Commit Graph

21 Commits

Author SHA1 Message Date
dc8832ac92 Bugfix #35920
Adding a new node in Node Editor failed for "High DPI" (Only Mac retina now).

- Py script for adding nodes was doing dpi magic, which it shouldn't. It has 
  been replaced with a (temporary) API call to set the correct cursor location.
  (Thanks to Lukas T for helping here)

- The SpaceNode->cursor[2] property now is *only* storing the coordinate
  in "adding new node space". Use of this has been removed from the code where
  possible, with as only exception the code to draw noodles while adding them.

Special coder note: Nodes should respect the DPI value, and draw larger with
larger buttons if you increase this size. The hack here is that this can only
work nice if also the node positions are scaled accordingly.

A better fix could be to check on scaling the node view itself for it. That
then would also remove this Python API call that was added in this commit.
However, that again might fight with how buttons layout code works now...
needs some careful checking.
2013-09-05 13:03:03 +00:00
3cf14f0b3a style cleanup: space around for loop wrappers 2013-08-24 10:05:29 +00:00
fc4a777511 use '_exec' suffix for operator execute callbacks, also picky change to sizeof() use in BLI_array.h 2013-07-28 17:06:31 +00:00
Lukas Toenne
f681ce08c4 Fix #35640, part 2. Check id.lib in poll functions for operators which do critical modification of node trees (create nodes, link, etc.). Transform operators and hide/show type operators are still
allowed, this does not modify actual behavior of the nodes and can be useful for inspecting linked nodes.
2013-06-05 19:06:33 +00:00
5455928262 Fix #35122: Blenderplayer crashes when loading level
Issue was caused by ntreeUpdateTree calling for a ntree
which is not in G.main.

This lead to issues in ntreeVerifyNodes (which is called
from ntreeUpdateTree).

Made is so ntreeUpdateTree now accepts main as an argument.
Will work for the release, later we could either solve the
TODO mentioned in ntreeUpdateTree which will eliminate need
in main there or make it so context's main is used from all
over where ntreeUpdateTree is called (currently there're
still some usages of G.main).
2013-05-07 15:28:42 +00:00
Lukas Toenne
abf1df03eb Fix for #35134.
The node link operator had a feature to automatically expose sockets in node groups when ctrl+shift+clicking on a node socket, which would create a node group input/output node. This was intended as a shortcut but conflicts with other features such as socket selection and viewer creation. It is also hardly necessary now that input/output nodes have an extension socket, which is much easier to use. Removed this expose functionality completely.
2013-04-29 08:59:38 +00:00
Lukas Toenne
8abfaf880d Fix for #34756 and #34810, crashes when dropping nodes onto noodles and a related forward compatibility bug.
Added a sanity check to the ED_node_link_insert function to ensure it exits gracefully if no suitable sockets can be found. This was the problem with custom pynodes, which don't define the 'type' DNA of old sockets. The operator will have to be generalized for future nodes, but for now just not crashing seems good enough.

Script node crashes in #34810 were caused by uninitialized 'type' integer as well. This is now done in the set_typeinfo function for sockets (like for trees and nodes too), to avoid any potential remaining issues of this kind. Note that new files need to be loaded and saved again once to be forward compatible again.
2013-04-02 11:59:27 +00:00
01e9dae3dc code cleanup 2013-03-18 18:25:05 +00:00
Lukas Toenne
4638e5f99a 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
aaa8a13c49 code cleanup: use const events for modal and invoke operators. 2013-03-13 09:03:46 +00:00
Lukas Toenne
4caa3ae8b9 Sanity check in the cut-links operator, make sure preview jobs are not running before modifying the node tree. 2013-03-05 09:34:17 +00:00
Dalai Felinto
236bc27484 Operators name "cleanup"
The operator names all show up in the Search button. As such is nicer if they
can all have the main words capitalized.

e.g. "Snap strips" should be "Snap Strips"
     "Copy to clipboard" should be "Copy to Clipboard"

This was done with a mix of bash tools, regex, and manual work because I'm too rushed into regex :)

+ fix bge stereo eye separation tooltip
2013-01-27 07:23:58 +00:00
9fc95bd7ee use min/max inline functions where MIN2/MAX2 were doing type conversion. 2012-10-27 11:18:54 +00:00
1a7eb3454e style cleanup 2012-09-08 08:59:47 +00:00
56b28635e7 code cleanup: rename BLI_in_rctf() --> BLI_rctf_isect_pt(), to conform with our naming convention. 2012-08-23 18:25:45 +00:00
1939baa47d style cleanup 2012-08-22 16:44:32 +00:00
Lukas Toenne
543cee14ca Renamed the mx/my coordinates in SpaceNode to more descriptive 'cursor'. This follows the naming in the View3D space, since this vector is used for essentially the same purpose (adding nodes at a specific location), although not used for any transform origin and not displayed in the editor.
Note: While renaming DNA properties is usually dangerous and can break files, in this case it is possible because the mx/my values are only used at runtime.
2012-08-08 17:37:02 +00:00
e592f757e8 fix for crash when moving frames about in the node space, was possible to move a node into its own child frame (causing recursive parent loop).
also some minor code cleanup.
2012-08-05 20:40:26 +00:00
ee86f7fe15 dont re-combute composite nodes when knife and add-socket operators don't add any links. 2012-08-03 23:44:19 +00:00
829c48a991 code cleanup: headers 2012-08-01 20:39:14 +00:00
689c6133ea split node_edit.c into separate files (add, group, relationshops), was almost 5000 loc. 2012-08-01 19:11:17 +00:00