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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 "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_easing.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
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#include "ED_node.h" /* own include */
#include "ED_screen.h"
#include "ED_render.h"
#include "ED_util.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_view2d.h"
#include "UI_resources.h"
#include "BLT_translation.h"
2012-08-01 20:39:14 +00:00
#include "node_intern.h" /* own include */
/* ****************** Relations helpers *********************** */
static bool ntree_check_nodes_connected_dfs(bNodeTree *ntree,
bNode *from,
bNode *to)
{
if (from->flag & NODE_TEST) {
return false;
}
from->flag |= NODE_TEST;
for (bNodeLink *link = ntree->links.first; link != NULL; link = link->next) {
if (link->fromnode == from) {
if (link->tonode == to) {
return true;
}
else {
if (ntree_check_nodes_connected_dfs(ntree, link->tonode, to)) {
return true;
}
}
}
}
return false;
}
static bool ntree_check_nodes_connected(bNodeTree *ntree, bNode *from, bNode *to)
{
if (from == to) {
return true;
}
ntreeNodeFlagSet(ntree, NODE_TEST, false);
return ntree_check_nodes_connected_dfs(ntree, from, to);
}
static bool node_group_has_output_dfs(bNode *node)
{
bNodeTree *ntree = (bNodeTree *)node->id;
if (ntree->id.tag & LIB_TAG_DOIT) {
return false;
}
ntree->id.tag |= LIB_TAG_DOIT;
for (bNode *current_node = ntree->nodes.first;
current_node != NULL;
current_node = current_node->next)
{
if (current_node->type == NODE_GROUP) {
if (current_node->id && node_group_has_output_dfs(current_node)) {
return true;
}
}
if (current_node->flag & NODE_DO_OUTPUT &&
current_node->type != NODE_GROUP_OUTPUT)
{
return true;
}
}
return false;
}
static bool node_group_has_output(bNode *node)
{
Main *bmain = G.main;
BLI_assert(node->type == NODE_GROUP);
bNodeTree *ntree = (bNodeTree *)node->id;
if (ntree == NULL) {
return false;
}
BKE_main_id_tag_listbase(&bmain->nodetree, LIB_TAG_DOIT, false);
return node_group_has_output_dfs(node);
}
bool node_connected_to_output(bNodeTree *ntree, bNode *node)
{
for (bNode *current_node = ntree->nodes.first;
current_node != NULL;
current_node = current_node->next)
{
/* Special case for group nodes -- if modified node connected to a group
* with active output inside we consider refresh is needed.
*
* We could make check more grained here by taking which socket the node
* is connected to and so eventually.
*/
if (current_node->type == NODE_GROUP &&
ntree_check_nodes_connected(ntree, node, current_node) &&
node_group_has_output(current_node))
{
return true;
}
if (current_node->flag & NODE_DO_OUTPUT) {
if (ntree_check_nodes_connected(ntree, node, current_node)) {
return true;
}
}
}
return false;
}
/* ****************** Add *********************** */
typedef struct bNodeListItem {
struct bNodeListItem *next, *prev;
struct bNode *node;
} bNodeListItem;
typedef struct NodeInsertOfsData {
bNodeTree *ntree;
bNode *insert; /* inserted node */
bNode *prev, *next; /* prev/next node in the chain */
bNode *insert_parent;
wmTimer *anim_timer;
float offset_x; /* offset to apply to node chain */
} NodeInsertOfsData;
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;
}
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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) {
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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;
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bool has_selected_inputs = false;
if (nli->next == NULL) break;
node_fr = nli->node;
node_to = nli->next->node;
/* corner case: input/output node aligned the wrong way around (T47729) */
if (BLI_listbase_is_empty(&node_to->inputs) || BLI_listbase_is_empty(&node_fr->outputs)) {
SWAP(bNode *, node_fr, node_to);
}
/* 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)) {
