blender/release/scripts/startup/bl_operators/node.py
2012-08-08 17:02:14 +00:00

111 lines
4.1 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 EnumProperty
# XXX These node item lists should actually be generated by a callback at operator execution time (see node_type_items below),
# using the active node tree from the context. Due to a difficult bug in bpy this is not possible (item list memory gets freed too early),
# so for now just copy the static item lists to these global variables.
#
# In the custom_nodes branch, the static per-tree-type node items are replaced by a single independent type list anyway (with a poll function
# to limit node types to the respective trees). So this workaround is only temporary.
# lazy init
node_type_items_dict = {}
# Returns the enum item list for the edited tree in the context
def node_type_items_cb(self, context):
snode = context.space_data
if not snode:
return []
tree = snode.edit_tree
if not tree:
return []
if not node_type_items_dict:
node_type_items_dict.update({
'SHADER': [(item.identifier, item.name, item.description, item.value)
for item in bpy.types.ShaderNode.bl_rna.properties['type'].enum_items],
'COMPOSITING': [(item.identifier, item.name, item.description, item.value)
for item in bpy.types.CompositorNode.bl_rna.properties['type'].enum_items],
'TEXTURE': [(item.identifier, item.name, item.description, item.value)
for item in bpy.types.TextureNode.bl_rna.properties['type'].enum_items],
})
# XXX Does not work correctly, see comment above
#return [(item.identifier, item.name, item.description, item.value) for item in tree.nodes.bl_rna.functions['new'].parameters['type'].enum_items]
if tree.type in node_type_items_dict:
return node_type_items_dict[tree.type]
else:
return []
class NODE_OT_add_search(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,
)
_node_type_items_dict = None
def create_node(self, context):
space = context.space_data
tree = space.edit_tree
node = tree.nodes.new(type=self.type)
for n in tree.nodes:
if n == node:
node.select = True
tree.nodes.active = node
else:
node.select = False
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
def execute(self, context):
self.create_node(context)
return {'FINISHED'}
def invoke(self, context, event):
space = context.space_data
v2d = context.region.view2d
# convert mouse position to the View2D for later node placement
space.cursor_location = v2d.region_to_view(event.mouse_region_x, event.mouse_region_y)
context.window_manager.invoke_search_popup(self)
return {'CANCELLED'}