Files
test/source/blender/editors/space_node/node_templates.cc
Jacques Lucke 38813a7441 Nodes: unify static and dynamic declarations
This helps solving the problem encountered in #113553. The problem is that we
currently can't support link-drag-search for nodes which have a dynamic declaration.

With this patch, there is only a single `declare` function per node type, instead of
the separate `declare` and `declare_dynamic` functions. The new `declare` function
has access to the node and tree. However, both are allowed to be null. The final
node declaration has a flag for whether it depends on the node context or not.

Nodes that previously had a dynamic declaration should now create as much of
the declaration as possible that does not depend on the node. This allows code
like for link-drag-search to take those sockets into account even if the other
sockets are dynamic.

For node declarations that have dynamic types (e.g. Switch node), we can also
add extra information to the static node declaration, like the identifier of the socket
with the dynamic type. This is not part of this patch though.

I can think of two main alternatives to the approach implemented here:
* Define two separate functions for dynamic nodes. One that creates the "static
  declaration" without node context, and on that creates the actual declaration with
  node context.
* Have a single declare function that generates "build instructions" for the actual
  node declaration. So instead of building the final declaration directly, one can for
  example add a socket whose type depends on a specific rna path in the node.
  The actual node declaration is then automatically generated based on the build
  instructions. This becomes quite a bit more tricky with dynamic amounts of sockets
  and introduces another indirection between declarations and what sockets the node
  actually has.

I found the approach implemented in this patch to lead to the least amount of
boilerplate (doesn't require a seperate "build instructions" data structure) and code
duplication (socket properties are still only defined in one place). At the same time,
it offers more flexibility to how nodes can be dynamic.

Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00

1037 lines
31 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include <cstdlib>
#include <cstring>
#include <optional>
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "DNA_screen_types.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_string_utf8.h"
#include "BLI_vector.hh"
#include "BLT_translation.h"
#include "BKE_context.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_node_runtime.hh"
#include "BKE_node_tree_interface.hh"
#include "BKE_node_tree_update.h"
#include "RNA_access.hh"
#include "RNA_prototypes.h"
#include "NOD_node_declaration.hh"
#include "NOD_socket.hh"
#include "NOD_socket_declarations.hh"
#include "../interface/interface_intern.hh" /* XXX bad level */
#include "UI_interface.hh"
#include "ED_node.hh" /* own include */
#include "node_intern.hh"
#include "ED_undo.hh"
#include "WM_api.hh"
using blender::nodes::NodeDeclaration;
namespace blender::ed::space_node {
/************************* Node Socket Manipulation **************************/
/* describes an instance of a node type and a specific socket to link */
struct NodeLinkItem {
int socket_index = -1; /* index for linking */
int socket_type = SOCK_CUSTOM; /* socket type for compatibility check */
const char *socket_name = nullptr; /* ui label of the socket */
const char *node_name = nullptr; /* ui label of the node */
/* extra settings */
bNodeTree *ngroup = nullptr; /* 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;
}
static void node_link_item_apply(bNodeTree *ntree, bNode *node, NodeLinkItem *item)
