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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation, Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file blender/editors/space_node/node_ops.c
* \ingroup spnode
*/
#include "DNA_node_types.h"
#include "BLI_utildefines.h"
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#include "BKE_context.h"
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#include "ED_node.h" /* own include */
#include "ED_screen.h"
#include "ED_transform.h"
#include "RNA_access.h"
#include "WM_api.h"
#include "WM_types.h"
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#include "node_intern.h" /* own include */
void node_operatortypes(void)
{
WM_operatortype_append(NODE_OT_properties);
WM_operatortype_append(NODE_OT_toolbar);
WM_operatortype_append(NODE_OT_select);
WM_operatortype_append(NODE_OT_select_all);
WM_operatortype_append(NODE_OT_select_linked_to);
WM_operatortype_append(NODE_OT_select_linked_from);
WM_operatortype_append(NODE_OT_select_border);
WM_operatortype_append(NODE_OT_select_circle);
WM_operatortype_append(NODE_OT_select_lasso);
WM_operatortype_append(NODE_OT_select_same_type);
WM_operatortype_append(NODE_OT_select_same_type_step);
WM_operatortype_append(NODE_OT_find_node);
WM_operatortype_append(NODE_OT_view_all);
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WM_operatortype_append(NODE_OT_view_selected);
WM_operatortype_append(NODE_OT_mute_toggle);
WM_operatortype_append(NODE_OT_hide_toggle);
WM_operatortype_append(NODE_OT_preview_toggle);
WM_operatortype_append(NODE_OT_options_toggle);
WM_operatortype_append(NODE_OT_hide_socket_toggle);
WM_operatortype_append(NODE_OT_node_copy_color);
WM_operatortype_append(NODE_OT_duplicate);
WM_operatortype_append(NODE_OT_delete);
WM_operatortype_append(NODE_OT_delete_reconnect);
WM_operatortype_append(NODE_OT_resize);
WM_operatortype_append(NODE_OT_link);
WM_operatortype_append(NODE_OT_link_make);
WM_operatortype_append(NODE_OT_links_cut);
Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
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WM_operatortype_append(NODE_OT_links_detach);
WM_operatortype_append(NODE_OT_add_reroute);
WM_operatortype_append(NODE_OT_group_make);
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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WM_operatortype_append(NODE_OT_group_insert);
WM_operatortype_append(NODE_OT_group_ungroup);
WM_operatortype_append(NODE_OT_group_separate);
WM_operatortype_append(NODE_OT_group_edit);
WM_operatortype_append(NODE_OT_link_viewer);
WM_operatortype_append(NODE_OT_read_renderlayers);
WM_operatortype_append(NODE_OT_read_fullsamplelayers);
WM_operatortype_append(NODE_OT_render_changed);
WM_operatortype_append(NODE_OT_backimage_move);
WM_operatortype_append(NODE_OT_backimage_zoom);
WM_operatortype_append(NODE_OT_backimage_fit);
WM_operatortype_append(NODE_OT_backimage_sample);
WM_operatortype_append(NODE_OT_add_file);
WM_operatortype_append(NODE_OT_add_mask);
WM_operatortype_append(NODE_OT_new_node_tree);
Adds a new node type for saving multiple image files from a single node. Unlike the existing file output node this node has an arbitrary number of possible input slots. It has a base path string that can be set to a general base folder. Every input socket then uses its name as an extension of the base path for file organization. This can include further subfolders on top of the base path. Example: Base path: '/home/user/myproject' Input 1: 'Compo' Input 2: 'Diffuse/' Input 3: 'details/Normals' would create output files in /home/user/myproject: Compo0001.png, Compo0002.png, ... in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base given) in /home/user/myproject/details: Normals0001.png, Normals0002.png, ... Most settings for the node can be found in the sidebar (NKEY). New input sockets can be added with the "Add Input" button. There is a list of input sockets and below that the details for each socket can be changed, including the sub-path and filename. Sockets can be removed here as well. By default each socket uses the render settings file output format, but each can use its own format if necessary. To my knowledge this is the first node making use of such dynamic sockets in trunk. So this is also a design test, other nodes might use this in the future. Adding operator buttons on top of a node is a bit unwieldy atm, because all node operators generally work on selected and/or active node(s). The operator button would therefore either have to make sure the node is activated before the operator is called (block callback maybe?) OR it has to store the node name (risky, weak reference). For now it is only used in the sidebar, where only the active node's buttons are displayed. Also adds a new struct_type value to bNodeSocket, in order to distinguish different socket types with the same data type (file inputs are SOCK_RGBA color sockets). Would be nicer to use data type only for actual data evaluation, but used in too many places, this works ok for now.
