUALITY_OPERATORS_2(ReferenceRelation, from_field_input, to_field_output)
};
/**
* An input field is evaluated on an input geometry.
*/
struct EvalRelation {
int field_input;
int geometry_input;
BLI_STRUCT_EQUALITY_OPERATORS_2(EvalRelation, field_input, geometry_input)
};
/**
* An output field is available on an output geometry.
*/
struct AvailableRelation {
int field_output;
int geometry_output;
BLI_STRUCT_EQUALITY_OPERATORS_2(AvailableRelation, field_output, geometry_output)
};
struct RelationsInNode {
Vector<PropagateRelation> propagate_relations;
Vector<ReferenceRelation> reference_relations;
Vector<EvalRelation> eval_relations;
Vector<AvailableRelation> available_relations;
Vector<int> available_on_none;
BLI_STRUCT_EQUALITY_OPERATORS_5(RelationsInNode,
propagate_relations,
reference_relations,
eval_relations,
available_relations,
available_on_none)
};
std::ostream &operator<<(std::ostream &stream, const RelationsInNode &relations);
} // namespace anonymous_attribute_lifetime
namespace aal = anonymous_attribute_lifetime;
/** Socket or panel declaration. */
class ItemDeclaration {
public:
const PanelDeclaration *parent = nullptr;
virtual ~ItemDeclaration() = default;
};
using ItemDeclarationPtr = std::unique_ptr<ItemDeclaration>;
struct SocketNameRNA {
PointerRNA owner = PointerRNA_NULL;
std::string property_name;
};
struct CustomSocketDrawParams {
const bContext &C;
uiLayout &layout;
bNodeTree &tree;
bNode &node;
bNodeSocket &socket;
PointerRNA node_ptr;
PointerRNA socket_ptr;
StringRefNull label;
const Map<const bNode *, const bNode *> *menu_switch_source_by_index_switch = nullptr;
void draw_standard(uiLayout &layout, std::optional<StringRefNull> label_override = std::nullopt);
};
using CustomSocketDrawFn = std::function<void(CustomSocketDrawParams &params)>;
using InputSocketUsageInferenceFn = std::function<std::optional<bool>(
const socket_usage_inference::InputSocketUsageParams &params)>;
/**
* Describes a single input or output socket. This is subclassed for different socket types.
*/
class SocketDeclaration : public ItemDeclaration {
public:
std::string name;
std::string short_label;
std::string identifier;
std::string description;
std::optional<std::string> translation_context;
/** Defined by whether the socket is part of the node's input or
* output socket declaration list. Included here for convenience. */
eNodeSocketInOut in_out;
/** Socket type that corresponds to this socket declaration. */
eNodeSocketDatatype socket_type;
/**
* Indicates that the meaning of the socket values is clear even if the label is not shown. This
* can result in cleaner UIs in some cases. The drawing code will still draw the label sometimes.
*/
bool optional_label = false;
bool hide_value = false;
bool compact = false;
bool is_multi_input = false;
bool no_mute_links = false;
bool is_available = true;
bool is_attribute_name = false;
bool is_default_link_socket = false;
/** Puts this socket on the same line as the previous one in the UI. */
bool align_with_previous_socket = false;
/** This socket is used as a toggle for the parent panel. */
bool is_panel_toggle = false;
bool is_layer_name = false;
bool is_volume_grid_name = false;
/** Index in the list of inputs or outputs of the node. */
int index = -1;
InputSocketFieldType input_field_type = InputSocketFieldType::None;
OutputFieldDependency output_field_dependency;
StructureType structure_type = StructureType::Single;
private:
CompositorInputRealizationMode compositor_realization_mode_ =
CompositorInputRealizationMode::OperationDomain;
/** The priority of the input for determining the domain of the node. If negative, then the
* domain priority is not set and the index of the input is assumed to be the priority instead.
