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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
2012-07-01 09:54:44 +00:00
* 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
2011-02-27 20:29:51 +00:00
*/
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
#include "DNA_gpencil_types.h"
2019-02-27 12:34:56 +11:00
#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_world_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BKE_context.h"
#include "BKE_library.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_node.h"
#include "ED_space_api.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 "ED_node.h"
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#include "ED_render.h"
#include "ED_screen.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "WM_api.h"
2017-10-07 15:57:14 +11:00
#include "WM_types.h"
#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
/* ******************** tree path ********************* */
void ED_node_tree_start(SpaceNode *snode, bNodeTree *ntree, ID *id, ID *from)
{
bNodeTreePath *path, *path_next;
for (path = snode->treepath.first; path; path = path_next) {
path_next = path->next;
MEM_freeN(path);
}
BLI_listbase_clear(&snode->treepath);
if (ntree) {
path = MEM_callocN(sizeof(bNodeTreePath), "node tree path");
path->nodetree = ntree;
path->parent_key = NODE_INSTANCE_KEY_BASE;
/* copy initial offset from bNodeTree */
copy_v2_v2(path->view_center, ntree->view_center);
if (id) {
BLI_strncpy(path->node_name, id->name + 2, sizeof(path->node_name));
}
BLI_addtail(&snode->treepath, path);
id_us_ensure_real(&ntree->id);
}
/* update current tree */
snode->nodetree = snode->edittree = ntree;
snode->id = id;
snode->from = from;
ED_node_set_active_viewer_key(snode);
WM_main_add_notifier(NC_SCENE | ND_NODES, 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
}
void ED_node_tree_push(SpaceNode *snode, bNodeTree *ntree, bNode *gnode)
{
bNodeTreePath *path = MEM_callocN(sizeof(bNodeTreePath), "node tree path");
bNodeTreePath *prev_path = snode->treepath.last;
path->nodetree = ntree;
if (gnode) {
if (prev_path) {
path->parent_key = BKE_node_instance_key(prev_path->parent_key, prev_path->nodetree, gnode);
}
else {
path->parent_key = NODE_INSTANCE_KEY_BASE;
}
BLI_strncpy(path->node_name, gnode->name, sizeof(path->node_name));
}
else {
path->parent_key = NODE_INSTANCE_KEY_BASE;
}
/* copy initial offset from bNodeTree */
copy_v2_v2(path->view_center, ntree->view_center);
BLI_addtail(&snode->treepath, path);
id_us_ensure_real(&ntree->id);
/* update current tree */
snode->edittree = ntree;
ED_node_set_active_viewer_key(snode);
WM_main_add_notifier(NC_SCENE | ND_NODES, 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
}
void ED_node_tree_pop(SpaceNode *snode)
{
bNodeTreePath *path = snode->treepath.last;
/* don't remove root */
if (path == snode->treepath.first) {
return;
}
BLI_remlink(&snode->treepath, path);
MEM_freeN(path);
/* update current tree */
path = snode->treepath.last;
snode->edittree = path->nodetree;
ED_node_set_active_viewer_key(snode);
/* listener updates the View2D center from edittree */
WM_main_add_notifier(NC_SCENE | ND_NODES, 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
}
int ED_node_tree_depth(SpaceNode *snode)
{
return BLI_listbase_count(&snode->treepath);
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
}
bNodeTree *ED_node_tree_get(SpaceNode *snode, int level)
{
bNodeTreePath *path;
int i;
for (path = snode->treepath.last, i = 0; path; path = path->prev, i++) {
if (i == level) {
return path->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
}
int ED_node_tree_path_length(SpaceNode *snode)
{
bNodeTreePath *path;
int length = 0;
int i;
for (path = snode->treepath.first, i = 0; path; path = path->next, i++) {
