blender/release/scripts/startup/bl_operators/node.py
Ton Roosendaal dc8832ac92 Bugfix #35920
Adding a new node in Node Editor failed for "High DPI" (Only Mac retina now).

- Py script for adding nodes was doing dpi magic, which it shouldn't. It has 
  been replaced with a (temporary) API call to set the correct cursor location.
  (Thanks to Lukas T for helping here)

- The SpaceNode->cursor[2] property now is *only* storing the coordinate
  in "adding new node space". Use of this has been removed from the code where
  possible, with as only exception the code to draw noodles while adding them.

Special coder note: Nodes should respect the DPI value, and draw larger with
larger buttons if you increase this size. The hack here is that this can only
work nice if also the node positions are scaled accordingly.

A better fix could be to check on scaling the node view itself for it. That
then would also remove this Python API call that was added in this commit.
However, that again might fight with how buttons layout code works now...
needs some careful checking.
2013-09-05 13:03:03 +00:00

282 lines
8.9 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
import nodeitems_utils
from bpy.types import (Operator,
PropertyGroup,
)
from bpy.props import (BoolProperty,
CollectionProperty,
EnumProperty,
IntProperty,
StringProperty,
)
class NodeSetting(PropertyGroup):
value = StringProperty(
name="Value",
description="Python expression to be evaluated as the initial node setting",
default="",
)
# Base class for node 'Add' operators
class NodeAddOperator():
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,
options={'SKIP_SAVE'},
)
@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':
# convert mouse position to the View2D for later node placement
space.cursor_location_from_region(event.mouse_region_x, event.mouse_region_y)
else:
space.cursor_location = tree.view_center
# XXX explicit node_type argument is usually not necessary, but required to make search operator work:
# add_search has to override the 'type' property since it's hardcoded in bpy_operator_wrap.c ...
def create_node(self, context, node_type=None):
space = context.space_data
tree = space.edit_tree
if node_type is None:
node_type = self.type
# select only the new node
for n in tree.nodes:
n.select = False
node = tree.nodes.new(type=node_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
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 and not space.edit_tree.library)
# Default execute simply adds a node
def execute(self, context):
self.create_node(context)
return {'FINISHED'}
# Default invoke stores the mouse position to place the node correctly
# and optionally invokes the transform operator
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
# 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"
bl_options = {'REGISTER', 'UNDO'}
# Add a node and link it to an existing socket
class NODE_OT_add_and_link_node(NodeAddOperator, Operator):
'''Add a node to the active tree and link to an existing socket'''
bl_idname = "node.add_and_link_node"
bl_label = "Add and Link Node"
bl_options = {'REGISTER', 'UNDO'}
link_socket_index = IntProperty(
name="Link Socket Index",
description="Index of the socket to link",
)
def execute(self, context):
space = context.space_data
ntree = space.edit_tree
node = self.create_node(context)
if not node:
return {'CANCELLED'}
to_socket = getattr(context, "link_to_socket", None)
if to_socket:
ntree.links.new(node.outputs[self.link_socket_index], to_socket)
from_socket = getattr(context, "link_from_socket", None)
if from_socket:
ntree.links.new(from_socket, node.inputs[self.link_socket_index])
return {'FINISHED'}
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'}
bl_property = "node_item"
_enum_item_hack = []
# Create an enum list from node items
def node_enum_items(self, context):
enum_items = NODE_OT_add_search._enum_item_hack
enum_items.clear()
for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
if isinstance(item, nodeitems_utils.NodeItem):
nodetype = getattr(bpy.types, item.nodetype, None)
if nodetype:
enum_items.append((str(index), item.label, nodetype.bl_rna.description, index))
return enum_items
# Look up the item based on index
def find_node_item(self, context):
node_item = int(self.node_item)
for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
if index == node_item:
return item
return None
node_item = EnumProperty(
name="Node Type",
description="Node type",
items=node_enum_items,
)
def execute(self, context):
item = self.find_node_item(context)
# no need to keep
self._enum_item_hack.clear()
if item:
# apply settings from the node item
for setting in item.settings.items():
ops = self.settings.add()
ops.name = setting[0]
ops.value = setting[1]
self.create_node(context, item.nodetype)
if self.use_transform:
bpy.ops.transform.translate('INVOKE_DEFAULT')
return {'FINISHED'}
else:
return {'CANCELLED'}
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 and not space.edit_tree.library)
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'}