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/*
* 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.
*/
#include "node_function_util.hh"
#include "BLI_hash.h"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes {
static void fn_node_input_bool_declare(NodeDeclarationBuilder &b)
{
b.add_output<decl::Bool>(N_("Boolean"));
};
static void fn_node_input_bool_layout(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *col = uiLayoutColumn(layout, true);
uiItemR(col, ptr, "boolean", UI_ITEM_R_EXPAND, IFACE_("Value"), ICON_NONE);
}
static void fn_node_input_bool_build_multi_function(NodeMultiFunctionBuilder &builder)
{
bNode &bnode = builder.node();
NodeInputBool *node_storage = static_cast<NodeInputBool *>(bnode.storage);
builder.construct_and_set_matching_fn<fn::CustomMF_Constant<bool>>(node_storage->boolean);
}
static void fn_node_input_bool_init(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeInputBool *data = MEM_cnew<NodeInputBool>(__func__);
node->storage = data;
}
} // namespace blender::nodes
void register_node_type_fn_input_bool()
{
static bNodeType ntype;
fn_node_type_base(&ntype, FN_NODE_INPUT_BOOL, "Boolean", 0, 0);
ntype.declare = blender::nodes::fn_node_input_bool_declare;
node_type_init(&ntype, blender::nodes::fn_node_input_bool_init);
node_type_storage(
&ntype, "NodeInputBool", node_free_standard_storage, node_copy_standard_storage);
ntype.build_multi_function = blender::nodes::fn_node_input_bool_build_multi_function;
ntype.draw_buttons = blender::nodes::fn_node_input_bool_layout;
nodeRegisterType(&ntype);
}
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