* See compositor::InputDescriptor for more information. */
int compositor_domain_priority_ = -1;
/** Utility method to make the socket available if there is a straightforward way to do so. */
std::function<void(bNode &)> make_available_fn_;
public:
/** Some input sockets can have non-trivial values in the case when they are unlinked. */
NodeDefaultInputType default_input_type = NodeDefaultInputType::NODE_DEFAULT_INPUT_VALUE;
/**
* Property that stores the name of the socket so that it can be modified directly from the
* node without going to the side-bar.
*/
std::unique_ptr<SocketNameRNA> socket_name_rna;
/**
* Draw function that overrides how the socket is drawn for a specific node.
*/
std::unique_ptr<CustomSocketDrawFn> custom_draw_fn;
/**
* Determines whether this input socket is used based on other input values and based on which
* outputs are used.
*/
std::unique_ptr<InputSocketUsageInferenceFn> usage_inference_fn;
friend NodeDeclarationBuilder;
friend class BaseSocketDeclarationBuilder;
template<typename SocketDecl> friend class SocketDeclarationBuilder;
~SocketDeclaration() override = default;
virtual bNodeSocket &build(bNodeTree &ntree, bNode &node) const = 0;
virtual bool matches(const bNodeSocket &socket) const = 0;
virtual bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const;
/**
* Determine if a new socket described by this declaration could have a valid connection
* the other socket.
*/
virtual bool can_connect(const bNodeSocket &socket) const = 0;
/**
* Change the node such that the socket will become visible. The node type's update method
* should be called afterwards.
* \note this is not necessarily implemented for all node types.
*/
void make_available(bNode &node) const;
const CompositorInputRealizationMode &compositor_realization_mode() const;
int compositor_domain_priority() const;
protected:
void set_common_flags(bNodeSocket &socket) const;
bool matches_common_data(const bNodeSocket &socket) const;
};
class NodeDeclarationBuilder;
class DeclarationListBuilder;
class PanelDeclarationBuilder;
class BaseSocketDeclarationBuilder {
protected:
bool reference_pass_all_ = false;
bool field_on_all_ = false;
bool propagate_from_all_ = false;
NodeDeclarationBuilder *node_decl_builder_ = nullptr;
SocketDeclaration *decl_base_ = nullptr;
friend class NodeDeclarationBuilder;
friend class DeclarationListBuilder;
public:
virtual ~BaseSocketDeclarationBuilder() = default;
BaseSocketDeclarationBuilder &optional_label(bool value = true);
BaseSocketDeclarationBuilder &hide_value(bool value = true);
BaseSocketDeclarationBuilder &multi_input(bool value = true);
BaseSocketDeclarationBuilder &compact(bool value = true);
BaseSocketDeclarationBuilder &short_label(std::string value = "");
BaseSocketDeclarationBuilder &description(std::string value = "");
BaseSocketDeclarationBuilder &translation_context(
std::optional<std::string> value = std::nullopt);
BaseSocketDeclarationBuilder &no_muted_links(bool value = true);
/**
* Can be used to make a socket unavailable. It's still stored in DNA, but it's not shown in the
* UI and also can't be unhidden.
*/
BaseSocketDeclarationBuilder &available(bool value = true);
BaseSocketDeclarationBuilder &is_attribute_name(bool value = true);
BaseSocketDeclarationBuilder &is_default_link_socket(bool value = true);
BaseSocketDeclarationBuilder &default_input_type(NodeDefaultInputType value);
/** The input socket allows passing in a field. */
BaseSocketDeclarationBuilder &supports_field();
/**
* For inputs this means that the input field is evaluated on all geometry inputs. For outputs
* it means that this contains an anonymous attribute reference that is available on all geometry
* outputs. This sockets value does not have to be output manually in the node. It's done
* automatically by #LazyFunctionForGeometryNode. This allows outputting this field even if the
* geometry output does not have to be computed.
