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test/source/blender/editors/space_node/node_templates.cc

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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.
*/
/** \file
* \ingroup edinterface
*/
#include <cstdlib>
#include <cstring>
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "DNA_screen_types.h"
#include "BLI_array.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_vector.hh"
#include "BLT_translation.h"
#include "BKE_context.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "RNA_access.h"
#include "NOD_socket.h"
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#include "../interface/interface_intern.h" /* XXX bad level */
#include "UI_interface.h"
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#include "ED_node.h" /* own include */
#include "node_intern.h"
#include "ED_undo.h"
/************************* Node Socket Manipulation **************************/
/* describes an instance of a node type and a specific socket to link */
struct NodeLinkItem {
int socket_index; /* index for linking */
int socket_type; /* socket type for compatibility check */
const char *socket_name; /* ui label of the socket */
const char *node_name; /* ui label of the node */
/* extra settings */
bNodeTree *ngroup; /* group node tree */
};
/* Compare an existing node to a link item to see if it can be reused.
* item must be for the same node type!
* XXX should become a node type callback
*/
static bool node_link_item_compare(bNode *node, NodeLinkItem *item)
{
if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP)) {
return (node->id == (ID *)item->ngroup);
}
return true;
}
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static void node_link_item_apply(Main *bmain, bNode *node, NodeLinkItem *item)
{
if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP)) {
node->id = (ID *)item->ngroup;
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ntreeUpdateTree(bmain, item->ngroup);
}
else {
/* nothing to do for now */
}
if (node->id) {
id_us_plus(node->id);
}
}
static void node_tag_recursive(bNode *node)
{
bNodeSocket *input;
if (!node || (node->flag & NODE_TEST)) {
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return; /* in case of cycles */
}
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node->flag |= NODE_TEST;
for (input = (bNodeSocket *)node->inputs.first; input; input = input->next) {
if (input->link) {
node_tag_recursive(input->link->fromnode);
}
}
}
static void node_clear_recursive(bNode *node)
{
bNodeSocket *input;
if (!node || !(node->flag & NODE_TEST)) {
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return; /* in case of cycles */
}
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node->flag &= ~NODE_TEST;
for (input = (bNodeSocket *)node->inputs.first; input; input = input->next) {
if (input->link) {
node_clear_recursive(input->link->fromnode);
}
}
}
static void node_remove_linked(Main *bmain, bNodeTree *ntree, bNode *rem_node)
{
bNode *node, *next;
bNodeSocket *sock;
if (!rem_node) {
return;
}
/* tag linked nodes to be removed */
for (node = (bNode *)ntree->nodes.first; node; node = node->next) {
node->flag &= ~NODE_TEST;
}
node_tag_recursive(rem_node);
/* clear tags on nodes that are still used by other nodes */
for (node = (bNode *)ntree->nodes.first; node; node = node->next) {
if (!(node->flag & NODE_TEST)) {
for (sock = (bNodeSocket *)node->inputs.first; sock; sock = sock->next) {
if (sock->link && sock->link->fromnode != rem_node) {
node_clear_recursive(sock->link->fromnode);
}
}
}
}
/* remove nodes */
for (node = (bNode *)ntree->nodes.first; node; node = next) {
next = node->next;
if (node->flag & NODE_TEST) {
nodeRemoveNode(bmain, ntree, node, true);
}
}
}
/* disconnect socket from the node it is connected to */
