blender/release/scripts/startup/bl_operators/node.py
Lukas Toenne 29b546fe7f Fix for #36739: Delete new nodes added via the Add menu or toolbar if the subsequent transform operator is cancelled. This prevents ugly situations where nodes stick "under" the toolbar after clicking a
wrong button.

Works by adding a flag to transform operators "remove_on_cancel". This is currently only used for node transforms, the idea is that if set, the operator will remove the transformed elements when it is
cancelled. It's not possible to do that in the original NODE_OT_add_node operator, because transform is modal and there is no way of reacting to a cancel outside of the transform itself (previous attempt
used a macro operator, but that also doesn't work because subsequent operators don't get executed if the previous transform cancels).
2013-09-17 13:07:48 +00:00

283 lines
9.0 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
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# of the License, or (at your option) any later version.
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# ##### 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):
# removes the node again if transform is cancelled
bpy.ops.transform.translate('INVOKE_DEFAULT', remove_on_cancel = True)
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'}