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blender-archive/source/blender/editors/space_node/node_relationships.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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): David Millan Escriva, Juho Vepsäläinen, Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_node/node_relationships.c
* \ingroup spnode
*/
#include <ctype.h>
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_node.h"
2012-08-01 20:39:14 +00:00
#include "ED_node.h" /* own include */
#include "ED_screen.h"
#include "ED_render.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_view2d.h"
#include "BLF_translation.h"
2012-08-01 20:39:14 +00:00
#include "node_intern.h" /* own include */
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 "NOD_common.h"
/* ****************** Add *********************** */
typedef struct bNodeListItem {
struct bNodeListItem *next, *prev;
struct bNode *node;
} bNodeListItem;
static int sort_nodes_locx(const void *a, const void *b)
{
const bNodeListItem *nli1 = a;
const bNodeListItem *nli2 = b;
const bNode *node1 = nli1->node;
const bNode *node2 = nli2->node;
if (node1->locx > node2->locx)
return 1;
else
return 0;
}
static bool socket_is_available(bNodeTree *UNUSED(ntree), bNodeSocket *sock, const bool allow_used)
{
if (nodeSocketIsHidden(sock))
return 0;
if (!allow_used && (sock->flag & SOCK_IN_USE))
return 0;
return 1;
}
2014-02-03 18:55:59 +11:00
static bNodeSocket *best_socket_output(bNodeTree *ntree, bNode *node, bNodeSocket *sock_target, const bool allow_multiple)
{
bNodeSocket *sock;
/* first look for selected output */
for (sock = node->outputs.first; sock; sock = sock->next) {
if (!socket_is_available(ntree, sock, allow_multiple))
continue;
if (sock->flag & SELECT)
return sock;
}
/* try to find a socket with a matching name */
for (sock = node->outputs.first; sock; sock = sock->next) {
if (!socket_is_available(ntree, sock, allow_multiple))
continue;
/* check for same types */
if (sock->type == sock_target->type) {
2013-03-18 18:25:05 +00:00
if (STREQ(sock->name, sock_target->name))
return sock;
}
}
/* otherwise settle for the first available socket of the right type */
for (sock = node->outputs.first; sock; sock = sock->next) {
if (!socket_is_available(ntree, sock, allow_multiple))
continue;
/* check for same types */
if (sock->type == sock_target->type) {
return sock;
}
}
return NULL;
}
/* this is a bit complicated, but designed to prioritize finding
* sockets of higher types, such as image, first */
static bNodeSocket *best_socket_input(bNodeTree *ntree, bNode *node, int num, int replace)
{
bNodeSocket *sock;
int socktype, maxtype = 0;
int a = 0;
for (sock = node->inputs.first; sock; sock = sock->next) {
maxtype = max_ii(sock->type, maxtype);
}
/* find sockets of higher 'types' first (i.e. image) */
for (socktype = maxtype; socktype >= 0; socktype--) {
for (sock = node->inputs.first; sock; sock = sock->next) {
if (!socket_is_available(ntree, sock, replace)) {
a++;
continue;
}
if (sock->type == socktype) {
/* increment to make sure we don't keep finding
* the same socket on every attempt running this function */
a++;
if (a > num)
return sock;
}
}
}
return NULL;
}
static int snode_autoconnect_input(SpaceNode *snode, bNode *node_fr, bNodeSocket *sock_fr, bNode *node_to, bNodeSocket *sock_to, int replace)
{
bNodeTree *ntree = snode->edittree;
bNodeLink *link;
/* then we can connect */
if (replace)
nodeRemSocketLinks(ntree, sock_to);
link = nodeAddLink(ntree, node_fr, sock_fr, node_to, sock_to);
/* validate the new link */
ntreeUpdateTree(G.main, ntree);
if (!(link->flag & NODE_LINK_VALID)) {
nodeRemLink(ntree, link);
return 0;
}
snode_update(snode, node_to);
return 1;
}
2014-02-03 18:55:59 +11:00
static void snode_autoconnect(SpaceNode *snode, const bool allow_multiple, const bool replace)
{
bNodeTree *ntree = snode->edittree;
ListBase *nodelist = MEM_callocN(sizeof(ListBase), "items_list");
bNodeListItem *nli;
bNode *node;
int i, numlinks = 0;
for (node = ntree->nodes.first; node; node = node->next) {
if (node->flag & NODE_SELECT) {
nli = MEM_mallocN(sizeof(bNodeListItem), "temporary node list item");
nli->node = node;