{
if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP)) {
node->id = (ID *)item->ngroup;
BKE_ntree_update_tag_node_property(ntree, node);
}
else {
/* nothing to do for now */
}
if (node->id) {
id_us_plus(node->id);
}
}
static void node_tag_recursive(bNode *node)
{
if (!node || (node->flag & NODE_TEST)) {
return; /* in case of cycles */
}
node->flag |= NODE_TEST;
LISTBASE_FOREACH (bNodeSocket *, input, &node->inputs) {
if (input->link) {
node_tag_recursive(input->link->fromnode);
}
}
}
static void node_clear_recursive(bNode *node)
{
if (!node || !(node->flag & NODE_TEST)) {
return; /* in case of cycles */
}
node->flag &= ~NODE_TEST;
LISTBASE_FOREACH (bNodeSocket *, input, &node->inputs) {
if (input->link) {
node_clear_recursive(input->link->fromnode);
}
}
}
static void node_remove_linked(Main *bmain, bNodeTree *ntree, bNode *rem_node)
{
bNode *node, *next;
if (!rem_node) {
return;
}
/* tag linked nodes to be removed */
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
node->flag &= ~NODE_TEST;
}
node_tag_recursive(rem_node);
/* clear tags on nodes that are still used by other nodes */
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (!(node->flag & NODE_TEST)) {
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
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;
BKE_ntree_update_tag_node_property(ntree, node_to);
ED_node_tree_propagate_change(nullptr, bmain, ntree);
}
/* 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;
BKE_ntree_update_tag_node_property(ntree, node_to);
ED_node_tree_propagate_change(nullptr, bmain, ntree);
}
/* 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)
{
Main *bmain = CTX_data_main(C);
bNode *node_from;
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) {
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);
bke::nodePositionRelative(node_from, node_to, sock_from_tmp, sock_to);
}
node_link_item_apply(ntree, node_from, item);
ED_node_tree_propagate_change(C, bmain, ntree);
}
nodeSetActive(ntree, node_from);
/* add link */
sock_from_tmp = (bNodeSocket *)BLI_findlink(&node_from->outputs, item->socket_index);
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) {
LISTBASE_FOREACH (bNodeSocket *, sock_prev, &node_prev->inputs) {
LISTBASE_FOREACH (bNodeSocket *, sock_from, &node_from->inputs) {
if (nodeCountSocketLinks(ntree, sock_from) >= nodeSocketLinkLimit(sock_from)) {
continue;
}
if (STREQ(sock_prev->identifier, sock_from->identifier) &&
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);
}
BKE_ntree_update_tag_node_property(ntree, node_from);
BKE_ntree_update_tag_node_property(ntree, node_to);
ED_node_tree_propagate_change(nullptr, bmain, ntree);
}
/****************************** Node Link Menu *******************************/
// #define UI_NODE_LINK_ADD 0
#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 Vector<NodeLinkItem> ui_node_link_items(NodeLinkArg *arg,
int in_out,
std::optional<NodeDeclaration> &r_node_decl)
{
Vector<NodeLinkItem> items;
/* XXX this should become a callback for node types! */
if (arg->node_type->type == NODE_GROUP) {
bNodeTree *ngroup;
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;
}
}
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;
}
ngroup->ensure_interface_cache();
Span<bNodeTreeInterfaceSocket *> iosockets = (in_out == SOCK_IN ?
ngroup->interface_inputs() :
ngroup->interface_outputs());
for (const int index : iosockets.index_range()) {
bNodeTreeInterfaceSocket *iosock = iosockets[index];
NodeLinkItem item;
item.socket_index = index;
/* NOTE: int stemp->type is not fully reliable, not used for node group
* interface sockets. use the typeinfo->type instead.
*/
const bNodeSocketType *typeinfo = iosock->socket_typeinfo();
item.socket_type = typeinfo->type;