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WM_operatortype_append(NODE_OT_output_file_add_socket);
WM_operatortype_append(NODE_OT_output_file_remove_active_socket);
A number of changes to node RNA and the file output node, to simplify socket types and make node code more robust for future nodes with extra socket data. * Removed the struct_type identifier from sockets completely. Any specialization of socket types can be done by using separate collections in RNA and customized socket draw callbacks in node type. Sockets themselves are pure data inputs/outputs now. Possibly the sock->storage data could also be removed, but this will change anyway with id properties in custom nodes. * Replaced the direct socket button draw calls by extra callbacks in node types. This allows nodes to draw sockets in specialized ways without referring to the additional struct_type identifier. Default is simply drawing the socket default_value button, only file output node overrides this atm. * File output node slots now use a separate file sub-path in their storage data, instead of using the socket name. That way the path is an actual PROP_FILEPATH property and it works better with the UI list template (name property is local to the data struct). * Node draw contexts for options on the node itself and detail buttons in the sidebar now have an extra context pointer "node" (uiLayoutSetContextPointer). This can be used to bind operator buttons to a specific node, instead of having to rely on the active/selected node(s) or making weak links via node name. Compare to modifiers and logic bricks, they use the same feature. * Added another operator for reordering custom input slots in the file output node.
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WM_operatortype_append(NODE_OT_output_file_move_active_socket);
WM_operatortype_append(NODE_OT_parent_set);
WM_operatortype_append(NODE_OT_parent_clear);
WM_operatortype_append(NODE_OT_join);
WM_operatortype_append(NODE_OT_attach);
WM_operatortype_append(NODE_OT_detach);
WM_operatortype_append(NODE_OT_clipboard_copy);
WM_operatortype_append(NODE_OT_clipboard_paste);
WM_operatortype_append(NODE_OT_shader_script_update);
WM_operatortype_append(NODE_OT_viewer_border);
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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WM_operatortype_append(NODE_OT_tree_socket_add);
WM_operatortype_append(NODE_OT_tree_socket_remove);
WM_operatortype_append(NODE_OT_tree_socket_move);
}
void ED_operatormacros_node(void)
{
wmOperatorType *ot;
wmOperatorTypeMacro *mot;
ot = WM_operatortype_append_macro("NODE_OT_select_link_viewer", "Link Viewer",
"Select node and link it to a viewer node",
OPTYPE_UNDO);
WM_operatortype_macro_define(ot, "NODE_OT_select");
WM_operatortype_macro_define(ot, "NODE_OT_link_viewer");
ot = WM_operatortype_append_macro("NODE_OT_translate_attach", "Move and Attach",
"Move nodes and attach to frame",
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OPTYPE_UNDO | OPTYPE_REGISTER);
mot = WM_operatortype_macro_define(ot, "TRANSFORM_OT_translate");
RNA_boolean_set(mot->ptr, "release_confirm", true);
WM_operatortype_macro_define(ot, "NODE_OT_attach");
ot = WM_operatortype_append_macro("NODE_OT_detach_translate_attach", "Detach and Move",
"Detach nodes, move and attach to frame",
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OPTYPE_UNDO | OPTYPE_REGISTER);
WM_operatortype_macro_define(ot, "NODE_OT_detach");
mot = WM_operatortype_macro_define(ot, "TRANSFORM_OT_translate");
RNA_boolean_set(mot->ptr, "release_confirm", true);
WM_operatortype_macro_define(ot, "NODE_OT_attach");
ot = WM_operatortype_append_macro("NODE_OT_duplicate_move", "Duplicate",
"Duplicate selected nodes and move them",
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OPTYPE_UNDO | OPTYPE_REGISTER);
WM_operatortype_macro_define(ot, "NODE_OT_duplicate");
WM_operatortype_macro_define(ot, "NODE_OT_translate_attach");
/* modified operator call for duplicating with input links */
ot = WM_operatortype_append_macro("NODE_OT_duplicate_move_keep_inputs", "Duplicate",
"Duplicate selected nodes keeping input links and move them",
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OPTYPE_UNDO | OPTYPE_REGISTER);
mot = WM_operatortype_macro_define(ot, "NODE_OT_duplicate");
RNA_boolean_set(mot->ptr, "keep_inputs", true);
WM_operatortype_macro_define(ot, "NODE_OT_translate_attach");
Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
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ot = WM_operatortype_append_macro("NODE_OT_move_detach_links", "Detach", "Move a node to detach links",
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OPTYPE_UNDO | OPTYPE_REGISTER);
Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
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WM_operatortype_macro_define(ot, "NODE_OT_links_detach");
WM_operatortype_macro_define(ot, "TRANSFORM_OT_translate");
ot = WM_operatortype_append_macro("NODE_OT_move_detach_links_release", "Detach", "Move a node to detach links",
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OPTYPE_UNDO | OPTYPE_REGISTER);
WM_operatortype_macro_define(ot, "NODE_OT_links_detach");
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WM_operatortype_macro_define(ot, "NODE_OT_translate_attach");
}
/* helper function for repetitive select operator keymap */
static void node_select_keymap(wmKeyMap *keymap, int extend)
{
/* modifier combinations */
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const int mod_single[] = { 0, KM_CTRL, KM_ALT, KM_CTRL | KM_ALT,
-1 /* terminator */
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};
const int mod_extend[] = { KM_SHIFT, KM_SHIFT | KM_CTRL,
KM_SHIFT | KM_ALT, KM_SHIFT | KM_CTRL | KM_ALT,
-1 /* terminator */
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};
const int *mod = (extend ? mod_extend : mod_single);
wmKeyMapItem *kmi;
int i;
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for (i = 0; mod[i] >= 0; ++i) {
kmi = WM_keymap_add_item(keymap, "NODE_OT_select", ACTIONMOUSE, KM_PRESS, mod[i], 0);
RNA_boolean_set(kmi->ptr, "extend", extend);
kmi = WM_keymap_add_item(keymap, "NODE_OT_select", SELECTMOUSE, KM_PRESS, mod[i], 0);
RNA_boolean_set(kmi->ptr, "extend", extend);
}
}
void node_keymap(struct wmKeyConfig *keyconf)
{
wmKeyMap *keymap;
wmKeyMapItem *kmi;
/* Entire Editor only ----------------- */
keymap = WM_keymap_find(keyconf, "Node Generic", SPACE_NODE, 0);
WM_keymap_add_item(keymap, "NODE_OT_properties", NKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "NODE_OT_toolbar", TKEY, KM_PRESS, 0, 0);
/* Main Area only ----------------- */
keymap = WM_keymap_find(keyconf, "Node Editor", SPACE_NODE, 0);
/* mouse select in nodes used to be both keys, but perhaps this should be reduced?
* NOTE: mouse-clicks on left-mouse will fall through to allow transform-tweak, but also link/resize
* NOTE 2: socket select is part of the node select operator, to handle overlapping cases
* NOTE 3: select op is registered for various combinations of modifier key, so the specialized
* grab operators (unlink, attach, etc.) can work easily on single nodes.
*/
node_select_keymap(keymap, false);
node_select_keymap(keymap, true);
kmi = WM_keymap_add_item(keymap, "NODE_OT_select_border", EVT_TWEAK_S, KM_ANY, 0, 0);
RNA_boolean_set(kmi->ptr, "tweak", true);
kmi = WM_keymap_add_item(keymap, "NODE_OT_select_lasso", EVT_TWEAK_A, KM_ANY, KM_CTRL | KM_ALT, 0);
RNA_boolean_set(kmi->ptr, "deselect", false);
kmi = WM_keymap_add_item(keymap, "NODE_OT_select_lasso", EVT_TWEAK_A, KM_ANY, KM_CTRL | KM_SHIFT | KM_ALT, 0);
RNA_boolean_set(kmi->ptr, "deselect", true);
WM_keymap_add_item(keymap, "NODE_OT_select_circle", CKEY, KM_PRESS, 0, 0);
/* each of these falls through if not handled... */
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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kmi = WM_keymap_add_item(keymap, "NODE_OT_link", LEFTMOUSE, KM_PRESS, 0, 0);
RNA_boolean_set(kmi->ptr, "detach", false);
kmi = WM_keymap_add_item(keymap, "NODE_OT_link", LEFTMOUSE, KM_PRESS, KM_CTRL, 0);
RNA_boolean_set(kmi->ptr, "detach", true);
WM_keymap_add_item(keymap, "NODE_OT_resize", LEFTMOUSE, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "NODE_OT_add_reroute", LEFTMOUSE, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "NODE_OT_links_cut", LEFTMOUSE, KM_PRESS, KM_CTRL, 0);
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WM_keymap_add_item(keymap, "NODE_OT_select_link_viewer", LEFTMOUSE, KM_PRESS, KM_SHIFT | KM_CTRL, 0);
WM_keymap_add_item(keymap, "NODE_OT_backimage_move", MIDDLEMOUSE, KM_PRESS, KM_ALT, 0);
kmi = WM_keymap_add_item(keymap, "NODE_OT_backimage_zoom", VKEY, KM_PRESS, 0, 0);
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RNA_float_set(kmi->ptr, "factor", 0.83333f);