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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/
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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(CTX_wm_manager(C), CTX_data_main(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
}
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;
}
static void node_remove_extra_links(SpaceNode *snode, bNodeLink *link)
{
bNodeTree *ntree = snode->edittree;
bNodeSocket *from = link->fromsock, *to = link->tosock;
bNodeLink *tlink, *tlink_next;
int to_count = node_count_links(ntree, to);
int from_count = node_count_links(ntree, from);
for (tlink = ntree->links.first; tlink; tlink = tlink_next) {
tlink_next = tlink->next;
if (tlink == link)
continue;
if (tlink && tlink->fromsock == from) {
if (from_count > from->limit) {
nodeRemLink(ntree, tlink);
tlink = NULL;
--from_count;
}
}
if (tlink && tlink->tosock == to) {
if (to_count > to->limit) {
nodeRemLink(ntree, tlink);
tlink = NULL;
--to_count;
}
}
}
}
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;
bool do_tag_update = false;
/* avoid updates while applying links */
ntree->is_updating = true;
for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) {
bNodeLink *link = linkdata->data;
if (apply_links && link->tosock && link->fromsock) {
/* before actually adding the link,
* let nodes perform special link insertion handling
*/
if (link->fromnode->typeinfo->insert_link)
link->fromnode->typeinfo->insert_link(ntree, link->fromnode, link);
if (link->tonode->typeinfo->insert_link)
link->tonode->typeinfo->insert_link(ntree, link->tonode, link);
/* 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);
if (link->tonode) {
do_tag_update |= (do_tag_update || node_connected_to_output(ntree, link->tonode));
}
}
else {
/* See note below, but basically TEST flag means that the link
* was connected to output (or to a node which affects the
* output).
*/
do_tag_update |= (link->flag & NODE_LINK_TEST) != 0;
nodeRemLink(ntree, link);
}
}
ntree->is_updating = false;
ntreeUpdateTree(CTX_data_main(C), ntree);
snode_notify(C, snode);
if (do_tag_update) {
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);
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;
/* The link could be disconnected and in that case we
* wouldn't be able to check whether tag update is
* needed or not when releasing mouse button. So we
* cache whether the link affects output or not here
* using TEST flag.
*/
oplink->flag &= ~NODE_LINK_TEST;
if (node_connected_to_output(snode->edittree, link->tonode)) {
oplink->flag |= NODE_LINK_TEST;
}
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;
oplink->flag &= ~NODE_LINK_TEST;
if (node_connected_to_output(snode->edittree, node)) {
oplink->flag |= NODE_LINK_TEST;
}
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;
oplink->flag &= ~NODE_LINK_TEST;
if (node_connected_to_output(snode->edittree, link->tonode)) {
oplink->flag |= NODE_LINK_TEST;
}
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;
oplink->flag &= ~NODE_LINK_TEST;
if (node_connected_to_output(snode->edittree, node)) {
oplink->flag |= NODE_LINK_TEST;
}
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(CTX_wm_manager(C), CTX_data_main(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(CTX_wm_manager(C), CTX_data_main(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 bool 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_seg_seg_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;
bool do_tag_update = false;
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(CTX_wm_manager(C), CTX_data_main(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) {
/* TODO(sergey): Why did we kill jobs twice? */
ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
found = true;
}
do_tag_update |= (do_tag_update || node_connected_to_output(snode->edittree, link->tonode));
snode_update(snode, link->tonode);
nodeRemLink(snode->edittree, link);
}
}
if (found) {