static void node_socket_disconnect(Main *bmain,
bNodeTree *ntree,
bNode *node_to,
bNodeSocket *sock_to)
{
if (!sock_to->link) {
return;
}
nodeRemLink(ntree, sock_to->link);
sock_to->flag |= SOCK_COLLAPSED;
nodeUpdate(ntree, node_to);
ntreeUpdateTree(bmain, ntree);
ED_node_tag_update_nodetree(bmain, ntree, node_to);
}
/* remove all nodes connected to this socket, if they aren't connected to other nodes */
static void node_socket_remove(Main *bmain, bNodeTree *ntree, bNode *node_to, bNodeSocket *sock_to)
{
if (!sock_to->link) {
return;
}
node_remove_linked(bmain, ntree, sock_to->link->fromnode);
sock_to->flag |= SOCK_COLLAPSED;
nodeUpdate(ntree, node_to);
ntreeUpdateTree(bmain, ntree);
ED_node_tag_update_nodetree(bmain, ntree, node_to);
}
/* add new node connected to this socket, or replace an existing one */
static void node_socket_add_replace(const bContext *C,
bNodeTree *ntree,
bNode *node_to,
bNodeSocket *sock_to,
int type,
NodeLinkItem *item)
{
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Main *bmain = CTX_data_main(C);
bNode *node_from;
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bNodeSocket *sock_from_tmp;
bNode *node_prev = nullptr;
/* unlink existing node */
if (sock_to->link) {
node_prev = sock_to->link->fromnode;
nodeRemLink(ntree, sock_to->link);
}
/* find existing node that we can use */
for (node_from = (bNode *)ntree->nodes.first; node_from; node_from = node_from->next) {
if (node_from->type == type) {
break;
}
}
if (node_from) {
if (node_from->inputs.first || node_from->typeinfo->draw_buttons ||
node_from->typeinfo->draw_buttons_ex) {
node_from = nullptr;
}
}
if (node_prev && node_prev->type == type && node_link_item_compare(node_prev, item)) {
/* keep the previous node if it's the same type */
node_from = node_prev;
}
else if (!node_from) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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node_from = nodeAddStaticNode(C, ntree, type);
if (node_prev != nullptr) {
/* If we're replacing existing node, use its location. */
node_from->locx = node_prev->locx;
node_from->locy = node_prev->locy;
node_from->offsetx = node_prev->offsetx;
node_from->offsety = node_prev->offsety;
}
else {
sock_from_tmp = (bNodeSocket *)BLI_findlink(&node_from->outputs, item->socket_index);
nodePositionRelative(node_from, node_to, sock_from_tmp, sock_to);
}
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node_link_item_apply(bmain, node_from, item);
}
nodeSetActive(ntree, node_from);
/* add link */
sock_from_tmp = (bNodeSocket *)BLI_findlink(&node_from->outputs, item->socket_index);
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nodeAddLink(ntree, node_from, sock_from_tmp, node_to, sock_to);
sock_to->flag &= ~SOCK_COLLAPSED;
/* copy input sockets from previous node */
if (node_prev && node_from != node_prev) {
bNodeSocket *sock_prev, *sock_from;
for (sock_prev = (bNodeSocket *)node_prev->inputs.first; sock_prev;
sock_prev = sock_prev->next) {
for (sock_from = (bNodeSocket *)node_from->inputs.first; sock_from;
sock_from = sock_from->next) {
Nodes: Support storing socket link limits in bNodeSocketType Currently the link limit of sockets is stored in bNodeSocket->limit. This allows for a lot of flexibility, but is also very redundant. In every case I've had to deal with so far, it would have "more correct" to set the link limit per socket type and not per socket. I did not enforce this constraint yet, because the link limit is exposed in the Python API, which I did not want to break here. In the future it might even make sense to only support only three kinds of link limits: a) no links, b) at most one link, c) an arbitrary number links links. The other link limits usually don't work well with tools (e.g. which link