length += strlen(path->node_name);
if (i > 0) {
length += 1; /* for separator char */
}
}
return length;
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_path_get(SpaceNode *snode, char *value)
{
bNodeTreePath *path;
int i;
value[0] = '\0';
for (path = snode->treepath.first, i = 0; path; path = path->next, i++) {
if (i == 0) {
strcpy(value, path->node_name);
value += strlen(path->node_name);
}
else {
sprintf(value, "/%s", path->node_name);
value += strlen(path->node_name) + 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
}
void ED_node_tree_path_get_fixedbuf(SpaceNode *snode, char *value, int max_length)
{
bNodeTreePath *path;
int size, i;
value[0] = '\0';
for (path = snode->treepath.first, i = 0; path; path = path->next, i++) {
if (i == 0) {
size = BLI_strncpy_rlen(value, path->node_name, max_length);
}
else {
size = BLI_snprintf_rlen(value, max_length, "/%s", path->node_name);
}
max_length -= size;
if (max_length <= 0) {
break;
}
value += size;
}
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_set_active_viewer_key(SpaceNode *snode)
{
bNodeTreePath *path = snode->treepath.last;
if (snode->nodetree && path) {
snode->nodetree->active_viewer_key = path->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
void snode_group_offset(SpaceNode *snode, float *x, float *y)
{
bNodeTreePath *path = snode->treepath.last;
if (path && path->prev) {
float dcenter[2];
sub_v2_v2v2(dcenter, path->view_center, path->prev->view_center);
*x = dcenter[0];
*y = dcenter[1];
}
else {
*x = *y = 0.0f;
}
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
}
/* ******************** default callbacks for node space ***************** */
static SpaceLink *node_new(const ScrArea *UNUSED(area), const Scene *UNUSED(scene))
{
ARegion *ar;
SpaceNode *snode;
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snode = MEM_callocN(sizeof(SpaceNode), "initnode");
snode->spacetype = SPACE_NODE;
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snode->flag = SNODE_SHOW_GPENCIL | SNODE_USE_ALPHA;
/* backdrop */
snode->zoom = 1.0f;
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/* select the first tree type for valid type */
NODE_TREE_TYPES_BEGIN (treetype) {
strcpy(snode->tree_idname, treetype->idname);
break;
}
NODE_TREE_TYPES_END;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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/* header */
ar = MEM_callocN(sizeof(ARegion), "header for node");
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BLI_addtail(&snode->regionbase, ar);
ar->regiontype = RGN_TYPE_HEADER;
ar->alignment = (U.uiflag & USER_HEADER_BOTTOM) ? RGN_ALIGN_BOTTOM : RGN_ALIGN_TOP;
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/* buttons/list view */
ar = MEM_callocN(sizeof(ARegion), "buttons for node");
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BLI_addtail(&snode->regionbase, ar);
ar->regiontype = RGN_TYPE_UI;
ar->alignment = RGN_ALIGN_RIGHT;
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/* toolbar */
ar = MEM_callocN(sizeof(ARegion), "node tools");
BLI_addtail(&snode->regionbase, ar);
ar->regiontype = RGN_TYPE_TOOLS;
ar->alignment = RGN_ALIGN_LEFT;
ar->flag = RGN_FLAG_HIDDEN;
/* main region */
ar = MEM_callocN(sizeof(ARegion), "main region for node");
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BLI_addtail(&snode->regionbase, ar);
ar->regiontype = RGN_TYPE_WINDOW;
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ar->v2d.tot.xmin = -12.8f * U.widget_unit;
ar->v2d.tot.ymin = -12.8f * U.widget_unit;
ar->v2d.tot.xmax = 38.4f * U.widget_unit;
ar->v2d.tot.ymax = 38.4f * U.widget_unit;
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
ar->v2d.cur = ar->v2d.tot;
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ar->v2d.min[0] = 1.0f;
ar->v2d.min[1] = 1.0f;
