Files
test2/source/blender/editors/include/ED_node_c.hh
Habib Gahbiche bd61e69be5 Compositor: make compositor node trees reusable
This is part of the short term roadmap goal of simplifying the
compositor workflow
(see https://projects.blender.org/blender/blender/issues/134214).
The problem is that many users don't know how to get started with
compositing in Blender, even when they have used Blender for other
areas, e.g. modeling.

Note: although the solution makes compositor node trees reusable
accross blend files, this is a nice side effect and not the main goal
of the PR.

This PR implements a "New" button that creates a new compositing node
tree, and manages trees as IDs. This has following advantages:
- Consistent with other node editors and other parts of Blender,
therefore making it easier to getting started with compositing if users
are familiar with shading or geometry nodes
- Give users the ability to reuse the compositing node tree by linking
or appending it.

Note: The parameter "Use Nodes" is still present in this PR, but will
be removed (in a backward compatible way) in a follow up PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/135223
2025-06-10 17:46:55 +02:00

127 lines
4.1 KiB
C++

/* 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 bNodeTree;
namespace blender::bke {
struct bNodeTreeType;
struct bNodeType;
struct bNodeSocketType;
} // namespace blender::bke
#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(ARegion *region, SpaceNode *snode, bNodeTree *ntree, ID *id, ID *from);
void ED_node_tree_push(ARegion *region, SpaceNode *snode, bNodeTree *ntree, bNode *gnode);
void ED_node_tree_pop(ARegion *region, 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(blender::bke::bNodeType *ntype);
void ED_init_custom_node_socket_type(blender::bke::bNodeSocketType *stype);
void ED_init_standard_node_socket_type(blender::bke::bNodeSocketType *stype);
void ED_init_node_socket_type_virtual(blender::bke::bNodeSocketType *stype);
void ED_node_sample_set(const float col[4]);
void ED_node_type_draw_color(const char *idname, float *r_color);
/* `node_edit.cc` */
void ED_node_set_tree_type(SpaceNode *snode, blender::bke::bNodeTreeType *typeinfo);
bool ED_node_is_compositor(const 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);
/**
* Initializes an empty compositing node tree with default nodes.
*/
void ED_node_composit_default_init(const bContext *C, bNodeTree *ntree);
/**
* Assumes nothing being done in ntree yet, sets the default in/out node.
* Called from compositing 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);
/**
* \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]);