*/
BaseSocketDeclarationBuilder &field_on_all();
/** The output is always a field, regardless of any inputs. */
BaseSocketDeclarationBuilder &field_source();
/** The input supports a field and is a field by default when nothing is connected. */
BaseSocketDeclarationBuilder &implicit_field(NodeDefaultInputType default_input);
/** The input is an implicit field that is evaluated on all geometry inputs. */
BaseSocketDeclarationBuilder &implicit_field_on_all(NodeDefaultInputType default_input);
/** The input is evaluated on a subset of the geometry inputs. */
BaseSocketDeclarationBuilder &implicit_field_on(NodeDefaultInputType default_input,
Span<int> input_indices);
/** For inputs that are evaluated or available on a subset of the geometry sockets. */
BaseSocketDeclarationBuilder &field_on(Span<int> indices);
/** The output is a field if any of the inputs are a field. */
BaseSocketDeclarationBuilder &dependent_field();
/** The output is a field if any of the inputs with indices in the given list is a field. */
BaseSocketDeclarationBuilder &dependent_field(Vector<int> input_dependencies);
/**
* For outputs that combine all input fields into a new field. The output is a field even if none
* of the inputs is a field.
*/
BaseSocketDeclarationBuilder &field_source_reference_all();
/**
* For outputs that combine a subset of input fields into a new field.
*/
BaseSocketDeclarationBuilder &reference_pass(Span<int> input_indices);
/**
* For outputs that combine all input fields into a new field.
*/
BaseSocketDeclarationBuilder &reference_pass_all();
/** Attributes from the all geometry inputs can be propagated. */
BaseSocketDeclarationBuilder &propagate_all();
/** Instance attributes from all geometry inputs can be propagated. */
BaseSocketDeclarationBuilder &propagate_all_instance_attributes();
BaseSocketDeclarationBuilder &compositor_realization_mode(CompositorInputRealizationMode value);
/**
* The priority of the input for determining the domain of the node. Needs to be positive. See
* compositor::InputDescriptor for more information.
*/
BaseSocketDeclarationBuilder &compositor_domain_priority(int priority);
/**
* Pass a function that sets properties on the node required to make the corresponding socket
* available, if it is not available on the default state of the node. The function is allowed to
* make other sockets unavailable, since it is meant to be called when the node is first added.
* The node type's update function is called afterwards.
*/
BaseSocketDeclarationBuilder &make_available(std::function<void(bNode &)> fn);
/**
* Provide a fully custom draw function for the socket that overrides any default behavior.
*/
BaseSocketDeclarationBuilder &custom_draw(CustomSocketDrawFn fn);
/**
* Provide a function that determines whether this input socket is used based on other input
* values and based on which outputs are used.
*/
BaseSocketDeclarationBuilder &usage_inference(InputSocketUsageInferenceFn fn);
/**
* Utility method for the case when the node has a single menu input and this socket is only used
* when the menu input has a specific value.
*/
BaseSocketDeclarationBuilder &usage_by_single_menu(const int menu_value);
/**
* Utility method for the case when this socket is only used when the menu input of the given
* identifier has a specific value.
*/
BaseSocketDeclarationBuilder &usage_by_menu(const StringRef menu_input_identifier,
const int menu_value);
/**
* Utility method for the case when this socket is only used when the menu input of the given
* identifier has one of the specifies values.
*/
BaseSocketDeclarationBuilder &usage_by_menu(const StringRef menu_input_identifier,
const Array<int> menu_values);
/**
* Puts this socket on the same row as the previous socket. This only works when one of them is
* an input and the other is an output.
*/
BaseSocketDeclarationBuilder &align_with_previous(bool value = true);
/**
* Set a function that retrieves an RNA pointer to the name of the socket. This can be used to be
* able to rename the socket within the node.
*/
BaseSocketDeclarationBuilder &socket_name_ptr(PointerRNA ptr, StringRef property_name);
BaseSocketDeclarationBuilder &socket_name_ptr(const ID *id,
const StructRNA *srna,
const void *data,
StringRef property_name);
/**
* Use the socket as a toggle in its panel.
