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blender-archive/source/blender/editors/space_node/node_select.c

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/*
* ***** 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation, Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/space_node/node_select.c
* \ingroup spnode
*/
#include "DNA_node_types.h"
#include "BLI_rect.h"
#include "BLI_lasso.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_main.h"
#include "BKE_node.h"
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#include "ED_node.h" /* own include */
#include "ED_screen.h"
#include "ED_types.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_view2d.h"
#include "MEM_guardedalloc.h"
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#include "node_intern.h" /* own include */
/* ****** helpers ****** */
static bNode *node_under_mouse_select(bNodeTree *ntree, int mx, int my)
{
bNode *node;
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for (node = ntree->nodes.last; node; node = node->prev) {
if (node->typeinfo->select_area_func) {
if (node->typeinfo->select_area_func(node, mx, my))
return node;
}
}
return NULL;
}
static bNode *node_under_mouse_tweak(bNodeTree *ntree, int mx, int my)
{
bNode *node;
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for (node = ntree->nodes.last; node; node = node->prev) {
if (node->typeinfo->tweak_area_func) {
if (node->typeinfo->tweak_area_func(node, mx, my))
return node;
}
}
return NULL;
}
static void node_toggle(bNode *node)
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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nodeSetSelected(node, !(node->flag & SELECT));
}
void node_socket_select(bNode *node, bNodeSocket *sock)
{
sock->flag |= SELECT;
/* select node too */
if (node)
node->flag |= SELECT;
}
void node_socket_deselect(bNode *node, bNodeSocket *sock, int deselect_node)
{
sock->flag &= ~SELECT;
if (node && deselect_node) {
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int sel = 0;
/* if no selected sockets remain, also deselect the node */
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for (sock = node->inputs.first; sock; sock = sock->next) {
if (sock->flag & SELECT) {
sel = 1;
break;
}
}
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for (sock = node->outputs.first; sock; sock = sock->next) {
if (sock->flag & SELECT) {
sel = 1;
break;
}
}
if (!sel)
node->flag &= ~SELECT;
}
}
static void node_socket_toggle(bNode *node, bNodeSocket *sock, int deselect_node)
{
if (sock->flag & SELECT)
node_socket_deselect(node, sock, deselect_node);
else
node_socket_select(node, sock);
}
/* no undo here! */
void node_deselect_all(SpaceNode *snode)
{
bNode *node;
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for (node = snode->edittree->nodes.first; node; node = node->next)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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nodeSetSelected(node, FALSE);
}
void node_deselect_all_input_sockets(SpaceNode *snode, int deselect_nodes)
{
bNode *node;
bNodeSocket *sock;
/* XXX not calling node_socket_deselect here each time, because this does iteration
* over all node sockets internally to check if the node stays selected.
* We can do that more efficiently here.
*/
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for (node = snode->edittree->nodes.first; node; node = node->next) {
int sel = 0;
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for (sock = node->inputs.first; sock; sock = sock->next)
sock->flag &= ~SELECT;
/* if no selected sockets remain, also deselect the node */
if (deselect_nodes) {
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for (sock = node->outputs.first; sock; sock = sock->next) {
if (sock->flag & SELECT) {
sel = 1;
break;
}
}
if (!sel)
node->flag &= ~SELECT;
}
}
}
void node_deselect_all_output_sockets(SpaceNode *snode, int deselect_nodes)
{
bNode *node;
bNodeSocket *sock;
/* XXX not calling node_socket_deselect here each time, because this does iteration
* over all node sockets internally to check if the node stays selected.
* We can do that more efficiently here.
