Files
test/scripts/startup/bl_ui/node_add_menu.py
Pablo Vazquez 9db4c0ca4b Shading Nodes: Refactor Add menu
Refactor the Add menu in Shading nodes, with manually created menus,
inspired by Geometry Nodes and more recently the Compositor.

Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Shading
node group assets are also populated in the menus.

This is the first part of the re-organization of the Add menu,
part of #111746

Pull Request: https://projects.blender.org/blender/blender/pulls/111798
2023-09-01 20:46:12 +02:00

97 lines
3.0 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):
"""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 == True or poll == 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)
props.type = node_type
props.use_transform = True
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")
if node_tree:
from nodeitems_builtins import node_tree_group_type
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
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]" % 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_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
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)