BLI_addtail(nodelist, nli);
}
}
/* sort nodes left to right */
BLI_listbase_sort(nodelist, sort_nodes_locx);
for (nli = nodelist->first; nli; nli = nli->next) {
bNode *node_fr, *node_to;
bNodeSocket *sock_fr, *sock_to;
2014-04-11 11:25:41 +10:00
bool has_selected_inputs = false;
if (nli->next == NULL) break;
node_fr = nli->node;
node_to = nli->next->node;
/* if there are selected sockets, connect those */
for (sock_to = node_to->inputs.first; sock_to; sock_to = sock_to->next) {
if (sock_to->flag & SELECT) {
has_selected_inputs = 1;
if (!socket_is_available(ntree, sock_to, replace))
continue;
/* check for an appropriate output socket to connect from */
sock_fr = best_socket_output(ntree, node_fr, sock_to, allow_multiple);
if (!sock_fr)
continue;
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if (snode_autoconnect_input(snode, node_fr, sock_fr, node_to, sock_to, replace)) {
numlinks++;
}
}
}
if (!has_selected_inputs) {
/* no selected inputs, connect by finding suitable match */
int num_inputs = BLI_listbase_count(&node_to->inputs);
for (i = 0; i < num_inputs; i++) {
/* find the best guess input socket */
sock_to = best_socket_input(ntree, node_to, i, replace);
if (!sock_to)
continue;
/* check for an appropriate output socket to connect from */
sock_fr = best_socket_output(ntree, node_fr, sock_to, allow_multiple);
if (!sock_fr)
continue;
if (snode_autoconnect_input(snode, node_fr, sock_fr, node_to, sock_to, replace)) {
2012-08-22 16:44:32 +00:00
numlinks++;
break;
}
}
}
}
if (numlinks > 0) {
ntreeUpdateTree(G.main, ntree);
}
BLI_freelistN(nodelist);
MEM_freeN(nodelist);
}
/* *************************** link viewer op ******************** */
static int node_link_viewer(const bContext *C, bNode *tonode)
{
SpaceNode *snode = CTX_wm_space_node(C);
bNode *node;
bNodeLink *link;
bNodeSocket *sock;
/* context check */
if (tonode == NULL || BLI_listbase_is_empty(&tonode->outputs))
return OPERATOR_CANCELLED;
if (ELEM(tonode->type, CMP_NODE_VIEWER, CMP_NODE_SPLITVIEWER))
return OPERATOR_CANCELLED;
/* get viewer */
for (node = snode->edittree->nodes.first; node; node = node->next)
if (ELEM(node->type, CMP_NODE_VIEWER, CMP_NODE_SPLITVIEWER))
if (node->flag & NODE_DO_OUTPUT)
break;
/* no viewer, we make one active */
if (node == NULL) {
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (ELEM(node->type, CMP_NODE_VIEWER, CMP_NODE_SPLITVIEWER)) {
node->flag |= NODE_DO_OUTPUT;
break;
}
}
}
sock = NULL;
/* try to find an already connected socket to cycle to the next */
if (node) {
link = NULL;
for (link = snode->edittree->links.first; link; link = link->next)
if (link->tonode == node && link->fromnode == tonode)
if (link->tosock == node->inputs.first)
break;
if (link) {
/* unlink existing connection */
sock = link->fromsock;
nodeRemLink(snode->edittree, link);
/* find a socket after the previously connected socket */
for (sock = sock->next; sock; sock = sock->next)
if (!nodeSocketIsHidden(sock))
break;
}
}
/* find a socket starting from the first socket */
if (!sock) {
for (sock = tonode->outputs.first; sock; sock = sock->next)
if (!nodeSocketIsHidden(sock))
break;
}
if (sock) {
/* add a new viewer if none exists yet */
if (!node) {
/* XXX location is a quick hack, just place it next to the linked socket */
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
node = node_add_node(C, NULL, CMP_NODE_VIEWER, sock->locx + 100, sock->locy);
if (!node)
return OPERATOR_CANCELLED;
link = NULL;
}
else {
/* get link to viewer */
for (link = snode->edittree->links.first; link; link = link->next)
if (link->tonode == node && link->tosock == node->inputs.first)
break;
}
if (link == NULL) {
nodeAddLink(snode->edittree, tonode, sock, node, node->inputs.first);
}
else {
link->fromnode = tonode;
link->fromsock = sock;
/* make sure the dependency sorting is updated */
snode->edittree->update |= NTREE_UPDATE_LINKS;
}
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
snode_update(snode, node);
}
return OPERATOR_FINISHED;
}
static int node_active_link_viewer_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
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/
2013-03-18 16:34:57 +00:00
node = nodeGetActive(snode->edittree);
