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

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/*
* 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.
*/
/** \file
* \ingroup spnode
* \brief higher level node drawing for the node editor.
2011-02-27 20:29:51 +00:00
*/
2019-02-27 12:34:56 +11:00
#include "DNA_light_types.h"
#include "DNA_node_types.h"
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
#include "DNA_material_types.h"
#include "DNA_screen_types.h"
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
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "DNA_linestyle_types.h"
#include "BLI_math.h"
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
#include "BLI_blenlib.h"
#include "BLT_translation.h"
#include "BKE_context.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "DEG_depsgraph.h"
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
#include "BLF_api.h"
#include "BIF_glutil.h"
#include "GPU_draw.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_framebuffer.h"
#include "WM_api.h"
2009-01-22 14:59:49 +00:00
#include "WM_types.h"
#include "ED_node.h"
#include "ED_gpencil.h"
#include "ED_space_api.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "node_intern.h" /* own include */
2014-11-28 15:50:43 +01:00
#ifdef WITH_COMPOSITOR
# include "COM_compositor.h"
#endif
/* XXX interface.h */
extern void ui_draw_dropshadow(
const rctf *rct, float radius, float aspect, float alpha, int select);
float ED_node_grid_size(void)
{
return U.widget_unit;
}
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
void ED_node_tree_update(const bContext *C)
{
SpaceNode *snode = CTX_wm_space_node(C);
if (snode) {
snode_set_context(C);
id_us_ensure_real(&snode->nodetree->id);
}
}
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
/* id is supposed to contain a node tree */
static bNodeTree *node_tree_from_ID(ID *id)
{
if (id) {
short idtype = GS(id->name);
switch (idtype) {
case ID_NT:
return (bNodeTree *)id;
case ID_MA:
return ((Material *)id)->nodetree;
case ID_LA:
return ((Light *)id)->nodetree;
case ID_WO:
return ((World *)id)->nodetree;
case ID_SCE:
return ((Scene *)id)->nodetree;
case ID_TE:
return ((Tex *)id)->nodetree;
case ID_LS:
return ((FreestyleLineStyle *)id)->nodetree;
}
}
return 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
}
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
void ED_node_tag_update_id(ID *id)
{
bNodeTree *ntree = node_tree_from_ID(id);
if (id == NULL || ntree == NULL) {
return;
}
/* TODO(sergey): With the new dependency graph it
* should be just enough to only tag ntree itself,
* all the users of this tree will have update
* flushed from the tree,
*/
DEG_id_tag_update(&ntree->id, 0);
if (ntree->type == NTREE_SHADER) {
DEG_id_tag_update(id, 0);
if (GS(id->name) == ID_MA) {
WM_main_add_notifier(NC_MATERIAL | ND_SHADING, id);
}
else if (GS(id->name) == ID_LA) {
WM_main_add_notifier(NC_LAMP | ND_LIGHTING, id);
}
else if (GS(id->name) == ID_WO) {
WM_main_add_notifier(NC_WORLD | ND_WORLD, id);
}
}
else if (ntree->type == NTREE_COMPOSIT) {
WM_main_add_notifier(NC_SCENE | ND_NODES, id);
}
else if (ntree->type == NTREE_TEXTURE) {
DEG_id_tag_update(id, 0);
WM_main_add_notifier(NC_TEXTURE | ND_NODES, id);
}
else if (id == &ntree->id) {
/* node groups */
DEG_id_tag_update(id, 0);
}
}
void ED_node_tag_update_nodetree(Main *bmain, bNodeTree *ntree, bNode *node)
{
if (!ntree) {
return;
}
bool do_tag_update = true;
if (node != NULL) {
if (!node_connected_to_output(bmain, ntree, node)) {
do_tag_update = false;
}
}
/* look through all datablocks, to support groups */
if (do_tag_update) {
FOREACH_NODETREE_BEGIN (bmain, tntree, id) {
/* check if nodetree uses the group */
if (ntreeHasTree(tntree, ntree)) {
ED_node_tag_update_id(id);
}
}
FOREACH_NODETREE_END;
}
if (ntree->type == NTREE_TEXTURE) {
ntreeTexCheckCyclics(ntree);
}
}
2015-04-20 23:37:04 +10:00
static bool compare_nodes(const bNode *a, const bNode *b)
{
bNode *parent;
/* These tell if either the node or any of the parent nodes is selected.
* A selected parent means an unselected node is also in foreground!
*/
bool a_select = (a->flag & NODE_SELECT) != 0, b_select = (b->flag & NODE_SELECT) != 0;
bool a_active = (a->flag & NODE_ACTIVE) != 0, b_active = (b->flag & NODE_ACTIVE) != 0;
/* if one is an ancestor of the other */
/* XXX there might be a better sorting algorithm for stable topological sort,
* this is O(n^2) worst case */
for (parent = a->parent; parent; parent = parent->parent) {
/* if b is an ancestor, it is always behind a */
if (parent == b) {
return 1;
}
/* any selected ancestor moves the node forward */
if (parent->flag & NODE_ACTIVE) {
a_active = 1;
}
if (parent->flag & NODE_SELECT) {
a_select = 1;
}
}
for (parent = b->parent; parent; parent = parent->parent) {
/* if a is an ancestor, it is always behind b */
if (parent == a) {
return 0;
}
/* any selected ancestor moves the node forward */
if (parent->flag & NODE_ACTIVE) {
b_active = 1;
}
if (parent->flag & NODE_SELECT) {
b_select = 1;
}
}
/* if one of the nodes is in the background and the other not */
if ((a->flag & NODE_BACKGROUND) && !(b->flag & NODE_BACKGROUND)) {
return 0;
}
else if (!(a->flag & NODE_BACKGROUND) && (b->flag & NODE_BACKGROUND)) {
return 1;
}
/* if one has a higher selection state (active > selected > nothing) */
if (!b_active && a_active) {
return 1;
}
else if (!b_select && (a_active || a_select)) {
return 1;
}
return 0;
}
/* Sorts nodes by selection: unselected nodes first, then selected,
* then the active node at the very end. Relative order is kept intact!