*/
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for (node = snode->edittree->nodes.first; node; node = node->next) {
int sel = 0;
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for (sock = node->outputs.first; sock; sock = sock->next)
sock->flag &= ~SELECT;
/* if no selected sockets remain, also deselect the node */
if (deselect_nodes) {
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for (sock = node->inputs.first; sock; sock = sock->next) {
if (sock->flag & SELECT) {
sel = 1;
break;
}
}
if (!sel)
node->flag &= ~SELECT;
}
}
}
/* return 1 if we need redraw otherwise zero. */
int node_select_same_type(SpaceNode *snode)
{
bNode *nac, *p;
int redraw;
/* search for the active node. */
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for (nac = snode->edittree->nodes.first; nac; nac = nac->next) {
if (nac->flag & SELECT)
break;
}
/* no active node, return. */
if (!nac)
return(0);
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redraw = 0;
for (p = snode->edittree->nodes.first; p; p = p->next) {
if (p->type != nac->type && p->flag & SELECT) {
/* if it's selected but different type, unselect */
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redraw = 1;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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nodeSetSelected(p, FALSE);
}
else if (p->type == nac->type && (!(p->flag & SELECT))) {
/* if it's the same type and is not selected, select! */
2012-08-04 12:54:27 +00:00
redraw = 1;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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nodeSetSelected(p, TRUE);
}
}
return(redraw);
}
/* return 1 if we need redraw, otherwise zero.
* dir can be 0 == next or 0 != prev.
*/
int node_select_same_type_np(SpaceNode *snode, int dir)
{
bNode *nac, *p, *tnode;
/* search the active one. */
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for (nac = snode->edittree->nodes.first; nac; nac = nac->next) {
if (nac->flag & SELECT)
break;
}
/* no active node, return. */
if (!nac)
return(0);
if (dir == 0)
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p = nac->next;
else
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p = nac->prev;
while (p) {
/* Now search the next with the same type. */
if (p->type == nac->type)
break;
if (dir == 0)
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p = p->next;
else
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p = p->prev;
}
if (p) {
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for (tnode = snode->edittree->nodes.first; tnode; tnode = tnode->next)
if (tnode != p)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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nodeSetSelected(tnode, FALSE);
nodeSetSelected(p, TRUE);
return(1);
}
return(0);
}
void node_select_single(bContext *C, bNode *node)
{
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Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNode *tnode;
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for (tnode = snode->edittree->nodes.first; tnode; tnode = tnode->next)
if (tnode != node)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
nodeSetSelected(tnode, FALSE);
nodeSetSelected(node, TRUE);
ED_node_set_active(bmain, snode->edittree, node);
ED_node_sort(snode->edittree);
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WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
}
/* ****** Click Select ****** */
static int node_mouse_select(Main *bmain, SpaceNode *snode, ARegion *ar, const int mval[2], short extend)
{
bNode *node, *tnode;
bNodeSocket *sock, *tsock;
float mx, my;
int selected = 0;
/* get mouse coordinates in view2d space */
UI_view2d_region_to_view(&ar->v2d, mval[0], mval[1], &mx, &my);
/* node_find_indicated_socket uses snode->mx/my */
snode->cursor[0] = mx;
snode->cursor[1] = my;
if (extend) {
/* first do socket selection, these generally overlap with nodes.
* socket selection only in extend mode.
*/
if (node_find_indicated_socket(snode, &node, &sock, SOCK_IN)) {
node_socket_toggle(node, sock, 1);
selected = 1;
}
else if (node_find_indicated_socket(snode, &node, &sock, SOCK_OUT)) {
if (sock->flag & SELECT) {
node_socket_deselect(node, sock, 1);
}
else {
/* only allow one selected output per node, for sensible linking.
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* allows selecting outputs from different nodes though.
