diff options
author | Aaron Carlisle <Blendify> | 2021-12-16 05:30:04 +0300 |
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committer | Aaron Carlisle <carlisle.b3d@gmail.com> | 2021-12-16 05:30:29 +0300 |
commit | 4e98d974b596cdb7b04872b9c8fb43fc284696e9 (patch) | |
tree | 2ecb545c595e194e99cca706e9a4a31d411bfa0d /source/blender/nodes/composite/nodes/node_composite_mask.cc | |
parent | 5de109cc2d220ca3bd731216b9cd521269ad663e (diff) |
Nodes: Begin splitting composite node buttons into individual files
Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.
This commit moves most of the node layout functions for composite nodes into their respected
`source/blender/nodes/composite/nodes` file.
In the future, these functions will be simplified to `node_layout` once files have their own namespace.
See {D13466} for more information.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13523
Diffstat (limited to 'source/blender/nodes/composite/nodes/node_composite_mask.cc')
-rw-r--r-- | source/blender/nodes/composite/nodes/node_composite_mask.cc | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/source/blender/nodes/composite/nodes/node_composite_mask.cc b/source/blender/nodes/composite/nodes/node_composite_mask.cc index a1b76d8a423..8cbf526a289 100644 --- a/source/blender/nodes/composite/nodes/node_composite_mask.cc +++ b/source/blender/nodes/composite/nodes/node_composite_mask.cc @@ -23,6 +23,9 @@ #include "DNA_mask_types.h" +#include "UI_interface.h" +#include "UI_resources.h" + #include "node_composite_util.hh" /* **************** Mask ******************** */ @@ -59,12 +62,43 @@ static void node_mask_label(const bNodeTree *UNUSED(ntree), } } +static void node_composit_buts_mask(uiLayout *layout, bContext *C, PointerRNA *ptr) +{ + bNode *node = (bNode *)ptr->data; + + uiTemplateID(layout, + C, + ptr, + "mask", + nullptr, + nullptr, + nullptr, + UI_TEMPLATE_ID_FILTER_ALL, + false, + nullptr); + uiItemR(layout, ptr, "use_feather", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + + uiItemR(layout, ptr, "size_source", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); + + if (node->custom1 & (CMP_NODEFLAG_MASK_FIXED | CMP_NODEFLAG_MASK_FIXED_SCENE)) { + uiItemR(layout, ptr, "size_x", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + uiItemR(layout, ptr, "size_y", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + } + + uiItemR(layout, ptr, "use_motion_blur", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + if (node->custom1 & CMP_NODEFLAG_MASK_MOTION_BLUR) { + uiItemR(layout, ptr, "motion_blur_samples", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + uiItemR(layout, ptr, "motion_blur_shutter", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + } +} + void register_node_type_cmp_mask() { static bNodeType ntype; cmp_node_type_base(&ntype, CMP_NODE_MASK, "Mask", NODE_CLASS_INPUT, 0); ntype.declare = blender::nodes::cmp_node_mask_declare; + ntype.draw_buttons = node_composit_buts_mask; node_type_init(&ntype, node_composit_init_mask); ntype.labelfunc = node_mask_label; |