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blender-archive/source/blender/editors/space_node/add_node_search.cc
Harley Acheson f78f05c749 Refactor: U.dpi_fac -> U.scale_factor
A renaming of UI scale factors from names that imply a relationship to
monitor DPI to names that imply that they simply change "scale"

Pull Request: blender/blender#105750
2023-03-17 04:19:05 +01:00

342 lines
12 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include <optional>
#include "AS_asset_catalog.hh"
#include "AS_asset_library.hh"
#include "BLI_listbase.h"
#include "BLI_string_search.h"
#include "DNA_space_types.h"
#include "BKE_asset.h"
#include "BKE_context.h"
#include "BKE_idprop.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_node_tree_update.h"
#include "BKE_screen.h"
#include "DEG_depsgraph_build.h"
#include "BLT_translation.h"
#include "RNA_access.h"
#include "WM_api.h"
#include "NOD_add_node_search.hh"
#include "ED_asset.h"
#include "ED_node.h"
#include "node_intern.hh"
struct bContext;
namespace blender::ed::space_node {
struct AddNodeItem {
nodes::AddNodeInfo info;
std::string identifier;
const AssetRepresentation *asset;
};
struct AddNodeSearchStorage {
float2 cursor;
bool use_transform;
Vector<AddNodeItem> search_add_items;
char search[256];
bool update_items_tag = true;
};
static void add_node_search_listen_fn(const wmRegionListenerParams *params, void *arg)
{
AddNodeSearchStorage &storage = *static_cast<AddNodeSearchStorage *>(arg);
const wmNotifier *wmn = params->notifier;
switch (wmn->category) {
case NC_ASSET:
if (wmn->data == ND_ASSET_LIST_READING) {
storage.update_items_tag = true;
}
break;
}
}
static void search_items_for_asset_metadata(const bNodeTree &node_tree,
const AssetHandle asset_handle,
Vector<AddNodeItem> &search_items)
{
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset_handle);
const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&asset_data, "type");
if (tree_type == nullptr || IDP_Int(tree_type) != node_tree.type) {
return;
}
const AssetRepresentation *asset = ED_asset_handle_get_representation(&asset_handle);
AddNodeItem item{};
item.info.ui_name = ED_asset_handle_get_name(&asset_handle);
item.identifier = node_tree.typeinfo->group_idname;
item.info.description = asset_data.description == nullptr ? "" : asset_data.description;
item.asset = asset;
item.info.after_add_fn = [asset](const bContext &C, bNodeTree &node_tree, bNode &node) {
Main &bmain = *CTX_data_main(&C);
node.flag &= ~NODE_OPTIONS;
node.id = ED_asset_get_local_id_from_asset_or_append_and_reuse(&bmain, asset, ID_NT);
id_us_plus(node.id);
BKE_ntree_update_tag_node_property(&node_tree, &node);
DEG_relations_tag_update(&bmain);
};
search_items.append(std::move(item));
}
static void gather_search_items_for_all_assets(const bContext &C,
const bNodeTree &node_tree,
Set<std::string> &r_added_assets,
Vector<AddNodeItem> &search_items)
{
AssetLibraryReference library_ref{};
library_ref.custom_library_index = -1;
library_ref.type = ASSET_LIBRARY_ALL;
AssetFilterSettings filter_settings{};
filter_settings.id_types = FILTER_ID_NT;
ED_assetlist_storage_fetch(&library_ref, &C);
ED_assetlist_ensure_previews_job(&library_ref, &C);
ED_assetlist_iterate(library_ref, [&](AssetHandle asset) {
if (!ED_asset_filter_matches_asset(&filter_settings, &asset)) {
return true;
}
if (!r_added_assets.add(ED_asset_handle_get_name(&asset))) {
/* If an asset with the same name has already been added, skip this. */
