Files
test/source/blender/nodes/NOD_node_declaration.hh
Jacques Lucke 87c011f8bb Nodes: minify value input nodes
This removes redundant labels from various input nodes like the Value, Integer
and Object node.

Design wise, this is mostly straight forward except for two aspects:
* Some input nodes some have a gizmo icon. In this case I just added the gizmo
  icon on the same row.
* The checkbox in the Boolean input node should probably still have a label, so
  I kept that.

Implementation wise this adds a new function to socket declarations that allows
us to override the draw behavior of individual sockets per node.

Pull Request: https://projects.blender.org/blender/blender/pulls/139432
2025-05-26 15:47:54 +02:00

780 lines
26 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_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"
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)
};
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;
};
using CustomSocketDrawFn = std::function<void(CustomSocketDrawParams &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;
bool hide_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;
/** Index in the list of inputs or outputs of the node. */
int index = -1;
InputSocketFieldType input_field_type = InputSocketFieldType::None;
OutputFieldDependency output_field_dependency;
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;
/** This input expects a single value and can't operate on non-single values. See
* compositor::InputDescriptor for more information. */
bool compositor_expects_single_value_ = false;
/** 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;
/**
* 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;
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;
bool compositor_expects_single_value() 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 &hide_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);
/**
* This input expects a single value and can't operate on non-single values. See
* compositor::InputDescriptor for more information.
*/
BaseSocketDeclarationBuilder &compositor_expects_single_value(bool value = true);
/**
* 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 behaviour.
*/
BaseSocketDeclarationBuilder &custom_draw(CustomSocketDrawFn fn);
/**
* 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 &is_layer_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