*/
void ED_node_sort(bNodeTree *ntree)
{
/* merge sort is the algorithm of choice here */
bNode *first_a, *first_b, *node_a, *node_b, *tmp;
int totnodes = BLI_listbase_count(&ntree->nodes);
int k, a, b;
k = 1;
while (k < totnodes) {
first_a = first_b = ntree->nodes.first;
do {
/* setup first_b pointer */
for (b = 0; b < k && first_b; ++b) {
first_b = first_b->next;
}
/* all batches merged? */
if (first_b == NULL) {
break;
}
/* merge batches */
node_a = first_a;
node_b = first_b;
a = b = 0;
while (a < k && b < k && node_b) {
if (compare_nodes(node_a, node_b) == 0) {
node_a = node_a->next;
a++;
}
else {
tmp = node_b;
node_b = node_b->next;
b++;
BLI_remlink(&ntree->nodes, tmp);
BLI_insertlinkbefore(&ntree->nodes, node_a, tmp);
}
}
/* setup first pointers for next batch */
first_b = node_b;
for (; b < k; ++b) {
/* all nodes sorted? */
if (first_b == NULL) {
break;
}
first_b = first_b->next;
}
first_a = first_b;
} while (first_b);
k = k << 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/
2013-03-18 16:34:57 +00:00
static void do_node_internal_buttons(bContext *C, void *UNUSED(node_v), int event)
{
if (event == B_NODE_EXEC) {
SpaceNode *snode = CTX_wm_space_node(C);
if (snode && snode->id) {
ED_node_tag_update_id(snode->id);
}
}
}
static void node_uiblocks_init(const bContext *C, bNodeTree *ntree)
{
bNode *node;
char uiblockstr[32];
/* add node uiBlocks in drawing order - prevents events going to overlapping nodes */
for (node = ntree->nodes.first; node; node = node->next) {
/* ui block */
BLI_snprintf(uiblockstr, sizeof(uiblockstr), "node buttons %p", (void *)node);
node->block = UI_block_begin(C, CTX_wm_region(C), uiblockstr, UI_EMBOSS);
UI_block_func_handle_set(node->block, do_node_internal_buttons, node);
/* this cancels events for background nodes */
UI_block_flag_enable(node->block, UI_BLOCK_CLIP_EVENTS);
}
}
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
void node_to_view(struct bNode *node, float x, float y, float *rx, float *ry)
{
nodeToView(node, x, y, rx, ry);
*rx *= UI_DPI_FAC;
*ry *= UI_DPI_FAC;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
}
void node_to_updated_rect(struct bNode *node, rctf *r_rect)
{
node_to_view(node, node->offsetx, node->offsety, &r_rect->xmin, &r_rect->ymax);
node_to_view(node,
node->offsetx + node->width,
node->offsety - node->height,
&r_rect->xmax,
&r_rect->ymin);
}
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
void node_from_view(struct bNode *node, float x, float y, float *rx, float *ry)
{
x /= UI_DPI_FAC;
y /= UI_DPI_FAC;
nodeFromView(node, x, y, rx, ry);
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node)
{
uiLayout *layout, *row;
PointerRNA nodeptr, sockptr;
bNodeSocket *nsock;
float locx, locy;
float dy;
int buty;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
/* get "global" coords */
node_to_view(node, 0.0f, 0.0f, &locx, &locy);
dy = locy;
/* header */
dy -= NODE_DY;
/* little bit space in top */
if (node->outputs.first) {
dy -= NODE_DYS / 2;
}
/* output sockets */
bool add_output_space = false;
for (nsock = node->outputs.first; nsock; nsock = nsock->next) {
if (nodeSocketIsHidden(nsock)) {
continue;
}
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, nsock, &sockptr);
layout = UI_block_layout(node->block,
UI_LAYOUT_VERTICAL,
UI_LAYOUT_PANEL,
locx + NODE_DYS,
dy,
NODE_WIDTH(node) - NODE_DY,
NODE_DY,
0,
UI_style_get());
if (node->flag & NODE_MUTED) {
uiLayoutSetActive(layout, false);
}
/* context pointers for current node and socket */
uiLayoutSetContextPointer(layout, "node", &nodeptr);
uiLayoutSetContextPointer(layout, "socket", &sockptr);
/* align output buttons to the right */
row = uiLayoutRow(layout, 1);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_RIGHT);
nsock->typeinfo->draw((bContext *)C, row, &sockptr, &nodeptr, IFACE_(nsock->name));
UI_block_align_end(node->block);
UI_block_layout_resolve(node->block, NULL, &buty);
/* ensure minimum socket height in case layout is empty */
buty = min_ii(buty, dy - NODE_DY);
nsock->locx = locx + NODE_WIDTH(node);
/* place the socket circle in the middle of the layout */
nsock->locy = 0.5f * (dy + buty);
dy = buty;
if (nsock->next) {
dy -= NODE_SOCKDY;
}
add_output_space = true;
}
if (add_output_space) {
dy -= NODE_DY / 4;
}
node->prvr.xmin = locx + NODE_DYS;
node->prvr.xmax = locx + NODE_WIDTH(node) - NODE_DYS;
/* preview rect? */
if (node->flag & NODE_PREVIEW) {
float aspect = 1.0f;
if (node->preview_xsize && node->preview_ysize) {
aspect = (float)node->preview_ysize / (float)node->preview_xsize;
}
dy -= NODE_DYS / 2;
node->prvr.ymax = dy;
if (aspect <= 1.0f) {
node->prvr.ymin = dy - aspect * (NODE_WIDTH(node) - NODE_DY);
}
else {
/* width correction of image */
/* XXX huh? (ton) */
float dx = (NODE_WIDTH(node) - NODE_DYS) - (NODE_WIDTH(node) - NODE_DYS) / aspect;
node->prvr.ymin = dy - (NODE_WIDTH(node) - NODE_DY);
node->prvr.xmin += 0.5f * dx;
node->prvr.xmax -= 0.5f * dx;
}
dy = node->prvr.ymin - NODE_DYS / 2;
/* make sure that maximums are bigger or equal to minimums */