*/
BaseSocketDeclarationBuilder &panel_toggle(bool value = true);
BaseSocketDeclarationBuilder &structure_type(StructureType structure_type);
BaseSocketDeclarationBuilder &is_layer_name(bool value = true);
BaseSocketDeclarationBuilder &is_volume_grid_name(bool value = true);
/** Index in the list of inputs or outputs. */
int index() const;
bool is_input() const;
bool is_output() const;
};
/**
* Wraps a #SocketDeclaration and provides methods to set it up correctly.
* This is separate from #SocketDeclaration, because it allows separating the API used by nodes to
* declare themselves from how the declaration is stored internally.
*/
template<typename SocketDecl>
class SocketDeclarationBuilder : public BaseSocketDeclarationBuilder {
protected:
using Self = typename SocketDecl::Builder;
static_assert(std::is_base_of_v<SocketDeclaration, SocketDecl>);
SocketDecl *decl_;
friend class NodeDeclarationBuilder;
friend class DeclarationListBuilder;
};
using SocketDeclarationPtr = std::unique_ptr<SocketDeclaration>;
using DrawNodeLayoutFn = void(uiLayout *, bContext *, PointerRNA *);
class SeparatorDeclaration : public ItemDeclaration {};
class LayoutDeclaration : public ItemDeclaration {
public:
std::function<DrawNodeLayoutFn> draw;
/**
* Sometimes the default layout has special handling (e.g. choose between #draw_buttons and
* #draw_buttons_ex).
*/
bool is_default = false;
};
/**
* Describes a panel containing sockets or other panels.
*/
class PanelDeclaration : public ItemDeclaration {
public:
int identifier;
std::string name;
std::string description;
std::optional<std::string> translation_context;
bool default_collapsed = false;
Vector<ItemDeclaration *> items;
/** Index in the list of panels on the node. */
int index = -1;
PanelDeclaration *parent_panel = nullptr;
private:
friend NodeDeclarationBuilder;
friend class PanelDeclarationBuilder;
public:
~PanelDeclaration() override = default;
void build(bNodePanelState &panel) const;
bool matches(const bNodePanelState &panel) const;
void update_or_build(const bNodePanelState &old_panel, bNodePanelState &new_panel) const;
int depth() const;
/** Get the declaration for a child item that should be drawn as part of the panel header. */
const SocketDeclaration *panel_input_decl() const;
};
/**
* This is a base class for #NodeDeclarationBuilder and #PanelDeclarationBuilder. It unifies the
* behavior of adding sockets and other items to the root node and to panels.
*/
class DeclarationListBuilder {
public:
NodeDeclarationBuilder &node_decl_builder;
Vector<ItemDeclaration *> &items;
PanelDeclaration *parent_panel_decl = nullptr;
DeclarationListBuilder(NodeDeclarationBuilder &node_decl_builder,
Vector<ItemDeclaration *> &items)
: node_decl_builder(node_decl_builder), items(items)
{
}
template<typename DeclType>
typename DeclType::Builder &add_socket(StringRef name,
StringRef identifier,
eNodeSocketInOut in_out);
template<typename DeclType>
typename DeclType::Builder &add_input(StringRef name, StringRef identifier = "");
template<typename DeclType>
typename DeclType::Builder &add_output(StringRef name, StringRef identifier = "");
BaseSocketDeclarationBuilder &add_input(eNodeSocketDatatype socket_type,
StringRef name,
StringRef identifier = "");
BaseSocketDeclarationBuilder &add_input(eCustomDataType data_type,
StringRef name,
StringRef identifier = "");
BaseSocketDeclarationBuilder &add_output(eNodeSocketDatatype socket_type,
StringRef name,
StringRef identifier = "");
