/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2008 Blender Foundation. * All rights reserved. */ /** \file * \ingroup spnode */ #pragma once #include "BLI_float2.hh" #include "BLI_vector.hh" #include "BKE_node.h" #include "UI_interface.h" #include "UI_interface.hh" #include "UI_view2d.h" struct ARegion; struct ARegionType; struct Main; struct NodeInsertOfsData; struct View2D; struct bContext; struct bNode; struct bNodeLink; struct bNodeSocket; struct wmGizmoGroupType; struct wmKeyConfig; struct wmWindow; /** Temporary data used in node link drag modal operator. */ struct bNodeLinkDrag { /** Links dragged by the operator. */ blender::Vector links; bool from_multi_input_socket; int in_out; /** Temporarily stores the last picked link from multi-input socket operator. */ struct bNodeLink *last_picked_multi_input_socket_link; /** Temporarily stores the last hovered socket for multi-input socket operator. * Store it to recalculate sorting after it is no longer hovered. */ struct bNode *last_node_hovered_while_dragging_a_link; /* Data for edge panning */ View2DEdgePanData pan_data; }; struct SpaceNode_Runtime { float aspect; /** Mouse position for drawing socket-less links and adding nodes. */ blender::float2 cursor; /** For auto compositing. */ bool recalc; /** Temporary data for modal linking operator. */ std::unique_ptr linkdrag; /* XXX hack for translate_attach op-macros to pass data from transform op to insert_offset op */ /** Temporary data for node insert offset (in UI called Auto-offset). */ struct NodeInsertOfsData *iofsd; }; enum NodeResizeDirection { NODE_RESIZE_NONE = 0, NODE_RESIZE_TOP = (1 << 0), NODE_RESIZE_BOTTOM = (1 << 1), NODE_RESIZE_RIGHT = (1 << 2), NODE_RESIZE_LEFT = (1 << 3), }; ENUM_OPERATORS(NodeResizeDirection, NODE_RESIZE_LEFT); /* Transform between View2Ds in the tree path. */ blender::float2 space_node_group_offset(const SpaceNode &snode); float node_socket_calculate_height(const bNodeSocket &socket); blender::float2 node_link_calculate_multi_input_position(const blender::float2 &socket_position, int index, int total_inputs); int node_get_colorid(bNode &node); int node_get_resize_cursor(NodeResizeDirection directions); NodeResizeDirection node_get_resize_direction(const bNode *node, const int x, const int y); void node_socket_color_get(const bContext &C, const bNodeTree &ntree, PointerRNA &node_ptr, const bNodeSocket &sock, float r_color[4]); void node_update_nodetree(const bContext &C, bNodeTree &ntree); void node_draw_space(const bContext &C, ARegion ®ion); void node_set_cursor(wmWindow &win, SpaceNode &snode, const blender::float2 &cursor); /* DPI scaled coords */ void node_to_view(const bNode &node, float x, float y, float *rx, float *ry); void node_to_updated_rect(const bNode &node, rctf &r_rect); void node_from_view(const bNode &node, float x, float y, float *rx, float *ry); void node_toolbar_register(ARegionType *art); void node_operatortypes(void); void node_keymap(wmKeyConfig *keyconf); void node_deselect_all(SpaceNode &snode); void node_socket_select(bNode *node, bNodeSocket &sock); void node_socket_deselect(bNode *node, bNodeSocket &sock, const bool deselect_node); void node_deselect_all_input_sockets(SpaceNode &snode, const bool deselect_nodes); void