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ar->v2d.max[0] = 32000.0f;
ar->v2d.max[1] = 32000.0f;
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ar->v2d.minzoom = 0.09f;
ar->v2d.maxzoom = 2.31f;
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ar->v2d.scroll = (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
ar->v2d.keepzoom = V2D_LIMITZOOM | V2D_KEEPASPECT;
ar->v2d.keeptot = 0;
2012-07-01 09:54:44 +00:00
return (SpaceLink *)snode;
}
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_free(SpaceLink *sl)
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{
SpaceNode *snode = (SpaceNode *)sl;
bNodeTreePath *path, *path_next;
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for (path = snode->treepath.first; path; path = path_next) {
path_next = path->next;
MEM_freeN(path);
}
}
/* spacetype; init callback */
static void node_init(struct wmWindowManager *UNUSED(wm), ScrArea *UNUSED(sa))
{
}
static void node_area_listener(wmWindow *UNUSED(win),
ScrArea *sa,
wmNotifier *wmn,
Scene *UNUSED(scene))
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{
/* note, ED_area_tag_refresh will re-execute compositor */
SpaceNode *snode = sa->spacedata.first;
/* shaderfrom is only used for new shading nodes, otherwise all shaders are from objects */
short shader_type = snode->shaderfrom;
/* preview renders */
switch (wmn->category) {
case NC_SCENE:
switch (wmn->data) {
case ND_NODES: {
ARegion *ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
bNodeTreePath *path = snode->treepath.last;
/* shift view to node tree center */
if (ar && path) {
UI_view2d_center_set(&ar->v2d, path->view_center[0], path->view_center[1]);
}
ED_area_tag_refresh(sa);
break;
}
case ND_FRAME:
ED_area_tag_refresh(sa);
break;
case ND_COMPO_RESULT:
ED_area_tag_redraw(sa);
break;
case ND_TRANSFORM_DONE:
if (ED_node_is_compositor(snode)) {
if (snode->flag & SNODE_AUTO_RENDER) {
snode->recalc = 1;
ED_area_tag_refresh(sa);
}
}
break;
case ND_LAYER_CONTENT:
ED_area_tag_refresh(sa);
break;
}
break;
/* future: add ID checks? */
case NC_MATERIAL:
if (ED_node_is_shader(snode)) {
if (wmn->data == ND_SHADING) {
ED_area_tag_refresh(sa);
}
else if (wmn->data == ND_SHADING_DRAW) {
ED_area_tag_refresh(sa);
}
else if (wmn->data == ND_SHADING_LINKS) {
ED_area_tag_refresh(sa);
}
else if (wmn->action == NA_ADDED && snode->edittree) {
nodeSetActiveID(snode->edittree, ID_MA, wmn->reference);
}
}
break;
case NC_TEXTURE:
if (ED_node_is_shader(snode) || ED_node_is_texture(snode)) {
if (wmn->data == ND_NODES) {
ED_area_tag_refresh(sa);
}
}
break;
case NC_WORLD:
if (ED_node_is_shader(snode) && shader_type == SNODE_SHADER_WORLD) {
ED_area_tag_refresh(sa);
}
break;
case NC_OBJECT:
if (ED_node_is_shader(snode)) {
if (wmn->data == ND_OB_SHADING) {
ED_area_tag_refresh(sa);
}
}
break;
case NC_SPACE:
if (wmn->data == ND_SPACE_NODE) {
ED_area_tag_refresh(sa);
}
else if (wmn->data == ND_SPACE_NODE_VIEW) {
ED_area_tag_redraw(sa);
}
break;
case NC_NODE:
if (wmn->action == NA_EDITED) {
ED_area_tag_refresh(sa);
}
else if (wmn->action == NA_SELECTED) {
ED_area_tag_redraw(sa);
}
break;
case NC_SCREEN:
switch (wmn->data) {
case ND_ANIMPLAY:
ED_area_tag_refresh(sa);
break;
}
break;
case NC_MASK:
if (wmn->action == NA_EDITED) {
if (snode->nodetree && snode->nodetree->type == NTREE_COMPOSIT) {
ED_area_tag_refresh(sa);
}
}
break;
case NC_IMAGE:
if (wmn->action == NA_EDITED) {
if (ED_node_is_compositor(snode)) {
/* note that nodeUpdateID is already called by BKE_image_signal() on all
* scenes so really this is just to know if the images is used in the compo else
* painting on images could become very slow when the compositor is open. */
if (nodeUpdateID(snode->nodetree, wmn->reference)) {
ED_area_tag_refresh(sa);
}
}
}
break;
case NC_MOVIECLIP:
if (wmn->action == NA_EDITED) {
if (ED_node_is_compositor(snode)) {
if (nodeUpdateID(snode->nodetree, wmn->reference)) {
ED_area_tag_refresh(sa);
}
}
}
break;
case NC_LINESTYLE:
if (ED_node_is_shader(snode) && shader_type == SNODE_SHADER_LINESTYLE) {
ED_area_tag_refresh(sa);
}
break;
case NC_WM:
if (wmn->data == ND_UNDO) {
ED_area_tag_refresh(sa);
}
break;
case NC_GPENCIL:
if (ELEM(wmn->action, NA_EDITED, NA_SELECTED)) {
ED_area_tag_redraw(sa);
}
break;
}
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}
static void node_area_refresh(const struct bContext *C, ScrArea *sa)
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{
/* default now: refresh node is starting preview */
SpaceNode *snode = sa->spacedata.first;
snode_set_context(C);
if (snode->nodetree) {
if (snode->nodetree->type == NTREE_SHADER) {
if (GS(snode->id->name) == ID_MA) {
Material *ma = (Material *)snode->id;
if (ma->use_nodes) {
ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100, PR_NODE_RENDER);
}
}
else if (GS(snode->id->name) == ID_LA) {
Light *la = (Light *)snode->id;
if (la->use_nodes) {
ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100, PR_NODE_RENDER);
}
}
else if (GS(snode->id->name) == ID_WO) {
World *wo = (World *)snode->id;
if (wo->use_nodes) {
ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100, PR_NODE_RENDER);
}
}
}
else if (snode->nodetree->type == NTREE_COMPOSIT) {
Scene *scene = (Scene *)snode->id;
if (scene->use_nodes) {
/* recalc is set on 3d view changes for auto compo */
if (snode->recalc) {
snode->recalc = 0;
node_render_changed_exec((struct bContext *)C, NULL);
}
else {
ED_node_composite_job(C, snode->nodetree, scene);
}
}
}
else if (snode->nodetree->type == NTREE_TEXTURE) {
Tex *tex = (Tex *)snode->id;
if (tex->use_nodes) {
ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100, PR_NODE_RENDER);
}
}
}
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}
static SpaceLink *node_duplicate(SpaceLink *sl)
{
SpaceNode *snode = (SpaceNode *)sl;
SpaceNode *snoden = MEM_dupallocN(snode);
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BLI_duplicatelist(&snoden->treepath, &snode->treepath);
/* clear or remove stuff from old */
BLI_listbase_clear(&snoden->linkdrag);
/* Note: no need to set node tree user counts,
* the editor only keeps at least 1 (id_us_ensure_real),
* which is already done by the original SpaceNode.
*/
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return (SpaceLink *)snoden;
}
/* add handlers, stuff you only do once or on area/region changes */
static void node_buttons_region_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap;
ED_region_panels_init(wm, ar);
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keymap = WM_keymap_ensure(wm->defaultconf, "Node Generic", SPACE_NODE, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
}
static void node_buttons_region_draw(const bContext *C, ARegion *ar)
{
ED_region_panels(C, ar);
}
/* add handlers, stuff you only do once or on area/region changes */
static void node_toolbar_region_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap;
ED_region_panels_init(wm, ar);
keymap = WM_keymap_ensure(wm->defaultconf, "Node Generic", SPACE_NODE, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
}
static void node_toolbar_region_draw(const bContext *C, ARegion *ar)
{
ED_region_panels(C, ar);
}
static void node_cursor(wmWindow *win, ScrArea *sa, ARegion *ar)
{
SpaceNode *snode = sa->spacedata.first;
/* convert mouse coordinates to v2d space */
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]);
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/* here snode->cursor is used to detect the node edge for sizing */
node_set_cursor(win, snode, snode->cursor);
/* XXX snode->cursor is in placing new nodes space */
snode->cursor[0] /= UI_DPI_FAC;