item.socket_name = iosock->name;
item.node_name = ngroup->id.name + 2;
item.ngroup = ngroup;
items.append(item);
}
}
}
else if (arg->node_type->declare != nullptr) {
using namespace blender;
using namespace blender::nodes;
r_node_decl.emplace(NodeDeclaration());
blender::nodes::build_node_declaration(*arg->node_type, *r_node_decl, nullptr, nullptr);
Span<SocketDeclaration *> socket_decls = (in_out == SOCK_IN) ? r_node_decl->inputs :
r_node_decl->outputs;
int index = 0;
for (const SocketDeclaration *socket_decl_ptr : socket_decls) {
const SocketDeclaration &socket_decl = *socket_decl_ptr;
NodeLinkItem item;
item.socket_index = index++;
if (dynamic_cast<const decl::Float *>(&socket_decl)) {
item.socket_type = SOCK_FLOAT;
}
else if (dynamic_cast<const decl::Int *>(&socket_decl)) {
item.socket_type = SOCK_INT;
}
else if (dynamic_cast<const decl::Bool *>(&socket_decl)) {
item.socket_type = SOCK_BOOLEAN;
}
else if (dynamic_cast<const decl::Vector *>(&socket_decl)) {
item.socket_type = SOCK_VECTOR;
}
else if (dynamic_cast<const decl::Color *>(&socket_decl)) {
item.socket_type = SOCK_RGBA;
}
else if (dynamic_cast<const decl::Rotation *>(&socket_decl)) {
item.socket_type = SOCK_ROTATION;
}
else if (dynamic_cast<const decl::String *>(&socket_decl)) {
item.socket_type = SOCK_STRING;
}
else if (dynamic_cast<const decl::Image *>(&socket_decl)) {
item.socket_type = SOCK_IMAGE;
}
else if (dynamic_cast<const decl::Texture *>(&socket_decl)) {
item.socket_type = SOCK_TEXTURE;
}
else if (dynamic_cast<const decl::Material *>(&socket_decl)) {
item.socket_type = SOCK_MATERIAL;
}
else if (dynamic_cast<const decl::Shader *>(&socket_decl)) {
item.socket_type = SOCK_SHADER;
}
else if (dynamic_cast<const decl::Collection *>(&socket_decl)) {
item.socket_type = SOCK_COLLECTION;
}
else if (dynamic_cast<const decl::Object *>(&socket_decl)) {
item.socket_type = SOCK_OBJECT;
}
else {
item.socket_type = SOCK_CUSTOM;
}
item.socket_name = socket_decl.name.c_str();
item.node_name = arg->node_type->ui_name;
items.append(item);
}
}
else {
bNodeSocketTemplate *socket_templates = (in_out == SOCK_IN ? arg->node_type->inputs :
arg->node_type->outputs);
bNodeSocketTemplate *stemp;
int i;
i = 0;
for (stemp = socket_templates; stemp && stemp->type != -1; stemp++, i++) {
NodeLinkItem item;
item.socket_index = i;
item.socket_type = stemp->type;
item.socket_name = stemp->name;
item.node_name = arg->node_type->ui_name;
items.append(item);
}
}
return items;
}
static void ui_node_link(bContext *C, void *arg_p, void *event_p)
{
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(const 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];
bke::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_utf8(name, IFACE_(node_name), UI_MAX_NAME_STR);
}
}
else if (sock->type == SOCK_SHADER) {
BLI_strncpy_utf8(name, IFACE_("None"), UI_MAX_NAME_STR);
}
else {
BLI_strncpy_utf8(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)
{
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 * /*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];
char name[UI_MAX_NAME_STR];
const char *cur_node_name = nullptr;
int num = 0;
int icon = ICON_NONE;
arg->node_type = ntype;
std::optional<blender::nodes::NodeDeclaration> node_decl;
Vector<NodeLinkItem> items = ui_node_link_items(arg, SOCK_OUT, node_decl);
for (const NodeLinkItem &item : items) {
if (ui_compatible_sockets(item.socket_type, sock->type)) {
num++;
}
}
for (const NodeLinkItem &item : items) {
if (!ui_compatible_sockets(item.socket_type, sock->type)) {
continue;
}
if (first) {
column = uiLayoutColumn(layout, false);
UI_block_layout_set_current(block, column);
uiItemL(column, IFACE_(cname), ICON_NODE);
but = (uiBut *)block->buttons.last;
first = 0;
}
if (num > 1) {
if (!cur_node_name || !STREQ(cur_node_name, item.node_name)) {
