32 ntype.
ui_name =
"UV Along Stroke";
33 ntype.
ui_description =
"UV coordinates that map a texture along the stroke length";
36 ntype.
declare = file_ns::node_declare;
38 ntype.
draw_buttons = file_ns::node_shader_buts_uvalongstroke;
#define SH_NODE_UVALONGSTROKE
@ UI_ITEM_R_SPLIT_EMPTY_NAME
void node_register_type(bNodeType &ntype)
static void node_shader_buts_uvalongstroke(uiLayout *layout, bContext *, PointerRNA *ptr)
static void node_declare(NodeDeclarationBuilder &b)
bool line_style_shader_nodes_poll(const bContext *C)
void sh_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
void register_node_type_sh_uvalongstroke()
std::string ui_description
bool(* add_ui_poll)(const bContext *C)
const char * enum_name_legacy
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare
void prop(PointerRNA *ptr, PropertyRNA *prop, int index, int value, eUI_Item_Flag flag, std::optional< blender::StringRef > name_opt, int icon, std::optional< blender::StringRef > placeholder=std::nullopt)