39 bool in_active_group_;
58 Node(
bNode *editor_node,
bool create_sockets =
true);
74 return editor_node_tree_;
94 editor_node_tree_ = nodetree;
131 in_active_group_ = value;
142 return in_active_group_;
158 instance_key_ = instance_key;
162 return instance_key_;
216 return editor_socket_;
258 return editor_socket_;
Overall context of the compositor.
NodeOutput are sockets that can send data/input.
void get_editor_value_vector(float *value)
NodeOutput(Node *node, bNodeSocket *b_socket, DataType datatype)
bNodeSocket * get_bnode_socket() const
void get_editor_value_color(float *value)
DataType get_data_type() const
float get_editor_value_float()
NodeOutput * get_output_socket(unsigned int index=0) const
void add_output_socket(DataType datatype)
add an NodeOutput to the collection of output-sockets
void set_instance_key(bNodeInstanceKey instance_key)
bNodeTree * get_bnodetree() const
get the reference to the SDNA bNodeTree struct
bNodeInstanceKey get_instance_key() const
void set_bnode(bNode *node)
set the reference to the bNode
const Vector< NodeInput * > & get_input_sockets() const
get access to the vector of input sockets
bNode * get_bnode() const
get the reference to the SDNA bNode struct
NodeInput * get_input_socket(unsigned int index) const
void add_input_socket(DataType datatype)
add an NodeInput to the collection of input-sockets
bool is_in_active_group() const
Is this node part of the active group the active group is the group that is currently being edited....
const Vector< NodeOutput * > & get_output_sockets() const
get access to the vector of input sockets
void set_bnodetree(bNodeTree *nodetree)
set the reference to the bNodeTree
bNodeSocket * get_editor_output_socket(int editor_node_output_socket_index)
Vector< NodeInput * > inputs_
the list of actual input-sockets
Node(bNode *editor_node, bool create_sockets=true)
Vector< NodeOutput * > outputs_
the list of actual output-sockets
void set_is_in_active_group(bool value)
Is this node in the active group (the group that is being edited)
bNodeSocket * get_editor_input_socket(int editor_node_input_socket_index)
virtual void convert_to_operations(NodeConverter &converter, const CompositorContext &context) const =0
convert node to operation
DataType
possible data types for sockets