ntreeUpdateTree(CTX_data_main(C), snode->edittree);
snode_notify(C, snode);
if (do_tag_update) {
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(CTX_wm_manager(C), CTX_data_main(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 bNode *node_find_frame_to_attach(ARegion *ar, const bNodeTree *ntree, const int mouse_xy[2])
{
bNode *frame;
float cursor[2];
/* convert mouse coordinates to v2d space */
UI_view2d_region_to_view(&ar->v2d, UNPACK2(mouse_xy), &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_v(&frame->totr, cursor))
return frame;
}
return NULL;
}
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 = node_find_frame_to_attach(ar, ntree, event->mval);
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 dist_best = FLT_MAX;
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;
/* find link to select/highlight */
for (link = snode->edittree->links.first; link; link = link->next) {
float coord_array[NODE_LINK_RESOL + 1][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
if (nodeLinkIsHidden(link))
continue;
if (node_link_bezier_points(NULL, NULL, link, coord_array, NODE_LINK_RESOL)) {
float dist = FLT_MAX;
int i;
/* loop over link coords to find shortest dist to upper left node edge of a intersected line segment */
for (i = 0; i < NODE_LINK_RESOL; i++) {
/* check if the node rect intersetcts the line from this point to next one */
if (BLI_rctf_isect_segment(&select->totr, coord_array[i], coord_array[i + 1])) {
/* store the shortest distance to the upper left edge of all intersetctions found so far */
const float node_xy[] = {select->totr.xmin, select->totr.ymax};
/* to be precise coord_array should be clipped by select->totr,
* but not done since there's no real noticeable difference */
dist = min_ff(dist_squared_to_line_segment_v2(node_xy, coord_array[i], coord_array[i + 1]),
dist);
}
}
/* we want the link with the shortest distance to node center */
if (dist < dist_best) {
dist_best = dist;
selink = link;
}
}
}
if (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;
}
static bool node_parents_offset_flag_enable_cb(bNode *parent, void *UNUSED(userdata))
{
/* NODE_TEST is used to flag nodes that shouldn't be offset (again) */
parent->flag |= NODE_TEST;
return true;
}
static void node_offset_apply(bNode *node, const float offset_x)
{
/* NODE_TEST is used to flag nodes that shouldn't be offset (again) */
if ((node->flag & NODE_TEST) == 0) {
node->anim_init_locx = node->locx;
node->anim_ofsx = (offset_x / UI_DPI_FAC);
node->flag |= NODE_TEST;
}
}
static void node_parent_offset_apply(NodeInsertOfsData *data, bNode *parent, const float offset_x)
{
bNode *node;
node_offset_apply(parent, offset_x);
/* flag all childs as offset to prevent them from being offset
* separately (they've already moved with the parent) */
for (node = data->ntree->nodes.first; node; node = node->next) {
if (nodeIsChildOf(parent, node)) {
/* NODE_TEST is used to flag nodes that shouldn't be offset (again) */
node->flag |= NODE_TEST;
}
}
}
#define NODE_INSOFS_ANIM_DURATION 0.25f
/**
2015-09-14 02:21:15 +10:00
* Callback that applies NodeInsertOfsData.offset_x to a node or its parent, similar
* to node_link_insert_offset_output_chain_cb below, but with slightly different logic
*/
static bool node_link_insert_offset_frame_chain_cb(
bNode *fromnode, bNode *tonode,
void *userdata,
const bool reversed)
{
NodeInsertOfsData *data = userdata;
bNode *ofs_node = reversed ? fromnode : tonode;
if (ofs_node->parent && ofs_node->parent != data->insert_parent) {
node_offset_apply(ofs_node->parent, data->offset_x);
}
else {
node_offset_apply(ofs_node, data->offset_x);
}
return true;
}
/**
* Applies NodeInsertOfsData.offset_x to all childs of \a parent
*/
static void node_link_insert_offset_frame_chains(
const bNodeTree *ntree, const bNode *parent,
NodeInsertOfsData *data,
const bool reversed)
{
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
if (nodeIsChildOf(parent, node)) {