BaseSocketDeclarationBuilder &add_output(eCustomDataType data_type,
StringRef name,
StringRef identifier = "");
PanelDeclarationBuilder &add_panel(StringRef name, int identifier = -1);
void add_separator();
void add_default_layout();
void add_layout(std::function<void(uiLayout *, bContext *, PointerRNA *)> draw);
};
class PanelDeclarationBuilder : public DeclarationListBuilder {
protected:
using Self = PanelDeclarationBuilder;
PanelDeclaration *decl_;
friend class NodeDeclarationBuilder;
public:
PanelDeclarationBuilder(NodeDeclarationBuilder &node_builder, PanelDeclaration &decl)
: DeclarationListBuilder(node_builder, decl.items), decl_(&decl)
{
this->parent_panel_decl = &decl;
}
Self &description(std::string value = "");
Self &translation_context(std::optional<std::string> value = std::nullopt);
Self &default_closed(bool closed);
};
using PanelDeclarationPtr = std::unique_ptr<PanelDeclaration>;
class NodeDeclaration {
public:
/** Contains all items including recursive children. */
Vector<ItemDeclarationPtr> all_items;
/** Contains only the items in the root. */
Vector<ItemDeclaration *> root_items;
/** All input and output socket declarations. */
Vector<SocketDeclaration *> inputs;
Vector<SocketDeclaration *> outputs;
Vector<PanelDeclaration *> panels;
std::unique_ptr<aal::RelationsInNode> anonymous_attribute_relations_;
/** Leave the sockets in place, even if they don't match the declaration. Used for dynamic
* declarations when the information used to build the declaration is missing, but might become
* available again in the future. */
bool skip_updating_sockets = false;
/** Use order of socket declarations for socket order instead of conventional
* outputs | buttons | inputs order. Panels are only supported when using custom socket order. */
bool use_custom_socket_order = false;
/** Usually output sockets come before input sockets currently. Only some specific nodes are
* exempt from that rule for now. */
bool allow_any_socket_order = false;
/**
* True if any context was used to build this declaration.
*/
bool is_context_dependent = false;
friend NodeDeclarationBuilder;
/** Asserts that the declaration is considered valid. */
void assert_valid() const;
bool matches(const bNode &node) const;
Span<SocketDeclaration *> sockets(eNodeSocketInOut in_out) const;
const aal::RelationsInNode *anonymous_attribute_relations() const
{
return anonymous_attribute_relations_.get();
}
MEM_CXX_CLASS_ALLOC_FUNCS("NodeDeclaration")
};
class NodeDeclarationBuilder : public DeclarationListBuilder {
private:
const bke::bNodeType &typeinfo_;
NodeDeclaration &declaration_;
const bNodeTree *ntree_ = nullptr;
const bNode *node_ = nullptr;
Vector<std::unique_ptr<BaseSocketDeclarationBuilder>> socket_builders_;
Vector<BaseSocketDeclarationBuilder *> input_socket_builders_;
Vector<BaseSocketDeclarationBuilder *> output_socket_builders_;
Vector<std::unique_ptr<PanelDeclarationBuilder>> panel_builders_;
bool is_function_node_ = false;
friend DeclarationListBuilder;
public:
NodeDeclarationBuilder(const bke::bNodeType &typeinfo,
NodeDeclaration &declaration,
const bNodeTree *ntree = nullptr,
const bNode *node = nullptr);
const bNode *node_or_null() const
{
declaration_.is_context_dependent = true;
return node_;
}
const bNodeTree *tree_or_null() const
{
declaration_.is_context_dependent = true;
return ntree_;
}
/**
* All inputs support fields, and all outputs are fields if any of the inputs is a field.
* Calling field status definitions on each socket is unnecessary.