if (!node)
return OPERATOR_CANCELLED;
ED_preview_kill_jobs(C);
if (node_link_viewer(C, node) == OPERATOR_CANCELLED)
return OPERATOR_CANCELLED;
snode_notify(C, snode);
return OPERATOR_FINISHED;
}
void NODE_OT_link_viewer(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Link to Viewer Node";
ot->description = "Link to viewer node";
ot->idname = "NODE_OT_link_viewer";
/* api callbacks */
ot->exec = node_active_link_viewer_exec;
ot->poll = composite_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* *************************** add link op ******************** */
static void node_link_update_header(bContext *C, bNodeLinkDrag *UNUSED(nldrag))
{
#define HEADER_LENGTH 256
char header[HEADER_LENGTH];
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BLI_strncpy(header, IFACE_("LMB: drag node link, RMB: cancel"), HEADER_LENGTH);
ED_area_headerprint(CTX_wm_area(C), header);
#undef HEADER_LENGTH
}
/* update link_count fields to avoid repeated link counting */
static int node_count_links(bNodeTree *ntree, bNodeSocket *sock)
{
bNodeLink *link;
int count = 0;
for (link = ntree->links.first; link; link = link->next) {
if (link->fromsock == sock)
++count;
if (link->tosock == sock)
++count;
}
return count;
}
/* test if two sockets are interchangeable
* XXX this could be made into a tree-type callback for flexibility
*/
static bool node_link_socket_match(bNodeSocket *a, bNodeSocket *b)
{
/* tests if alphabetic prefix matches
* this allows for imperfect matches, such as numeric suffixes,
* like Color1/Color2
*/
int prefix_len = 0;
char *ca = a->name, *cb = b->name;
for (; *ca != '\0' && *cb != '\0'; ++ca, ++cb) {
/* end of common prefix? */
if (*ca != *cb) {
/* prefix delimited by non-alphabetic char */
if (isalpha(*ca) || isalpha(*cb))
return false;
break;
}
++prefix_len;
}
return prefix_len > 0;
}
/* find an eligible socket for linking */
static bNodeSocket *node_find_linkable_socket(bNodeTree *ntree, bNode *node, bNodeSocket *cur, bool use_swap)
{
int cur_link_count = node_count_links(ntree, cur);
if (cur_link_count <= cur->limit) {
/* current socket is fine, use it */
return cur;
}
else if (use_swap) {
/* link swapping: try to find a free slot with a matching name */
bNodeSocket *first = cur->in_out == SOCK_IN ? node->inputs.first : node->outputs.first;
bNodeSocket *sock;
sock = cur->next ? cur->next : first; /* wrap around the list end */
while (sock != cur) {
if (!nodeSocketIsHidden(sock) && node_link_socket_match(sock, cur)) {
int link_count = node_count_links(ntree, sock);
/* take +1 into account since we would add a new link */
if (link_count + 1 <= sock->limit)
return sock; /* found a valid free socket we can swap to */
}
sock = sock->next ? sock->next : first; /* wrap around the list end */
}
}
return NULL;
}
static void node_remove_extra_links(SpaceNode *snode, bNodeLink *link, bool use_swap)
{
bNodeTree *ntree = snode->edittree;
bNodeSocket *from = link->fromsock, *to = link->tosock;
bNodeLink *tlink, *tlink_next;
for (tlink = ntree->links.first; tlink; tlink = tlink_next) {
tlink_next = tlink->next;
if (tlink == link)
continue;
if (tlink && tlink->fromsock == from) {
bNodeSocket *new_from = node_find_linkable_socket(ntree, tlink->fromnode, from, use_swap);
if (new_from && new_from != from) {
/* redirect existing link */
tlink->fromsock = new_from;
}
else if (!new_from) {
/* no possible replacement, remove tlink */
nodeRemLink(ntree, tlink);
tlink = NULL;
}
}
if (tlink && tlink->tosock == to) {
bNodeSocket *new_to = node_find_linkable_socket(ntree, tlink->tonode, to, use_swap);
if (new_to && new_to != to) {
/* redirect existing link */
tlink->tosock = new_to;
}
else if (!new_to) {
/* no possible replacement, remove tlink */
nodeRemLink(ntree, tlink);
tlink = NULL;
}
}
}
}
static void node_link_exit(bContext *C, wmOperator *op, bool apply_links)
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNodeLinkDrag *nldrag = op->customdata;
LinkData *linkdata;
for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) {
bNodeLink *link = linkdata->data;
if (apply_links && link->tosock && link->fromsock) {
/* add link to the node tree */
BLI_addtail(&ntree->links, link);
ntree->update |= NTREE_UPDATE_LINKS;