if (node->prvr.xmax < node->prvr.xmin) {
SWAP(float, node->prvr.xmax, node->prvr.xmin);
}
if (node->prvr.ymax < node->prvr.ymin) {
SWAP(float, node->prvr.ymax, node->prvr.ymin);
}
}
/* buttons rect? */
if (node->typeinfo->draw_buttons && (node->flag & NODE_OPTIONS)) {
dy -= NODE_DYS / 2;
/* set this for uifunc() that don't use layout engine yet */
node->butr.xmin = 0;
node->butr.xmax = NODE_WIDTH(node) - 2 * NODE_DYS;
node->butr.ymin = 0;
node->butr.ymax = 0;
layout = UI_block_layout(node->block,
UI_LAYOUT_VERTICAL,
UI_LAYOUT_PANEL,
locx + NODE_DYS,
dy,
node->butr.xmax,
0,
0,
UI_style_get());
if (node->flag & NODE_MUTED) {
uiLayoutSetActive(layout, false);
}
uiLayoutSetContextPointer(layout, "node", &nodeptr);
node->typeinfo->draw_buttons(layout, (bContext *)C, &nodeptr);
UI_block_align_end(node->block);
UI_block_layout_resolve(node->block, NULL, &buty);
dy = buty - NODE_DYS / 2;
}
/* input sockets */
for (nsock = node->inputs.first; nsock; nsock = nsock->next) {
if (nodeSocketIsHidden(nsock)) {
continue;
}
RNA_pointer_create(&ntree->id, &RNA_NodeSocket, nsock, &sockptr);
layout = UI_block_layout(node->block,
UI_LAYOUT_VERTICAL,
UI_LAYOUT_PANEL,
locx + NODE_DYS,
dy,
NODE_WIDTH(node) - NODE_DY,
NODE_DY,
0,
UI_style_get());
if (node->flag & NODE_MUTED) {
uiLayoutSetActive(layout, false);
}
/* context pointers for current node and socket */
uiLayoutSetContextPointer(layout, "node", &nodeptr);
uiLayoutSetContextPointer(layout, "socket", &sockptr);
row = uiLayoutRow(layout, 1);
nsock->typeinfo->draw((bContext *)C, row, &sockptr, &nodeptr, IFACE_(nsock->name));
UI_block_align_end(node->block);
UI_block_layout_resolve(node->block, NULL, &buty);
/* ensure minimum socket height in case layout is empty */
buty = min_ii(buty, dy - NODE_DY);
nsock->locx = locx;
/* place the socket circle in the middle of the layout */
nsock->locy = 0.5f * (dy + buty);
dy = buty;
if (nsock->next) {
dy -= NODE_SOCKDY;
}
}
/* little bit space in end */
if (node->inputs.first || (node->flag & (NODE_OPTIONS | NODE_PREVIEW)) == 0) {
dy -= NODE_DYS / 2;
}
node->totr.xmin = locx;
node->totr.xmax = locx + NODE_WIDTH(node);
node->totr.ymax = locy;
node->totr.ymin = min_ff(dy, locy - 2 * NODE_DY);
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
UI_block_bounds_set_explicit(node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_hidden(bNode *node)
{
bNodeSocket *nsock;
float locx, locy;
float rad, drad, hiddenrad = HIDDEN_RAD;
int totin = 0, totout = 0, tot;
/* get "global" coords */
node_to_view(node, 0.0f, 0.0f, &locx, &locy);
/* calculate minimal radius */
for (nsock = node->inputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
totin++;
}
}
for (nsock = node->outputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
totout++;
}
}
tot = MAX2(totin, totout);
if (tot > 4) {
hiddenrad += 5.0f * (float)(tot - 4);
}
node->totr.xmin = locx;
node->totr.xmax = locx + max_ff(NODE_WIDTH(node), 2 * hiddenrad);
node->totr.ymax = locy + (hiddenrad - 0.5f * NODE_DY);
node->totr.ymin = node->totr.ymax - 2 * hiddenrad;
/* output sockets */
rad = drad = (float)M_PI / (1.0f + (float)totout);
for (nsock = node->outputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
nsock->locx = node->totr.xmax - hiddenrad + sinf(rad) * hiddenrad;
nsock->locy = node->totr.ymin + hiddenrad + cosf(rad) * hiddenrad;
rad += drad;
}
}
/* input sockets */
rad = drad = -(float)M_PI / (1.0f + (float)totin);
for (nsock = node->inputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
nsock->locx = node->totr.xmin + hiddenrad + sinf(rad) * hiddenrad;
nsock->locy = node->totr.ymin + hiddenrad + cosf(rad) * hiddenrad;
rad += drad;
}
}
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
UI_block_bounds_set_explicit(node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
void node_update_default(const bContext *C, bNodeTree *ntree, bNode *node)
{
if (node->flag & NODE_HIDDEN) {
node_update_hidden(node);
}
else {
node_update_basis(C, ntree, node);
}
}
int node_select_area_default(bNode *node, int x, int y)
{
return BLI_rctf_isect_pt(&node->totr, x, y);
}
int node_tweak_area_default(bNode *node, int x, int y)
{
return BLI_rctf_isect_pt(&node->totr, x, y);
}
int node_get_colorid(bNode *node)
{
switch (node->typeinfo->nclass) {
case NODE_CLASS_INPUT:
return TH_NODE_INPUT;
case NODE_CLASS_OUTPUT:
return (node->flag & NODE_DO_OUTPUT) ? TH_NODE_OUTPUT : TH_NODE;
case NODE_CLASS_CONVERTOR:
return TH_NODE_CONVERTOR;
case NODE_CLASS_OP_COLOR:
return TH_NODE_COLOR;
case NODE_CLASS_OP_VECTOR:
return TH_NODE_VECTOR;
case NODE_CLASS_OP_FILTER:
return TH_NODE_FILTER;
case NODE_CLASS_GROUP:
return TH_NODE_GROUP;
case NODE_CLASS_INTERFACE:
return TH_NODE_INTERFACE;
case NODE_CLASS_MATTE:
return TH_NODE_MATTE;
case NODE_CLASS_DISTORT:
return TH_NODE_DISTORT;
case NODE_CLASS_TEXTURE:
return TH_NODE_TEXTURE;
case NODE_CLASS_SHADER:
return TH_NODE_SHADER;
case NODE_CLASS_SCRIPT:
return TH_NODE_SCRIPT;
case NODE_CLASS_PATTERN:
return TH_NODE_PATTERN;
