Files
test/source/blender/blenloader/intern/versioning_common.hh
Hans Goudey 3db523ab3e Cleanup: Move BLO headers to C++
Except for BLO_readfile.h, which is still included by C files.

Pull Request: https://projects.blender.org/blender/blender/pulls/111610
2023-08-28 15:01:05 +02:00

147 lines
5.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup blenloader
*/
#pragma once
#include "BLI_function_ref.hh"
#include "BLI_map.hh"
struct ARegion;
struct bNode;
struct bNodeSocket;
struct bNodeTree;
struct ID;
struct IDProperty;
struct ListBase;
struct Main;
struct ViewLayer;
using blender::FunctionRef;
/**
* Check if a region of type \a region_type exists in \a regionbase. Otherwise add it after the
* first region of type \a link_after_region_type.
* \returns null if a region of the given type already existed, otherwise the newly added region.
*/
ARegion *do_versions_add_region_if_not_found(ListBase *regionbase,
int region_type,
const char *allocname,
int link_after_region_type);
/**
* Check if a region of type \a region_type exists in \a regionbase. Otherwise add it after the
* first region of type \a link_after_region_type.
* \returns either a new, or already existing region.
*/
ARegion *do_versions_ensure_region(ListBase *regionbase,
int region_type,
const char *allocname,
int link_after_region_type);
/**
* Rename if the ID doesn't exist.
*
* \return the ID (if found).
*/
ID *do_versions_rename_id(Main *bmain, short id_type, const char *name_src, const char *name_dst);
bool version_node_socket_is_used(bNodeSocket *sock);
void version_node_socket_name(bNodeTree *ntree,
int node_type,
const char *old_name,
const char *new_name);
void version_node_input_socket_name(bNodeTree *ntree,
int node_type,
const char *old_name,
const char *new_name);
void version_node_output_socket_name(bNodeTree *ntree,
int node_type,
const char *old_name,
const char *new_name);
/**
* Adjust animation data for newly added node sockets.
*
* Node sockets are addressed by their index (in their RNA path, and thus FCurves/drivers), and
* thus when a new node is added in the middle of the list, existing animation data needs to be
* adjusted.
*
* Since this is about animation data, it only concerns input sockets.
*
* \param node_tree_type: Node tree type that has these nodes, for example #NTREE_SHADER.
* \param node_type: Node type to adjust, for example #SH_NODE_BSDF_PRINCIPLED.
* \param socket_index_orig: The original index of the moved socket; when socket 4 moved to 6,
* pass 4 here.
* \param socket_index_offset: The offset of the nodes, so when socket 4 moved to 6,
* pass 2 here.
* \param total_number_of_sockets: The total number of sockets in the node.
*/
void version_node_socket_index_animdata(
Main *bmain,
int node_tree_type, /* NTREE_....., e.g. NTREE_SHADER */
int node_type, /* SH_NODE_..., e.g. SH_NODE_BSDF_PRINCIPLED */
int socket_index_orig,
int socket_index_offset,
int total_number_of_sockets);
/**
* Replace the ID name of all nodes in the tree with the given type with the new name.
*/
void version_node_id(bNodeTree *ntree, int node_type, const char *new_name);
/**
* Convert `SocketName.001` unique name format to `SocketName_001`. Previously both were used.
*/
void version_node_socket_id_delim(bNodeSocket *socket);
bNodeSocket *version_node_add_socket_if_not_exist(bNodeTree *ntree,
bNode *node,
int in_out,
int type,
int subtype,
const char *identifier,
const char *name);
/**
* The versioning code generally expects `SOCK_IS_LINKED` to be set correctly. This function
* updates the flag on all sockets after changes to the node tree.
*/
void version_socket_update_is_used(bNodeTree *ntree);
ARegion *do_versions_add_region(int regiontype, const char *name);
void sequencer_init_preview_region(ARegion *region);
void add_realize_instances_before_socket(bNodeTree *ntree,
bNode *node,
bNodeSocket *geometry_socket);
float *version_cycles_node_socket_float_value(bNodeSocket *socket);
float *version_cycles_node_socket_rgba_value(bNodeSocket *socket);
float *version_cycles_node_socket_vector_value(bNodeSocket *socket);
IDProperty *version_cycles_properties_from_ID(ID *id);
IDProperty *version_cycles_properties_from_view_layer(ViewLayer *view_layer);
IDProperty *version_cycles_visibility_properties_from_ID(ID *id);
float version_cycles_property_float(IDProperty *idprop, const char *name, float default_value);
int version_cycles_property_int(IDProperty *idprop, const char *name, int default_value);
void version_cycles_property_int_set(IDProperty *idprop, const char *name, int value);
bool version_cycles_property_boolean(IDProperty *idprop, const char *name, bool default_value);
void version_cycles_property_boolean_set(IDProperty *idprop, const char *name, bool value);
void node_tree_relink_with_socket_id_map(bNodeTree &ntree,
bNode &old_node,
bNode &new_node,
const blender::Map<std::string, std::string> &map);
void version_update_node_input(
bNodeTree *ntree,
FunctionRef<bool(bNode *)> check_node,
const char *socket_identifier,
FunctionRef<void(bNode *, bNodeSocket *)> update_input,
FunctionRef<void(bNode *, bNodeSocket *, bNode *, bNodeSocket *)> update_input_link);