/* tag tonode for update */
link->tonode->update |= NODE_UPDATE;
/* we might need to remove a link */
node_remove_extra_links(snode, link, true);
}
else
nodeRemLink(ntree, link);
}
ntreeUpdateTree(CTX_data_main(C), ntree);
snode_notify(C, snode);
snode_dag_update(C, snode);
BLI_remlink(&snode->linkdrag, nldrag);
/* links->data pointers are either held by the tree or freed already */
BLI_freelistN(&nldrag->links);
MEM_freeN(nldrag);
}
static void node_link_find_socket(bContext *C, wmOperator *op, float cursor[2])
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeLinkDrag *nldrag = op->customdata;
bNode *tnode;
bNodeSocket *tsock = NULL;
LinkData *linkdata;
if (nldrag->in_out == SOCK_OUT) {
if (node_find_indicated_socket(snode, &tnode, &tsock, cursor, SOCK_IN)) {
for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) {
bNodeLink *link = linkdata->data;
/* skip if this is already the target socket */
if (link->tosock == tsock)
continue;
/* skip if socket is on the same node as the fromsock */
if (tnode && link->fromnode == tnode)
continue;
/* attach links to the socket */
link->tonode = tnode;
link->tosock = tsock;
}
}
else {
for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) {
bNodeLink *link = linkdata->data;
link->tonode = NULL;
link->tosock = NULL;
}
}
}
else {
if (node_find_indicated_socket(snode, &tnode, &tsock, cursor, SOCK_OUT)) {
for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) {
bNodeLink *link = linkdata->data;
/* skip if this is already the target socket */
if (link->fromsock == tsock)
continue;
/* skip if socket is on the same node as the fromsock */
if (tnode && link->tonode == tnode)
continue;
/* attach links to the socket */
link->fromnode = tnode;
link->fromsock = tsock;
}
}
else {
for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) {
bNodeLink *link = linkdata->data;
link->fromnode = NULL;
link->fromsock = NULL;
}
}
}
}
/* loop that adds a nodelink, called by function below */
/* in_out = starting socket */
static int node_link_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
bNodeLinkDrag *nldrag = op->customdata;
ARegion *ar = CTX_wm_region(C);
float cursor[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
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1],
&cursor[0], &cursor[1]);
switch (event->type) {
case MOUSEMOVE:
node_link_find_socket(C, op, cursor);
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
node_link_update_header(C, nldrag);
ED_region_tag_redraw(ar);
break;
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
case LEFTMOUSE:
case RIGHTMOUSE:
2012-09-08 08:59:47 +00:00
case MIDDLEMOUSE:
{
node_link_exit(C, op, true);
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
ED_area_headerprint(CTX_wm_area(C), NULL);
ED_region_tag_redraw(ar);
return OPERATOR_FINISHED;
}
}
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
return OPERATOR_RUNNING_MODAL;
}
/* return 1 when socket clicked */
static bNodeLinkDrag *node_link_init(SpaceNode *snode, float cursor[2], bool detach)
{
bNode *node;
bNodeSocket *sock;
bNodeLink *link, *link_next, *oplink;
bNodeLinkDrag *nldrag = NULL;
LinkData *linkdata;
int num_links;
/* output indicated? */
if (node_find_indicated_socket(snode, &node, &sock, cursor, SOCK_OUT)) {
nldrag = MEM_callocN(sizeof(bNodeLinkDrag), "drag link op customdata");
num_links = nodeCountSocketLinks(snode->edittree, sock);
if (num_links > 0 && (num_links >= sock->limit || detach)) {
/* dragged links are fixed on input side */
nldrag->in_out = SOCK_IN;
/* detach current links and store them in the operator data */
for (link = snode->edittree->links.first; link; link = link_next) {
link_next = link->next;
if (link->fromsock == sock) {
linkdata = MEM_callocN(sizeof(LinkData), "drag link op link data");
linkdata->data = oplink = MEM_callocN(sizeof(bNodeLink), "drag link op link");
*oplink = *link;
oplink->next = oplink->prev = 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
oplink->flag |= NODE_LINK_VALID;
BLI_addtail(&nldrag->links, linkdata);
nodeRemLink(snode->edittree, link);
}
}
}
else {
/* dragged links are fixed on output side */
nldrag->in_out = SOCK_OUT;
/* create a new link */
