blender/release/scripts/modules/nodeitems_utils.py
Lukas Tönne 647870bc6a Use toolbar tabs for node categories instead of just a long list of
panels.

Patch by @Severin (with minor modifications by me). As discussed in
{D535} the node editor does not have real modal operator tools like the
3D view or image editors for instance, so it makes sense to utilise it
this way. Tabs really help in this area due to the large amount of node
types and categories. Further tweaks could be made later if the need
arises.
2014-06-23 16:37:41 +02:00

169 lines
5.2 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 compliant>
import bpy
class NodeCategory():
@classmethod
def poll(cls, context):
return True
def __init__(self, identifier, name, description="", items=None):
self.identifier = identifier
self.name = name
self.description = description
if items is None:
self.items = lambda context: []
elif callable(items):
self.items = items
else:
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={}, poll=None):
self.nodetype = nodetype
self._label = label
self.settings = settings
self.poll = poll
@property
def label(self):
if self._label:
return self._label
else:
# if no custom label is defined, fall back to the node type UI name
return getattr(bpy.types, self.nodetype).bl_rna.name
# NB: is a staticmethod because called with an explicit self argument
# NodeItemCustom sets this as a variable attribute in __init__
@staticmethod
def draw(self, layout, context):
default_context = bpy.app.translations.contexts.default
props = layout.operator("node.add_node", text=self.label, text_ctxt=default_context)
props.type = self.nodetype
props.use_transform = True
for setting in self.settings.items():
ops = props.settings.add()
ops.name = setting[0]
ops.value = setting[1]
class NodeItemCustom():
def __init__(self, poll=None, draw=None):
self.poll = poll
self.draw = draw
_node_categories = {}
def register_node_categories(identifier, cat_list):
if identifier in _node_categories:
raise KeyError("Node categories list '%s' already registered" % identifier)
return
# works as draw function for both menus and panels
def draw_node_item(self, context):
layout = self.layout
col = layout.column()
for item in self.category.items(context):
item.draw(item, col, context)
menu_types = []
panel_types = []
for cat in cat_list:
menu_type = type("NODE_MT_category_" + cat.identifier, (bpy.types.Menu,), {
"bl_space_type": 'NODE_EDITOR',
"bl_label": cat.name,
"category": cat,
"poll": cat.poll,
"draw": draw_node_item,
})
panel_type = type("NODE_PT_category_" + cat.identifier, (bpy.types.Panel,), {
"bl_space_type": 'NODE_EDITOR',
"bl_region_type": 'TOOLS',
"bl_label": cat.name,
"bl_category": cat.name,
"category": cat,
"poll": cat.poll,
"draw": draw_node_item,
})
menu_types.append(menu_type)
panel_types.append(panel_type)
bpy.utils.register_class(menu_type)
bpy.utils.register_class(panel_type)
def draw_add_menu(self, context):
layout = self.layout
for cat in cat_list:
if cat.poll(context):
layout.menu("NODE_MT_category_%s" % cat.identifier)
bpy.types.NODE_MT_add.append(draw_add_menu)
# stores: (categories list, menu draw function, submenu types, panel types)
_node_categories[identifier] = (cat_list, draw_add_menu, menu_types, panel_types)
def node_categories_iter(context):
for cat_type in _node_categories.values():
for cat in cat_type[0]:
if cat.poll and cat.poll(context):
yield cat
def node_items_iter(context):
for cat in node_categories_iter(context):
for item in cat.items(context):
yield item
def unregister_node_cat_types(cats):
bpy.types.NODE_MT_add.remove(cats[1])
for mt in cats[2]:
bpy.utils.unregister_class(mt)
for pt in cats[3]:
bpy.utils.unregister_class(pt)
def unregister_node_categories(identifier=None):
# unregister existing UI classes
if identifier:
cat_types = _node_categories.get(identifier, None)
if cat_types:
unregister_node_cat_types(cat_types)
del _node_categories[identifier]
else:
for cat_types in _node_categories.values():
unregister_node_cat_types(cat_types)
_node_categories.clear()