Previously, it was only possible to inspect the data from the first iteration. That applied to both, the viewer node as well as socket inspection. Now, there is a new `Inspection Index` setting in the zone properties. It specifies which iteration should be used by the inspection features. In theory we could support features like counting the index from the end, but that can be done separately as well, as it likely requires more UI. Pull Request: https://projects.blender.org/blender/blender/pulls/112818
80 lines
2.5 KiB
C++
80 lines
2.5 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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#pragma once
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#include <optional>
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#include "BLI_string_ref.hh"
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#include "BLI_vector.hh"
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#include "BKE_viewer_path.h"
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struct Main;
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struct SpaceNode;
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struct bNode;
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struct bContext;
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struct Object;
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namespace blender::ed::viewer_path {
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/**
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* Activates the given node in the context provided by the editor. This indirectly updates all
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* non-pinned viewer paths in other editors (spreadsheet and 3d view).
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*/
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void activate_geometry_node(Main &bmain, SpaceNode &snode, bNode &node);
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/**
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* Returns the object referenced by the viewer path. This only returns something if the viewer path
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* *only* contains the object and nothing more.
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*/
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Object *parse_object_only(const ViewerPath &viewer_path);
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/**
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* Represents a parsed #ViewerPath for easier consumption.
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*/
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struct ViewerPathForGeometryNodesViewer {
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Object *object;
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blender::StringRefNull modifier_name;
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/* Contains only group node and simulation zone elements. */
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blender::Vector<const ViewerPathElem *> node_path;
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int32_t viewer_node_id;
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};
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/**
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* Parses a #ViewerPath into a #ViewerPathForGeometryNodesViewer or returns none if that does not
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* work.
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*/
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std::optional<ViewerPathForGeometryNodesViewer> parse_geometry_nodes_viewer(
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const ViewerPath &viewer_path);
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/**
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* Finds the node referenced by the #ViewerPath within the provided editor. If no node is
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* referenced, null is returned. When two different editors show the same node group but in a
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* different context, it's possible that the same node is active in one editor but not the other.
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*/
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bNode *find_geometry_nodes_viewer(const ViewerPath &viewer_path, SpaceNode &snode);
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/**
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* Checks if the node referenced by the viewer path and its entire context still exists. The node
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* does not have to be visible for this to return true.
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*/
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bool exists_geometry_nodes_viewer(const ViewerPathForGeometryNodesViewer &parsed_viewer_path);
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enum class UpdateActiveGeometryNodesViewerResult {
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StillActive,
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Updated,
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NotActive,
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};
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/**
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* Checks if the node referenced by the viewer and its entire context is still active, i.e. some
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* editor is showing it. If not, the viewer path might be updated in minor ways (like changing the
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* repeat zone iteration).
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*/
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UpdateActiveGeometryNodesViewerResult update_active_geometry_nodes_viewer(const bContext &C,
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ViewerPath &viewer_path);
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} // namespace blender::ed::viewer_path
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