Unnecessary since more of the API was converted to use StringRef. Pull Request: https://projects.blender.org/blender/blender/pulls/145211
178 lines
6.1 KiB
C++
178 lines
6.1 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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#include <fmt/format.h>
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#include "BLI_listbase.h"
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#include "BLI_set.hh"
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#include "BKE_context.hh"
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#include "BKE_node.hh"
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#include "UI_interface.hh"
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#include "BLT_translation.hh"
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#include "NOD_node_declaration.hh"
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#include "NOD_socket.hh"
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#include "NOD_socket_search_link.hh"
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namespace blender::nodes {
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void GatherLinkSearchOpParams::add_item(std::string socket_name,
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SocketLinkOperation::LinkSocketFn fn,
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const int weight)
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{
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std::string name = fmt::format("{}{} " UI_MENU_ARROW_SEP " {}",
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IFACE_(node_type_.ui_name),
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node_type_.deprecation_notice ? IFACE_(" (Deprecated)") : "",
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socket_name);
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this->add_item_full_name(std::move(name), std::move(fn), weight);
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}
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void GatherLinkSearchOpParams::add_item_full_name(std::string name,
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SocketLinkOperation::LinkSocketFn fn,
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int weight)
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{
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items_.append({std::move(name), std::move(fn), weight});
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}
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const bNodeSocket &GatherLinkSearchOpParams::other_socket() const
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{
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return other_socket_;
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}
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const SpaceNode &GatherLinkSearchOpParams::space_node() const
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{
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return snode_;
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}
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const bNodeTree &GatherLinkSearchOpParams::node_tree() const
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{
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return node_tree_;
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}
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const bke::bNodeType &GatherLinkSearchOpParams::node_type() const
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{
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return node_type_;
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}
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eNodeSocketInOut GatherLinkSearchOpParams::in_out() const
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{
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return other_socket_.in_out == SOCK_IN ? SOCK_OUT : SOCK_IN;
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}
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void LinkSearchOpParams::connect_available_socket(bNode &new_node, StringRef socket_name)
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{
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const eNodeSocketInOut in_out = socket.in_out == SOCK_IN ? SOCK_OUT : SOCK_IN;
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bNodeSocket *new_node_socket = bke::node_find_enabled_socket(new_node, in_out, socket_name);
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if (new_node_socket == nullptr) {
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/* If the socket isn't found, some node's search gather functions probably aren't configured
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* properly. It's likely enough that it's worth avoiding a crash in a release build though. */
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BLI_assert_unreachable();
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return;
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}
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this->connect_socket(new_node, *new_node_socket);
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}
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void LinkSearchOpParams::connect_available_socket_by_identifier(bNode &new_node,
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const StringRef socket_identifier)
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{
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const eNodeSocketInOut in_out = this->socket.in_out == SOCK_IN ? SOCK_OUT : SOCK_IN;
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bNodeSocket *new_node_socket = bke::node_find_socket(new_node, in_out, socket_identifier);
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BLI_assert(new_node_socket);
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this->connect_socket(new_node, *new_node_socket);
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}
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void LinkSearchOpParams::connect_socket(bNode &new_node, bNodeSocket &new_socket)
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{
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bke::node_add_link(this->node_tree, new_node, new_socket, this->node, this->socket);
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if (new_socket.in_out == SOCK_OUT) {
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/* If the old socket already contained a value, then transfer it to a new one, from
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* which this value will get there. */
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bke::node_socket_move_default_value(
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*CTX_data_main(&C), this->node_tree, this->socket, new_socket);
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}
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}
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bNode &LinkSearchOpParams::add_node(StringRef idname)
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{
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bNode *node = bke::node_add_node(&C, node_tree, idname);
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BLI_assert(node != nullptr);
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added_nodes_.append(node);
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return *node;
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}
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bNode &LinkSearchOpParams::add_node(const bke::bNodeType &node_type)
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{
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return this->add_node(node_type.idname);
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}
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void LinkSearchOpParams::update_and_connect_available_socket(bNode &new_node,
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StringRef socket_name)
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{
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update_node_declaration_and_sockets(this->node_tree, new_node);
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if (new_node.typeinfo->updatefunc) {
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new_node.typeinfo->updatefunc(&node_tree, &new_node);
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}
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this->connect_available_socket(new_node, socket_name);
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}
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void search_link_ops_for_declarations(GatherLinkSearchOpParams ¶ms,
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Span<SocketDeclaration *> declarations)
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{
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const bke::bNodeType &node_type = params.node_type();
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const SocketDeclaration *main_socket = nullptr;
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Vector<const SocketDeclaration *> connectable_sockets;
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Set<StringRef> socket_names;
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for (const int i : declarations.index_range()) {
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const SocketDeclaration &socket = *declarations[i];
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if (!socket_names.add(socket.name)) {
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/* Don't add sockets with the same name to the search. Needed to support being called from
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* #search_link_ops_for_basic_node, which should have "okay" behavior for nodes with
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* duplicate socket names. */
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continue;
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}
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if (!socket.can_connect(params.other_socket())) {
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continue;
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}
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if (socket.is_default_link_socket || main_socket == nullptr) {
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/* Either the first connectable or explicitly tagged socket is the main socket. */
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main_socket = &socket;
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}
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connectable_sockets.append(&socket);
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}
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for (const int i : connectable_sockets.index_range()) {
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const SocketDeclaration &socket = *connectable_sockets[i];
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/* Give non-main sockets a lower weight so that they don't show up at the top of the search
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* when they are not explicitly searched for. The -1 is used to make sure that the first socket
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* has a smaller weight than zero so that it does not have the same weight as the main socket.
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* Negative weights are used to avoid making the highest weight dependent on the number of
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* sockets. */
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const int weight = (&socket == main_socket) ? 0 : -1 - i;
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params.add_item(
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IFACE_(socket.name),
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[&node_type, &socket](LinkSearchOpParams ¶ms) {
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bNode &node = params.add_node(node_type);
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socket.make_available(node);
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params.update_and_connect_available_socket(node, socket.name);
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},
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weight);
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}
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}
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void search_link_ops_for_basic_node(GatherLinkSearchOpParams ¶ms)
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{
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const bke::bNodeType &node_type = params.node_type();
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if (!node_type.static_declaration) {
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return;
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}
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const NodeDeclaration &declaration = *node_type.static_declaration;
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search_link_ops_for_declarations(params, declaration.sockets(params.in_out()));
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}
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} // namespace blender::nodes
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