snode->cursor[1] /= UI_DPI_FAC;
}
/* Initialize main region, setting handlers. */
static void node_main_region_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap;
ListBase *lb;
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UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_CUSTOM, ar->winx, ar->winy);
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/* own keymaps */
keymap = WM_keymap_ensure(wm->defaultconf, "Node Generic", SPACE_NODE, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
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keymap = WM_keymap_ensure(wm->defaultconf, "Node Editor", SPACE_NODE, 0);
WM_event_add_keymap_handler_v2d_mask(&ar->handlers, keymap);
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/* add drop boxes */
lb = WM_dropboxmap_find("Node Editor", SPACE_NODE, RGN_TYPE_WINDOW);
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WM_event_add_dropbox_handler(&ar->handlers, lb);
}
static void node_main_region_draw(const bContext *C, ARegion *ar)
{
drawnodespace(C, ar);
}
/* ************* dropboxes ************* */
static bool node_ima_drop_poll(bContext *UNUSED(C),
wmDrag *drag,
const wmEvent *UNUSED(event),
const char **UNUSED(tooltip))
{
if (drag->type == WM_DRAG_PATH) {
/* rule might not work? */
return (ELEM(drag->icon, 0, ICON_FILE_IMAGE, ICON_FILE_MOVIE));
}
else {
return WM_drag_ID(drag, ID_IM) != NULL;
}
}
static bool node_mask_drop_poll(bContext *UNUSED(C),
wmDrag *drag,
const wmEvent *UNUSED(event),
const char **UNUSED(tooltip))
{
return WM_drag_ID(drag, ID_MSK) != NULL;
}
static void node_id_drop_copy(wmDrag *drag, wmDropBox *drop)
{
ID *id = WM_drag_ID(drag, 0);
RNA_string_set(drop->ptr, "name", id->name + 2);
}
static void node_id_path_drop_copy(wmDrag *drag, wmDropBox *drop)
{
ID *id = WM_drag_ID(drag, 0);
if (id) {
RNA_string_set(drop->ptr, "name", id->name + 2);
RNA_struct_property_unset(drop->ptr, "filepath");
}
else if (drag->path[0]) {
RNA_string_set(drop->ptr, "filepath", drag->path);
RNA_struct_property_unset(drop->ptr, "name");
}
}
/* this region dropbox definition */
static void node_dropboxes(void)
{
ListBase *lb = WM_dropboxmap_find("Node Editor", SPACE_NODE, RGN_TYPE_WINDOW);
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WM_dropbox_add(lb, "NODE_OT_add_file", node_ima_drop_poll, node_id_path_drop_copy);
WM_dropbox_add(lb, "NODE_OT_add_mask", node_mask_drop_poll, node_id_drop_copy);
}
/* ************* end drop *********** */
/* add handlers, stuff you only do once or on area/region changes */
static void node_header_region_init(wmWindowManager *UNUSED(wm), ARegion *ar)
{
ED_region_header_init(ar);
}
static void node_header_region_draw(const bContext *C, ARegion *ar)
{
/* find and set the context */
snode_set_context(C);
ED_region_header(C, ar);
}
/* used for header + main region */
static void node_region_listener(wmWindow *UNUSED(win),
ScrArea *UNUSED(sa),
ARegion *ar,
wmNotifier *wmn,
const Scene *UNUSED(scene))
{
wmGizmoMap *gzmap = ar->gizmo_map;
/* context changes */
switch (wmn->category) {
case NC_SPACE:
switch (wmn->data) {
case ND_SPACE_NODE:
ED_region_tag_redraw(ar);
break;
case ND_SPACE_NODE_VIEW:
WM_gizmomap_tag_refresh(gzmap);
break;
}
break;
case NC_SCREEN:
if (wmn->data == ND_LAYOUTSET || wmn->action == NA_EDITED) {
WM_gizmomap_tag_refresh(gzmap);
}
switch (wmn->data) {
case ND_ANIMPLAY:
case ND_LAYER:
ED_region_tag_redraw(ar);
break;
}
break;
case NC_WM:
if (wmn->data == ND_JOB) {
ED_region_tag_redraw(ar);
}
break;
case NC_SCENE:
ED_region_tag_redraw(ar);
if (wmn->data == ND_RENDER_RESULT) {
WM_gizmomap_tag_refresh(gzmap);
}
break;
case NC_NODE:
ED_region_tag_redraw(ar);
if (ELEM(wmn->action, NA_EDITED, NA_SELECTED)) {
WM_gizmomap_tag_refresh(gzmap);
}
break;
case NC_MATERIAL:
case NC_TEXTURE:
case NC_WORLD:
case NC_LINESTYLE:
ED_region_tag_redraw(ar);
break;
case NC_OBJECT:
if (wmn->data == ND_OB_SHADING) {
ED_region_tag_redraw(ar);
}
break;
case NC_ID:
if (wmn->action == NA_RENAME) {
ED_region_tag_redraw(ar);
}
break;
case NC_GPENCIL:
if (wmn->action == NA_EDITED) {
ED_region_tag_redraw(ar);
}
else if (wmn->data & ND_GPENCIL_EDITMODE) {
ED_region_tag_redraw(ar);
}
break;
}
}
const char *node_context_dir[] = {
"selected_nodes", "active_node", "light", "material", "world", NULL};
static int node_context(const bContext *C, const char *member, bContextDataResult *result)
{
SpaceNode *snode = CTX_wm_space_node(C);
if (CTX_data_dir(member)) {
CTX_data_dir_set(result, node_context_dir);
return 1;
}
else if (CTX_data_equals(member, "selected_nodes")) {
bNode *node;
if (snode->edittree) {
for (node = snode->edittree->nodes.last; node; node = node->prev) {
if (node->flag & NODE_SELECT) {
CTX_data_list_add(result, &snode->edittree->id, &RNA_Node, node);
}
}
}
CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
return 1;
}
else if (CTX_data_equals(member, "active_node")) {
if (snode->edittree) {
bNode *node = nodeGetActive(snode->edittree);
CTX_data_pointer_set(result, &snode->edittree->id, &RNA_Node, node);
}
CTX_data_type_set(result, CTX_DATA_TYPE_POINTER);
return 1;
}
else if (CTX_data_equals(member, "node_previews")) {
if (snode->nodetree) {
CTX_data_pointer_set(
result, &snode->nodetree->id, &RNA_NodeInstanceHash, snode->nodetree->previews);
}
CTX_data_type_set(result, CTX_DATA_TYPE_POINTER);
return 1;
}
else if (CTX_data_equals(member, "material")) {
if (snode->id && GS(snode->id->name) == ID_MA) {
CTX_data_id_pointer_set(result, snode->id);
}
return 1;
}
else if (CTX_data_equals(member, "light")) {
if (snode->id && GS(snode->id->name) == ID_LA) {
CTX_data_id_pointer_set(result, snode->id);
}
return 1;
}
else if (CTX_data_equals(member, "world")) {
if (snode->id && GS(snode->id->name) == ID_WO) {
CTX_data_id_pointer_set(result, snode->id);
}
return 1;
}
return 0;
}
static void node_widgets(void)
{
/* create the widgetmap for the area here */
wmGizmoMapType *gzmap_type = WM_gizmomaptype_ensure(
&(const struct wmGizmoMapType_Params){SPACE_NODE, RGN_TYPE_WINDOW});
WM_gizmogrouptype_append_and_link(gzmap_type, NODE_GGT_backdrop_transform);
WM_gizmogrouptype_append_and_link(gzmap_type, NODE_GGT_backdrop_crop);
WM_gizmogrouptype_append_and_link(gzmap_type, NODE_GGT_backdrop_sun_beams);
WM_gizmogrouptype_append_and_link(gzmap_type, NODE_GGT_backdrop_corner_pin);
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
static void node_id_remap(ScrArea *UNUSED(sa), SpaceLink *slink, ID *old_id, ID *new_id)
{
SpaceNode *snode = (SpaceNode *)slink;
if (GS(old_id->name) == ID_SCE) {
if (snode->id == old_id) {
/* nasty DNA logic for SpaceNode:
* ideally should be handled by editor code, but would be bad level call
*/
BLI_freelistN(&snode->treepath);
/* XXX Untested in case new_id != NULL... */
snode->id = new_id;
snode->from = NULL;
snode->nodetree = NULL;
snode->edittree = NULL;
}
}
else if (GS(old_id->name) == ID_OB) {
if (snode->from == old_id) {
if (new_id == NULL) {
snode->flag &= ~SNODE_PIN;
}
snode->from = new_id;
}
}
else if (GS(old_id->name) == ID_GD) {
if ((ID *)snode->gpd == old_id) {
snode->gpd = (bGPdata *)new_id;
id_us_min(old_id);
id_us_plus(new_id);
}
}
else if (GS(old_id->name) == ID_NT) {
bNodeTreePath *path, *path_next;
for (path = snode->treepath.first; path; path = path->next) {
if ((ID *)path->nodetree == old_id) {
path->nodetree = (bNodeTree *)new_id;
id_us_min(old_id);
id_us_plus(new_id);
}
if (path == snode->treepath.first) {
/* first nodetree in path is same as snode->nodetree */
snode->nodetree = path->nodetree;
}
if (path->nodetree == NULL) {
break;
}
}