return true;
}
search_items_for_asset_metadata(node_tree, asset, search_items);
return true;
});
}
static void gather_search_items_for_node_groups(const bContext &C,
const bNodeTree &node_tree,
const Set<std::string> &local_assets,
Vector<AddNodeItem> &search_items)
{
const StringRef group_node_id = node_tree.typeinfo->group_idname;
Main &bmain = *CTX_data_main(&C);
LISTBASE_FOREACH (bNodeTree *, node_group, &bmain.nodetrees) {
if (node_group->typeinfo->group_idname != group_node_id) {
continue;
}
if (local_assets.contains(node_group->id.name + 2)) {
continue;
}
if (!nodeGroupPoll(&node_tree, node_group, nullptr)) {
continue;
}
AddNodeItem item{};
item.info.ui_name = node_group->id.name + 2;
item.identifier = node_tree.typeinfo->group_idname;
item.info.after_add_fn = [node_group](const bContext &C, bNodeTree &node_tree, bNode &node) {
Main &bmain = *CTX_data_main(&C);
node.id = &node_group->id;
id_us_plus(node.id);
BKE_ntree_update_tag_node_property(&node_tree, &node);
DEG_relations_tag_update(&bmain);
};
search_items.append(std::move(item));
}
}
static void gather_add_node_operations(const bContext &C,
bNodeTree &node_tree,
Vector<AddNodeItem> &r_search_items)
{
NODE_TYPES_BEGIN (node_type) {
const char *disabled_hint;
if (!(node_type->poll && node_type->poll(node_type, &node_tree, &disabled_hint))) {
continue;
}
if (!node_type->gather_add_node_search_ops) {
continue;
}
Vector<nodes::AddNodeInfo> info_items;
nodes::GatherAddNodeSearchParams params(*node_type, node_tree, info_items);
node_type->gather_add_node_search_ops(params);
for (nodes::AddNodeInfo &info : info_items) {
AddNodeItem item{};
item.info = std::move(info);
item.identifier = node_type->idname;
r_search_items.append(item);
}
}
NODE_TYPES_END;
/* Use a set to avoid adding items for node groups that are also assets. Using data-block
* names is a crutch, since different assets may have the same name. However, an alternative
* using #ED_asset_handle_get_local_id didn't work in this case. */
Set<std::string> added_assets;
gather_search_items_for_all_assets(C, node_tree, added_assets, r_search_items);
gather_search_items_for_node_groups(C, node_tree, added_assets, r_search_items);
}
static void add_node_search_update_fn(
const bContext *C, void *arg, const char *str, uiSearchItems *items, const bool is_first)
{
AddNodeSearchStorage &storage = *static_cast<AddNodeSearchStorage *>(arg);
if (storage.update_items_tag) {
bNodeTree *node_tree = CTX_wm_space_node(C)->edittree;
storage.search_add_items.clear();
gather_add_node_operations(*C, *node_tree, storage.search_add_items);
storage.update_items_tag = false;
}
StringSearch *search = BLI_string_search_new();
for (AddNodeItem &item : storage.search_add_items) {
BLI_string_search_add(search, item.info.ui_name.c_str(), &item, item.info.weight);
}
/* Don't filter when the menu is first opened, but still run the search
* so the items are in the same order they will appear in while searching. */
const char *string = is_first ? "" : str;
AddNodeItem **filtered_items;
const int filtered_amount = BLI_string_search_query(search, string, (void ***)&filtered_items);
for (const int i : IndexRange(filtered_amount)) {
AddNodeItem &item = *filtered_items[i];
if (!UI_search_item_add(items, item.info.ui_name.c_str(), &item, ICON_NONE, 0, 0)) {
break;
}
}
MEM_freeN(filtered_items);
BLI_string_search_free(search);
}
static void add_node_search_exec_fn(bContext *C, void *arg1, void *arg2)
{
