Files
test2/source/blender/nodes/NOD_add_node_search.hh
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

75 lines
1.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <functional>
#include "BLI_function_ref.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "DNA_node_types.h" /* Necessary for eNodeSocketInOut. */
#include "NOD_node_declaration.hh"
struct bContext;
namespace blender::nodes {
struct AddNodeItem {
using AddFn =
std::function<Vector<bNode *>(const bContext &C, bNodeTree &node_tree, float2 cursor)>;
std::string ui_name;
std::string description;
int weight = 0;
AddFn add_fn;
};
class GatherAddNodeSearchParams {
using AfterAddFn = std::function<void(const bContext &C, bNodeTree &node_tree, bNode &node)>;
const bContext &C_;
const bNodeType &node_type_;
const bNodeTree &node_tree_;
Vector<AddNodeItem> &r_items;
public:
GatherAddNodeSearchParams(const bContext &C,
const bNodeType &node_type,
const bNodeTree &node_tree,
Vector<AddNodeItem> &r_items)
: C_(C), node_type_(node_type), node_tree_(node_tree), r_items(r_items)
{
}
const bContext &context() const
{
return C_;
}
const bNodeTree &node_tree() const
{
return node_tree_;
}
const bNodeType &node_type() const
{
return node_type_;
}
/**
* \param weight: Used to customize the order when multiple search items match.
*/
void add_single_node_item(std::string ui_name,
std::string description,
AfterAddFn after_add_fn = {},
int weight = 0);
void add_item(AddNodeItem item);
};
void search_node_add_ops_for_basic_node(GatherAddNodeSearchParams &params);
} // namespace blender::nodes