should be removed when a new one is connected?) and is not used in practice. However, that is for another day. Eventually, I would like to get rid of bNodeSocket->limit completely and replace it either with fixed link limits or a callback in bNodeSocketType. This patch consists of three parts: **1. Support defining link limit in socket type** This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to hide where the link limit of a socket is defined. **2. Define link limits for builtin sockets on socket type** Data sockets: one input, many outputs Virtual sockets: one input, one output Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known) **3. Remove `bNodeSocketTemplate->limit`** This wasn't used anymore after the second commit. Removing it simplifies socket definitions in hundreds of places and removes a lot of redundancy. Differential Revision: https://developer.blender.org/D7038 Reviewers: brecht
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if (nodeCountSocketLinks(ntree, sock_from) >= nodeSocketLinkLimit(sock_from)) {
continue;
}
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if (STREQ(sock_prev->name, sock_from->name) && sock_prev->type == sock_from->type) {
bNodeLink *link = sock_prev->link;
if (link && link->fromnode) {
nodeAddLink(ntree, link->fromnode, link->fromsock, node_from, sock_from);
nodeRemLink(ntree, link);
}
node_socket_copy_default_value(sock_from, sock_prev);
}
}
}
/* also preserve mapping for texture nodes */
if (node_from->typeinfo->nclass == NODE_CLASS_TEXTURE &&
node_prev->typeinfo->nclass == NODE_CLASS_TEXTURE &&
/* White noise texture node does not have NodeTexBase. */
node_from->storage != nullptr && node_prev->storage != nullptr) {
memcpy(node_from->storage, node_prev->storage, sizeof(NodeTexBase));
}
/* remove node */
node_remove_linked(bmain, ntree, node_prev);
}
nodeUpdate(ntree, node_from);
nodeUpdate(ntree, node_to);
ntreeUpdateTree(CTX_data_main(C), ntree);
ED_node_tag_update_nodetree(CTX_data_main(C), ntree, node_to);
}
/****************************** Node Link Menu *******************************/
// #define UI_NODE_LINK_ADD 0
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#define UI_NODE_LINK_DISCONNECT -1
#define UI_NODE_LINK_REMOVE -2
struct NodeLinkArg {
Main *bmain;
Scene *scene;
bNodeTree *ntree;
bNode *node;
bNodeSocket *sock;
bNodeType *node_type;
NodeLinkItem item;
uiLayout *layout;
};
static void ui_node_link_items(NodeLinkArg *arg,
int in_out,
NodeLinkItem **r_items,
int *r_totitems)
{
/* XXX this should become a callback for node types! */
NodeLinkItem *items = nullptr;
int totitems = 0;
if (arg->node_type->type == NODE_GROUP) {
bNodeTree *ngroup;
int i;
for (ngroup = (bNodeTree *)arg->bmain->nodetrees.first; ngroup;
ngroup = (bNodeTree *)ngroup->id.next) {
const char *disabled_hint;
if ((ngroup->type != arg->ntree->type) ||
!nodeGroupPoll(arg->ntree, ngroup, &disabled_hint)) {
continue;
}
ListBase *lb = ((in_out == SOCK_IN) ? &ngroup->inputs : &ngroup->outputs);
totitems += BLI_listbase_count(lb);
}
if (totitems > 0) {
items = (NodeLinkItem *)MEM_callocN(sizeof(NodeLinkItem) * totitems, "ui node link items");
i = 0;
for (ngroup = (bNodeTree *)arg->bmain->nodetrees.first; ngroup;
ngroup = (bNodeTree *)ngroup->id.next) {
const char *disabled_hint;
if ((ngroup->type != arg->ntree->type) ||
!nodeGroupPoll(arg->ntree, ngroup, &disabled_hint)) {
continue;
}
ListBase *lb = (in_out == SOCK_IN ? &ngroup->inputs : &ngroup->outputs);
bNodeSocket *stemp;
int index;
for (stemp = (bNodeSocket *)lb->first, index = 0; stemp;
stemp = stemp->next, index++, i++) {
NodeLinkItem *item = &items[i];
item->socket_index = index;
/* NOTE: int stemp->type is not fully reliable, not used for node group
* interface sockets. use the typeinfo->type instead.