cur_node_name = item.node_name;
/* 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,
"");
}
SNPRINTF(name, "%s", IFACE_(item.socket_name));
icon = ICON_BLANK1;
}
else {
STRNCPY_UTF8(name, IFACE_(item.node_name));
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 = item;
UI_but_funcN_set(but, ui_node_link, argN, nullptr);
}
}
}
static void node_menu_column_foreach_cb(void *calldata, int nclass, const char *name)
{
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)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
uiBlock *block = uiLayoutGetBlock(layout);
uiBut *but = (uiBut *)but_p;
uiLayout *split, *column;
NodeLinkArg *arg = (NodeLinkArg *)but->func_argN;
bNodeSocket *sock = arg->sock;
bNodeTreeType *ntreetype = arg->ntree->typeinfo;
UI_block_layout_set_current(block, layout);
split = uiLayoutSplit(layout, 0.0f, false);
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,
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,
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"));
}
} // namespace blender::ed::space_node
void uiTemplateNodeLink(
uiLayout *layout, bContext * /*C*/, bNodeTree *ntree, bNode *node, bNodeSocket *input)
{
using namespace blender::ed::space_node;
uiBlock *block = uiLayoutGetBlock(layout);
NodeLinkArg *arg;
uiBut *but;
float socket_col[4];
arg = MEM_new<NodeLinkArg>("NodeLinkArg");
arg->ntree = ntree;
arg->node = node;
arg->sock = input;
node_socket_color_get(*input->typeinfo, 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);
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);
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;
}
}
}
namespace blender::ed::space_node {
/**************************** Node Tree Layout *******************************/
static void ui_node_draw_input(uiLayout &layout,
bContext &C,
bNodeTree &ntree,
bNode &node,
bNodeSocket &input,
int depth,
const char *panel_label);
static void node_panel_toggle_button_cb(bContext *C, void *panel_state_argv, void *ntree_argv)
{
Main *bmain = CTX_data_main(C);
bNodePanelState *panel_state = static_cast<bNodePanelState *>(panel_state_argv);
bNodeTree *ntree = static_cast<bNodeTree *>(ntree_argv);
panel_state->flag ^= NODE_PANEL_COLLAPSED;
ED_node_tree_propagate_change(C, bmain, ntree);
/* Make sure panel state updates from the Properties Editor, too. */
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_NODE_VIEW, nullptr);
}
static void ui_node_draw_panel(uiLayout &layout,
bContext &C,
bNodeTree &ntree,
const nodes::PanelDeclaration &panel_decl,
bNodePanelState &panel_state,
PointerRNA nodeptr)
{
uiLayout *row = uiLayoutRow(&layout, true);
uiLayoutSetPropDecorate(row, false);
/* Panel header with collapse icon */
uiBlock *block = uiLayoutGetBlock(row);
UI_block_emboss_set(block, UI_EMBOSS_NONE);
uiBut *but = uiDefIconTextBut(block,
UI_BTYPE_BUT,
0,
panel_state.is_collapsed() ? ICON_DISCLOSURE_TRI_RIGHT :
ICON_DISCLOSURE_TRI_DOWN,
IFACE_(panel_decl.name.c_str()),
0,
0,
UI_UNIT_X * 4,
UI_UNIT_Y,
nullptr,
0.0,
0.0,
0.0,
0.0,
"");
UI_but_drawflag_enable(but, UI_BUT_TEXT_LEFT | UI_BUT_NO_TOOLTIP);
UI_but_func_set(but, node_panel_toggle_button_cb, &panel_state, &ntree);
UI_block_emboss_set(block, UI_EMBOSS);
/* Panel buttons. */
if (!panel_state.is_collapsed() && panel_decl.draw_buttons) {
uiLayoutSetPropSep(&layout, true);
panel_decl.draw_buttons(&layout, &C, &nodeptr);
}
}
static void ui_node_draw_node(
uiLayout &layout, bContext &C, bNodeTree &ntree, bNode &node, int depth)
{
PointerRNA nodeptr = RNA_pointer_create(&ntree.id, &RNA_Node, &node);
if (node.typeinfo->draw_buttons) {
if (node.type != NODE_GROUP) {
uiLayoutSetPropSep(&layout, true);
node.typeinfo->draw_buttons(&layout, &C, &nodeptr);
}
}
if (node.declaration() && node.declaration()->use_custom_socket_order) {
