This patch turns node Menu options into menu inputs. This patch only covers node operations like Filter, Distort, and so on. Pixel nodes like Color Balance, Matte, and so on will be done in a separate patch. Pull Request: https://projects.blender.org/blender/blender/pulls/144495
216 lines
7.5 KiB
Python
216 lines
7.5 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, translate=True):
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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(
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"node.add_node",
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text=label,
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text_ctxt=translation_context,
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translate=translate,
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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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return None
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def add_node_type_with_outputs(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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item_props = add_node_type(layout, node_type, label=sublabel, search_weight=search_weight, translate=False)
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item_props.visible_output = subname
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props.append(item_props)
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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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translation_context = node_type.bl_rna.properties[property_name].translation_context
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for item in node_type.bl_rna.properties[property_name].enum_items_static:
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label = "{} ▸ {}".format(iface_(node_type.bl_rna.name), iface_(item.name, translation_context))
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props = add_node_type(
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layout,
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node_idname,
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label=label,
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translate=False,
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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_node_type_with_searchable_enum_socket(
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context,
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layout,
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node_idname,
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socket_identifier,
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enum_names,
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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 enum_name in enum_names:
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label = "{} ▸ {}".format(iface_(node_type.bl_rna.name), iface_(enum_name))
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props = add_node_type(
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layout,
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node_idname,
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label=label,
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translate=False,
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search_weight=search_weight)
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prop = props.settings.add()
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prop.name = f'inputs["{socket_identifier}"].default_value'
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prop.value = repr(enum_name)
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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, translate=False)
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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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translation_context = bpy.types.ShaderNodeMix.bl_rna.properties["blend_type"].translation_context
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for item in bpy.types.ShaderNodeMix.bl_rna.properties["blend_type"].enum_items_static:
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sublabel = "{} ▸ {}".format(label, iface_(item.name, translation_context))
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props = node_add_menu.add_node_type(layout, "ShaderNodeMix", label=sublabel, translate=False)
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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", search_weight=-1)
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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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