node_deselect_all_output_sockets(SpaceNode &snode, const bool deselect_nodes); void node_select_single(bContext &C, bNode &node); void NODE_OT_select(wmOperatorType *ot); void NODE_OT_select_all(wmOperatorType *ot); void NODE_OT_select_linked_to(wmOperatorType *ot); void NODE_OT_select_linked_from(wmOperatorType *ot); void NODE_OT_select_box(wmOperatorType *ot); void NODE_OT_select_circle(wmOperatorType *ot); void NODE_OT_select_lasso(wmOperatorType *ot); void NODE_OT_select_grouped(wmOperatorType *ot); void NODE_OT_select_same_type_step(wmOperatorType *ot); void NODE_OT_find_node(wmOperatorType *ot); bool space_node_view_flag( bContext &C, SpaceNode &snode, ARegion ®ion, int node_flag, int smooth_viewtx); void NODE_OT_view_all(wmOperatorType *ot); void NODE_OT_view_selected(wmOperatorType *ot); void NODE_OT_geometry_node_view_legacy(wmOperatorType *ot); void NODE_OT_backimage_move(wmOperatorType *ot); void NODE_OT_backimage_zoom(wmOperatorType *ot); void NODE_OT_backimage_fit(wmOperatorType *ot); void NODE_OT_backimage_sample(wmOperatorType *ot); void nodelink_batch_start(SpaceNode &snode); void nodelink_batch_end(SpaceNode &snode); void node_draw_link(const bContext &C, const View2D &v2d, const SpaceNode &snode, const bNodeLink &link); void node_draw_link_bezier(const bContext &C, const View2D &v2d, const SpaceNode &snode, const bNodeLink &link, int th_col1, int th_col2, int th_col3); bool node_link_bezier_points(const View2D *v2d, const SpaceNode *snode, const bNodeLink &link, float coord_array[][2], const int resol); bool node_link_bezier_handles(const View2D *v2d, const SpaceNode *snode, const bNodeLink &ink, float vec[4][2]); void draw_nodespace_back_pix(const bContext &C, ARegion ®ion, SpaceNode &snode, bNodeInstanceKey parent_key); bNode *node_add_node(const bContext &C, const char *idname, int type, float locx, float locy); void NODE_OT_add_reroute(wmOperatorType *ot); void NODE_OT_add_group(wmOperatorType *ot); void NODE_OT_add_object(wmOperatorType *ot); void NODE_OT_add_collection(wmOperatorType *ot); void NODE_OT_add_texture(wmOperatorType *ot); void NODE_OT_add_file(wmOperatorType *ot); void NODE_OT_add_mask(wmOperatorType *ot); void NODE_OT_new_node_tree(wmOperatorType *ot); const char *node_group_idname(bContext *C); void NODE_OT_group_make(wmOperatorType *ot); void NODE_OT_group_insert(wmOperatorType *ot); void NODE_OT_group_ungroup(wmOperatorType *ot); void NODE_OT_group_separate(wmOperatorType *ot); void NODE_OT_group_edit(wmOperatorType *ot); void sort_multi_input_socket_links(SpaceNode &snode, bNode &node, bNodeLink *drag_link, const blender::float2 *cursor); bool node_connected_to_output(Main &bmain, bNodeTree &ntree, bNode &node); void NODE_OT_link(wmOperatorType *ot); void NODE_OT_link_make(wmOperatorType *ot); void NODE_OT_links_cut(wmOperatorType *ot); void NODE_OT_links_detach(wmOperatorType *ot); void NODE_OT_links_mute(wmOperatorType *ot); void NODE_OT_parent_set(wmOperatorType *ot); void NODE_OT_join(wmOperatorType *ot); void NODE_OT_attach(wmOperatorType *ot); void NODE_OT_detach(wmOperatorType *ot); void NODE_OT_link_viewer(wmOperatorType *ot); void NODE_OT_insert_offset(wmOperatorType *ot); void snode_notify(bContext &C, SpaceNode &snode); void