Except for BLO_readfile.h, which is still included by C files. Pull Request: https://projects.blender.org/blender/blender/pulls/111610
147 lines
5.9 KiB
C++
147 lines
5.9 KiB
C++
/* SPDX-FileCopyrightText: 2023 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 blenloader
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*/
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#pragma once
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#include "BLI_function_ref.hh"
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#include "BLI_map.hh"
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struct ARegion;
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struct bNode;
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struct bNodeSocket;
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struct bNodeTree;
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struct ID;
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struct IDProperty;
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struct ListBase;
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struct Main;
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struct ViewLayer;
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using blender::FunctionRef;
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/**
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* Check if a region of type \a region_type exists in \a regionbase. Otherwise add it after the
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* first region of type \a link_after_region_type.
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* \returns null if a region of the given type already existed, otherwise the newly added region.
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*/
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ARegion *do_versions_add_region_if_not_found(ListBase *regionbase,
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int region_type,
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const char *allocname,
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int link_after_region_type);
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/**
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* Check if a region of type \a region_type exists in \a regionbase. Otherwise add it after the
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* first region of type \a link_after_region_type.
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* \returns either a new, or already existing region.
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*/
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ARegion *do_versions_ensure_region(ListBase *regionbase,
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int region_type,
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const char *allocname,
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int link_after_region_type);
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/**
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* Rename if the ID doesn't exist.
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*
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* \return the ID (if found).
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*/
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ID *do_versions_rename_id(Main *bmain, short id_type, const char *name_src, const char *name_dst);
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bool version_node_socket_is_used(bNodeSocket *sock);
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void version_node_socket_name(bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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void version_node_input_socket_name(bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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void version_node_output_socket_name(bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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/**
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* Adjust animation data for newly added node sockets.
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*
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* Node sockets are addressed by their index (in their RNA path, and thus FCurves/drivers), and
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* thus when a new node is added in the middle of the list, existing animation data needs to be
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* adjusted.
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*
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* Since this is about animation data, it only concerns input sockets.
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*
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* \param node_tree_type: Node tree type that has these nodes, for example #NTREE_SHADER.
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* \param node_type: Node type to adjust, for example #SH_NODE_BSDF_PRINCIPLED.
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* \param socket_index_orig: The original index of the moved socket; when socket 4 moved to 6,
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* pass 4 here.
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* \param socket_index_offset: The offset of the nodes, so when socket 4 moved to 6,
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* pass 2 here.
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* \param total_number_of_sockets: The total number of sockets in the node.
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*/
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void version_node_socket_index_animdata(
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Main *bmain,
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int node_tree_type, /* NTREE_....., e.g. NTREE_SHADER */
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int node_type, /* SH_NODE_..., e.g. SH_NODE_BSDF_PRINCIPLED */
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int socket_index_orig,
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int socket_index_offset,
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int total_number_of_sockets);
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/**
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* Replace the ID name of all nodes in the tree with the given type with the new name.
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*/
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void version_node_id(bNodeTree *ntree, int node_type, const char *new_name);
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/**
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* Convert `SocketName.001` unique name format to `SocketName_001`. Previously both were used.
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*/
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void version_node_socket_id_delim(bNodeSocket *socket);
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bNodeSocket *version_node_add_socket_if_not_exist(bNodeTree *ntree,
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bNode *node,
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int in_out,
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int type,
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int subtype,
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const char *identifier,
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const char *name);
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/**
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* The versioning code generally expects `SOCK_IS_LINKED` to be set correctly. This function
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* updates the flag on all sockets after changes to the node tree.
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*/
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void version_socket_update_is_used(bNodeTree *ntree);
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ARegion *do_versions_add_region(int regiontype, const char *name);
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void sequencer_init_preview_region(ARegion *region);
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void add_realize_instances_before_socket(bNodeTree *ntree,
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bNode *node,
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bNodeSocket *geometry_socket);
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float *version_cycles_node_socket_float_value(bNodeSocket *socket);
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float *version_cycles_node_socket_rgba_value(bNodeSocket *socket);
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float *version_cycles_node_socket_vector_value(bNodeSocket *socket);
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IDProperty *version_cycles_properties_from_ID(ID *id);
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IDProperty *version_cycles_properties_from_view_layer(ViewLayer *view_layer);
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IDProperty *version_cycles_visibility_properties_from_ID(ID *id);
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float version_cycles_property_float(IDProperty *idprop, const char *name, float default_value);
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int version_cycles_property_int(IDProperty *idprop, const char *name, int default_value);
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void version_cycles_property_int_set(IDProperty *idprop, const char *name, int value);
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bool version_cycles_property_boolean(IDProperty *idprop, const char *name, bool default_value);
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void version_cycles_property_boolean_set(IDProperty *idprop, const char *name, bool value);
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void node_tree_relink_with_socket_id_map(bNodeTree &ntree,
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bNode &old_node,
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bNode &new_node,
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const blender::Map<std::string, std::string> &map);
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void version_update_node_input(
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bNodeTree *ntree,
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FunctionRef<bool(bNode *)> check_node,
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const char *socket_identifier,
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FunctionRef<void(bNode *, bNodeSocket *)> update_input,
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FunctionRef<void(bNode *, bNodeSocket *, bNode *, bNodeSocket *)> update_input_link);
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