This flag is currently only used for vector sockets so the function is limited to the vector builder. The flag is only used by two shader nodes at the moment and this is needed to port them over to the new socket declaration API. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13490
93 lines
2.8 KiB
C++
93 lines
2.8 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "NOD_node_declaration.hh"
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#include "BKE_node.h"
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namespace blender::nodes {
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bool NodeDeclaration::matches(const bNode &node) const
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{
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auto check_sockets = [&](ListBase sockets, Span<SocketDeclarationPtr> socket_decls) {
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const int tot_sockets = BLI_listbase_count(&sockets);
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if (tot_sockets != socket_decls.size()) {
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return false;
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}
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int i;
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LISTBASE_FOREACH_INDEX (const bNodeSocket *, socket, &sockets, i) {
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const SocketDeclaration &socket_decl = *socket_decls[i];
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if (!socket_decl.matches(*socket)) {
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return false;
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}
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}
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return true;
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};
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if (!check_sockets(node.inputs, inputs_)) {
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return false;
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}
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if (!check_sockets(node.outputs, outputs_)) {
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return false;
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}
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return true;
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}
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bNodeSocket &SocketDeclaration::update_or_build(bNodeTree &ntree,
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bNode &node,
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bNodeSocket &socket) const
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{
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/* By default just rebuild. */
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return this->build(ntree, node, (eNodeSocketInOut)socket.in_out);
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}
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void SocketDeclaration::set_common_flags(bNodeSocket &socket) const
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{
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SET_FLAG_FROM_TEST(socket.flag, compact_, SOCK_COMPACT);
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SET_FLAG_FROM_TEST(socket.flag, hide_value_, SOCK_HIDE_VALUE);
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SET_FLAG_FROM_TEST(socket.flag, hide_label_, SOCK_HIDE_LABEL);
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SET_FLAG_FROM_TEST(socket.flag, is_multi_input_, SOCK_MULTI_INPUT);
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SET_FLAG_FROM_TEST(socket.flag, no_mute_links_, SOCK_NO_INTERNAL_LINK);
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}
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bool SocketDeclaration::matches_common_data(const bNodeSocket &socket) const
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{
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if (socket.name != name_) {
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return false;
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}
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if (socket.identifier != identifier_) {
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return false;
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}
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if (((socket.flag & SOCK_COMPACT) != 0) != compact_) {
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return false;
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}
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if (((socket.flag & SOCK_HIDE_VALUE) != 0) != hide_value_) {
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return false;
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}
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if (((socket.flag & SOCK_HIDE_LABEL) != 0) != hide_label_) {
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return false;
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}
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if (((socket.flag & SOCK_MULTI_INPUT) != 0) != is_multi_input_) {
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return false;
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}
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if (((socket.flag & SOCK_NO_INTERNAL_LINK) != 0) != no_mute_links_) {
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return false;
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}
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return true;
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}
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} // namespace blender::nodes
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