nodeChainIter(ntree, node, node_link_insert_offset_frame_chain_cb, data, reversed);
}
}
}
/**
* Callback that applies NodeInsertOfsData.offset_x to a node or its parent,
* considering the logic needed for offseting nodes after link insert
*/
static bool node_link_insert_offset_chain_cb(
bNode *fromnode, bNode *tonode,
void *userdata,
const bool reversed)
{
NodeInsertOfsData *data = userdata;
bNode *ofs_node = reversed ? fromnode : tonode;
if (data->insert_parent) {
if (ofs_node->parent && (ofs_node->parent->flag & NODE_TEST) == 0) {
node_parent_offset_apply(data, ofs_node->parent, data->offset_x);
node_link_insert_offset_frame_chains(data->ntree, ofs_node->parent, data, reversed);
}
else {
node_offset_apply(ofs_node, data->offset_x);
}
if (nodeIsChildOf(data->insert_parent, ofs_node) == false) {
data->insert_parent = NULL;
}
}
else if (ofs_node->parent) {
bNode *node = nodeFindRootParent(ofs_node);
node_offset_apply(node, data->offset_x);
}
else {
node_offset_apply(ofs_node, data->offset_x);
}
return true;
}
static void node_link_insert_offset_ntree(
NodeInsertOfsData *iofsd, ARegion *ar,
const int mouse_xy[2], const bool right_alignment)
{
bNodeTree *ntree = iofsd->ntree;
bNode *insert = iofsd->insert;
bNode *prev = iofsd->prev, *next = iofsd->next;
bNode *init_parent = insert->parent; /* store old insert->parent for restoring later */
rctf totr_insert;
const float min_margin = U.node_margin * UI_DPI_FAC;
const float width = NODE_WIDTH(insert);
const bool needs_alignment = (next->totr.xmin - prev->totr.xmax) < (width + (min_margin * 2.0f));
float margin = width;
float dist, addval;
/* NODE_TEST will be used later, so disable for all nodes */
ntreeNodeFlagSet(ntree, NODE_TEST, false);
/* insert->totr isn't updated yet, so totr_insert is used to get the correct worldspace coords */
node_to_updated_rect(insert, &totr_insert);
/* frame attachement was't handled yet so we search the frame that the node will be attached to later */
insert->parent = node_find_frame_to_attach(ar, ntree, mouse_xy);
/* this makes sure nodes are also correctly offset when inserting a node on top of a frame
* without actually making it a part of the frame (because mouse isn't intersecting it)
* - logic here is similar to node_find_frame_to_attach */
if (!insert->parent ||
(prev->parent && (prev->parent == next->parent) && (prev->parent != insert->parent)))
{
bNode *frame;
rctf totr_frame;
/* 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;
/* for some reason frame y coords aren't correct yet */
node_to_updated_rect(frame, &totr_frame);
if (BLI_rctf_isect_x(&totr_frame, totr_insert.xmin) &&
BLI_rctf_isect_x(&totr_frame, totr_insert.xmax))
{
if (BLI_rctf_isect_y(&totr_frame, totr_insert.ymin) ||
BLI_rctf_isect_y(&totr_frame, totr_insert.ymax))
{
/* frame isn't insert->parent actually, but this is needed to make offsetting
* nodes work correctly for above checked cases (it is restored later) */
insert->parent = frame;
break;
}
}
}
}
/* *** ensure offset at the left (or right for right_alignment case) of insert_node *** */
dist = right_alignment ? totr_insert.xmin - prev->totr.xmax : next->totr.xmin - totr_insert.xmax;
/* distance between insert_node and prev is smaller than min margin */
if (dist < min_margin) {
addval = (min_margin - dist) * (right_alignment ? 1.0f : -1.0f);
node_offset_apply(insert, addval);
totr_insert.xmin += addval;
totr_insert.xmax += addval;
margin += min_margin;
}
/* *** ensure offset at the right (or left for right_alignment case) of insert_node *** */
dist = right_alignment ? next->totr.xmin - totr_insert.xmax : totr_insert.xmin - prev->totr.xmax;
/* distance between insert_node and next is smaller than min margin */
if (dist < min_margin) {
addval = (min_margin - dist) * (right_alignment ? 1.0f : -1.0f);
if (needs_alignment) {
bNode *offs_node = right_alignment ? next : prev;
if (!offs_node->parent ||
offs_node->parent == insert->parent ||