*/
item->socket_type = stemp->typeinfo->type;
item->socket_name = stemp->name;
item->node_name = ngroup->id.name + 2;
item->ngroup = ngroup;
}
}
}
}
else {
bNodeSocketTemplate *socket_templates = (in_out == SOCK_IN ? arg->node_type->inputs :
arg->node_type->outputs);
bNodeSocketTemplate *stemp;
int i;
for (stemp = socket_templates; stemp && stemp->type != -1; stemp++) {
totitems++;
}
if (totitems > 0) {
items = (NodeLinkItem *)MEM_callocN(sizeof(NodeLinkItem) * totitems, "ui node link items");
i = 0;
for (stemp = socket_templates; stemp && stemp->type != -1; stemp++, i++) {
NodeLinkItem *item = &items[i];
item->socket_index = i;
item->socket_type = stemp->type;
item->socket_name = stemp->name;
item->node_name = arg->node_type->ui_name;
}
}
}
*r_items = items;
*r_totitems = totitems;
}
static void ui_node_link(bContext *C, void *arg_p, void *event_p)
{
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NodeLinkArg *arg = (NodeLinkArg *)arg_p;
Main *bmain = arg->bmain;
bNode *node_to = arg->node;
bNodeSocket *sock_to = arg->sock;
bNodeTree *ntree = arg->ntree;
int event = POINTER_AS_INT(event_p);
if (event == UI_NODE_LINK_DISCONNECT) {
node_socket_disconnect(bmain, ntree, node_to, sock_to);
}
else if (event == UI_NODE_LINK_REMOVE) {
node_socket_remove(bmain, ntree, node_to, sock_to);
}
else {
node_socket_add_replace(C, ntree, node_to, sock_to, arg->node_type->type, &arg->item);
}
ED_undo_push(C, "Node input modify");
}
static void ui_node_sock_name(bNodeTree *ntree, bNodeSocket *sock, char name[UI_MAX_NAME_STR])
{
if (sock->link && sock->link->fromnode) {
bNode *node = sock->link->fromnode;
char node_name[UI_MAX_NAME_STR];
nodeLabel(ntree, node, node_name, sizeof(node_name));
if (BLI_listbase_is_empty(&node->inputs) && node->outputs.first != node->outputs.last) {
BLI_snprintf(
name, UI_MAX_NAME_STR, "%s | %s", IFACE_(node_name), IFACE_(sock->link->fromsock->name));
}
else {
BLI_strncpy(name, IFACE_(node_name), UI_MAX_NAME_STR);
}
}
else if (sock->type == SOCK_SHADER) {
BLI_strncpy(name, IFACE_("None"), UI_MAX_NAME_STR);
}
else {
BLI_strncpy(name, IFACE_("Default"), UI_MAX_NAME_STR);
}
}
static int ui_compatible_sockets(int typeA, int typeB)
{
return (typeA == typeB);
}
static int ui_node_item_name_compare(const void *a, const void *b)
{
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const bNodeType *type_a = *(const bNodeType **)a;
const bNodeType *type_b = *(const bNodeType **)b;
return BLI_strcasecmp_natural(type_a->ui_name, type_b->ui_name);
}
static bool ui_node_item_special_poll(const bNodeTree *UNUSED(ntree), const bNodeType *ntype)
{
if (STREQ(ntype->idname, "ShaderNodeUVAlongStroke")) {
/* TODO(sergey): Currently we don't have Freestyle nodes edited from
* the buttons context, so can ignore its nodes completely.
*
* However, we might want to do some extra checks here later.