snode_dag_update(bContext &C, SpaceNode &snode); void snode_set_context(const bContext &C); void snode_update(SpaceNode &snode, bNode *node); bool composite_node_active(bContext *C); bool composite_node_editable(bContext *C); bool node_has_hidden_sockets(bNode *node); void node_set_hidden_sockets(SpaceNode *snode, bNode *node, int set); int node_render_changed_exec(bContext *, wmOperator *); bool node_find_indicated_socket(SpaceNode &snode, bNode **nodep, bNodeSocket **sockp, const blender::float2 &cursor, eNodeSocketInOut in_out); float node_link_dim_factor(const View2D &v2d, const bNodeLink &link); bool node_link_is_hidden_or_dimmed(const View2D &v2d, const bNodeLink &link); void NODE_OT_duplicate(wmOperatorType *ot); void NODE_OT_delete(wmOperatorType *ot); void NODE_OT_delete_reconnect(wmOperatorType *ot); void NODE_OT_resize(wmOperatorType *ot); void NODE_OT_mute_toggle(wmOperatorType *ot); void NODE_OT_hide_toggle(wmOperatorType *ot); void NODE_OT_hide_socket_toggle(wmOperatorType *ot); void NODE_OT_preview_toggle(wmOperatorType *ot); void NODE_OT_options_toggle(wmOperatorType *ot); void NODE_OT_node_copy_color(wmOperatorType *ot); void NODE_OT_read_viewlayers(wmOperatorType *ot); void NODE_OT_render_changed(wmOperatorType *ot); void NODE_OT_output_file_add_socket(wmOperatorType *ot); void NODE_OT_output_file_remove_active_socket(wmOperatorType *ot); void NODE_OT_output_file_move_active_socket(wmOperatorType *ot); void NODE_OT_switch_view_update(wmOperatorType *ot); /* NOTE: clipboard_cut is a simple macro of copy + delete. */ void NODE_OT_clipboard_copy(wmOperatorType *ot); void NODE_OT_clipboard_paste(wmOperatorType *ot); void NODE_OT_tree_socket_add(wmOperatorType *ot); void NODE_OT_tree_socket_remove(wmOperatorType *ot); void NODE_OT_tree_socket_change_type(wmOperatorType *ot); void NODE_OT_tree_socket_move(wmOperatorType *ot); void NODE_OT_shader_script_update(wmOperatorType *ot); void NODE_OT_viewer_border(wmOperatorType *ot); void NODE_OT_clear_viewer_border(wmOperatorType *ot); void NODE_GGT_backdrop_transform(wmGizmoGroupType *gzgt); void NODE_GGT_backdrop_crop(wmGizmoGroupType *gzgt); void NODE_GGT_backdrop_sun_beams(wmGizmoGroupType *gzgt); void NODE_GGT_backdrop_corner_pin(wmGizmoGroupType *gzgt); void NODE_OT_cryptomatte_layer_add(wmOperatorType *ot); void NODE_OT_cryptomatte_layer_remove(wmOperatorType *ot); void node_geometry_add_attribute_search_button(const bContext &C, const bNodeTree &node_tree, const bNode &node, PointerRNA &socket_ptr, uiLayout &layout); extern const char *node_context_dir[]; /* Nodes draw without dpi - the view zoom is flexible. */ #define HIDDEN_RAD (0.75f * U.widget_unit) #define BASIS_RAD (0.2f * U.widget_unit) #define NODE_DYS (U.widget_unit / 2) #define NODE_DY U.widget_unit #define NODE_SOCKDY (0.1f * U.widget_unit) #define NODE_WIDTH(node) (node.width * UI_DPI_FAC) #define NODE_HEIGHT(node) (node.height * UI_DPI_FAC) #define NODE_MARGIN_X (1.2f * U.widget_unit) #define NODE_SOCKSIZE (0.25f * U.widget_unit) #define NODE_MULTI_INPUT_LINK_GAP (0.25f * U.widget_unit) #define NODE_RESIZE_MARGIN (0.20f * U.widget_unit) #define NODE_LINK_RESOL 12 namespace blender::ed::space_node { Vector context_path_for_space_node(const bContext &C); }