Fix for node menu: Show the group input/output nodes in the Input/Output categories respectively, so they can be added with the usual UI in case the user deletes them. These nodes are polled out for

non-group trees (node trees not in the bpy.data.node_groups collection) to avoid confusion. For that purpose a new optional poll function argument has been added to NodeItem, which allows selectively
polling individual items in an otherwise static list.
This commit is contained in:
Lukas Toenne 2013-05-28 09:45:34 +00:00
parent 5486016e04
commit 81ba62e1e9
2 changed files with 23 additions and 2 deletions

@ -36,13 +36,18 @@ class NodeCategory():
elif callable(items):
self.items = items
else:
self.items = lambda context: items
def items_gen(context):
for item in items:
if item.poll is None or item.poll(context):
yield item
self.items = items_gen
class NodeItem():
def __init__(self, nodetype, label=None, settings={}):
def __init__(self, nodetype, label=None, settings={}, poll=None):
self.nodetype = nodetype
self._label = label
self.settings = settings
self.poll = poll
@property
def label(self):

@ -17,6 +17,7 @@
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem
@ -80,6 +81,13 @@ def node_group_items(context):
yield NodeItem(node_tree_group_type[group.bl_idname], group.name, { "node_tree" : "bpy.data.node_groups[%r]" % group.name })
# only show input/output nodes inside node groups
def group_input_output_item_poll(context):
space = context.space_data
if space.edit_tree in bpy.data.node_groups.values():
return True
return False
# All standard node categories currently used in nodes.
@ -93,9 +101,11 @@ shader_node_categories = [
NodeItem("ShaderNodeTexture"),
NodeItem("ShaderNodeGeometry"),
NodeItem("ShaderNodeExtendedMaterial"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
ShaderOldNodeCategory("SH_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutput"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
ShaderOldNodeCategory("SH_OP_COLOR", "Color", items=[
NodeItem("ShaderNodeMixRGB"),
@ -139,11 +149,13 @@ shader_node_categories = [
NodeItem("ShaderNodeHairInfo"),
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeCameraData"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutputMaterial"),
NodeItem("ShaderNodeOutputLamp"),
NodeItem("ShaderNodeOutputWorld"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
NodeItem("ShaderNodeMixShader"),
@ -223,6 +235,7 @@ compositor_node_categories = [
NodeItem("CompositorNodeBokehImage"),
NodeItem("CompositorNodeTime"),
NodeItem("CompositorNodeTrackPos"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
CompositorNodeCategory("CMP_OUTPUT", "Output", items = [
NodeItem("CompositorNodeComposite"),
@ -230,6 +243,7 @@ compositor_node_categories = [
NodeItem("CompositorNodeSplitViewer"),
NodeItem("CompositorNodeOutputFile"),
NodeItem("CompositorNodeLevels"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
CompositorNodeCategory("CMP_OP_COLOR", "Color", items = [
NodeItem("CompositorNodeMixRGB"),
@ -324,10 +338,12 @@ texture_node_categories = [
NodeItem("TextureNodeCoordinates"),
NodeItem("TextureNodeTexture"),
NodeItem("TextureNodeImage"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
TextureNodeCategory("TEX_OUTPUT", "Output", items = [
NodeItem("TextureNodeOutput"),
NodeItem("TextureNodeViewer"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
TextureNodeCategory("TEX_OP_COLOR", "Color", items = [
NodeItem("TextureNodeMixRGB"),