linkdata = MEM_callocN(sizeof(LinkData), "drag link op link data");
linkdata->data = oplink = MEM_callocN(sizeof(bNodeLink), "drag link op link");
oplink->fromnode = node;
oplink->fromsock = sock;
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
oplink->flag |= NODE_LINK_VALID;
BLI_addtail(&nldrag->links, linkdata);
}
}
/* or an input? */
else if (node_find_indicated_socket(snode, &node, &sock, cursor, SOCK_IN)) {
nldrag = MEM_callocN(sizeof(bNodeLinkDrag), "drag link op customdata");
num_links = nodeCountSocketLinks(snode->edittree, sock);
if (num_links > 0 && (num_links >= sock->limit || detach)) {
/* dragged links are fixed on output side */
nldrag->in_out = SOCK_OUT;
/* detach current links and store them in the operator data */
for (link = snode->edittree->links.first; link; link = link_next) {
link_next = link->next;
if (link->tosock == sock) {
linkdata = MEM_callocN(sizeof(LinkData), "drag link op link data");
linkdata->data = oplink = MEM_callocN(sizeof(bNodeLink), "drag link op link");
*oplink = *link;
oplink->next = oplink->prev = 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
oplink->flag |= NODE_LINK_VALID;
BLI_addtail(&nldrag->links, linkdata);
nodeRemLink(snode->edittree, link);
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
/* send changed event to original link->tonode */
if (node)
snode_update(snode, node);
}
}
}
else {
/* dragged links are fixed on input side */
nldrag->in_out = SOCK_IN;
/* create a new link */
linkdata = MEM_callocN(sizeof(LinkData), "drag link op link data");
linkdata->data = oplink = MEM_callocN(sizeof(bNodeLink), "drag link op link");
oplink->tonode = node;
oplink->tosock = sock;
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
oplink->flag |= NODE_LINK_VALID;
BLI_addtail(&nldrag->links, linkdata);
}
}
return nldrag;
}
static int node_link_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
SpaceNode *snode = CTX_wm_space_node(C);
ARegion *ar = CTX_wm_region(C);
bNodeLinkDrag *nldrag;
float cursor[2];
bool detach = RNA_boolean_get(op->ptr, "detach");
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1],
&cursor[0], &cursor[1]);
ED_preview_kill_jobs(C);
nldrag = node_link_init(snode, cursor, detach);
if (nldrag) {
op->customdata = nldrag;
BLI_addtail(&snode->linkdrag, nldrag);
/* add modal handler */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
else
return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
static void node_link_cancel(bContext *C, wmOperator *op)
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeLinkDrag *nldrag = op->customdata;
BLI_remlink(&snode->linkdrag, nldrag);
BLI_freelistN(&nldrag->links);
MEM_freeN(nldrag);
}
void NODE_OT_link(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Link Nodes";
ot->idname = "NODE_OT_link";
ot->description = "Use the mouse to create a link between two nodes";
/* api callbacks */
ot->invoke = node_link_invoke;
ot->modal = node_link_modal;
// ot->exec = node_link_exec;
ot->poll = ED_operator_node_editable;
ot->cancel = node_link_cancel;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_BLOCKING;
RNA_def_boolean(ot->srna, "detach", false, "Detach", "Detach and redirect existing links");
}
/* ********************** Make Link operator ***************** */
/* makes a link between selected output and input sockets */
static int node_make_link_exec(bContext *C, wmOperator *op)
{
SpaceNode *snode = CTX_wm_space_node(C);
2014-02-03 18:55:59 +11:00
const bool replace = RNA_boolean_get(op->ptr, "replace");
ED_preview_kill_jobs(C);
snode_autoconnect(snode, 1, replace);
/* deselect sockets after linking */
node_deselect_all_input_sockets(snode, 0);
node_deselect_all_output_sockets(snode, 0);
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
snode_notify(C, snode);
snode_dag_update(C, snode);
return OPERATOR_FINISHED;
}
void NODE_OT_link_make(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Make Links";
ot->description = "Makes a link between selected output in input sockets";
ot->idname = "NODE_OT_link_make";
/* callbacks */
ot->exec = node_make_link_exec;
ot->poll = ED_operator_node_editable; // XXX we need a special poll which checks that there are selected input/output sockets
