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
97 lines
3.0 KiB
Python
97 lines
3.0 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):
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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 == True or poll == 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)
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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 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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if node_tree:
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from nodeitems_builtins import node_tree_group_type
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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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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]" % 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_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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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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