This simplifies adding more functionality to socket items accessors without having to change all the existing accessors. Pull Request: https://projects.blender.org/blender/blender/pulls/139714
105 lines
3.2 KiB
C++
105 lines
3.2 KiB
C++
/* SPDX-FileCopyrightText: 2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "DNA_node_types.h"
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#include "NOD_socket_items.hh"
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namespace blender::nodes {
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/**
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* Makes it possible to use various functions (e.g. the ones in `NOD_socket_items.hh`) with
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* repeat items.
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*/
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struct RepeatItemsAccessor : public socket_items::SocketItemsAccessorDefaults {
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using ItemT = NodeRepeatItem;
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static StructRNA *item_srna;
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static int node_type;
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static constexpr StringRefNull node_idname = "GeometryNodeRepeatOutput";
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static constexpr bool has_type = true;
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static constexpr bool has_name = true;
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struct operator_idnames {
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static constexpr StringRefNull add_item = "NODE_OT_repeat_zone_item_add";
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static constexpr StringRefNull remove_item = "NODE_OT_repeat_zone_item_remove";
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static constexpr StringRefNull move_item = "NODE_OT_repeat_zone_item_move";
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};
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struct ui_idnames {
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static constexpr StringRefNull list = "DATA_UL_repeat_zone_state";
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};
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struct rna_names {
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static constexpr StringRefNull items = "repeat_items";
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static constexpr StringRefNull active_index = "active_index";
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};
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static socket_items::SocketItemsRef<NodeRepeatItem> get_items_from_node(bNode &node)
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{
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auto *storage = static_cast<NodeGeometryRepeatOutput *>(node.storage);
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return {&storage->items, &storage->items_num, &storage->active_index};
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}
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static void copy_item(const NodeRepeatItem &src, NodeRepeatItem &dst)
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{
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dst = src;
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dst.name = BLI_strdup_null(dst.name);
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}
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static void destruct_item(NodeRepeatItem *item)
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{
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MEM_SAFE_FREE(item->name);
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}
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static void blend_write_item(BlendWriter *writer, const ItemT &item);
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static void blend_read_data_item(BlendDataReader *reader, ItemT &item);
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static eNodeSocketDatatype get_socket_type(const NodeRepeatItem &item)
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{
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return eNodeSocketDatatype(item.socket_type);
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}
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static char **get_name(NodeRepeatItem &item)
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{
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return &item.name;
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}
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static bool supports_socket_type(const eNodeSocketDatatype socket_type)
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{
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return ELEM(socket_type,
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SOCK_FLOAT,
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SOCK_VECTOR,
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SOCK_RGBA,
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SOCK_BOOLEAN,
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SOCK_ROTATION,
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SOCK_MATRIX,
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SOCK_INT,
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SOCK_STRING,
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SOCK_GEOMETRY,
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SOCK_OBJECT,
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SOCK_MATERIAL,
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SOCK_IMAGE,
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SOCK_COLLECTION,
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SOCK_BUNDLE,
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SOCK_CLOSURE);
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}
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static void init_with_socket_type_and_name(bNode &node,
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NodeRepeatItem &item,
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const eNodeSocketDatatype socket_type,
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const char *name)
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{
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auto *storage = static_cast<NodeGeometryRepeatOutput *>(node.storage);
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item.socket_type = socket_type;
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item.identifier = storage->next_identifier++;
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socket_items::set_item_name_and_make_unique<RepeatItemsAccessor>(node, item, name);
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}
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static std::string socket_identifier_for_item(const NodeRepeatItem &item)
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{
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return "Item_" + std::to_string(item.identifier);
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}
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};
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} // namespace blender::nodes
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