case NODE_CLASS_LAYOUT:
return TH_NODE_LAYOUT;
default:
return TH_NODE;
}
}
/* note: in cmp_util.c is similar code, for node_compo_pass_on()
* the same goes for shader and texture nodes. */
/* note: in node_edit.c is similar code, for untangle node */
static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node)
{
bNodeLink *link;
GPU_blend(true);
for (link = node->internal_links.first; link; link = link->next) {
node_draw_link_bezier(v2d, snode, link, TH_REDALERT, TH_REDALERT, -1);
}
GPU_blend(false);
}
/* flags used in gpu_shader_keyframe_diamond_frag.glsl */
#define MARKER_SHAPE_DIAMOND 0x1
#define MARKER_SHAPE_SQUARE 0xC
#define MARKER_SHAPE_CIRCLE 0x2
#define MARKER_SHAPE_INNER_DOT 0x10
static void node_socket_draw(const bContext *C,
bNodeTree *ntree,
PointerRNA node_ptr,
bNodeSocket *sock,
unsigned pos_id,
unsigned col_id,
unsigned shape_id,
unsigned size_id,
unsigned outline_col_id,
float size,
bool selected)
{
PointerRNA ptr;
float color[4];
float outline_color[4];
unsigned int flags = 0;
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &ptr);
sock->typeinfo->draw_color((bContext *)C, &ptr, &node_ptr, color);
bNode *node = node_ptr.data;
if (node->flag & NODE_MUTED) {
color[3] *= 0.25f;
}
if (selected) {
UI_GetThemeColor4fv(TH_TEXT_HI, outline_color);
outline_color[3] = 0.9f;
}
else {
copy_v4_fl(outline_color, 0.0f);
outline_color[3] = 0.6f;
}
/* sets shape flags */
switch (sock->display_shape) {
case SOCK_DISPLAY_SHAPE_DIAMOND:
case SOCK_DISPLAY_SHAPE_DIAMOND_DOT:
flags = MARKER_SHAPE_DIAMOND;
break;
case SOCK_DISPLAY_SHAPE_SQUARE:
case SOCK_DISPLAY_SHAPE_SQUARE_DOT:
flags = MARKER_SHAPE_SQUARE;
break;
default:
case SOCK_DISPLAY_SHAPE_CIRCLE:
case SOCK_DISPLAY_SHAPE_CIRCLE_DOT:
flags = MARKER_SHAPE_CIRCLE;
break;
}
if (ELEM(sock->display_shape,
SOCK_DISPLAY_SHAPE_DIAMOND_DOT,
SOCK_DISPLAY_SHAPE_SQUARE_DOT,
SOCK_DISPLAY_SHAPE_CIRCLE_DOT)) {
flags |= MARKER_SHAPE_INNER_DOT;
}
immAttr4fv(col_id, color);
immAttr1u(shape_id, flags);
immAttr1f(size_id, size);
immAttr4fv(outline_col_id, outline_color);
immVertex2f(pos_id, sock->locx, sock->locy);
}
/* ************** Socket callbacks *********** */
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
static void node_draw_preview_background(float tile, rctf *rect)
{
float x, y;
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw checkerboard backdrop to show alpha */
immUniformColor3ub(120, 120, 120);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
immUniformColor3ub(160, 160, 160);
for (y = rect->ymin; y < rect->ymax; y += tile * 2) {
for (x = rect->xmin; x < rect->xmax; x += tile * 2) {
float tilex = tile, tiley = tile;
if (x + tile > rect->xmax) {
tilex = rect->xmax - x;
}
if (y + tile > rect->ymax) {
tiley = rect->ymax - y;
}
immRectf(pos, x, y, x + tilex, y + tiley);
}
}
for (y = rect->ymin + tile; y < rect->ymax; y += tile * 2) {
for (x = rect->xmin + tile; x < rect->xmax; x += tile * 2) {
float tilex = tile, tiley = tile;
if (x + tile > rect->xmax) {
tilex = rect->xmax - x;
}
if (y + tile > rect->ymax) {
tiley = rect->ymax - y;
}
immRectf(pos, x, y, x + tilex, y + tiley);
}
}
immUnbindProgram();
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
}
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
/* not a callback */
static void node_draw_preview(bNodePreview *preview, rctf *prv)
{
float xrect = BLI_rctf_size_x(prv);
float yrect = BLI_rctf_size_y(prv);
float xscale = xrect / ((float)preview->xsize);
float yscale = yrect / ((float)preview->ysize);
float scale;
rctf draw_rect;
/* uniform scale and offset */
draw_rect = *prv;
if (xscale < yscale) {
float offset = 0.5f * (yrect - ((float)preview->ysize) * xscale);
draw_rect.ymin += offset;
draw_rect.ymax -= offset;
scale = xscale;
}
else {
float offset = 0.5f * (xrect - ((float)preview->xsize) * yscale);
draw_rect.xmin += offset;
draw_rect.xmax -= offset;
scale = yscale;
}
node_draw_preview_background(BLI_rctf_size_x(prv) / 10.0f, &draw_rect);
GPU_blend(true);
/* premul graphics */
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
immDrawPixelsTex(&state,
draw_rect.xmin,
draw_rect.ymin,
preview->xsize,
preview->ysize,
GL_RGBA,
GL_UNSIGNED_BYTE,
GL_LINEAR,
preview->rect,
scale,
scale,
NULL);
GPU_blend(false);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -15, +100);
imm_draw_box_wire_2d(pos, draw_rect.xmin, draw_rect.ymin, draw_rect.xmax, draw_rect.ymax);
immUnbindProgram();
}
/* common handle function for operator buttons that need to select the node first */
static void node_toggle_button_cb(struct bContext *C, void *node_argv, void *op_argv)
{
bNode *node = (bNode *)node_argv;
const char *opname = (const char *)op_argv;
/* select & activate only the button's node */
node_select_single(C, node);
WM_operator_name_call(C, opname, WM_OP_INVOKE_DEFAULT, NULL);
}
void node_draw_shadow(SpaceNode *snode, bNode *node, float radius, float alpha)
{
rctf *rct = &node->totr;
UI_draw_roundbox_corner_set(UI_CNR_ALL);
if (node->parent == NULL) {