*/
if (node) {
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for (tsock = node->outputs.first; tsock; tsock = tsock->next)
node_socket_deselect(node, tsock, 1);
}
node_socket_select(node, sock);
}
selected = 1;
}
else {
/* find the closest visible node */
node = node_under_mouse_select(snode->edittree, mx, my);
if (node) {
if ((node->flag & SELECT) && (node->flag & NODE_ACTIVE) == 0) {
/* if node is selected but not active make it active
* before it'll be desleected
*/
ED_node_set_active(bmain, snode->edittree, node);
}
else {
node_toggle(node);
ED_node_set_active(bmain, snode->edittree, node);
}
selected = 1;
}
}
}
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else { /* extend == 0 */
/* find the closest visible node */
node = node_under_mouse_select(snode->edittree, mx, my);
if (node) {
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for (tnode = snode->edittree->nodes.first; tnode; tnode = tnode->next) {
nodeSetSelected(tnode, false);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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nodeSetSelected(node, TRUE);
ED_node_set_active(bmain, snode->edittree, node);
selected = 1;
}
}
/* update node order */
if (selected)
ED_node_sort(snode->edittree);
return selected;
}
static int node_select_exec(bContext *C, wmOperator *op)
{
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Main *bmain = CTX_data_main(C);
SpaceNode *snode = CTX_wm_space_node(C);
ARegion *ar = CTX_wm_region(C);
int mval[2];
short extend;
/* get settings from RNA properties for operator */
mval[0] = RNA_int_get(op->ptr, "mouse_x");
mval[1] = RNA_int_get(op->ptr, "mouse_y");
extend = RNA_boolean_get(op->ptr, "extend");
/* perform the select */
if (node_mouse_select(bmain, snode, ar, mval, extend)) {
/* send notifiers */
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WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
/* allow tweak event to work too */
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return OPERATOR_FINISHED | OPERATOR_PASS_THROUGH;
}
else {
/* allow tweak event to work too */
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return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
}
static int node_select_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
RNA_int_set(op->ptr, "mouse_x", event->mval[0]);
RNA_int_set(op->ptr, "mouse_y", event->mval[1]);
2012-04-29 15:47:02 +00:00
return node_select_exec(C, op);
}
void NODE_OT_select(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Select";
ot->idname = "NODE_OT_select";
ot->description = "Select the node under the cursor";
/* api callbacks */
ot->invoke = node_select_invoke;
ot->poll = ED_operator_node_active;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
RNA_def_int(ot->srna, "mouse_x", 0, INT_MIN, INT_MAX, "Mouse X", "", INT_MIN, INT_MAX);
RNA_def_int(ot->srna, "mouse_y", 0, INT_MIN, INT_MAX, "Mouse Y", "", INT_MIN, INT_MAX);
RNA_def_boolean(ot->srna, "extend", 0, "Extend", "");
}
/* ****** Border Select ****** */
static int node_borderselect_exec(bContext *C, wmOperator *op)
{
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SpaceNode *snode = CTX_wm_space_node(C);
ARegion *ar = CTX_wm_region(C);
bNode *node;
rcti rect;
rctf rectf;
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int gesture_mode = RNA_int_get(op->ptr, "gesture_mode");
int extend = RNA_boolean_get(op->ptr, "extend");
WM_operator_properties_border_to_rcti(op, &rect);
UI_view2d_region_to_view(&ar->v2d, rect.xmin, rect.ymin, &rectf.xmin, &rectf.ymin);
UI_view2d_region_to_view(&ar->v2d, rect.xmax, rect.ymax, &rectf.xmax, &rectf.ymax);
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for (node = snode->edittree->nodes.first; node; node = node->next) {
if (BLI_rctf_isect(&rectf, &node->totr, NULL)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
nodeSetSelected(node, (gesture_mode == GESTURE_MODAL_SELECT));
}
else if (!extend) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
nodeSetSelected(node, FALSE);
}
}
ED_node_sort(snode->edittree);
2012-08-04 12:54:27 +00:00
WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
return OPERATOR_FINISHED;
}
static int node_border_select_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
int tweak = RNA_boolean_get(op->ptr, "tweak");
if (tweak) {
/* prevent initiating the border select if the mouse is over a node */
/* this allows border select on empty space, but drag-translate on nodes */
