Commit Graph

17 Commits

Author SHA1 Message Date
3810bcc160 Spreadsheet: breadcrumbs and node pinning
This introduces a context path to the spreadsheet editor, which contains
information about what data is shown in the spreadsheet. The context
path (breadcrumbs) can reference a specific node in a node group
hierarchy. During object evaluation, the geometry nodes modifier checks
what data is currently requested by visible spreadsheets and stores
the corresponding geometry sets separately for later access.

The context path can be updated by the user explicitely, by clicking
on the new icon in the header of nodes. Under some circumstances,
the context path is updated automatically based on Blender's context.

This patch also consolidates the "Node" and "Final" object evaluation
mode to just "Evaluated". Based on the current context path, either
the final geometry set of an object will be displayed, or the data at
a specific node.

The new preview icon in geometry nodes now behaves more like
a toggle. It can be clicked again to clear the context path in an
open spreadsheet editor.

Previously, only an object could be pinned in the spreadsheet editor.
Now it is possible to pin the entire context path. That allows two
different spreadsheets to display geometry data from two different
nodes.

The breadcrumbs in the spreadsheet header can be collapsed by
clicking on the arrow icons. It's not ideal but works well for now.
This might be changed again, if we get a data set region on the left.

Differential Revision: https://developer.blender.org/D10931
2021-04-15 09:00:47 +02:00
c6ff722a1f Spreadsheet: support showing data of specific node
Previously, the spreadsheet editor could only show data of the original
and of the final evaluated object. Now it is possible to show the data
at some intermediate stages too.

For that the mode has to be set to "Node" in the spreadsheet editor.
Furthermore, the preview of a specific node has to be activated by
clicking the new icon in the header of geometry nodes.

The exact ui of this feature might be refined in upcoming commits.
It is already very useful for debugging node groups in it's current
state though.

Differential Revision: https://developer.blender.org/D10875
2021-04-08 17:35:37 +02:00
b00727950c Nodes: separate node name and display name in bNodeTreePath
Previously, `node_name` was rarely actually a name of a node. It is set
correctly as node name in `ED_node_tree_push`. However, later on it
was overwritten by the name of an id data block in `node_draw_space`.

Now, the node_name stays the name of the "parent" node. Whereas
display_name is the name that will be displayed in the breadcrumbs.

With this change, the `node_name` can be used to reconstruct the
actual path from the root node tree to the currently visible tree.

Differential Revision: https://developer.blender.org/D10874
2021-04-01 14:39:12 +02:00
afa30f1a9d Nodes: Fix drag link from output to already linked Multi-Input Socket
This patch fixes a visual bug related to connecting an output socket to
a Multi-Input Socket, that already has a link to that same output.
In this case, the drag link got a new index and snapped to a new
position. This path makes the drag link snap to the same position as the
first link between the two sockets.

Differential Revision: https://developer.blender.org/D10689
2021-03-11 18:53:29 +01:00
576c392241 Nodes: Sortable Multi Input Sockets
This Patch removes the auto sorting from Multi-Input Sockets and allows
the links to be sorted by drag and drop instead.
As a minor related change, it fixes the drawing of the mute line to
connect to the first input instead of the socket's center.
2021-03-10 14:57:57 +01:00
f53221bff7 UI: Allow translation for node error messages
This commit exposes the strings used in the node error messages for
localization. It also changes the message tooltip creation to
automatically add the period at the end, to be more consistent with
the (arguably bad) design of other tooltips in Blender.

Calling `TIP_` directly in the node implementation files allows us to
continue using `std::string` concatenation instead of passing variadic
arguments. It's also more explicit about which part of the message is
translated and which isn't. The files already include the translation
header anyway.
2021-03-03 12:58:33 -06:00
01e13e2c95 Cleanup: Remove unused node editor button event defines
These defines seem to be left over from the initial implementation
of the node editor. In a few places the values were used in button
creation, but the callbacks never checked the value anyway.
Node uiBlocks also had a callback what would never do anything
since the value it checked for was never used.
2021-02-24 14:53:37 -06:00
Fabian Schempp
b54b56fcbe UI: Make node virtual sockets more visible
This commit tweaks how virtual sockets (unconnected node group input
and output sockets) are drawn to make them more recognizable. The
outline is changed to a gray color, and they get a dark inner color.

Differential Revision: https://developer.blender.org/D10080
2021-02-24 13:01:24 -06:00
b2c7ea6d82 Geometry Nodes: Move node UI storage function to BKE
This function will be used in another file with attribute search,
so it makes sense to share from the UI storage header.
2021-02-23 17:15:03 -06:00
3ae7a0f059 Cleanup: typo 2021-02-19 12:31:38 +01:00
e2caca1796 Nodes: only show warning icon if there are warnings 2021-02-19 12:31:38 +01:00
fd75f7c135 Cleanup: Use Vector instead of of raw array 2021-02-17 16:19:50 -06:00
eeeb85baf8 Cleanup: Comment formatting in node_draw.cc 2021-02-17 13:34:49 -06:00
20a6255d49 Cleanup: spelling 2021-02-17 15:04:29 +11:00
461d4fc1aa Geometry Nodes: Node error messages
This patch adds icons to the right side of nodes when they encounter a
a problem. When hovered, a tooltip displays describing the encountered
while evaluating the node.

Some examples are: attribute doesn't exist, mesh has no faces,
incorrect attribute type, etc. Exposing more messages to the system
will be an ongoing process. Multiple warnings per node are supported.

The system is implemented somewhat generically so that the basic
structure can also be used to store more information from evaluation
for the interface, like a list of available attributes.

Currently the messages are just button tooltips. They could be styled
differently in the future. Another limitation is that every instance of
a node group in a parent node tree will have the same error messages,
the "evaluation context" used to decide when to display the tooltips
must be extended to support node tree paths.

Differential Revision: https://developer.blender.org/D10290
2021-02-16 17:15:08 -06:00
c075b8bff2 Cleanup: Remove use of designated initializers in C++ 2021-02-16 12:02:45 -06:00
520d965c77 Cleanup: Compile node_draw.c with C++
This will allow using C++ data structures to draw  node error messages.
This required removing a forward declared enum for grease pencil undo.
Compiles with clang tidy.
2021-02-16 10:55:10 -06:00