ui_draw_dropshadow(rct, radius, snode->aspect, alpha, node->flag & SELECT);
}
else {
const float margin = 3.0f;
float color[4] = {0.0f, 0.0f, 0.0f, 0.33f};
UI_draw_roundbox_aa(true,
rct->xmin - margin,
rct->ymin - margin,
rct->xmax + margin,
rct->ymax + margin,
radius + margin,
color);
}
}
void node_draw_sockets(View2D *v2d,
const bContext *C,
bNodeTree *ntree,
bNode *node,
bool draw_outputs,
bool select_all)
{
const uint total_input_len = BLI_listbase_count(&node->inputs);
const uint total_output_len = BLI_listbase_count(&node->outputs);
if (total_input_len + total_output_len == 0) {
return;
}
PointerRNA node_ptr;
RNA_pointer_create((ID *)ntree, &RNA_Node, node, &node_ptr);
bool selected = false;
GPUVertFormat *format = immVertexFormat();
uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint col_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
uint shape_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
uint size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
uint outline_col_id = GPU_vertformat_attr_add(format, "outlineColor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_blend(true);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
immUniform1f("outline_scale", 0.7f);
/* set handle size */
float scale;
UI_view2d_scale_get(v2d, &scale, NULL);
scale *= 2.25f * NODE_SOCKSIZE;
if (!select_all) {
immBeginAtMost(GPU_PRIM_POINTS, total_input_len + total_output_len);
}
/* socket inputs */
short selected_input_len = 0;
bNodeSocket *sock;
for (sock = node->inputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock)) {
continue;
}
if (select_all || (sock->flag & SELECT)) {
++selected_input_len;
continue;
}
node_socket_draw(C,
ntree,
node_ptr,
sock,
pos_id,
col_id,
shape_id,
size_id,
outline_col_id,
scale,
selected);
}
/* socket outputs */
short selected_output_len = 0;
if (draw_outputs) {
for (sock = node->outputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock)) {
continue;
}
if (select_all || (sock->flag & SELECT)) {
++selected_output_len;
continue;
}
node_socket_draw(C,
ntree,
node_ptr,
sock,
pos_id,
col_id,
shape_id,
size_id,
outline_col_id,
scale,
selected);
}
}
if (!select_all) {
immEnd();
}
/* go back and draw selected sockets */
if (selected_input_len + selected_output_len > 0) {
/* outline for selected sockets */
selected = true;
immBegin(GPU_PRIM_POINTS, selected_input_len + selected_output_len);
if (selected_input_len) {
/* socket inputs */
for (sock = node->inputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock)) {
continue;
}
if (select_all || (sock->flag & SELECT)) {
node_socket_draw(C,
ntree,
node_ptr,
sock,
pos_id,
col_id,
shape_id,
size_id,
outline_col_id,
scale,
selected);
if (--selected_input_len == 0) {
break; /* stop as soon as last one is drawn */
}
}
}
}
if (selected_output_len) {
/* socket outputs */
for (sock = node->outputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock)) {
continue;
}
if (select_all || (sock->flag & SELECT)) {
node_socket_draw(C,
ntree,
node_ptr,
sock,
pos_id,
col_id,
shape_id,
size_id,
outline_col_id,
scale,
selected);
if (--selected_output_len == 0) {
break; /* stop as soon as last one is drawn */
}
}
}
}
immEnd();
}
immUnbindProgram();
GPU_program_point_size(false);
GPU_blend(false);
}
static void node_draw_basis(const bContext *C,
ARegion *ar,
SpaceNode *snode,
bNodeTree *ntree,
bNode *node,
bNodeInstanceKey key)
{
bNodeInstanceHash *previews = CTX_data_pointer_get(C, "node_previews").data;
rctf *rct = &node->totr;
float iconofs;
/* float socket_size = NODE_SOCKSIZE*U.dpi/72; */ /* UNUSED */
float iconbutw = 0.8f * UI_UNIT_X;
int color_id = node_get_colorid(node);
float color[4];
char showname[128]; /* 128 used below */
View2D *v2d = &ar->v2d;
/* skip if out of view */
if (BLI_rctf_isect(&node->totr, &v2d->cur, NULL) == false) {
UI_block_end(C, node->block);
node->block = NULL;
return;
}
/* shadow */
node_draw_shadow(snode, node, BASIS_RAD, 1.0f);
if (node->flag & NODE_MUTED) {
/* Muted nodes are semi-transparent and colorless. */
UI_GetThemeColor3fv(TH_NODE, color);
color[3] = 0.25f;
}
else {
/* Opaque headers for regular nodes. */
UI_GetThemeColor3fv(color_id, color);
color[3] = 1.0f;
}
GPU_line_width(1.0f);
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
UI_draw_roundbox_aa(
true, rct->xmin, rct->ymax - NODE_DY, rct->xmax, rct->ymax, BASIS_RAD, color);
/* show/hide icons */
iconofs = rct->xmax - 0.35f * U.widget_unit;
/* preview */
if (node->typeinfo->flag & NODE_PREVIEW) {
uiBut *but;
iconofs -= iconbutw;
UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
but = uiDefIconBut(node->block,
UI_BTYPE_BUT_TOGGLE,
B_REDR,
ICON_MATERIAL,
iconofs,
rct->ymax - NODE_DY,
iconbutw,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
"");
UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_preview_toggle");
/* XXX this does not work when node is activated and the operator called right afterwards,
* since active ID is not updated yet (needs to process the notifier).
* This can only work as visual indicator!
