Files
test2/source/blender/nodes/intern/socket_search_link.cc
Hans Goudey 4f833b0b5f Refactor: Add StringRef overloads to translation functions
Currently UI code always has to use char pointers when interacting with
the translation system. This makes benefiting from the use C++ strings
and StringRef more difficult. That means we're leaving some type safety
and performance on the table. This PR adds StringRef overloads to the
translation API functions and removes the few calls to `.c_str()` that
are now unnecessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/133887
2025-02-06 17:47:52 +01:00

158 lines
5.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <fmt/format.h>
#include "BLI_set.hh"
#include "BKE_context.hh"
#include "BKE_node.hh"
#include "UI_interface.hh"
#include "BLT_translation.hh"
#include "NOD_node_declaration.hh"
#include "NOD_socket.hh"
#include "NOD_socket_search_link.hh"
namespace blender::nodes {
void GatherLinkSearchOpParams::add_item(std::string socket_name,
SocketLinkOperation::LinkSocketFn fn,
const int weight)
{
std::string name = fmt::format("{}{} " UI_MENU_ARROW_SEP " {}",
IFACE_(node_type_.ui_name),
node_type_.deprecation_notice ? IFACE_(" (Deprecated)") : "",
socket_name);
items_.append({std::move(name), std::move(fn), weight});
}
const bNodeSocket &GatherLinkSearchOpParams::other_socket() const
{
return other_socket_;
}
const SpaceNode &GatherLinkSearchOpParams::space_node() const
{
return snode_;
}
const bNodeTree &GatherLinkSearchOpParams::node_tree() const
{
return node_tree_;
}
const bke::bNodeType &GatherLinkSearchOpParams::node_type() const
{
return node_type_;
}
eNodeSocketInOut GatherLinkSearchOpParams::in_out() const
{
return other_socket_.in_out == SOCK_IN ? SOCK_OUT : SOCK_IN;
}
void LinkSearchOpParams::connect_available_socket(bNode &new_node, StringRef socket_name)
{
const eNodeSocketInOut in_out = socket.in_out == SOCK_IN ? SOCK_OUT : SOCK_IN;
bNodeSocket *new_node_socket = bke::node_find_enabled_socket(new_node, in_out, socket_name);
if (new_node_socket == nullptr) {
/* If the socket isn't found, some node's search gather functions probably aren't configured
* properly. It's likely enough that it's worth avoiding a crash in a release build though. */
BLI_assert_unreachable();
return;
}
bke::node_add_link(&node_tree, &new_node, new_node_socket, &node, &socket);
if (in_out == SOCK_OUT) {
/* If the old socket already contained a value, then transfer it to a new one, from
* which this value will get there. */
bke::node_socket_move_default_value(*CTX_data_main(&C), node_tree, socket, *new_node_socket);
}
}
bNode &LinkSearchOpParams::add_node(StringRef idname)
{
std::string idname_str = idname;
bNode *node = bke::node_add_node(&C, &node_tree, idname_str.c_str());
BLI_assert(node != nullptr);
added_nodes_.append(node);
return *node;
}
bNode &LinkSearchOpParams::add_node(const bke::bNodeType &node_type)
{
return this->add_node(node_type.idname);
}
void LinkSearchOpParams::update_and_connect_available_socket(bNode &new_node,
StringRef socket_name)
{
update_node_declaration_and_sockets(this->node_tree, new_node);
if (new_node.typeinfo->updatefunc) {
new_node.typeinfo->updatefunc(&node_tree, &new_node);
}
this->connect_available_socket(new_node, socket_name);
}
void search_link_ops_for_declarations(GatherLinkSearchOpParams &params,
Span<SocketDeclaration *> declarations)
{
const bke::bNodeType &node_type = params.node_type();
const SocketDeclaration *main_socket = nullptr;
Vector<const SocketDeclaration *> connectable_sockets;
Set<StringRef> socket_names;
for (const int i : declarations.index_range()) {
const SocketDeclaration &socket = *declarations[i];
if (!socket_names.add(socket.name)) {
/* Don't add sockets with the same name to the search. Needed to support being called from
* #search_link_ops_for_basic_node, which should have "okay" behavior for nodes with
* duplicate socket names. */
continue;
}
if (!socket.can_connect(params.other_socket())) {
continue;
}
if (socket.is_default_link_socket || main_socket == nullptr) {
/* Either the first connectable or explicitly tagged socket is the main socket. */
main_socket = &socket;
}
connectable_sockets.append(&socket);
}
for (const int i : connectable_sockets.index_range()) {
const SocketDeclaration &socket = *connectable_sockets[i];
/* Give non-main sockets a lower weight so that they don't show up at the top of the search
* when they are not explicitly searched for. The -1 is used to make sure that the first socket
* has a smaller weight than zero so that it does not have the same weight as the main socket.
* Negative weights are used to avoid making the highest weight dependent on the number of
* sockets. */
const int weight = (&socket == main_socket) ? 0 : -1 - i;
params.add_item(
IFACE_(socket.name),
[&node_type, &socket](LinkSearchOpParams &params) {
bNode &node = params.add_node(node_type);
socket.make_available(node);
params.update_and_connect_available_socket(node, socket.name);
},
weight);
}
}
void search_link_ops_for_basic_node(GatherLinkSearchOpParams &params)
{
const bke::bNodeType &node_type = params.node_type();
if (!node_type.static_declaration) {
return;
}
const NodeDeclaration &declaration = *node_type.static_declaration;
search_link_ops_for_declarations(params, declaration.sockets(params.in_out()));
}
} // namespace blender::nodes