blender/release/scripts/startup/bl_operators/node.py

258 lines
8.6 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
import bpy
from bpy.types import Operator, PropertyGroup
from bpy.props import BoolProperty, CollectionProperty, EnumProperty, StringProperty
# Base class for node 'Add' operators
class NodeAddOperator():
@staticmethod
def store_mouse_cursor(context, event):
space = context.space_data
v2d = context.region.view2d
tree = space.edit_tree
# convert mouse position to the View2D for later node placement
if context.region.type == 'WINDOW':
space.cursor_location = v2d.region_to_view(event.mouse_region_x,
event.mouse_region_y)
else:
space.cursor_location = tree.view_center
def create_node(self, context, node_type):
space = context.space_data
tree = space.edit_tree
# select only the new node
for n in tree.nodes:
n.select = False
node = tree.nodes.new(type=node_type)
if space.use_hidden_preview:
node.show_preview = False
node.select = True
tree.nodes.active = node
node.location = space.cursor_location
return node
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree to add nodes to
return (space.type == 'NODE_EDITOR' and space.edit_tree)
# Default invoke stores the mouse position to place the node correctly
def invoke(self, context, event):
self.store_mouse_cursor(context, event)
return self.execute(context)
class NodeSetting(PropertyGroup):
value = StringProperty(
name="Value",
description="Python expression to be evaluated as the initial node setting",
default="",
)
# Simple basic operator for adding a node
class NODE_OT_add_node(NodeAddOperator, Operator):
'''Add a node to the active tree'''
bl_idname = "node.add_node"
bl_label = "Add Node"
type = StringProperty(
name="Node Type",
description="Node type",
)
use_transform = BoolProperty(
name="Use Transform",
description="Start transform operator after inserting the node",
default=False,
)
settings = CollectionProperty(
name="Settings",
description="Settings to be applied on the newly created node",
type=NodeSetting,
)
def execute(self, context):
node = self.create_node(context, self.type)
for setting in self.settings:
# XXX catch exceptions here?
value = eval(setting.value)
try:
setattr(node, setting.name, value)
except AttributeError as e:
self.report({'ERROR_INVALID_INPUT'}, "Node has no attribute "+setting.name)
print (str(e))
# Continue despite invalid attribute
return {'FINISHED'}
def invoke(self, context, event):
self.store_mouse_cursor(context, event)
result = self.execute(context)
if self.use_transform and ('FINISHED' in result):
bpy.ops.transform.translate('INVOKE_DEFAULT')
return result
def node_classes_iter(base=bpy.types.Node):
"""
Yields all true node classes by checking for the is_registered_node_type classmethod.
Node types can use specialized subtypes of bpy.types.Node, which are not usable
nodes themselves (e.g. CompositorNode).
"""
if base.is_registered_node_type():
yield base
for subclass in base.__subclasses__():
for node_class in node_classes_iter(subclass):
yield node_class
def node_class_items_iter(node_class, context):
identifier = node_class.bl_rna.identifier
# XXX Checking for explicit group node types is stupid.
# This should be replaced by a generic system of generating
# node items via callback.
# Group node_tree pointer should also use a poll function to filter the library list,
# but cannot do that without a node instance here. A node callback could just use the internal poll function.
if identifier in {'ShaderNodeGroup', 'CompositorNodeGroup', 'TextureNodeGroup'}:
tree_idname = context.space_data.edit_tree.bl_idname
for group in bpy.data.node_groups:
if group.bl_idname == tree_idname:
# XXX empty string should be replaced by description from tree
yield (group.name, "", {"node_tree": group})
else:
yield (node_class.bl_rna.name, node_class.bl_rna.description, {})
def node_items_iter(context):
snode = context.space_data
if not snode:
return
tree = snode.edit_tree
if not tree:
return
for node_class in node_classes_iter():
if node_class.poll(tree):
for item in node_class_items_iter(node_class, context):
yield (node_class,) + item
# Create an enum list from node class items
def node_type_items_cb(self, context):
# XXX Python has to keep a ref to those strings, else they may be freed :(
NODE_OT_add_search._enum_str_store = [(str(index), item[1], item[2])
for index, item in enumerate(node_items_iter(context))]
return NODE_OT_add_search._enum_str_store
class NODE_OT_add_search(NodeAddOperator, Operator):
'''Add a node to the active tree'''
bl_idname = "node.add_search"
bl_label = "Search and Add Node"
bl_options = {'REGISTER', 'UNDO'}
# XXX Python has to keep a ref to the data (strings) generated by enum's callback, else they may be freed :(
_enum_str_store = []
# XXX this should be called 'node_type' but the operator search
# property is hardcoded to 'type' by a hack in bpy_operator_wrap.c ...
type = EnumProperty(
name="Node Type",
description="Node type",
items=node_type_items_cb,
)
def execute(self, context):
for index, item in enumerate(node_items_iter(context)):
if str(index) == self.type:
node = self.create_node(context, item[0].bl_rna.identifier)
for prop, value in item[3].items():
setattr(node, prop, value)
break
return {'FINISHED'}
def invoke(self, context, event):
self.store_mouse_cursor(context, event)
# Delayed execution in the search popup
context.window_manager.invoke_search_popup(self)
return {'CANCELLED'}
class NODE_OT_collapse_hide_unused_toggle(Operator):
'''Toggle collapsed nodes and hide unused sockets'''
bl_idname = "node.collapse_hide_unused_toggle"
bl_label = "Collapse and Hide Unused Sockets"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space.type == 'NODE_EDITOR' and space.edit_tree)
def execute(self, context):
space = context.space_data
tree = space.edit_tree
for node in tree.nodes:
if node.select:
hide = (not node.hide)
node.hide = hide
# Note: connected sockets are ignored internally
for socket in node.inputs:
socket.hide = hide
for socket in node.outputs:
socket.hide = hide
return {'FINISHED'}
class NODE_OT_tree_path_parent(Operator):
'''Go to parent node tree'''
bl_idname = "node.tree_path_parent"
bl_label = "Parent Node Tree"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space.type == 'NODE_EDITOR' and len(space.path) > 1)
def execute(self, context):
space = context.space_data
space.path.pop()
return {'FINISHED'}