kmi = WM_keymap_add_item(keymap, "NODE_OT_backimage_zoom", VKEY, KM_PRESS, KM_ALT, 0);
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RNA_float_set(kmi->ptr, "factor", 1.2f);
WM_keymap_add_item(keymap, "NODE_OT_backimage_fit", HOMEKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_add_item(keymap, "NODE_OT_backimage_sample", ACTIONMOUSE, KM_PRESS, KM_ALT, 0);
kmi = WM_keymap_add_item(keymap, "NODE_OT_link_make", FKEY, KM_PRESS, 0, 0);
RNA_boolean_set(kmi->ptr, "replace", false);
kmi = WM_keymap_add_item(keymap, "NODE_OT_link_make", FKEY, KM_PRESS, KM_SHIFT, 0);
RNA_boolean_set(kmi->ptr, "replace", true);
WM_keymap_add_menu(keymap, "NODE_MT_add", AKEY, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "NODE_OT_duplicate_move", DKEY, KM_PRESS, KM_SHIFT, 0);
/* modified operator call for duplicating with input links */
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WM_keymap_add_item(keymap, "NODE_OT_duplicate_move_keep_inputs", DKEY, KM_PRESS, KM_SHIFT | KM_CTRL, 0);
WM_keymap_add_item(keymap, "NODE_OT_parent_set", PKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "NODE_OT_parent_clear", PKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_add_item(keymap, "NODE_OT_join", JKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "NODE_OT_hide_toggle", HKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "NODE_OT_mute_toggle", MKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "NODE_OT_preview_toggle", HKEY, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "NODE_OT_hide_socket_toggle", HKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "NODE_OT_view_all", HOMEKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "NODE_OT_view_all", NDOF_BUTTON_FIT, KM_PRESS, 0, 0);
2012-08-07 16:30:34 +00:00
WM_keymap_add_item(keymap, "NODE_OT_view_selected", PADPERIOD, KM_PRESS, 0, 0);
kmi = WM_keymap_add_item(keymap, "NODE_OT_select_border", BKEY, KM_PRESS, 0, 0);
RNA_boolean_set(kmi->ptr, "tweak", false);
WM_keymap_add_item(keymap, "NODE_OT_delete", XKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "NODE_OT_delete", DELKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "NODE_OT_delete_reconnect", XKEY, KM_PRESS, KM_CTRL, 0);
kmi = WM_keymap_add_item(keymap, "NODE_OT_select_all", AKEY, KM_PRESS, 0, 0);
RNA_enum_set(kmi->ptr, "action", SEL_TOGGLE);
kmi = WM_keymap_add_item(keymap, "NODE_OT_select_all", IKEY, KM_PRESS, KM_CTRL, 0);
RNA_enum_set(kmi->ptr, "action", SEL_INVERT);
WM_keymap_add_item(keymap, "NODE_OT_select_linked_to", LKEY, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "NODE_OT_select_linked_from", LKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "NODE_OT_select_same_type", GKEY, KM_PRESS, KM_SHIFT, 0);
kmi = WM_keymap_add_item(keymap, "NODE_OT_select_same_type_step", RIGHTBRACKETKEY, KM_PRESS, KM_SHIFT, 0);
RNA_boolean_set(kmi->ptr, "prev", false);
kmi = WM_keymap_add_item(keymap, "NODE_OT_select_same_type_step", LEFTBRACKETKEY, KM_PRESS, KM_SHIFT, 0);
RNA_boolean_set(kmi->ptr, "prev", true);
WM_keymap_add_item(keymap, "NODE_OT_find_node", FKEY, KM_PRESS, KM_CTRL, 0);
/* node group operators */
WM_keymap_add_item(keymap, "NODE_OT_group_make", GKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "NODE_OT_group_ungroup", GKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_add_item(keymap, "NODE_OT_group_separate", PKEY, KM_PRESS, 0, 0);
kmi = WM_keymap_add_item(keymap, "NODE_OT_group_edit", TABKEY, KM_PRESS, 0, 0);
RNA_boolean_set(kmi->ptr, "exit", false);
kmi = WM_keymap_add_item(keymap, "NODE_OT_group_edit", TABKEY, KM_PRESS, KM_SHIFT, 0);
RNA_boolean_set(kmi->ptr, "exit", 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
WM_keymap_add_item(keymap, "NODE_OT_read_renderlayers", RKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "NODE_OT_read_fullsamplelayers", RKEY, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "NODE_OT_render_changed", ZKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "NODE_OT_clipboard_copy", CKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "NODE_OT_clipboard_paste", VKEY, KM_PRESS, KM_CTRL, 0);
#ifdef __APPLE__
WM_keymap_add_item(keymap, "NODE_OT_clipboard_copy", CKEY, KM_PRESS, KM_OSKEY, 0);
WM_keymap_add_item(keymap, "NODE_OT_clipboard_paste", VKEY, KM_PRESS, KM_OSKEY, 0);
#endif
WM_keymap_add_item(keymap, "NODE_OT_viewer_border", BKEY, KM_PRESS, KM_CTRL, 0);
transform_keymap_for_space(keyconf, keymap, SPACE_NODE);
}