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_boolean(ot->srna, "replace", 0, "Replace", "Replace socket connections with the new links");
}
/* ********************** Cut Link operator ***************** */
static int cut_links_intersect(bNodeLink *link, float mcoords[][2], int tot)
{
float coord_array[NODE_LINK_RESOL + 1][2];
int i, b;
if (node_link_bezier_points(NULL, NULL, link, coord_array, NODE_LINK_RESOL)) {
for (i = 0; i < tot - 1; i++)
for (b = 0; b < NODE_LINK_RESOL; b++)
if (isect_line_line_v2(mcoords[i], mcoords[i + 1], coord_array[b], coord_array[b + 1]) > 0)
return 1;
}
return 0;
}
static int cut_links_exec(bContext *C, wmOperator *op)
{
SpaceNode *snode = CTX_wm_space_node(C);
ARegion *ar = CTX_wm_region(C);
float mcoords[256][2];
int i = 0;
RNA_BEGIN (op->ptr, itemptr, "path")
{
float loc[2];
RNA_float_get_array(&itemptr, "loc", loc);
UI_view2d_region_to_view(&ar->v2d, (int)loc[0], (int)loc[1],
&mcoords[i][0], &mcoords[i][1]);
i++;
if (i >= 256) break;
}
RNA_END;
if (i > 1) {
2014-04-11 11:25:41 +10:00
bool found = false;
bNodeLink *link, *next;
ED_preview_kill_jobs(C);
for (link = snode->edittree->links.first; link; link = next) {
next = 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 (cut_links_intersect(link, mcoords, i)) {
if (found == false) {
ED_preview_kill_jobs(C);
found = true;
}
snode_update(snode, link->tonode);
nodeRemLink(snode->edittree, link);
}
}
if (found) {
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
snode_notify(C, snode);
snode_dag_update(C, snode);
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
void NODE_OT_links_cut(wmOperatorType *ot)
{
PropertyRNA *prop;
ot->name = "Cut Links";
ot->idname = "NODE_OT_links_cut";
ot->description = "Use the mouse to cut (remove) some links";
ot->invoke = WM_gesture_lines_invoke;
ot->modal = WM_gesture_lines_modal;
ot->exec = cut_links_exec;
ot->cancel = WM_gesture_lines_cancel;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
prop = RNA_def_property(ot->srna, "path", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_runtime(prop, &RNA_OperatorMousePath);
/* internal */
RNA_def_int(ot->srna, "cursor", BC_KNIFECURSOR, 0, INT_MAX, "Cursor", "", 0, INT_MAX);
}
/* ********************** Detach links operator ***************** */
static int detach_links_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNode *node;
ED_preview_kill_jobs(C);
for (node = ntree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
nodeInternalRelink(ntree, node);
}
}
ntreeUpdateTree(CTX_data_main(C), ntree);
snode_notify(C, snode);
snode_dag_update(C, snode);
return OPERATOR_FINISHED;
}
void NODE_OT_links_detach(wmOperatorType *ot)
{
ot->name = "Detach Links";
ot->idname = "NODE_OT_links_detach";
ot->description = "Remove all links to selected nodes, and try to connect neighbor nodes together";
ot->exec = detach_links_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Set Parent ******************* */
static int node_parent_set_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNode *frame = nodeGetActive(ntree), *node;
if (!frame || frame->type != NODE_FRAME)
return OPERATOR_CANCELLED;
for (node = ntree->nodes.first; node; node = node->next) {
if (node == frame)
continue;
if (node->flag & NODE_SELECT) {
nodeDetachNode(node);
nodeAttachNode(node, frame);
}
}
ED_node_sort(ntree);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_parent_set(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Make Parent";
ot->description = "Attach selected nodes";
ot->idname = "NODE_OT_parent_set";
/* api callbacks */
ot->exec = node_parent_set_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Join Nodes ******************* */
/* tags for depth-first search */
#define NODE_JOIN_DONE 1
#define NODE_JOIN_IS_DESCENDANT 2
static void node_join_attach_recursive(bNode *node, bNode *frame)
{
node->done |= NODE_JOIN_DONE;
if (node == frame) {
node->done |= NODE_JOIN_IS_DESCENDANT;
}
else if (node->parent) {
/* call recursively */
if (!(node->parent->done & NODE_JOIN_DONE))
node_join_attach_recursive(node->parent, frame);
/* in any case: if the parent is a descendant, so is the child */
if (node->parent->done & NODE_JOIN_IS_DESCENDANT)