/* Node with panels. */
namespace nodes = blender::nodes;
using ItemDeclIterator = blender::Span<nodes::ItemDeclarationPtr>::iterator;
using SocketIterator = blender::Span<bNodeSocket *>::iterator;
using PanelStateIterator = blender::MutableSpan<bNodePanelState>::iterator;
ItemDeclIterator item_decl = node.declaration()->items.begin();
SocketIterator input = node.input_sockets().begin();
PanelStateIterator panel_state = node.panel_states().begin();
const ItemDeclIterator item_decl_end = node.declaration()->items.end();
bool panel_collapsed = false;
const char *panel_label = nullptr;
for (; item_decl != item_decl_end; ++item_decl) {
if (const nodes::SocketDeclaration *socket_decl =
dynamic_cast<const nodes::SocketDeclaration *>(item_decl->get()))
{
if (socket_decl->in_out == SOCK_IN) {
if (!panel_collapsed) {
ui_node_draw_input(layout, C, ntree, node, **input, depth + 1, panel_label);
}
++input;
}
}
else if (const nodes::PanelDeclaration *panel_decl =
dynamic_cast<const nodes::PanelDeclaration *>(item_decl->get()))
{
panel_collapsed = panel_state->is_collapsed();
panel_label = panel_decl->name.c_str();
ui_node_draw_panel(layout, C, ntree, *panel_decl, *panel_state, nodeptr);
++panel_state;
}
}
}
else {
/* Node without panels. */
LISTBASE_FOREACH (bNodeSocket *, input, &node.inputs) {
ui_node_draw_input(layout, C, ntree, node, *input, depth + 1, nullptr);
}
}
}
static void ui_node_draw_input(uiLayout &layout,
bContext &C,
bNodeTree &ntree,
bNode &node,
bNodeSocket &input,
int depth,
const char *panel_label)
{
uiBlock *block = uiLayoutGetBlock(&layout);
uiLayout *row = nullptr;
bool dependency_loop;
if (input.flag & SOCK_UNAVAIL) {
return;
}
/* to avoid eternal loops on cyclic dependencies */
node.flag |= NODE_TEST;
bNode *lnode = (input.link) ? input.link->fromnode : nullptr;
dependency_loop = (lnode && (lnode->flag & NODE_TEST));
if (dependency_loop) {
lnode = nullptr;
}
/* socket RNA pointer */
PointerRNA inputptr = RNA_pointer_create(&ntree.id, &RNA_NodeSocket, &input);
PointerRNA nodeptr = RNA_pointer_create(&ntree.id, &RNA_Node, &node);
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, node_socket_get_label(&input, panel_label), 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 {
uiLayout *sub = uiLayoutRow(row, true);
uiTemplateNodeLink(sub, &C, &ntree, &node, &input);
if (input.flag & SOCK_HIDE_VALUE) {
add_dummy_decorator = true;
}
/* input not linked, show value */
else {
switch (input.type) {
case SOCK_VECTOR:
uiItemS(sub);
sub = uiLayoutColumn(sub, true);
ATTR_FALLTHROUGH;
case SOCK_FLOAT:
case SOCK_INT:
case SOCK_ROTATION:
case SOCK_BOOLEAN:
case SOCK_RGBA:
uiItemR(sub, &inputptr, "default_value", UI_ITEM_NONE, "", 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, inputptr, *sub);
}
else {
uiItemR(sub, &inputptr, "default_value", UI_ITEM_NONE, "", ICON_NONE);
}
uiItemDecoratorR(
split_wrapper.decorate_column, &inputptr, "default_value", RNA_NO_INDEX);
break;
}
case SOCK_CUSTOM:
input.typeinfo->draw(&C, sub, &inputptr, &nodeptr, input.name);
break;
default:
add_dummy_decorator = true;
}
}
}
if (add_dummy_decorator) {
uiItemDecoratorR(split_wrapper.decorate_column, nullptr, nullptr, 0);
}
node_socket_add_tooltip(ntree, input, *row);
/* clear */
node.flag &= ~NODE_TEST;
}
} // namespace blender::ed::space_node
void uiTemplateNodeView(
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input)
{
using namespace blender::ed::space_node;
if (!ntree) {
return;
}
ntree->ensure_topology_cache();
/* clear for cycle check */
LISTBASE_FOREACH (bNode *, tnode, &ntree->nodes) {
tnode->flag &= ~NODE_TEST;
}
if (input) {
ui_node_draw_input(*layout, *C, *ntree, *node, *input, 0, nullptr);
}
else {
ui_node_draw_node(*layout, *C, *ntree, *node, 0);
}
}