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test2/source/blender/editors/include/ED_viewer_path.hh
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

72 lines
2.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <optional>
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "BKE_viewer_path.h"
struct Main;
struct SpaceNode;
struct bNode;
struct bContext;
struct Object;
namespace blender::ed::viewer_path {
/**
* Activates the given node in the context provided by the editor. This indirectly updates all
* non-pinned viewer paths in other editors (spreadsheet and 3d view).
*/
void activate_geometry_node(Main &bmain, SpaceNode &snode, bNode &node);
/**
* Returns the object referenced by the viewer path. This only returns something if the viewer path
* *only* contains the object and nothing more.
*/
Object *parse_object_only(const ViewerPath &viewer_path);
/**
* Represents a parsed #ViewerPath for easier consumption.
*/
struct ViewerPathForGeometryNodesViewer {
Object *object;
blender::StringRefNull modifier_name;
/* Contains only group node and simulation zone elements. */
blender::Vector<const ViewerPathElem *> node_path;
int32_t viewer_node_id;
};
/**
* Parses a #ViewerPath into a #ViewerPathForGeometryNodesViewer or returns none if that does not
* work.
*/
std::optional<ViewerPathForGeometryNodesViewer> parse_geometry_nodes_viewer(
const ViewerPath &viewer_path);
/**
* Finds the node referenced by the #ViewerPath within the provided editor. If no node is
* referenced, null is returned. When two different editors show the same node group but in a
* different context, it's possible that the same node is active in one editor but not the other.
*/
bNode *find_geometry_nodes_viewer(const ViewerPath &viewer_path, SpaceNode &snode);
/**
* Checks if the node referenced by the viewer path and its entire context still exists. The node
* does not have to be visible for this to return true.
*/
bool exists_geometry_nodes_viewer(const ViewerPathForGeometryNodesViewer &parsed_viewer_path);
/**
* Checks if the node referenced by the viewer and its entire context is still active, i.e. some
* editor is showing it.
*/
bool is_active_geometry_nodes_viewer(const bContext &C, const ViewerPath &viewer_path);
} // namespace blender::ed::viewer_path