2012-08-04 12:54:27 +00:00
SpaceNode *snode = CTX_wm_space_node(C);
ARegion *ar = CTX_wm_region(C);
float mx, my;
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &mx, &my);
if (node_under_mouse_tweak(snode->edittree, mx, my))
2012-08-04 12:54:27 +00:00
return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
return WM_border_select_invoke(C, op, event);
}
void NODE_OT_select_border(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Border Select";
ot->idname = "NODE_OT_select_border";
ot->description = "Use box selection to select nodes";
/* api callbacks */
ot->invoke = node_border_select_invoke;
ot->exec = node_borderselect_exec;
ot->modal = WM_border_select_modal;
ot->cancel = WM_border_select_cancel;
ot->poll = ED_operator_node_active;
/* flags */
2012-08-04 12:54:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* rna */
WM_operator_properties_gesture_border(ot, TRUE);
RNA_def_boolean(ot->srna, "tweak", 0, "Tweak", "Only activate when mouse is not over a node - useful for tweak gesture");
}
/* ****** Lasso Select ****** */
static int do_lasso_select_node(bContext *C, const int mcords[][2], short moves, short select)
{
SpaceNode *snode = CTX_wm_space_node(C);
bNode *node;
ARegion *ar = CTX_wm_region(C);
rcti rect;
int change = FALSE;
/* get rectangle from operator */
BLI_lasso_boundbox(&rect, mcords, moves);
/* do actual selection */
for (node = snode->edittree->nodes.first; node; node = node->next) {
int screen_co[2];
const float cent[2] = {BLI_rctf_cent_x(&node->totr),
BLI_rctf_cent_y(&node->totr)};
/* marker in screen coords */
UI_view2d_view_to_region(&ar->v2d,
cent[0], cent[1],
&screen_co[0], &screen_co[1]);
if (BLI_rcti_isect_pt(&rect, screen_co[0], screen_co[1]) &&
BLI_lasso_is_point_inside(mcords, moves, screen_co[0], screen_co[1], INT_MAX))
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
nodeSetSelected(node, select);
change = TRUE;
}
}
if (change) {
WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
}
return change;
}
static int node_lasso_select_exec(bContext *C, wmOperator *op)
{
int mcords_tot;
const int (*mcords)[2] = WM_gesture_lasso_path_to_array(C, op, &mcords_tot);
if (mcords) {
short select;
select = !RNA_boolean_get(op->ptr, "deselect");
do_lasso_select_node(C, mcords, mcords_tot, select);
MEM_freeN((void *)mcords);
return OPERATOR_FINISHED;
}
return OPERATOR_PASS_THROUGH;
}
void NODE_OT_select_lasso(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Lasso Select";
ot->description = "Select nodes using lasso selection";
ot->idname = "NODE_OT_select_lasso";
/* api callbacks */
ot->invoke = WM_gesture_lasso_invoke;
ot->modal = WM_gesture_lasso_modal;
ot->exec = node_lasso_select_exec;
ot->poll = ED_operator_node_active;
ot->cancel = WM_gesture_lasso_cancel;
/* flags */
ot->flag = OPTYPE_UNDO;
/* properties */
RNA_def_collection_runtime(ot->srna, "path", &RNA_OperatorMousePath, "Path", "");
RNA_def_boolean(ot->srna, "deselect", 0, "Deselect", "Deselect rather than select items");
RNA_def_boolean(ot->srna, "extend", 1, "Extend", "Extend selection instead of deselecting everything first");
}
/* ****** Select/Deselect All ****** */
static int node_select_all_exec(bContext *C, wmOperator *op)
{
SpaceNode *snode = CTX_wm_space_node(C);
ListBase *node_lb = &snode->edittree->nodes;
bNode *node;
int action = RNA_enum_get(op->ptr, "action");
if (action == SEL_TOGGLE) {
if (ED_node_select_check(node_lb))
action = SEL_DESELECT;
else
action = SEL_SELECT;
}
for (node = node_lb->first; node; node = node->next) {
switch (action) {
case SEL_SELECT:
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
nodeSetSelected(node, TRUE);
break;
case SEL_DESELECT:
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
nodeSetSelected(node, FALSE);
break;
case SEL_INVERT:
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
nodeSetSelected(node, !(node->flag & SELECT));
break;
}
}
ED_node_sort(snode->edittree);
2012-08-04 12:54:27 +00:00
WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_select_all(wmOperatorType *ot)
{
/* identifiers */
ot->name = "(De)select All";
ot->description = "(De)select all nodes";
ot->idname = "NODE_OT_select_all";
/* api callbacks */
ot->exec = node_select_all_exec;
ot->poll = ED_operator_node_active;
/* flags */
2012-08-04 12:54:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
WM_operator_properties_select_all(ot);
}
/* ****** Select Linked To ****** */
