Blender V4.3
blender::nodes::socket_items Namespace Reference

Namespaces

namespace  detail
 
namespace  ops
 

Classes

struct  SocketItemsRef
 

Functions

template<typename Accessor >
bNodefind_node_by_item (bNodeTree &ntree, const typename Accessor::ItemT &item)
 
template<typename Accessor >
void destruct_array (bNode &node)
 
template<typename Accessor >
void copy_array (const bNode &src_node, bNode &dst_node)
 
template<typename Accessor >
void set_item_name_and_make_unique (bNode &node, typename Accessor::ItemT &item, const char *value)
 
template<typename Accessor >
Accessor::ItemT * add_item_with_socket_type_and_name (bNode &node, const eNodeSocketDatatype socket_type, const char *name)
 
template<typename Accessor >
Accessor::ItemT * add_item_with_name (bNode &node, const char *name)
 
template<typename Accessor >
Accessor::ItemT * add_item (bNode &node)
 
template<typename Accessor >
std::string get_socket_identifier (const typename Accessor::ItemT &item, const eNodeSocketInOut in_out)
 
template<typename Accessor >
bool try_add_item_via_extend_socket (bNodeTree &ntree, bNode &extend_node, bNodeSocket &extend_socket, bNode &storage_node, bNodeLink &link)
 
template<typename Accessor >
bool try_add_item_via_any_extend_socket (bNodeTree &ntree, bNode &extend_node, bNode &storage_node, bNodeLink &link, const std::optional< StringRef > socket_identifier=std::nullopt)
 

Detailed Description

Some nodes have a dynamic number of sockets (e.g. simulation input/output). These nodes store an array of items in their bNode->storage (e.g. NodeSimulationItem). Different nodes have slightly different storage requirements, but a lot of the logic is still the same between nodes. This file implements various shared functionality that can be used by different nodes to deal with these item arrays.

In order to use the functions, one has to implement an "accessor" which tells the shared code how to deal with specific item arrays. Different functions have different requirements for the accessor. It's easiest to just look at existing accessors like #SimulationItemsAccessor and #RepeatItemsAccessor and to implement the same methods.

Function Documentation

◆ add_item()

template<typename Accessor >
Accessor::ItemT * blender::nodes::socket_items::add_item ( bNode & node)
inline

◆ add_item_with_name()

template<typename Accessor >
Accessor::ItemT * blender::nodes::socket_items::add_item_with_name ( bNode & node,
const char * name )
inline

◆ add_item_with_socket_type_and_name()

template<typename Accessor >
Accessor::ItemT * blender::nodes::socket_items::add_item_with_socket_type_and_name ( bNode & node,
const eNodeSocketDatatype socket_type,
const char * name )
inline

◆ copy_array()

◆ destruct_array()

◆ find_node_by_item()

template<typename Accessor >
bNode * blender::nodes::socket_items::find_node_by_item ( bNodeTree & ntree,
const typename Accessor::ItemT & item )
inline

Iterates over the node tree to find the node that this item belongs to.

Definition at line 46 of file NOD_socket_items.hh.

References node.

◆ get_socket_identifier()

template<typename Accessor >
std::string blender::nodes::socket_items::get_socket_identifier ( const typename Accessor::ItemT & item,
const eNodeSocketInOut in_out )
inline

Definition at line 198 of file NOD_socket_items.hh.

References SOCK_IN.

Referenced by try_add_item_via_extend_socket().

◆ set_item_name_and_make_unique()

◆ try_add_item_via_any_extend_socket()

◆ try_add_item_via_extend_socket()

template<typename Accessor >
bool blender::nodes::socket_items::try_add_item_via_extend_socket ( bNodeTree & ntree,
bNode & extend_node,
bNodeSocket & extend_socket,
bNode & storage_node,
bNodeLink & link )
inlinenodiscard

Check if the link connects to the extend_socket. If yes, create a new item for the linked socket, update the node and then change the link to point to the new socket.

Returns
False if the link should be removed.

Definition at line 220 of file NOD_socket_items.hh.

References add_item(), add_item_with_name(), add_item_with_socket_type_and_name(), bNodeLink::fromsock, get_socket_identifier(), bNodeSocket::name, blender::bke::node_find_socket(), SOCK_IN, SOCK_OUT, bNodeLink::tosock, bNodeSocket::type, and blender::nodes::update_node_declaration_and_sockets().

Referenced by try_add_item_via_any_extend_socket().