Main &bmain = *CTX_data_main(C);
SpaceNode &snode = *CTX_wm_space_node(C);
bNodeTree &node_tree = *snode.edittree;
AddNodeSearchStorage &storage = *static_cast<AddNodeSearchStorage *>(arg1);
AddNodeItem *item = static_cast<AddNodeItem *>(arg2);
if (item == nullptr) {
return;
}
node_deselect_all(node_tree);
bNode *new_node = nodeAddNode(C, &node_tree, item->identifier.c_str());
BLI_assert(new_node != nullptr);
if (item->info.after_add_fn) {
item->info.after_add_fn(*C, node_tree, *new_node);
}
new_node->locx = storage.cursor.x / UI_SCALE_FAC;
new_node->locy = storage.cursor.y / UI_SCALE_FAC + 20;
nodeSetSelected(new_node, true);
nodeSetActive(&node_tree, new_node);
/* Ideally it would be possible to tag the node tree in some way so it updates only after the
* translate operation is finished, but normally moving nodes around doesn't cause updates. */
ED_node_tree_propagate_change(C, &bmain, &node_tree);
if (storage.use_transform) {
wmOperatorType *ot = WM_operatortype_find("NODE_OT_translate_attach_remove_on_cancel", true);
BLI_assert(ot);
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
WM_operator_name_call_ptr(C, ot, WM_OP_INVOKE_DEFAULT, &ptr, nullptr);
WM_operator_properties_free(&ptr);
}
}
static ARegion *add_node_search_tooltip_fn(
bContext *C, ARegion *region, const rcti *item_rect, void * /*arg*/, void *active)
{
const AddNodeItem *item = static_cast<const AddNodeItem *>(active);
uiSearchItemTooltipData tooltip_data{};
BLI_strncpy(tooltip_data.description,
item->asset ? item->info.description.c_str() : TIP_(item->info.description.c_str()),
sizeof(tooltip_data.description));
return UI_tooltip_create_from_search_item_generic(C, region, item_rect, &tooltip_data);
}
static void add_node_search_free_fn(void *arg)
{
AddNodeSearchStorage *storage = static_cast<AddNodeSearchStorage *>(arg);
delete storage;
}
static uiBlock *create_search_popup_block(bContext *C, ARegion *region, void *arg_op)
{
AddNodeSearchStorage &storage = *(AddNodeSearchStorage *)arg_op;
uiBlock *block = UI_block_begin(C, region, "_popup", UI_EMBOSS);
UI_block_flag_enable(block, UI_BLOCK_LOOP | UI_BLOCK_MOVEMOUSE_QUIT | UI_BLOCK_SEARCH_MENU);
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
uiBut *but = uiDefSearchBut(block,
storage.search,
0,
ICON_VIEWZOOM,
sizeof(storage.search),
10,
10,
UI_searchbox_size_x(),
UI_UNIT_Y,
0,
0,
"");
UI_but_func_search_set_sep_string(but, UI_MENU_ARROW_SEP);
UI_but_func_search_set(but,
nullptr,
add_node_search_update_fn,
&storage,
false,
add_node_search_free_fn,
add_node_search_exec_fn,
nullptr);
UI_but_flag_enable(but, UI_BUT_ACTIVATE_ON_INIT);
UI_but_func_search_set_tooltip(but, add_node_search_tooltip_fn);
UI_but_func_search_set_listen(but, add_node_search_listen_fn);
/* Fake button to hold space for the search items. */
uiDefBut(block,
UI_BTYPE_LABEL,
0,
"",
10,
10 - UI_searchbox_size_y(),
UI_searchbox_size_x(),
UI_searchbox_size_y(),
nullptr,
0,
0,
0,
0,
nullptr);
const int offset[2] = {0, -UI_UNIT_Y};
UI_block_bounds_set_popup(block, 0.3f * U.widget_unit, offset);
return block;
}
void invoke_add_node_search_menu(bContext &C, const float2 &cursor, const bool use_transform)
{
AddNodeSearchStorage *storage = new AddNodeSearchStorage{cursor, use_transform};
/* Use the "_ex" variant with `can_refresh` false to avoid a double free when closing Blender. */
UI_popup_block_invoke_ex(&C, create_search_popup_block, storage, nullptr, false);
}
} // namespace blender::ed::space_node