set(INC
.
+ ../blenfont
../blenkernel
../blenlib
../blenloader
incs += ' ../render/extern/include ../makesrna '
incs += ' ../imbuf ../avi '
incs += ' ../blenloader'
-incs += ' ../blenkernel ../renderconverter '
+incs += ' ../blenfont ../blenkernel ../renderconverter '
incs += ' ../gpu #/extern/glew/include '
incs += ' ' + env['BF_OPENGL_INC']
#include "BLI_listbase.h"
#include "BLI_threads.h"
+#include "BLF_translation.h"
+
#include "BKE_animsys.h"
#include "BKE_colortools.h"
#include "BKE_fcurve.h"
static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
{
- func(calldata, NODE_CLASS_INPUT, "Input");
- func(calldata, NODE_CLASS_OUTPUT, "Output");
- func(calldata, NODE_CLASS_OP_COLOR, "Color");
- func(calldata, NODE_CLASS_OP_VECTOR, "Vector");
- func(calldata, NODE_CLASS_OP_FILTER, "Filter");
- func(calldata, NODE_CLASS_CONVERTOR, "Convertor");
- func(calldata, NODE_CLASS_MATTE, "Matte");
- func(calldata, NODE_CLASS_DISTORT, "Distort");
- func(calldata, NODE_CLASS_GROUP, "Group");
- func(calldata, NODE_CLASS_LAYOUT, "Layout");
+ func(calldata, NODE_CLASS_INPUT, IFACE_("Input"));
+ func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output"));
+ func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color"));
+ func(calldata, NODE_CLASS_OP_VECTOR, IFACE_("Vector"));
+ func(calldata, NODE_CLASS_OP_FILTER, IFACE_("Filter"));
+ func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor"));
+ func(calldata, NODE_CLASS_MATTE, IFACE_("Matte"));
+ func(calldata, NODE_CLASS_DISTORT, IFACE_("Distort"));
+ func(calldata, NODE_CLASS_GROUP, IFACE_("Group"));
+ func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout"));
}
static void free_node_cache(bNodeTree *UNUSED(ntree), bNode *node)
#include "BLI_threads.h"
#include "BLI_utildefines.h"
+#include "BLF_translation.h"
+
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_node.h"
static void foreach_nodeclass(Scene *scene, void *calldata, bNodeClassCallback func)
{
- func(calldata, NODE_CLASS_INPUT, "Input");
- func(calldata, NODE_CLASS_OUTPUT, "Output");
+ func(calldata, NODE_CLASS_INPUT, IFACE_("Input"));
+ func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output"));
if(scene_use_new_shading_nodes(scene)) {
- func(calldata, NODE_CLASS_SHADER, "Shader");
- func(calldata, NODE_CLASS_TEXTURE, "Texture");
+ func(calldata, NODE_CLASS_SHADER, IFACE_("Shader"));
+ func(calldata, NODE_CLASS_TEXTURE, IFACE_("Texture"));
}
- func(calldata, NODE_CLASS_OP_COLOR, "Color");
- func(calldata, NODE_CLASS_OP_VECTOR, "Vector");
- func(calldata, NODE_CLASS_CONVERTOR, "Convertor");
- func(calldata, NODE_CLASS_GROUP, "Group");
- func(calldata, NODE_CLASS_LAYOUT, "Layout");
+ func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color"));
+ func(calldata, NODE_CLASS_OP_VECTOR, IFACE_("Vector"));
+ func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor"));
+ func(calldata, NODE_CLASS_GROUP, IFACE_("Group"));
+ func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout"));
}
static void local_sync(bNodeTree *localtree, bNodeTree *ntree)
#include "BLI_threads.h"
#include "BLI_utildefines.h"
+#include "BLF_translation.h"
+
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_node.h"
static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
{
- func(calldata, NODE_CLASS_INPUT, "Input");
- func(calldata, NODE_CLASS_OUTPUT, "Output");
- func(calldata, NODE_CLASS_OP_COLOR, "Color");
- func(calldata, NODE_CLASS_PATTERN, "Patterns");
- func(calldata, NODE_CLASS_TEXTURE, "Textures");
- func(calldata, NODE_CLASS_CONVERTOR, "Convertor");
- func(calldata, NODE_CLASS_DISTORT, "Distort");
- func(calldata, NODE_CLASS_GROUP, "Group");
- func(calldata, NODE_CLASS_LAYOUT, "Layout");
+ func(calldata, NODE_CLASS_INPUT, IFACE_("Input"));
+ func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output"));
+ func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color"));
+ func(calldata, NODE_CLASS_PATTERN, IFACE_("Patterns"));
+ func(calldata, NODE_CLASS_TEXTURE, IFACE_("Textures"));
+ func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor"));
+ func(calldata, NODE_CLASS_DISTORT, IFACE_("Distort"));
+ func(calldata, NODE_CLASS_GROUP, IFACE_("Group"));
+ func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout"));
}
static void local_sync(bNodeTree *localtree, bNodeTree *ntree)