node->done |= NODE_JOIN_IS_DESCENDANT;
else if (node->flag & NODE_TEST) {
/* if parent is not an decendant of the frame, reattach the node */
nodeDetachNode(node);
nodeAttachNode(node, frame);
node->done |= NODE_JOIN_IS_DESCENDANT;
}
}
else if (node->flag & NODE_TEST) {
nodeAttachNode(node, frame);
node->done |= NODE_JOIN_IS_DESCENDANT;
}
}
static int node_join_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNode *node, *frame;
/* XXX save selection: node_add_node call below sets the new frame as single active+selected node */
for (node = ntree->nodes.first; node; node = node->next) {
if (node->flag & NODE_SELECT)
node->flag |= NODE_TEST;
else
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
frame = node_add_node(C, NULL, NODE_FRAME, 0.0f, 0.0f);
/* reset tags */
for (node = ntree->nodes.first; node; node = node->next)
node->done = 0;
for (node = ntree->nodes.first; node; node = node->next) {
if (!(node->done & NODE_JOIN_DONE))
node_join_attach_recursive(node, frame);
}
/* restore selection */
for (node = ntree->nodes.first; node; node = node->next) {
if (node->flag & NODE_TEST)
node->flag |= NODE_SELECT;
}
ED_node_sort(ntree);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_join(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Join Nodes";
ot->description = "Attach selected nodes to a new common frame";
ot->idname = "NODE_OT_join";
/* api callbacks */
ot->exec = node_join_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Attach ******************* */
static int node_attach_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
{
ARegion *ar = CTX_wm_region(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNode *frame;
float cursor[2];
/* convert mouse coordinates to v2d space */
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &cursor[0], &cursor[1]);
/* check nodes front to back */
for (frame = ntree->nodes.last; frame; frame = frame->prev) {
/* skip selected, those are the nodes we want to attach */
if ((frame->type != NODE_FRAME) || (frame->flag & NODE_SELECT))
continue;
if (BLI_rctf_isect_pt(&frame->totr, cursor[0], cursor[1]))
break;
}
if (frame) {
bNode *node, *parent;
for (node = ntree->nodes.last; node; node = node->prev) {
if (node->flag & NODE_SELECT) {
if (node->parent == NULL) {
/* disallow moving a parent into its child */
if (nodeAttachNodeCheck(frame, node) == false) {
/* attach all unparented nodes */
nodeAttachNode(node, frame);
}
}
else {
/* attach nodes which share parent with the frame */
for (parent = frame->parent; parent; parent = parent->parent) {
if (parent == node->parent) {
break;
}
}
if (parent) {
/* disallow moving a parent into its child */
if (nodeAttachNodeCheck(frame, node) == false) {
nodeDetachNode(node);
nodeAttachNode(node, frame);
}
}
}
}
}
}
ED_node_sort(ntree);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_attach(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Attach Nodes";
ot->description = "Attach active node to a frame";
ot->idname = "NODE_OT_attach";
/* api callbacks */
ot->invoke = node_attach_invoke;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ****************** Detach ******************* */
/* tags for depth-first search */
#define NODE_DETACH_DONE 1
#define NODE_DETACH_IS_DESCENDANT 2
static void node_detach_recursive(bNode *node)
{
node->done |= NODE_DETACH_DONE;
if (node->parent) {
/* call recursively */
if (!(node->parent->done & NODE_DETACH_DONE))
node_detach_recursive(node->parent);
/* in any case: if the parent is a descendant, so is the child */
if (node->parent->done & NODE_DETACH_IS_DESCENDANT)
node->done |= NODE_DETACH_IS_DESCENDANT;
else if (node->flag & NODE_SELECT) {
/* if parent is not a decendant of a selected node, detach */
nodeDetachNode(node);
node->done |= NODE_DETACH_IS_DESCENDANT;
}
}
else if (node->flag & NODE_SELECT) {
node->done |= NODE_DETACH_IS_DESCENDANT;
}
}
/* detach the root nodes in the current selection */
static int node_detach_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree = snode->edittree;
bNode *node;
/* reset tags */
for (node = ntree->nodes.first; node; node = node->next)
node->done = 0;
/* detach nodes recursively
* relative order is preserved here!