*/
// if (!(node->flag & (NODE_ACTIVE_ID|NODE_DO_OUTPUT)))
// UI_but_flag_enable(but, UI_BUT_DISABLED);
UI_block_emboss_set(node->block, UI_EMBOSS);
}
/* group edit */
if (node->type == NODE_GROUP) {
uiBut *but;
iconofs -= iconbutw;
UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
but = uiDefIconBut(node->block,
UI_BTYPE_BUT_TOGGLE,
B_REDR,
ICON_NODETREE,
iconofs,
rct->ymax - NODE_DY,
iconbutw,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
"");
UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_group_edit");
UI_block_emboss_set(node->block, UI_EMBOSS);
}
/* title */
if (node->flag & SELECT) {
UI_GetThemeColor4fv(TH_SELECT, color);
}
else {
UI_GetThemeColorBlendShade4fv(TH_SELECT, color_id, 0.4f, 10, color);
}
/* open/close entirely? */
{
uiBut *but;
int but_size = U.widget_unit * 0.8f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
but = uiDefBut(node->block,
UI_BTYPE_BUT_TOGGLE,
B_REDR,
"",
rct->xmin + 0.35f * U.widget_unit,
rct->ymax - NODE_DY / 2.2f - but_size / 2,
but_size,
but_size,
NULL,
0,
0,
0,
0,
"");
UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_hide_toggle");
UI_block_emboss_set(node->block, UI_EMBOSS);
UI_GetThemeColor4fv(TH_TEXT, color);
/* custom draw function for this button */
UI_draw_icon_tri(rct->xmin + 0.65f * U.widget_unit, rct->ymax - NODE_DY / 2.2f, 'v', color);
}
nodeLabel(ntree, node, showname, sizeof(showname));
uiBut *but = uiDefBut(node->block,
UI_BTYPE_LABEL,
0,
showname,
(int)(rct->xmin + (NODE_MARGIN_X)),
(int)(rct->ymax - NODE_DY),
(short)(iconofs - rct->xmin - 18.0f),
(short)NODE_DY,
NULL,
0,
0,
0,
0,
"");
if (node->flag & NODE_MUTED) {
UI_but_flag_enable(but, UI_BUT_INACTIVE);
}
/* body */
if (!nodeIsRegistered(node)) {
/* use warning color to indicate undefined types */
UI_GetThemeColor4fv(TH_REDALERT, color);
}
else if (node->flag & NODE_MUTED) {
/* Muted nodes are semi-transparent and colorless. */
UI_GetThemeColor4fv(TH_NODE, color);
}
else if (node->flag & NODE_CUSTOM_COLOR) {
rgba_float_args_set(color, node->color[0], node->color[1], node->color[2], 1.0f);
}
else {
UI_GetThemeColor4fv(TH_NODE, color);
}
if (node->flag & NODE_MUTED) {
color[3] = 0.5f;
}
UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_LEFT | UI_CNR_BOTTOM_RIGHT);
UI_draw_roundbox_aa(
true, rct->xmin, rct->ymin, rct->xmax, rct->ymax - NODE_DY, BASIS_RAD, color);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
UI_GetThemeColorShadeAlpha4fv(
(node->flag & NODE_ACTIVE) ? TH_ACTIVE : TH_SELECT, 0, -40, color);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox_aa(false, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD, color);
}
/* disable lines */
if (node->flag & NODE_MUTED) {
node_draw_mute_line(v2d, snode, node);
}
node_draw_sockets(v2d, C, ntree, node, true, false);
/* preview */
if (node->flag & NODE_PREVIEW && previews) {
bNodePreview *preview = BKE_node_instance_hash_lookup(previews, key);
if (preview && (preview->xsize && preview->ysize)) {
if (preview->rect && !BLI_rctf_is_empty(&node->prvr)) {
node_draw_preview(preview, &node->prvr);
}
}
}
UI_ThemeClearColor(color_id);
UI_block_end(C, node->block);
UI_block_draw(C, node->block);
node->block = NULL;
}
static void node_draw_hidden(const bContext *C,
ARegion *ar,
SpaceNode *snode,
bNodeTree *ntree,
bNode *node,
bNodeInstanceKey UNUSED(key))
{
rctf *rct = &node->totr;
float dx, centy = BLI_rctf_cent_y(rct);
float hiddenrad = BLI_rctf_size_y(rct) / 2.0f;
int color_id = node_get_colorid(node);
float color[4];
char showname[128]; /* 128 is used below */
View2D *v2d = &ar->v2d;
float scale;
UI_view2d_scale_get(v2d, &scale, NULL);
/* shadow */
node_draw_shadow(snode, node, hiddenrad, 1.0f);
/* body */
if (node->flag & NODE_MUTED) {
/* Muted nodes are semi-transparent and colorless. */
UI_GetThemeColor4fv(TH_NODE, color);
color[3] = 0.25f;
}
else {
UI_GetThemeColor4fv(color_id, color);
}
UI_draw_roundbox_aa(true, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad, color);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
UI_GetThemeColorShadeAlpha4fv(
(node->flag & NODE_ACTIVE) ? TH_ACTIVE : TH_SELECT, 0, -40, color);
UI_draw_roundbox_aa(false, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad, color);
}
/* custom color inline */
if (node->flag & NODE_CUSTOM_COLOR) {
GPU_blend(true);
GPU_line_smooth(true);
UI_draw_roundbox_3fvAlpha(false,
rct->xmin + 1,
rct->ymin + 1,
rct->xmax - 1,
rct->ymax - 1,
hiddenrad,
node->color,
1.0f);
GPU_line_smooth(false);
GPU_blend(false);
}
/* title */
if (node->flag & SELECT) {
UI_GetThemeColor4fv(TH_SELECT, color);
}
else {
UI_GetThemeColorBlendShade4fv(TH_SELECT, color_id, 0.4f, 10, color);
}
/* open entirely icon */
{
uiBut *but;
int but_size = U.widget_unit * 0.8f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
UI_block_emboss_set(node->block, UI_EMBOSS_NONE);
but = uiDefBut(node->block,
UI_BTYPE_BUT_TOGGLE,
B_REDR,
"",
rct->xmin + 0.35f * U.widget_unit,
centy - but_size / 2,
but_size,
but_size,
NULL,
0,
0,
0,
0,
"");
UI_but_func_set(but, node_toggle_button_cb, node, (void *)"NODE_OT_hide_toggle");
UI_block_emboss_set(node->block, UI_EMBOSS);
UI_GetThemeColor4fv(TH_TEXT, color);
/* custom draw function for this button */
UI_draw_icon_tri(rct->xmin + 0.65f * U.widget_unit, centy, 'h', color);
}
/* disable lines */
if (node->flag & NODE_MUTED) {
node_draw_mute_line(&ar->v2d, snode, node);
}
