/* SPDX-FileCopyrightText: 2009 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup editors */ #pragma once struct ARegion; struct ID; struct Main; struct Scene; struct SpaceNode; struct Tex; struct View2D; struct bContext; struct bNode; struct bNodeSocketType; struct bNodeTree; struct bNodeTreeType; struct bNodeType; enum NodeBorder { NODE_TOP = 1, NODE_BOTTOM = 2, NODE_LEFT = 4, NODE_RIGHT = 8, }; ENUM_OPERATORS(NodeBorder, NODE_RIGHT) #define NODE_GRID_STEP_SIZE (20.0f * UI_SCALE_FAC) /* Based on the grid nodes snap to. */ #define NODE_EDGE_PAN_INSIDE_PAD 2 #define NODE_EDGE_PAN_OUTSIDE_PAD 0 /* Disable clamping for node panning, use whole screen. */ #define NODE_EDGE_PAN_SPEED_RAMP 1 #define NODE_EDGE_PAN_MAX_SPEED 26 /* In UI units per second, slower than default. */ #define NODE_EDGE_PAN_DELAY 0.5f #define NODE_EDGE_PAN_ZOOM_INFLUENCE 0.5f /* `clipboard.cc` */ void ED_node_clipboard_free(); /* `space_node.cc` */ void ED_node_cursor_location_get(const SpaceNode *snode, float value[2]); void ED_node_cursor_location_set(SpaceNode *snode, const float value[2]); int ED_node_tree_path_length(SpaceNode *snode); /** * \param value: The path output at least the size of `ED_node_tree_path_length(snode) + 1`. */ void ED_node_tree_path_get(SpaceNode *snode, char *value); void ED_node_tree_start(SpaceNode *snode, bNodeTree *ntree, ID *id, ID *from); void ED_node_tree_push(SpaceNode *snode, bNodeTree *ntree, bNode *gnode); void ED_node_tree_pop(SpaceNode *snode); int ED_node_tree_depth(SpaceNode *snode); bNodeTree *ED_node_tree_get(SpaceNode *snode, int level); void ED_node_set_active_viewer_key(SpaceNode *snode); /* `drawnode.cc` */ void ED_node_init_butfuncs(); void ED_init_custom_node_type(bNodeType *ntype); void ED_init_custom_node_socket_type(bNodeSocketType *stype); void ED_init_standard_node_socket_type(bNodeSocketType *stype); void ED_init_node_socket_type_virtual(bNodeSocketType *stype); void ED_node_sample_set(const float col[4]); void ED_node_draw_snap( View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned int pos); void ED_node_type_draw_color(const char *idname, float *r_color); /* `node_draw.cc` */ void ED_node_tree_update(const bContext *C); void ED_node_tag_update_id(ID *id); float ED_node_grid_size(); /* `node_edit.cc` */ void ED_node_set_tree_type(SpaceNode *snode, bNodeTreeType *typeinfo); bool ED_node_is_compositor(SpaceNode *snode); bool ED_node_is_shader(SpaceNode *snode); bool ED_node_is_texture(SpaceNode *snode); bool ED_node_is_geometry(SpaceNode *snode); bool ED_node_supports_preview(SpaceNode *snode); /** * Assumes nothing being done in ntree yet, sets the default in/out node. * Called from shading buttons or header. */ void ED_node_shader_default(const bContext *C, ID *id); /** * Assumes nothing being done in ntree yet, sets the default in/out node. * Called from shading buttons or header. */ void ED_node_composit_default(const bContext *C, Scene *scene); /** * Assumes nothing being done in ntree yet, sets the default in/out node. * Called from shading buttons or header. */ void ED_node_texture_default(const bContext *C, Tex *tex); void ED_node_post_apply_transform(bContext *C, bNodeTree *ntree); void ED_node_set_active( Main *bmain, SpaceNode *snode, bNodeTree *ntree, bNode *node, bool *r_active_texture_changed); /** * Call after one or more node trees have been changed and tagged accordingly. * * This function will make sure that other parts of Blender update accordingly. For example, if the * node group interface changed, parent node groups have to be updated as well. * * Additionally, this will send notifiers and tag the depsgraph based on the changes. Depsgraph * relation updates have to be triggered by the caller. * * \param C: Context if available. This can be null. * \param bmain: Main whose data-blocks should be updated based on the changes. * \param ntree: Under some circumstances the caller knows that only one node tree has * changed since the last update. In this case the function may be able to skip scanning #bmain * for other things that have to be changed. It may still scan #bmain if the interface of the * node tree has changed. */ void ED_node_tree_propagate_change(const bContext *C, Main *bmain, bNodeTree *ntree); /** * \param scene_owner: is the owner of the job, * we don't use it for anything else currently so could also be a void pointer, * but for now keep it an 'Scene' for consistency. * * \note only call from spaces `refresh` callbacks, not direct! - use with care. */ void ED_node_composite_job(const bContext *C, bNodeTree *nodetree, Scene *scene_owner); /* `node_ops.cc` */ void ED_operatormacros_node(); /* `node_view.cc` */ /** * Returns mouse position in image space. */ bool ED_space_node_get_position( Main *bmain, SpaceNode *snode, ARegion *region, const int mval[2], float fpos[2]); /** * Returns color in linear space, matching #ED_space_image_color_sample(). * And here we've got recursion in the comments tips... */ bool ED_space_node_color_sample( Main *bmain, SpaceNode *snode, ARegion *region, const int mval[2], float r_col[3]);