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