*/
return false;
}
return true;
}
static void ui_node_menu_column(NodeLinkArg *arg, int nclass, const char *cname)
{
bNodeTree *ntree = arg->ntree;
bNodeSocket *sock = arg->sock;
uiLayout *layout = arg->layout;
uiLayout *column = nullptr;
uiBlock *block = uiLayoutGetBlock(layout);
uiBut *but;
NodeLinkArg *argN;
int first = 1;
/* generate array of node types sorted by UI name */
blender::Vector<bNodeType *> sorted_ntypes;
NODE_TYPES_BEGIN (ntype) {
const char *disabled_hint;
if (!(ntype->poll && ntype->poll(ntype, ntree, &disabled_hint))) {
continue;
}
if (ntype->nclass != nclass) {
continue;
}
if (!ui_node_item_special_poll(ntree, ntype)) {
continue;
}
sorted_ntypes.append(ntype);
}
NODE_TYPES_END;
qsort(
sorted_ntypes.data(), sorted_ntypes.size(), sizeof(bNodeType *), ui_node_item_name_compare);
/* generate UI */
for (int j = 0; j < sorted_ntypes.size(); j++) {
bNodeType *ntype = sorted_ntypes[j];
NodeLinkItem *items;
int totitems;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
char name[UI_MAX_NAME_STR];
const char *cur_node_name = nullptr;
2020-09-09 18:41:07 +02:00
int num = 0;
int icon = ICON_NONE;
arg->node_type = ntype;
ui_node_link_items(arg, SOCK_OUT, &items, &totitems);
2020-09-09 18:41:07 +02:00
for (int i = 0; i < totitems; i++) {
if (ui_compatible_sockets(items[i].socket_type, sock->type)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
num++;
}
}
2020-09-09 18:41:07 +02:00
for (int i = 0; i < totitems; i++) {
if (!ui_compatible_sockets(items[i].socket_type, sock->type)) {
continue;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (first) {
column = uiLayoutColumn(layout, false);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
UI_block_layout_set_current(block, column);
uiItemL(column, IFACE_(cname), ICON_NODE);
but = (uiBut *)block->buttons.last;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
first = 0;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (num > 1) {
if (!cur_node_name || !STREQ(cur_node_name, items[i].node_name)) {
cur_node_name = items[i].node_name;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/* XXX Do not use uiItemL here,
* it would add an empty icon as we are in a menu! */
uiDefBut(block,
UI_BTYPE_LABEL,
0,
IFACE_(cur_node_name),
0,
0,
UI_UNIT_X * 4,
UI_UNIT_Y,
nullptr,
0.0,
0.0,
0.0,
0.0,
"");
}
BLI_snprintf(name, UI_MAX_NAME_STR, "%s", IFACE_(items[i].socket_name));
icon = ICON_BLANK1;
}
else {
BLI_strncpy(name, IFACE_(items[i].node_name), UI_MAX_NAME_STR);
icon = ICON_NONE;
}
but = uiDefIconTextBut(block,
UI_BTYPE_BUT,
0,
icon,
name,
0,
0,
UI_UNIT_X * 4,
UI_UNIT_Y,
nullptr,
0.0,
0.0,
0.0,
0.0,
TIP_("Add node to input"));
argN = (NodeLinkArg *)MEM_dupallocN(arg);
argN->item = items[i];
UI_but_funcN_set(but, ui_node_link, argN, nullptr);
}
if (items) {
MEM_freeN(items);
}
}
}
static void node_menu_column_foreach_cb(void *calldata, int nclass, const char *name)
{
2012-07-01 09:54:44 +00:00
NodeLinkArg *arg = (NodeLinkArg *)calldata;
if (!ELEM(nclass, NODE_CLASS_GROUP, NODE_CLASS_LAYOUT)) {
ui_node_menu_column(arg, nclass, name);
}
}
static void ui_template_node_link_menu(bContext *C, uiLayout *layout, void *but_p)
{
2012-07-01 09:54:44 +00:00
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
uiBlock *block = uiLayoutGetBlock(layout);
2012-07-01 09:54:44 +00:00
uiBut *but = (uiBut *)but_p;
uiLayout *split, *column;
2012-07-01 09:54:44 +00:00
NodeLinkArg *arg = (NodeLinkArg *)but->func_argN;
bNodeSocket *sock = arg->sock;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
