The node class is hardly important enough (especially compared to the other parameters) that it is justified to have to pass it to `node_type_base`. Pull Request: https://projects.blender.org/blender/blender/pulls/133021
55 lines
1.6 KiB
C++
55 lines
1.6 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 "node_function_util.hh"
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#include "UI_interface.hh"
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#include "UI_resources.hh"
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namespace blender::nodes::node_fn_input_bool_cc {
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_output<decl::Bool>("Boolean");
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}
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static void node_layout(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
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{
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uiLayout *col = uiLayoutColumn(layout, true);
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uiItemR(col, ptr, "boolean", UI_ITEM_R_EXPAND, IFACE_("Value"), ICON_NONE);
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}
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static void node_build_multi_function(NodeMultiFunctionBuilder &builder)
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{
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const bNode &bnode = builder.node();
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NodeInputBool *node_storage = static_cast<NodeInputBool *>(bnode.storage);
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builder.construct_and_set_matching_fn<mf::CustomMF_Constant<bool>>(node_storage->boolean);
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}
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static void node_init(bNodeTree * /*tree*/, bNode *node)
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{
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NodeInputBool *data = MEM_cnew<NodeInputBool>(__func__);
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node->storage = data;
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}
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static void node_register()
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{
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static blender::bke::bNodeType ntype;
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fn_node_type_base(&ntype, "FunctionNodeInputBool", FN_NODE_INPUT_BOOL);
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ntype.ui_name = "Boolean";
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ntype.enum_name_legacy = "INPUT_BOOL";
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ntype.nclass = NODE_CLASS_INPUT;
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ntype.declare = node_declare;
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ntype.initfunc = node_init;
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blender::bke::node_type_storage(
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&ntype, "NodeInputBool", node_free_standard_storage, node_copy_standard_storage);
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ntype.build_multi_function = node_build_multi_function;
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ntype.draw_buttons = node_layout;
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blender::bke::node_register_type(&ntype);
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}
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NOD_REGISTER_NODE(node_register)
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} // namespace blender::nodes::node_fn_input_bool_cc
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