*/
for (node = ntree->nodes.first; node; node = node->next) {
if (!(node->done & NODE_DETACH_DONE))
node_detach_recursive(node);
}
ED_node_sort(ntree);
WM_event_add_notifier(C, NC_NODE | ND_DISPLAY, NULL);
return OPERATOR_FINISHED;
}
void NODE_OT_detach(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Detach Nodes";
ot->description = "Detach selected nodes from parents";
ot->idname = "NODE_OT_detach";
/* api callbacks */
ot->exec = node_detach_exec;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ********************* automatic node insert on dragging ******************* */
/* prevent duplicate testing code below */
static bool ed_node_link_conditions(ScrArea *sa, bool test, SpaceNode **r_snode, bNode **r_select)
{
SpaceNode *snode = sa ? sa->spacedata.first : NULL;
bNode *node, *select = NULL;
bNodeLink *link;
*r_snode = snode;
*r_select = NULL;
/* no unlucky accidents */
if (sa == NULL || sa->spacetype != SPACE_NODE)
return false;
if (!test) {
/* no need to look for a node */
return true;
}
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & SELECT) {
if (select)
break;
else
select = node;
}
}
/* only one selected */
if (node || select == NULL)
return false;
/* correct node */
if (BLI_listbase_is_empty(&select->inputs) || BLI_listbase_is_empty(&select->outputs))
return false;
/* test node for links */
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->tonode == select || link->fromnode == select)
return false;
}
*r_select = select;
return true;
}
/* test == 0, clear all intersect flags */
void ED_node_link_intersect_test(ScrArea *sa, int test)
{
bNode *select;
SpaceNode *snode;
bNodeLink *link, *selink = NULL;
float mcoords[6][2];
if (!ed_node_link_conditions(sa, test, &snode, &select)) return;
/* clear flags */
for (link = snode->edittree->links.first; link; link = link->next)
link->flag &= ~NODE_LINKFLAG_HILITE;
if (test == 0) return;
/* okay, there's 1 node, without links, now intersect */
mcoords[0][0] = select->totr.xmin;
mcoords[0][1] = select->totr.ymin;
mcoords[1][0] = select->totr.xmax;
mcoords[1][1] = select->totr.ymin;
mcoords[2][0] = select->totr.xmax;
mcoords[2][1] = select->totr.ymax;
mcoords[3][0] = select->totr.xmin;
mcoords[3][1] = select->totr.ymax;
mcoords[4][0] = select->totr.xmin;
mcoords[4][1] = select->totr.ymin;
mcoords[5][0] = select->totr.xmax;
mcoords[5][1] = select->totr.ymax;
/* we only tag a single link for intersect now */
/* idea; use header dist when more? */
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 (cut_links_intersect(link, mcoords, 5)) { /* intersect code wants edges */
if (selink)
break;
selink = link;
}
}
if (link == NULL && selink)
selink->flag |= NODE_LINKFLAG_HILITE;
}
/* assumes sockets in list */
static bNodeSocket *socket_best_match(ListBase *sockets)
{
bNodeSocket *sock;
int type, maxtype = 0;
/* find type range */
for (sock = sockets->first; sock; sock = sock->next)
maxtype = max_ii(sock->type, maxtype);
/* try all types, starting from 'highest' (i.e. colors, vectors, values) */
for (type = maxtype; type >= 0; --type) {
for (sock = sockets->first; sock; sock = sock->next) {
if (!nodeSocketIsHidden(sock) && type == sock->type) {
return sock;
}
}
}
/* no visible sockets, unhide first of highest type */
for (type = maxtype; type >= 0; --type) {
for (sock = sockets->first; sock; sock = sock->next) {
if (type == sock->type) {
sock->flag &= ~SOCK_HIDDEN;
return sock;
}
}
}
return NULL;
}
/* assumes link with NODE_LINKFLAG_HILITE set */
void ED_node_link_insert(ScrArea *sa)
{
bNode *node, *select;
SpaceNode *snode;
bNodeLink *link;
bNodeSocket *sockto;
if (!ed_node_link_conditions(sa, true, &snode, &select)) return;
/* get the link */
for (link = snode->edittree->links.first; link; link = link->next)
if (link->flag & NODE_LINKFLAG_HILITE)
break;
if (link) {
bNodeSocket *best_input = socket_best_match(&select->inputs);
bNodeSocket *best_output = socket_best_match(&select->outputs);
if (best_input && best_output) {
node = link->tonode;
sockto = link->tosock;
link->tonode = select;
link->tosock = best_input;
node_remove_extra_links(snode, link, false);
link->flag &= ~NODE_LINKFLAG_HILITE;
nodeAddLink(snode->edittree, select, best_output, node, sockto);
ntreeUpdateTree(G.main, snode->edittree); /* needed for pointers */
snode_update(snode, select);
ED_node_tag_update_id(snode->id);
}
}
}