nodeLabel(ntree, node, showname, sizeof(showname));
/* XXX - don't print into self! */
// if (node->flag & NODE_MUTED)
// BLI_snprintf(showname, sizeof(showname), "[%s]", showname);
uiBut *but = uiDefBut(node->block,
UI_BTYPE_LABEL,
0,
showname,
round_fl_to_int(rct->xmin + NODE_MARGIN_X),
round_fl_to_int(centy - NODE_DY * 0.5f),
(short)(BLI_rctf_size_x(rct) - 18.0f - 12.0f),
(short)NODE_DY,
NULL,
0,
0,
0,
0,
"");
if (node->flag & NODE_MUTED) {
UI_but_flag_enable(but, UI_BUT_INACTIVE);
}
/* scale widget thing */
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(color_id, -10);
dx = 10.0f;
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, rct->xmax - dx, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx, centy + 4.0f);
immVertex2f(pos, rct->xmax - dx - 3.0f * snode->aspect, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx - 3.0f * snode->aspect, centy + 4.0f);
immEnd();
immUniformThemeColorShade(color_id, 30);
dx -= snode->aspect;
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, rct->xmax - dx, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx, centy + 4.0f);
immVertex2f(pos, rct->xmax - dx - 3.0f * snode->aspect, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx - 3.0f * snode->aspect, centy + 4.0f);
immEnd();
immUnbindProgram();
node_draw_sockets(v2d, C, ntree, node, true, false);
UI_block_end(C, node->block);
UI_block_draw(C, node->block);
node->block = NULL;
}
int node_get_resize_cursor(int directions)
{
if (directions == 0) {
return CURSOR_STD;
}
else if ((directions & ~(NODE_RESIZE_TOP | NODE_RESIZE_BOTTOM)) == 0) {
return CURSOR_Y_MOVE;
}
else if ((directions & ~(NODE_RESIZE_RIGHT | NODE_RESIZE_LEFT)) == 0) {
return CURSOR_X_MOVE;
}
else {
return CURSOR_EDIT;
}
}
void node_set_cursor(wmWindow *win, SpaceNode *snode, float cursor[2])
{
bNodeTree *ntree = snode->edittree;
bNode *node;
bNodeSocket *sock;
int wmcursor = CURSOR_STD;
if (ntree) {
if (node_find_indicated_socket(snode, &node, &sock, cursor, SOCK_IN | SOCK_OUT)) {
/* pass */
}
else {
/* check nodes front to back */
for (node = ntree->nodes.last; node; node = node->prev) {
if (BLI_rctf_isect_pt(&node->totr, cursor[0], cursor[1])) {
break; /* first hit on node stops */
}
}
if (node) {
int dir = node->typeinfo->resize_area_func(node, cursor[0], cursor[1]);
wmcursor = node_get_resize_cursor(dir);
}
}
}
WM_cursor_set(win, wmcursor);
}
void node_draw_default(const bContext *C,
ARegion *ar,
SpaceNode *snode,
bNodeTree *ntree,
bNode *node,
bNodeInstanceKey key)
{
if (node->flag & NODE_HIDDEN) {
node_draw_hidden(C, ar, snode, ntree, node, key);
}
else {
node_draw_basis(C, ar, snode, ntree, node, key);
}
}
static void node_update(const bContext *C, bNodeTree *ntree, bNode *node)
{
if (node->typeinfo->draw_nodetype_prepare) {
node->typeinfo->draw_nodetype_prepare(C, ntree, 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
void node_update_nodetree(const bContext *C, bNodeTree *ntree)
{
bNode *node;
/* make sure socket "used" tags are correct, for displaying value buttons */
ntreeTagUsedSockets(ntree);
/* update nodes front to back, so children sizes get updated before parents */
for (node = ntree->nodes.last; node; node = node->prev) {
node_update(C, ntree, node);
}
}
static void node_draw(const bContext *C,
ARegion *ar,
SpaceNode *snode,
bNodeTree *ntree,
bNode *node,
bNodeInstanceKey key)
{
if (node->typeinfo->draw_nodetype) {
node->typeinfo->draw_nodetype(C, ar, snode, ntree, node, key);
}
}
#define USE_DRAW_TOT_UPDATE
void node_draw_nodetree(const bContext *C,
ARegion *ar,
SpaceNode *snode,
bNodeTree *ntree,
bNodeInstanceKey parent_key)
{
bNode *node;
bNodeLink *link;
int a;
if (ntree == NULL) {
return; /* groups... */
}
#ifdef USE_DRAW_TOT_UPDATE
if (ntree->nodes.first) {
BLI_rctf_init_minmax(&ar->v2d.tot);
}
#endif
/* draw background nodes, last nodes in front */
for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) {
bNodeInstanceKey key;
#ifdef USE_DRAW_TOT_UPDATE
/* unrelated to background nodes, update the v2d->tot,
* can be anywhere before we draw the scroll bars */
BLI_rctf_union(&ar->v2d.tot, &node->totr);
#endif
if (!(node->flag & NODE_BACKGROUND)) {
continue;
}
key = BKE_node_instance_key(parent_key, ntree, node);
node->nr = a; /* index of node in list, used for exec event code */
node_draw(C, ar, snode, ntree, node, key);
}
/* node lines */
GPU_blend(true);
nodelink_batch_start(snode);
for (link = ntree->links.first; link; link = link->next) {
if (!nodeLinkIsHidden(link)) {
node_draw_link(&ar->v2d, snode, link);
}
}
nodelink_batch_end(snode);
GPU_blend(false);
/* draw foreground nodes, last nodes in front */
for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) {
bNodeInstanceKey key;
if (node->flag & NODE_BACKGROUND) {
continue;
}
key = BKE_node_instance_key(parent_key, ntree, node);
node->nr = a; /* index of node in list, used for exec event code */
node_draw(C, ar, snode, ntree, node, key);
}
}
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
/* draw tree path info in lower left corner */
static void draw_tree_path(SpaceNode *snode)
{
char info[256];
ED_node_tree_path_get_fixedbuf(snode, info, sizeof(info));
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
BLF_draw_default(1.5f * UI_UNIT_X, 1.5f * UI_UNIT_Y, 0.0f, info, sizeof(info));
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
}