bNodeTreeType *ntreetype = arg->ntree->typeinfo;
UI_block_flag_enable(block, UI_BLOCK_NO_FLIP | UI_BLOCK_IS_FLIP);
UI_block_layout_set_current(block, layout);
split = uiLayoutSplit(layout, 0.0f, false);
2012-07-01 09:54:44 +00:00
arg->bmain = bmain;
arg->scene = scene;
arg->layout = split;
if (ntreetype && ntreetype->foreach_nodeclass) {
ntreetype->foreach_nodeclass(scene, arg, node_menu_column_foreach_cb);
}
column = uiLayoutColumn(split, false);
UI_block_layout_set_current(block, column);
if (sock->link) {
uiItemL(column, IFACE_("Link"), ICON_NONE);
but = (uiBut *)block->buttons.last;
but->drawflag = UI_BUT_TEXT_LEFT;
but = uiDefBut(block,
UI_BTYPE_BUT,
0,
IFACE_("Remove"),
0,
0,
UI_UNIT_X * 4,
UI_UNIT_Y,
nullptr,
2012-07-01 09:54:44 +00:00
0.0,
0.0,
0.0,
0.0,
TIP_("Remove nodes connected to the input"));
UI_but_funcN_set(but, ui_node_link, MEM_dupallocN(arg), POINTER_FROM_INT(UI_NODE_LINK_REMOVE));
but = uiDefBut(block,
UI_BTYPE_BUT,
0,
IFACE_("Disconnect"),
0,
0,
UI_UNIT_X * 4,
UI_UNIT_Y,
nullptr,
2012-07-01 09:54:44 +00:00
0.0,
0.0,
0.0,
0.0,
TIP_("Disconnect nodes connected to the input"));
UI_but_funcN_set(
but, ui_node_link, MEM_dupallocN(arg), POINTER_FROM_INT(UI_NODE_LINK_DISCONNECT));
}
ui_node_menu_column(arg, NODE_CLASS_GROUP, N_("Group"));
}
void uiTemplateNodeLink(
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input)
{
uiBlock *block = uiLayoutGetBlock(layout);
NodeLinkArg *arg;
uiBut *but;
float socket_col[4];
arg = (NodeLinkArg *)MEM_callocN(sizeof(NodeLinkArg), "NodeLinkArg");
arg->ntree = ntree;
arg->node = node;
arg->sock = input;
PointerRNA node_ptr;
RNA_pointer_create((ID *)ntree, &RNA_Node, node, &node_ptr);
node_socket_color_get(C, ntree, &node_ptr, input, socket_col);
UI_block_layout_set_current(block, layout);
if (input->link || input->type == SOCK_SHADER || (input->flag & SOCK_HIDE_VALUE)) {
char name[UI_MAX_NAME_STR];
ui_node_sock_name(ntree, input, name);
2012-07-01 09:54:44 +00:00
but = uiDefMenuBut(
block, ui_template_node_link_menu, nullptr, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y, "");
}
else {
but = uiDefIconMenuBut(
block, ui_template_node_link_menu, nullptr, ICON_NONE, 0, 0, UI_UNIT_X, UI_UNIT_Y, "");
}
UI_but_type_set_menu_from_pulldown(but);
UI_but_node_link_set(but, input, socket_col);
UI_but_drawflag_enable(but, UI_BUT_ICON_LEFT);
2012-07-01 09:54:44 +00:00
but->poin = (char *)but;
but->func_argN = arg;
if (input->link && input->link->fromnode) {
if (input->link->fromnode->flag & NODE_ACTIVE_TEXTURE) {
but->flag |= UI_BUT_NODE_ACTIVE;
}
}
}
/**************************** Node Tree Layout *******************************/
static void ui_node_draw_input(
2012-07-01 09:54:44 +00:00
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input, int depth);
static void ui_node_draw_node(
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, int depth)
{
bNodeSocket *input;
PointerRNA nodeptr;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
if (node->typeinfo->draw_buttons) {
if (node->type != NODE_GROUP) {
uiLayoutSetPropSep(layout, true);
node->typeinfo->draw_buttons(layout, C, &nodeptr);
}
}
for (input = (bNodeSocket *)node->inputs.first; input; input = input->next) {
2012-07-01 09:54:44 +00:00
ui_node_draw_input(layout, C, ntree, node, input, depth + 1);
}
}
static void ui_node_draw_input(
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input, int depth)
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
PointerRNA inputptr, nodeptr;
