Files
test2/scripts/startup/bl_ui/node_add_menu.py
Jacques Lucke d1634b2a4a UI: support adding a search weight to menu entries for menu-search
The goal is to support better search experience in the cases where we want to
explicitly influence the ordering instead of relying only on general heuristics.
We used to support this already at some point I think, but not anymore since we
started using menu-search.

The implementation is fairly straight forward. It mainly just forwards the
search weight from the menu definition to the search code through various
required steps. The main annoying thing is that changing the signature of e.g.
`uiItemFullO_ptr` is fairly involved. Even using default parameters for these
functions is a bit annoying and becomes fairly unreadable and error-prone on the
call-site. For now, I worked around this by storing the search weight on the
`uiLayout` and to copy it to the `uiBut` from there. That seems preferable until
we have a better solution for adding parameters to all the `uiItem*` functions.

Pull Request: https://projects.blender.org/blender/blender/pulls/120572
2024-04-16 12:18:45 +02:00

98 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, search_weight=0.0):
"""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 is True or poll is 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, search_weight=search_weight)
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)