forked from bartvdbraak/blender
921d3555ed
operators.
286 lines
9.1 KiB
Python
286 lines
9.1 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8-80 compliant>
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import bpy
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import nodeitems_utils
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from bpy.types import (Operator,
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PropertyGroup,
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)
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from bpy.props import (BoolProperty,
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CollectionProperty,
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EnumProperty,
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IntProperty,
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StringProperty,
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)
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class NodeSetting(PropertyGroup):
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value = StringProperty(
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name="Value",
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description="Python expression to be evaluated as the initial node setting",
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default="",
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)
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# Base class for node 'Add' operators
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class NodeAddOperator():
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type = StringProperty(
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name="Node Type",
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description="Node type",
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)
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use_transform = BoolProperty(
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name="Use Transform",
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description="Start transform operator after inserting the node",
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default=False,
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)
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settings = CollectionProperty(
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name="Settings",
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description="Settings to be applied on the newly created node",
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type=NodeSetting,
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options={'SKIP_SAVE'},
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)
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@staticmethod
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def store_mouse_cursor(context, event):
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space = context.space_data
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v2d = context.region.view2d
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tree = space.edit_tree
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# convert mouse position to the View2D for later node placement
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if context.region.type == 'WINDOW':
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# convert mouse position to the View2D for later node placement
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space.cursor_location_from_region(event.mouse_region_x, event.mouse_region_y)
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else:
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space.cursor_location = tree.view_center
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# XXX explicit node_type argument is usually not necessary, but required to make search operator work:
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# add_search has to override the 'type' property since it's hardcoded in bpy_operator_wrap.c ...
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def create_node(self, context, node_type=None):
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space = context.space_data
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tree = space.edit_tree
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if node_type is None:
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node_type = self.type
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# select only the new node
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for n in tree.nodes:
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n.select = False
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node = tree.nodes.new(type=node_type)
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for setting in self.settings:
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# XXX catch exceptions here?
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value = eval(setting.value)
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try:
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setattr(node, setting.name, value)
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except AttributeError as e:
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self.report({'ERROR_INVALID_INPUT'}, "Node has no attribute " + setting.name)
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print(str(e))
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# Continue despite invalid attribute
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if space.use_hidden_preview:
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node.show_preview = False
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node.select = True
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tree.nodes.active = node
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node.location = space.cursor_location
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return node
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree to add nodes to
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return (space.type == 'NODE_EDITOR' and space.edit_tree and not space.edit_tree.library)
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# Default execute simply adds a node
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def execute(self, context):
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if self.properties.is_property_set("type"):
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self.create_node(context)
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return {'FINISHED'}
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else:
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return {'CANCELLED'}
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# Default invoke stores the mouse position to place the node correctly
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# and optionally invokes the transform operator
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def invoke(self, context, event):
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self.store_mouse_cursor(context, event)
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result = self.execute(context)
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if self.use_transform and ('FINISHED' in result):
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# removes the node again if transform is cancelled
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bpy.ops.transform.translate('INVOKE_DEFAULT', remove_on_cancel=True)
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return result
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# Simple basic operator for adding a node
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class NODE_OT_add_node(NodeAddOperator, Operator):
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'''Add a node to the active tree'''
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bl_idname = "node.add_node"
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bl_label = "Add Node"
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bl_options = {'REGISTER', 'UNDO'}
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# Add a node and link it to an existing socket
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class NODE_OT_add_and_link_node(NodeAddOperator, Operator):
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'''Add a node to the active tree and link to an existing socket'''
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bl_idname = "node.add_and_link_node"
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bl_label = "Add and Link Node"
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bl_options = {'REGISTER', 'UNDO'}
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link_socket_index = IntProperty(
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name="Link Socket Index",
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description="Index of the socket to link",
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)
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def execute(self, context):
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space = context.space_data
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ntree = space.edit_tree
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node = self.create_node(context)
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if not node:
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return {'CANCELLED'}
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to_socket = getattr(context, "link_to_socket", None)
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if to_socket:
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ntree.links.new(node.outputs[self.link_socket_index], to_socket)
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from_socket = getattr(context, "link_from_socket", None)
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if from_socket:
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ntree.links.new(from_socket, node.inputs[self.link_socket_index])
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return {'FINISHED'}
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class NODE_OT_add_search(NodeAddOperator, Operator):
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'''Add a node to the active tree'''
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bl_idname = "node.add_search"
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bl_label = "Search and Add Node"
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bl_options = {'REGISTER', 'UNDO'}
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bl_property = "node_item"
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_enum_item_hack = []
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# Create an enum list from node items
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def node_enum_items(self, context):
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enum_items = NODE_OT_add_search._enum_item_hack
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enum_items.clear()
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for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
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if isinstance(item, nodeitems_utils.NodeItem):
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nodetype = getattr(bpy.types, item.nodetype, None)
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if nodetype:
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enum_items.append((str(index), item.label, nodetype.bl_rna.description, index))
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return enum_items
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# Look up the item based on index
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def find_node_item(self, context):
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node_item = int(self.node_item)
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for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
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if index == node_item:
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return item
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return None
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node_item = EnumProperty(
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name="Node Type",
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description="Node type",
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items=node_enum_items,
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)
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def execute(self, context):
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item = self.find_node_item(context)
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# no need to keep
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self._enum_item_hack.clear()
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if item:
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# apply settings from the node item
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for setting in item.settings.items():
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ops = self.settings.add()
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ops.name = setting[0]
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ops.value = setting[1]
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self.create_node(context, item.nodetype)
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if self.use_transform:
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bpy.ops.transform.translate('INVOKE_DEFAULT', remove_on_cancel=True)
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return {'FINISHED'}
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else:
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return {'CANCELLED'}
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def invoke(self, context, event):
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self.store_mouse_cursor(context, event)
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# Delayed execution in the search popup
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context.window_manager.invoke_search_popup(self)
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return {'CANCELLED'}
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class NODE_OT_collapse_hide_unused_toggle(Operator):
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'''Toggle collapsed nodes and hide unused sockets'''
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bl_idname = "node.collapse_hide_unused_toggle"
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bl_label = "Collapse and Hide Unused Sockets"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space.type == 'NODE_EDITOR' and space.edit_tree and not space.edit_tree.library)
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def execute(self, context):
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space = context.space_data
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tree = space.edit_tree
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for node in tree.nodes:
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if node.select:
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hide = (not node.hide)
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node.hide = hide
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# Note: connected sockets are ignored internally
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for socket in node.inputs:
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socket.hide = hide
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for socket in node.outputs:
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socket.hide = hide
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return {'FINISHED'}
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class NODE_OT_tree_path_parent(Operator):
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'''Go to parent node tree'''
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bl_idname = "node.tree_path_parent"
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bl_label = "Parent Node Tree"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space.type == 'NODE_EDITOR' and len(space.path) > 1)
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def execute(self, context):
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space = context.space_data
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space.path.pop()
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return {'FINISHED'}
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