uiBlock *block = uiLayoutGetBlock(layout);
uiLayout *row = nullptr;
bNode *lnode;
bool dependency_loop;
if (input->flag & SOCK_UNAVAIL) {
return;
}
/* to avoid eternal loops on cyclic dependencies */
node->flag |= NODE_TEST;
lnode = (input->link) ? input->link->fromnode : nullptr;
dependency_loop = (lnode && (lnode->flag & NODE_TEST));
if (dependency_loop) {
lnode = nullptr;
}
/* socket RNA pointer */
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, input, &inputptr);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
row = uiLayoutRow(layout, true);
/* Decorations are added manually here. */
uiLayoutSetPropDecorate(row, false);
uiPropertySplitWrapper split_wrapper = uiItemPropertySplitWrapperCreate(row);
/* Empty decorator item for alignment. */
bool add_dummy_decorator = false;
{
uiLayout *sub = uiLayoutRow(split_wrapper.label_column, true);
if (depth > 0) {
UI_block_emboss_set(block, UI_EMBOSS_NONE);
if (lnode &&
(lnode->inputs.first || (lnode->typeinfo->draw_buttons && lnode->type != NODE_GROUP))) {
int icon = (input->flag & SOCK_COLLAPSED) ? ICON_DISCLOSURE_TRI_RIGHT :
ICON_DISCLOSURE_TRI_DOWN;
uiItemR(sub, &inputptr, "show_expanded", UI_ITEM_R_ICON_ONLY, "", icon);
}
UI_block_emboss_set(block, UI_EMBOSS);
}
sub = uiLayoutRow(sub, true);
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_RIGHT);
uiItemL(sub, IFACE_(input->name), ICON_NONE);
}
if (dependency_loop) {
uiItemL(row, IFACE_("Dependency Loop"), ICON_ERROR);
add_dummy_decorator = true;
}
else if (lnode) {
/* input linked to a node */
uiTemplateNodeLink(row, C, ntree, node, input);
add_dummy_decorator = true;
if (depth == 0 || !(input->flag & SOCK_COLLAPSED)) {
if (depth == 0) {
uiItemS(layout);
}
ui_node_draw_node(layout, C, ntree, lnode, depth);
}
}
else {
row = uiLayoutRow(row, true);
uiTemplateNodeLink(row, C, ntree, node, input);
if (input->flag & SOCK_HIDE_VALUE) {
add_dummy_decorator = true;
}
/* input not linked, show value */
else {
uiLayout *sub = row;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
switch (input->type) {
case SOCK_VECTOR:
if (input->type == SOCK_VECTOR) {
uiItemS(row);
sub = uiLayoutColumn(row, true);
}
ATTR_FALLTHROUGH;
case SOCK_FLOAT:
case SOCK_INT:
case SOCK_BOOLEAN:
case SOCK_RGBA:
uiItemR(sub, &inputptr, "default_value", 0, "", ICON_NONE);
uiItemDecoratorR(
split_wrapper.decorate_column, &inputptr, "default_value", RNA_NO_INDEX);
break;
case SOCK_STRING: {
const bNodeTree *node_tree = (const bNodeTree *)nodeptr.owner_id;
SpaceNode *snode = CTX_wm_space_node(C);
if (node_tree->type == NTREE_GEOMETRY && snode != nullptr) {
/* Only add the attribute search in the node editor, in other places there is not
* enough context. */
node_geometry_add_attribute_search_button(C, node_tree, node, &inputptr, row);
}
else {
uiItemR(sub, &inputptr, "default_value", 0, "", ICON_NONE);
}
uiItemDecoratorR(
split_wrapper.decorate_column, &inputptr, "default_value", RNA_NO_INDEX);
break;
}
default:
add_dummy_decorator = true;
}
}
}
if (add_dummy_decorator) {
uiItemDecoratorR(split_wrapper.decorate_column, nullptr, nullptr, 0);
}
/* clear */
node->flag &= ~NODE_TEST;
}
void uiTemplateNodeView(
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input)
{
bNode *tnode;
if (!ntree) {
return;
}
/* clear for cycle check */
for (tnode = (bNode *)ntree->nodes.first; tnode; tnode = tnode->next) {
tnode->flag &= ~NODE_TEST;
}
if (input) {
ui_node_draw_input(layout, C, ntree, node, input, 0);
}
else {
ui_node_draw_node(layout, C, ntree, node, 0);
}
}