/* remaining path entries are invalid, remove */
for (; path; path = path_next) {
path_next = path->next;
BLI_remlink(&snode->treepath, path);
MEM_freeN(path);
}
/* edittree is just the last in the path,
* set this directly since the path may have been shortened above */
if (snode->treepath.last) {
path = snode->treepath.last;
snode->edittree = path->nodetree;
}
else {
snode->edittree = NULL;
}
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
}
static int node_space_subtype_get(ScrArea *sa)
{
SpaceNode *snode = sa->spacedata.first;
return rna_node_tree_idname_to_enum(snode->tree_idname);
}
static void node_space_subtype_set(ScrArea *sa, int value)
{
SpaceNode *snode = sa->spacedata.first;
ED_node_set_tree_type(snode, rna_node_tree_type_from_enum(value));
}
static void node_space_subtype_item_extend(bContext *C, EnumPropertyItem **item, int *totitem)
{
bool free;
const EnumPropertyItem *item_src = RNA_enum_node_tree_types_itemf_impl(C, &free);
for (const EnumPropertyItem *item_iter = item_src; item_iter->identifier; item_iter++) {
RNA_enum_item_add(item, totitem, item_iter);
}
if (free) {
MEM_freeN((void *)item_src);
}
}
/* only called once, from space/spacetypes.c */
void ED_spacetype_node(void)
{
SpaceType *st = MEM_callocN(sizeof(SpaceType), "spacetype node");
ARegionType *art;
st->spaceid = SPACE_NODE;
strncpy(st->name, "Node", BKE_ST_MAXNAME);
st->new = node_new;
st->free = node_free;
st->init = node_init;
st->duplicate = node_duplicate;
st->operatortypes = node_operatortypes;
st->keymap = node_keymap;
st->listener = node_area_listener;
st->refresh = node_area_refresh;
st->context = node_context;
st->dropboxes = node_dropboxes;
st->gizmos = node_widgets;
st->id_remap = node_id_remap;
st->space_subtype_item_extend = node_space_subtype_item_extend;
st->space_subtype_get = node_space_subtype_get;
st->space_subtype_set = node_space_subtype_set;
/* regions: main window */
art = MEM_callocN(sizeof(ARegionType), "spacetype node region");
art->regionid = RGN_TYPE_WINDOW;
art->init = node_main_region_init;
art->draw = node_main_region_draw;
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_GIZMO | ED_KEYMAP_TOOL | ED_KEYMAP_VIEW2D |
ED_KEYMAP_FRAMES | ED_KEYMAP_GPENCIL;
art->listener = node_region_listener;
art->cursor = node_cursor;
art->event_cursor = true;
BLI_addhead(&st->regiontypes, art);
/* regions: header */
art = MEM_callocN(sizeof(ARegionType), "spacetype node region");
art->regionid = RGN_TYPE_HEADER;
art->prefsizey = HEADERY;
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_VIEW2D | ED_KEYMAP_FRAMES | ED_KEYMAP_HEADER;
art->listener = node_region_listener;
art->init = node_header_region_init;
art->draw = node_header_region_draw;
BLI_addhead(&st->regiontypes, art);
/* regions: listview/buttons */
art = MEM_callocN(sizeof(ARegionType), "spacetype node region");
art->regionid = RGN_TYPE_UI;
art->prefsizex = UI_SIDEBAR_PANEL_WIDTH;
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
art->listener = node_region_listener;
art->message_subscribe = ED_area_do_mgs_subscribe_for_tool_ui;
art->init = node_buttons_region_init;
art->draw = node_buttons_region_draw;
BLI_addhead(&st->regiontypes, art);
node_buttons_register(art);
/* regions: toolbar */
art = MEM_callocN(sizeof(ARegionType), "spacetype view3d tools region");
art->regionid = RGN_TYPE_TOOLS;
art->prefsizex = 58; /* XXX */
art->prefsizey = 50; /* XXX */
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
art->listener = node_region_listener;
art->message_subscribe = ED_region_generic_tools_region_message_subscribe;
art->snap_size = ED_region_generic_tools_region_snap_size;
art->init = node_toolbar_region_init;
art->draw = node_toolbar_region_draw;
BLI_addhead(&st->regiontypes, art);
node_toolbar_register(art);
BKE_spacetype_register(st);
}