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authorHans Goudey <h.goudey@me.com>2022-01-20 19:36:56 +0300
committerHans Goudey <h.goudey@me.com>2022-01-20 19:36:56 +0300
commit902a103f8092b6a69e28ea76f3cfdca14dc9a8b8 (patch)
treeeab29e5a8051ee693fbfaccef1d9c384b2de304c /source/blender/editors/space_node/node_edit.cc
parent19622ffc5b84475a6c3b56ff0595811a503f461c (diff)
Cleanup: Move node editor files to proper namespace
This commit moves code in all node editor files to the `blender::ed::space_node` namespace, except for C API functions defined in `ED_node.h`, which can only be moved once all areas calling them are moved to C++. The change is fairly straightforward, I just moved a couple of "ED_" code blocks around to make the namespace more contiguous, and there's the method for adding a pointer to a struct in a C++ namespace in DNA. Differential Revision: https://developer.blender.org/D13871
Diffstat (limited to 'source/blender/editors/space_node/node_edit.cc')
-rw-r--r--source/blender/editors/space_node/node_edit.cc24
1 files changed, 19 insertions, 5 deletions
diff --git a/source/blender/editors/space_node/node_edit.cc b/source/blender/editors/space_node/node_edit.cc
index 35cd74552ec..6275e7e4656 100644
--- a/source/blender/editors/space_node/node_edit.cc
+++ b/source/blender/editors/space_node/node_edit.cc
@@ -76,10 +76,9 @@
#include "NOD_texture.h"
#include "node_intern.hh" /* own include */
-#define USE_ESC_COMPO
+namespace blender::ed::space_node {
-using blender::float2;
-using blender::Map;
+#define USE_ESC_COMPO
/* ***************** composite job manager ********************** */
@@ -320,8 +319,12 @@ static void compo_startjob(void *cjv,
ntree->progress = nullptr;
}
+} // namespace blender::ed::space_node
+
void ED_node_composite_job(const bContext *C, struct bNodeTree *nodetree, Scene *scene_owner)
{
+ using namespace blender::ed::space_node;
+
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
@@ -361,6 +364,8 @@ void ED_node_composite_job(const bContext *C, struct bNodeTree *nodetree, Scene
WM_jobs_start(CTX_wm_manager(C), wm_job);
}
+namespace blender::ed::space_node {
+
/* ***************************************** */
bool composite_node_active(bContext *C)
@@ -411,18 +416,20 @@ static void send_notifiers_after_tree_change(ID *id, bNodeTree *ntree)
}
}
+} // namespace blender::ed::space_node
+
void ED_node_tree_propagate_change(const bContext *C, Main *bmain, bNodeTree *root_ntree)
{
if (C != nullptr) {
SpaceNode *snode = CTX_wm_space_node(C);
if (snode != nullptr && root_ntree != nullptr) {
- send_notifiers_after_tree_change(snode->id, root_ntree);
+ blender::ed::space_node::send_notifiers_after_tree_change(snode->id, root_ntree);
}
}
NodeTreeUpdateExtraParams params = {nullptr};
params.tree_changed_fn = [](ID *id, bNodeTree *ntree, void *UNUSED(user_data)) {
- send_notifiers_after_tree_change(id, ntree);
+ blender::ed::space_node::send_notifiers_after_tree_change(id, ntree);
DEG_id_tag_update(&ntree->id, ID_RECALC_COPY_ON_WRITE);
};
params.tree_output_changed_fn = [](ID *UNUSED(id), bNodeTree *ntree, void *UNUSED(user_data)) {
@@ -589,6 +596,8 @@ void ED_node_texture_default(const bContext *C, Tex *tex)
BKE_ntree_update_main_tree(CTX_data_main(C), tex->nodetree, nullptr);
}
+namespace blender::ed::space_node {
+
/**
* Here we set the active tree(s), even called for each redraw now, so keep it fast :)
*/
@@ -631,6 +640,8 @@ void snode_set_context(const bContext &C)
}
}
+} // namespace blender::ed::space_node
+
void ED_node_set_active(
Main *bmain, SpaceNode *snode, bNodeTree *ntree, bNode *node, bool *r_active_texture_changed)
{
@@ -796,6 +807,8 @@ void ED_node_post_apply_transform(bContext *UNUSED(C), bNodeTree *UNUSED(ntree))
// node_update_nodetree(C, ntree, 0.0f, 0.0f);
}
+namespace blender::ed::space_node {
+
/* ***************** generic operator functions for nodes ***************** */
#if 0 /* UNUSED */
@@ -2929,3 +2942,4 @@ void NODE_OT_cryptomatte_layer_remove(wmOperatorType *ot)
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
+} // namespace blender::ed::space_node