blender/release/scripts/startup/bl_operators/node.py
Ton Roosendaal ed88229ebc Two small fixes:
- "Add node" was showing on wrong location when used via pulldown menus.
  Now this option will put the nodes in center of the view.

- The Curves widget was making itself smaller/bigger based on width of region.
  That messes up the layout engine now - especially the code that checks if
  there's a scroller needed or not (it went into an eternal feedback loop).

  Now this widget has fixed height (like the other larger widgets).

  Better would be to allow such large widgets to be scaled vertically individually.
  That's for the todo!
2013-04-04 15:10:52 +00:00

265 lines
8.7 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
from bpy.props import BoolProperty, 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)
# 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",
)
# optional group tree parameter for group nodes
group_tree = StringProperty(
name="Group tree",
description="Group node tree name",
)
use_transform = BoolProperty(
name="Use Transform",
description="Start transform operator after inserting the node",
default=False,
)
def execute(self, context):
node = self.create_node(context, self.type)
# set the node group tree of a group node
if self.properties.is_property_set('group_tree'):
node.node_tree = bpy.data.node_groups[self.group_tree]
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):
return bpy.ops.transform.translate('INVOKE_DEFAULT')
else:
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):
return [(str(index), item[1], item[2]) for index, item in enumerate(node_items_iter(context))]
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 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'}
# Simple basic operator for adding a node without further initialization
class NODE_OT_add_node(NodeAddOperator, bpy.types.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")
def execute(self, context):
node = self.create_node(context, self.type)
return {'FINISHED'}
class NODE_OT_add_group_node(NodeAddOperator, bpy.types.Operator):
'''Add a group node to the active tree'''
bl_idname = "node.add_group_node"
bl_label = "Add Group Node"
type = StringProperty(name="Node Type", description="Node type")
grouptree = StringProperty(name="Group tree", description="Group node tree name")
def execute(self, context):
node = self.create_node(context, self.type)
node.node_tree = bpy.data.node_groups[self.grouptree]
return {'FINISHED'}
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'}