Files
test/scripts/startup/bl_ui/node_add_menu.py
Jacques Lucke d9317046b2 Nodes: initialize node name from group name
Previously, when adding a group node it was always called `Group`. This is not
particularly useful. Also it's inconsistent with many other places like adding
modifiers where the name of the modifier depends on what modifier is added.

Now, newly added group node will have the same name as the group that it calls.
Node names still have to be unique though, so e.g. `.001` is still added.

Pull Request: https://projects.blender.org/blender/blender/pulls/139093
2025-05-19 15:39:44 +02:00

181 lines
6.1 KiB
Python

# SPDX-FileCopyrightText: 2022-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu
from bl_ui import node_add_menu
from bpy.app.translations import (
pgettext_iface as iface_,
contexts as i18n_contexts,
)
def add_node_type(layout, node_type, *, label=None, poll=None, search_weight=0.0):
"""Add a node type to a menu."""
bl_rna = bpy.types.Node.bl_rna_get_subclass(node_type)
if not label:
label = bl_rna.name if bl_rna else iface_("Unknown")
if poll is True or poll is None:
translation_context = bl_rna.translation_context if bl_rna else i18n_contexts.default
props = layout.operator("node.add_node", text=label, text_ctxt=translation_context, search_weight=search_weight)
props.type = node_type
props.use_transform = True
return props
def add_node_type_with_subnames(context, layout, node_type, subnames, *, label=None, search_weight=0.0):
bl_rna = bpy.types.Node.bl_rna_get_subclass(node_type)
if not label:
label = bl_rna.name if bl_rna else "Unknown"
props = []
props.append(add_node_type(layout, node_type, label=label, search_weight=search_weight))
if getattr(context, "is_menu_search", False):
for subname in subnames:
sublabel = "{}{}".format(iface_(label), iface_(subname))
props.append(add_node_type(layout, node_type, label=sublabel, search_weight=search_weight))
return props
def draw_node_group_add_menu(context, layout):
"""Add items to the layout used for interacting with node groups."""
space_node = context.space_data
node_tree = space_node.edit_tree
all_node_groups = context.blend_data.node_groups
if node_tree in all_node_groups.values():
layout.separator()
add_node_type(layout, "NodeGroupInput")
add_node_type(layout, "NodeGroupOutput")
add_empty_group(layout)
if node_tree:
from nodeitems_builtins import node_tree_group_type
prefs = bpy.context.preferences
show_hidden = prefs.filepaths.show_hidden_files_datablocks
groups = [
group for group in context.blend_data.node_groups
if (group.bl_idname == node_tree.bl_idname and
not group.contains_tree(node_tree) and
(show_hidden or not group.name.startswith('.')))
]
if groups:
layout.separator()
for group in groups:
props = add_node_type(layout, node_tree_group_type[group.bl_idname], label=group.name)
ops = props.settings.add()
ops.name = "node_tree"
ops.value = "bpy.data.node_groups[{!r}]".format(group.name)
ops = props.settings.add()
ops.name = "width"
ops.value = repr(group.default_group_node_width)
ops = props.settings.add()
ops.name = "name"
ops.value = repr(group.name)
def draw_assets_for_catalog(layout, catalog_path):
layout.template_node_asset_menu_items(catalog_path=catalog_path)
def draw_root_assets(layout):
layout.menu_contents("NODE_MT_node_add_root_catalogs")
def add_node_type_with_searchable_enum(context, layout, node_idname, property_name, search_weight=0.0):
add_node_type(layout, node_idname, search_weight=search_weight)
if getattr(context, "is_menu_search", False):
node_type = getattr(bpy.types, node_idname)
for item in node_type.bl_rna.properties[property_name].enum_items_static:
props = add_node_type(
layout,
node_idname,
label=node_type.bl_rna.name +
"" +
item.name,
search_weight=search_weight)
prop = props.settings.add()
prop.name = property_name
prop.value = repr(item.identifier)
def add_color_mix_node(context, layout):
label = iface_("Mix Color")
props = node_add_menu.add_node_type(layout, "ShaderNodeMix", label=label)
ops = props.settings.add()
ops.name = "data_type"
ops.value = "'RGBA'"
if getattr(context, "is_menu_search", False):
for item in bpy.types.ShaderNodeMix.bl_rna.properties["blend_type"].enum_items_static:
props = node_add_menu.add_node_type(layout, "ShaderNodeMix", label=label + "" + item.name)
prop = props.settings.add()
prop.name = "data_type"
prop.value = "'RGBA'"
prop = props.settings.add()
prop.name = "blend_type"
prop.value = repr(item.identifier)
def add_simulation_zone(layout, label):
"""Add simulation zone to a menu."""
props = layout.operator("node.add_simulation_zone", text=label, text_ctxt=i18n_contexts.default)
props.use_transform = True
return props
def add_repeat_zone(layout, label):
props = layout.operator("node.add_repeat_zone", text=label, text_ctxt=i18n_contexts.default)
props.use_transform = True
return props
def add_foreach_geometry_element_zone(layout, label):
props = layout.operator(
"node.add_foreach_geometry_element_zone",
text=label,
text_ctxt=i18n_contexts.default,
)
props.use_transform = True
return props
def add_closure_zone(layout, label):
props = layout.operator(
"node.add_closure_zone", text=label, text_ctxt=i18n_contexts.default)
props.use_transform = True
return props
def add_empty_group(layout):
props = layout.operator("node.add_empty_group", text="New Group", text_ctxt=i18n_contexts.default)
props.use_transform = True
return props
class NODE_MT_category_layout(Menu):
bl_idname = "NODE_MT_category_layout"
bl_label = "Layout"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "NodeFrame")
node_add_menu.add_node_type(layout, "NodeReroute")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
classes = (
NODE_MT_category_layout,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)