*/
void is_function_node()
{
is_function_node_ = true;
}
void finalize();
void use_custom_socket_order(bool enable = true);
void allow_any_socket_order(bool enable = true);
aal::RelationsInNode &get_anonymous_attribute_relations()
{
if (!declaration_.anonymous_attribute_relations_) {
declaration_.anonymous_attribute_relations_ = std::make_unique<aal::RelationsInNode>();
}
return *declaration_.anonymous_attribute_relations_;
}
NodeDeclaration &declaration()
{
return declaration_;
}
private:
void build_remaining_anonymous_attribute_relations();
};
using ImplicitInputValueFn = std::function<void(const bNode &node, void *r_value)>;
std::optional<ImplicitInputValueFn> get_implicit_input_value_fn(NodeDefaultInputType type);
bool socket_type_supports_default_input_type(const bke::bNodeSocketType &socket_type,
NodeDefaultInputType input_type);
void build_node_declaration(const bke::bNodeType &typeinfo,
NodeDeclaration &r_declaration,
const bNodeTree *ntree,
const bNode *node);
std::unique_ptr<SocketDeclaration> make_declaration_for_socket_type(
eNodeSocketDatatype socket_type);
/* -------------------------------------------------------------------- */
/** \name #DeclarationListBuilder Inline Methods
* \{ */
template<typename DeclType>
inline typename DeclType::Builder &DeclarationListBuilder::add_input(StringRef name,
StringRef identifier)
{
return this->add_socket<DeclType>(name, identifier, SOCK_IN);
}
template<typename DeclType>
inline typename DeclType::Builder &DeclarationListBuilder::add_output(StringRef name,
StringRef identifier)
{
return this->add_socket<DeclType>(name, identifier, SOCK_OUT);
}
template<typename DeclType>
inline typename DeclType::Builder &DeclarationListBuilder::add_socket(StringRef name,
StringRef identifier,
eNodeSocketInOut in_out)
{
static_assert(std::is_base_of_v<SocketDeclaration, DeclType>);
using SocketBuilder = typename DeclType::Builder;
BLI_assert(ELEM(in_out, SOCK_IN, SOCK_OUT));
std::unique_ptr<SocketBuilder> socket_decl_builder_ptr = std::make_unique<SocketBuilder>();
SocketBuilder &socket_decl_builder = *socket_decl_builder_ptr;
this->node_decl_builder.socket_builders_.append(std::move(socket_decl_builder_ptr));
std::unique_ptr<DeclType> socket_decl_ptr = std::make_unique<DeclType>();
DeclType &socket_decl = *socket_decl_ptr;
this->node_decl_builder.declaration_.all_items.append(std::move(socket_decl_ptr));
this->items.append(&socket_decl);
socket_decl.parent = this->parent_panel_decl;
socket_decl_builder.node_decl_builder_ = &this->node_decl_builder;
socket_decl_builder.decl_ = &socket_decl;
socket_decl_builder.decl_base_ = &socket_decl;
socket_decl.name = name;
socket_decl.identifier = identifier.is_empty() ? name : identifier;
socket_decl.in_out = in_out;
socket_decl.socket_type = DeclType::static_socket_type;
if (this->node_decl_builder.is_function_node_) {
if (in_out == SOCK_IN) {
socket_decl_builder.supports_field();
}
else {
socket_decl_builder.dependent_field();
}
}
if (in_out == SOCK_IN) {
this->node_decl_builder.input_socket_builders_.append(&socket_decl_builder);
socket_decl.index = this->node_decl_builder.declaration_.inputs.append_and_get_index(
&socket_decl);
}
else {
this->node_decl_builder.output_socket_builders_.append(&socket_decl_builder);
socket_decl.index = this->node_decl_builder.declaration_.outputs.append_and_get_index(
&socket_decl);
}
return socket_decl_builder;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #BaseSocketDeclarationBuilder Inline Methods
* \{ */
inline int BaseSocketDeclarationBuilder::index() const
{
return decl_base_->index;
}
inline bool BaseSocketDeclarationBuilder::is_input() const
{
return decl_base_->in_out == SOCK_IN;
}
inline bool BaseSocketDeclarationBuilder::is_output() const
{
return decl_base_->in_out == SOCK_OUT;
}
/** \} */
} // namespace blender::nodes