static void snode_setup_v2d(SpaceNode *snode, ARegion *ar, const float center[2])
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
{
View2D *v2d = &ar->v2d;
/* shift view to node tree center */
UI_view2d_center_set(v2d, center[0], center[1]);
UI_view2d_view_ortho(v2d);
/* aspect+font, set each time */
snode->aspect = BLI_rctf_size_x(&v2d->cur) / (float)ar->winx;
// XXX snode->curfont = uiSetCurFont_ext(snode->aspect);
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
}
static void draw_nodetree(const bContext *C,
ARegion *ar,
bNodeTree *ntree,
bNodeInstanceKey parent_key)
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
{
SpaceNode *snode = CTX_wm_space_node(C);
node_uiblocks_init(C, ntree);
node_update_nodetree(C, ntree);
node_draw_nodetree(C, ar, snode, ntree, parent_key);
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
}
/* shade the parent node group and add a uiBlock to clip mouse events */
static void draw_group_overlay(const bContext *C, ARegion *ar)
{
View2D *v2d = &ar->v2d;
rctf rect = v2d->cur;
uiBlock *block;
float color[4];
/* shade node groups to separate them visually */
GPU_blend(true);
UI_GetThemeColorShadeAlpha4fv(TH_NODE_GROUP, 0, 0, color);
UI_draw_roundbox_corner_set(UI_CNR_NONE);
UI_draw_roundbox_4fv(true, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 0, color);
GPU_blend(false);
/* set the block bounds to clip mouse events from underlying nodes */
block = UI_block_begin(C, ar, "node tree bounds block", UI_EMBOSS);
UI_block_bounds_set_explicit(block, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
UI_block_flag_enable(block, UI_BLOCK_CLIP_EVENTS);
UI_block_end(C, block);
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
}
void drawnodespace(const bContext *C, ARegion *ar)
{
wmWindow *win = CTX_wm_window(C);
View2DScrollers *scrollers;
SpaceNode *snode = CTX_wm_space_node(C);
View2D *v2d = &ar->v2d;
UI_ThemeClearColor(TH_BACK);
GPU_clear(GPU_COLOR_BIT);
UI_view2d_view_ortho(v2d);
/* XXX snode->cursor set in coordspace for placing new nodes, used for drawing noodles too */
UI_view2d_region_to_view(&ar->v2d,
win->eventstate->x - ar->winrct.xmin,
win->eventstate->y - ar->winrct.ymin,
&snode->cursor[0],
&snode->cursor[1]);
snode->cursor[0] /= UI_DPI_FAC;
snode->cursor[1] /= UI_DPI_FAC;
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
/* only set once */
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
/* nodes */
snode_set_context(C);
/* draw parent node trees */
if (snode->treepath.last) {
static const int max_depth = 2;
bNodeTreePath *path;
int depth, curdepth;
float center[2];
bNodeTree *ntree;
bNodeLinkDrag *nldrag;
LinkData *linkdata;
path = snode->treepath.last;
/* update tree path name (drawn in the bottom left) */
ID *name_id = (path->nodetree && path->nodetree != snode->nodetree) ? &path->nodetree->id :
snode->id;
if (name_id && UNLIKELY(!STREQ(path->node_name, name_id->name + 2))) {
BLI_strncpy(path->node_name, name_id->name + 2, sizeof(path->node_name));
}
/* current View2D center, will be set temporarily for parent node trees */
UI_view2d_center_get(v2d, &center[0], &center[1]);
/* store new view center in path and current edittree */
copy_v2_v2(path->view_center, center);
if (snode->edittree) {
copy_v2_v2(snode->edittree->view_center, center);
}
depth = 0;
while (path->prev && depth < max_depth) {
path = path->prev;
++depth;
}
/* parent node trees in the background */
for (curdepth = depth; curdepth > 0; path = path->next, --curdepth) {
ntree = path->nodetree;
if (ntree) {
snode_setup_v2d(snode, ar, path->view_center);
draw_nodetree(C, ar, ntree, path->parent_key);
draw_group_overlay(C, ar);
}
}
/* top-level edit tree */
ntree = path->nodetree;
if (ntree) {
snode_setup_v2d(snode, ar, center);
/* grid, uses theme color based on node path depth */
UI_view2d_multi_grid_draw(
v2d, (depth > 0 ? TH_NODE_GROUP : TH_BACK), ED_node_grid_size(), NODE_GRID_STEPS, 2);
/* backdrop */
draw_nodespace_back_pix(C, ar, snode, path->parent_key);
{
float original_proj[4][4];
GPU_matrix_projection_get(original_proj);
GPU_matrix_push();
GPU_matrix_identity_set();
wmOrtho2_pixelspace(ar->winx, ar->winy);
WM_gizmomap_draw(ar->gizmo_map, C, WM_GIZMOMAP_DRAWSTEP_2D);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);
}
draw_nodetree(C, ar, ntree, path->parent_key);
}
/* temporary links */
GPU_blend(true);
GPU_line_smooth(true);
for (nldrag = snode->linkdrag.first; nldrag; nldrag = nldrag->next) {
for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) {
node_draw_link(v2d, snode, (bNodeLink *)linkdata->data);
}
}
GPU_line_smooth(false);
GPU_blend(false);
if (snode->flag & SNODE_SHOW_GPENCIL) {
/* draw grease-pencil ('canvas' strokes) */
ED_annotation_draw_view2d(C, true);
}
}
else {
/* default grid */
UI_view2d_multi_grid_draw(v2d, TH_BACK, ED_node_grid_size(), NODE_GRID_STEPS, 2);
/* backdrop */
draw_nodespace_back_pix(C, ar, snode, NODE_INSTANCE_KEY_NONE);
}
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
/* reset view matrix */
UI_view2d_view_restore(C);
if (snode->treepath.last) {
if (snode->flag & SNODE_SHOW_GPENCIL) {
/* draw grease-pencil (screen strokes, and also paintbuffer) */
ED_annotation_draw_view2d(C, false);
}
}
/* tree path info */
draw_tree_path(snode);
/* scrollers */
scrollers = UI_view2d_scrollers_calc(v2d, NULL);
UI_view2d_scrollers_draw(v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}