/* SPDX-FileCopyrightText: 2023 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** * Some nodes have a dynamic number of sockets (e.g. simulation input/output). These nodes store an * array of items in their `bNode->storage` (e.g. `NodeSimulationItem`). Different nodes have * slightly different storage requirements, but a lot of the logic is still the same between nodes. * This file implements various shared functionality that can be used by different nodes to deal * with these item arrays. * * In order to use the functions, one has to implement an "accessor" which tells the shared code * how to deal with specific item arrays. Different functions have different requirements for the * accessor. It's easiest to just look at existing accessors like #SimulationItemsAccessor and * #RepeatItemsAccessor and to implement the same methods. */ #include "BLI_string.h" #include "BLI_string_utils.hh" #include "BKE_node.hh" #include "BKE_node_runtime.hh" #include "DNA_array_utils.hh" #include "NOD_socket.hh" namespace blender::nodes::socket_items { /** * References a "C-Array" that is stored elsewhere. This is different from a MutableSpan, because * one can even resize the array through this reference. */ template struct SocketItemsRef { T **items; int *items_num; int *active_index; }; /** * Iterates over the node tree to find the node that this item belongs to. */ template inline bNode *find_node_by_item(bNodeTree &ntree, const typename Accessor::ItemT &item) { ntree.ensure_topology_cache(); for (bNode *node : ntree.nodes_by_type(Accessor::node_idname)) { SocketItemsRef array = Accessor::get_items_from_node(*node); if (&item >= *array.items && &item < *array.items + *array.items_num) { return node; } } return nullptr; } /** * Destruct all the items and the free the array itself. */ template inline void destruct_array(bNode &node) { using ItemT = typename Accessor::ItemT; SocketItemsRef ref = Accessor::get_items_from_node(node); for (const int i : IndexRange(*ref.items_num)) { ItemT &item = (*ref.items)[i]; Accessor::destruct_item(&item); } MEM_SAFE_FREE(*ref.items); } /** * Copy the items from the storage of the source node to the storage of the destination node. */ template inline void copy_array(const bNode &src_node, bNode &dst_node) { using ItemT = typename Accessor::ItemT; SocketItemsRef src_ref = Accessor::get_items_from_node(const_cast(src_node)); SocketItemsRef dst_ref = Accessor::get_items_from_node(dst_node); const int items_num = *src_ref.items_num; *dst_ref.items = MEM_cnew_array(items_num, __func__); for (const int i : IndexRange(items_num)) { Accessor::copy_item((*src_ref.items)[i], (*dst_ref.items)[i]); } } /** * Changes the name of an existing item and makes sure that the name is unique among other the * other items in the same array. */ template inline void set_item_name_and_make_unique(bNode &node, typename Accessor::ItemT &item, const char *value) { using ItemT = typename Accessor::ItemT; SocketItemsRef array = Accessor::get_items_from_node(node); const char *default_name = nodeStaticSocketLabel(*Accessor::get_socket_type(item), 0); char unique_name[MAX_NAME + 4]; STRNCPY(unique_name, value); struct Args { SocketItemsRef array; ItemT *item; } args = {array, &item}; BLI_uniquename_cb( [](void *arg, const char *name) { const Args &args = *static_cast(arg); for (ItemT &item : blender::MutableSpan(*args.array.items, *args.array.items_num)) { if (&item != args.item) { if (STREQ(*Accessor::get_name(item), name)) { return true; } } } return false; }, &args, default_name, '.', unique_name, ARRAY_SIZE(unique_name)); char **item_name = Accessor::get_name(item); MEM_SAFE_FREE(*item_name); *item_name = BLI_strdup(unique_name); } namespace detail { template inline typename Accessor::ItemT &add_item_to_array(bNode &node) { using ItemT = typename Accessor::ItemT; SocketItemsRef array = Accessor::get_items_from_node(node); ItemT *old_items = *array.items; const int old_items_num = *array.items_num; const int new_items_num = old_items_num + 1; ItemT *new_items = MEM_cnew_array(new_items_num, __func__); std::copy_n(old_items, old_items_num, new_items); ItemT &new_item = new_items[old_items_num]; MEM_SAFE_FREE(old_items); *array.items = new_items; *array.items_num = new_items_num; if (array.active_index) { *array.active_index = old_items_num; } return new_item; } } // namespace detail /** * Add a new item at the end with the given socket type and name. */ template inline typename Accessor::ItemT *add_item_with_socket_and_name( bNode &node, const eNodeSocketDatatype socket_type, const char *name) { using ItemT = typename Accessor::ItemT; BLI_assert(Accessor::supports_socket_type(socket_type)); ItemT &new_item = detail::add_item_to_array(node); Accessor::init_with_socket_type_and_name(node, new_item, socket_type, name); return &new_item; } /** * Add a new item at the end. */ template inline typename Accessor::ItemT *add_item(bNode &node) { using ItemT = typename Accessor::ItemT; ItemT &new_item = detail::add_item_to_array(node); Accessor::init(node, new_item); return &new_item; } /** * Check if the link connects to the `extend_socket`. If yes, create a new item for the linked * socket, update the node and then change the link to point to the new socket. * \return False if the link should be removed. */ template [[nodiscard]] inline bool try_add_item_via_extend_socket(bNodeTree &ntree, bNode &extend_node, bNodeSocket &extend_socket, bNode &storage_node, bNodeLink &link) { using ItemT = typename Accessor::ItemT; bNodeSocket *src_socket = nullptr; if (link.tosock == &extend_socket) { src_socket = link.fromsock; } else if (link.fromsock == &extend_socket) { src_socket = link.tosock; } else { return false; } const ItemT *item = nullptr; if constexpr (Accessor::has_name && Accessor::has_type) { const eNodeSocketDatatype socket_type = eNodeSocketDatatype(src_socket->type); if (!Accessor::supports_socket_type(socket_type)) { return false; } item = add_item_with_socket_and_name(storage_node, socket_type, src_socket->name); } else { item = add_item(storage_node); } if (item == nullptr) { return false; } update_node_declaration_and_sockets(ntree, extend_node); const std::string item_identifier = Accessor::socket_identifier_for_item(*item); if (extend_socket.is_input()) { bNodeSocket *new_socket = nodeFindSocket(&extend_node, SOCK_IN, item_identifier.c_str()); link.tosock = new_socket; } else { bNodeSocket *new_socket = nodeFindSocket(&extend_node, SOCK_OUT, item_identifier.c_str()); link.fromsock = new_socket; } return true; } /** * Allow the item array to be extended from any extend-socket in the node. * \return False if the link should be removed. */ template [[nodiscard]] inline bool try_add_item_via_any_extend_socket(bNodeTree &ntree, bNode &extend_node, bNode &storage_node, bNodeLink &link) { bNodeSocket *possible_extend_socket = nullptr; if (link.fromnode == &extend_node) { possible_extend_socket = link.fromsock; } if (link.tonode == &extend_node) { possible_extend_socket = link.tosock; } if (possible_extend_socket == nullptr) { return true; } if (!STREQ(possible_extend_socket->idname, "NodeSocketVirtual")) { return true; } return try_add_item_via_extend_socket( ntree, extend_node, *possible_extend_socket, storage_node, link); } } // namespace blender::nodes::socket_items