static int node_select_linked_to_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeLink *link;
bNode *node;
2012-08-04 12:54:27 +00:00
for (node = snode->edittree->nodes.first; node; node = node->next)
node->flag &= ~NODE_TEST;
2012-08-04 12:54:27 +00:00
for (link = snode->edittree->links.first; link; link = link->next) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (nodeLinkIsHidden(link))
continue;
if (link->fromnode && link->tonode && (link->fromnode->flag & NODE_SELECT))
link->tonode->flag |= NODE_TEST;
}
2012-08-04 12:54:27 +00:00
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & NODE_TEST)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
nodeSetSelected(node, TRUE);
}
ED_node_sort(snode->edittree);
2012-08-04 12:54:27 +00:00
WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_select_linked_to(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Select Linked To";
ot->description = "Select nodes linked to the selected ones";
ot->idname = "NODE_OT_select_linked_to";
/* api callbacks */
ot->exec = node_select_linked_to_exec;
ot->poll = ED_operator_node_active;
/* flags */
2012-08-04 12:54:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****** Select Linked From ****** */
static int node_select_linked_from_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeLink *link;
bNode *node;
2012-08-04 12:54:27 +00:00
for (node = snode->edittree->nodes.first; node; node = node->next)
node->flag &= ~NODE_TEST;
2012-08-04 12:54:27 +00:00
for (link = snode->edittree->links.first; link; link = link->next) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (nodeLinkIsHidden(link))
continue;
if (link->fromnode && link->tonode && (link->tonode->flag & NODE_SELECT))
link->fromnode->flag |= NODE_TEST;
}
2012-08-04 12:54:27 +00:00
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & NODE_TEST)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
nodeSetSelected(node, TRUE);
}
ED_node_sort(snode->edittree);
2012-08-04 12:54:27 +00:00
WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_select_linked_from(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Select Linked From";
ot->description = "Select nodes linked from the selected ones";
ot->idname = "NODE_OT_select_linked_from";
/* api callbacks */
ot->exec = node_select_linked_from_exec;
ot->poll = ED_operator_node_active;
/* flags */
2012-08-04 12:54:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****** Select Same Type ****** */
static int node_select_same_type_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
node_select_same_type(snode);
ED_node_sort(snode->edittree);
2012-08-04 12:54:27 +00:00
WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_select_same_type(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Select Same Type";
ot->description = "Select all the nodes of the same type";
ot->idname = "NODE_OT_select_same_type";
/* api callbacks */
ot->exec = node_select_same_type_exec;
ot->poll = ED_operator_node_active;
/* flags */
2012-08-04 12:54:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****** Select The Next/Prev Node Of The Same Type ****** */
static int node_select_same_type_next_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
node_select_same_type_np(snode, 0);
ED_node_sort(snode->edittree);
2012-08-04 12:54:27 +00:00
WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_select_same_type_next(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Select Same Type Next";
ot->description = "Select the next node of the same type";
ot->idname = "NODE_OT_select_same_type_next";
/* api callbacks */
ot->exec = node_select_same_type_next_exec;
ot->poll = ED_operator_node_active;
/* flags */
2012-08-04 12:54:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int node_select_same_type_prev_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
node_select_same_type_np(snode, 1);
ED_node_sort(snode->edittree);
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WM_event_add_notifier(C, NC_NODE | NA_SELECTED, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_select_same_type_prev(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Select Same Type Prev";
ot->description = "Select the prev node of the same type";
ot->idname = "NODE_OT_select_same_type_prev";
/* api callbacks */
ot->exec = node_select_same_type_prev_exec;
ot->poll = ED_operator_node_active;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}