nodeIsChildOf(offs_node->parent, insert))
{
node_offset_apply(offs_node, addval);
}
else if (!insert->parent && offs_node->parent) {
node_offset_apply(nodeFindRootParent(offs_node), addval);
}
margin = addval;
}
/* enough room is available, but we want to ensure the min margin at the right */
else {
/* offset inserted node so that min margin is kept at the right */
node_offset_apply(insert, -addval);
}
}
if (needs_alignment) {
iofsd->insert_parent = insert->parent;
iofsd->offset_x = margin;
/* flag all parents of insert as offset to prevent them from being offset */
nodeParentsIter(insert, node_parents_offset_flag_enable_cb, NULL);
/* iterate over entire chain and apply offsets */
nodeChainIter(ntree, right_alignment ? next : prev, node_link_insert_offset_chain_cb, iofsd, !right_alignment);
}
insert->parent = init_parent;
}
/**
* Modal handler for insert offset animation
*/
static int node_insert_offset_modal(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
{
SpaceNode *snode = CTX_wm_space_node(C);
NodeInsertOfsData *iofsd = snode->iofsd;
bNode *node;
2015-08-05 23:46:49 +10:00
float duration;
bool redraw = false;
if (!snode || event->type != TIMER || iofsd->anim_timer != event->customdata)
return OPERATOR_PASS_THROUGH;
2015-08-05 23:46:49 +10:00
duration = (float)iofsd->anim_timer->duration;
/* handle animation - do this before possibly aborting due to duration, since
* main thread might be so busy that node hasn't reached final position yet */
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (UNLIKELY(node->anim_ofsx)) {
const float endval = node->anim_init_locx + node->anim_ofsx;
if (IS_EQF(node->locx, endval) == false) {
node->locx = BLI_easing_cubic_ease_in_out(duration, node->anim_init_locx, node->anim_ofsx,
NODE_INSOFS_ANIM_DURATION);
if (node->anim_ofsx < 0) {
CLAMP_MIN(node->locx, endval);
}
else {
CLAMP_MAX(node->locx, endval);
}
redraw = true;
}
}
}
if (redraw) {
ED_region_tag_redraw(CTX_wm_region(C));
}
/* end timer + free insert offset data */
if (duration > NODE_INSOFS_ANIM_DURATION) {
WM_event_remove_timer(CTX_wm_manager(C), NULL, iofsd->anim_timer);
for (node = snode->edittree->nodes.first; node; node = node->next) {
node->anim_init_locx = node->anim_ofsx = 0.0f;
}
snode->iofsd = NULL;
MEM_freeN(iofsd);
return (OPERATOR_FINISHED | OPERATOR_PASS_THROUGH);
}
return OPERATOR_RUNNING_MODAL;
}
#undef NODE_INSOFS_ANIM_DURATION
static int node_insert_offset_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
const SpaceNode *snode = CTX_wm_space_node(C);
NodeInsertOfsData *iofsd = snode->iofsd;
if (!iofsd || !iofsd->insert)
return OPERATOR_CANCELLED;
BLI_assert((snode->flag & SNODE_SKIP_INSOFFSET) == 0);
iofsd->ntree = snode->edittree;
iofsd->anim_timer = WM_event_add_timer(CTX_wm_manager(C), CTX_wm_window(C), TIMER, 0.02);
node_link_insert_offset_ntree(
iofsd, CTX_wm_region(C),
event->mval, (snode->insert_ofs_dir == SNODE_INSERTOFS_DIR_RIGHT));
/* add temp handler */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
void NODE_OT_insert_offset(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Insert Offset";
ot->description = "Automatically offset nodes on insertion";
ot->idname = "NODE_OT_insert_offset";
/* callbacks */
ot->invoke = node_insert_offset_invoke;
ot->modal = node_insert_offset_modal;
ot->poll = ED_operator_node_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_BLOCKING;
}
/* 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);
link->flag &= ~NODE_LINKFLAG_HILITE;
nodeAddLink(snode->edittree, select, best_output, node, sockto);
/* set up insert offset data, it needs stuff from here */
if ((snode->flag & SNODE_SKIP_INSOFFSET) == 0) {
NodeInsertOfsData *iofsd = MEM_callocN(sizeof(NodeInsertOfsData), __func__);
iofsd->insert = select;
iofsd->prev = link->fromnode;
iofsd->next = node;
snode->iofsd = iofsd;
}
ntreeUpdateTree(G.main, snode->edittree); /* needed for pointers */
snode_update(snode, select);
ED_node_tag_update_id(snode->id);
}
}
}