This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/editors/space_node/node_draw.c
Lukas Toenne 26b3dfa30e Automatically hide unused (=unlinked) node sockets in collapsed ("hidden") nodes. This is to make nodes with many sockets cleaner and simpler, which is the purpose of collapsing nodes in the first place.
The hiding code uses the SOCK_IN_USE flags already present. These were only temporarily set by the shader node code for determining needed texture coordinate types. Now they are used persistently and updated along with the sock->link pointers.
2011-12-19 12:04:05 +00:00

1009 lines
29 KiB
C

/*
* ***** 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) 2008 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
* Contributor(s): Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_node/node_draw.c
* \ingroup spnode
*/
#include <math.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_world_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_node.h"
#include "ED_gpencil.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "NOD_composite.h"
#include "NOD_shader.h"
#include "intern/node_util.h"
#include "node_intern.h"
/* width of socket columns in group display */
#define NODE_GROUP_FRAME 120
// XXX interface.h
extern void ui_dropshadow(rctf *rct, float radius, float aspect, int select);
/* XXX update functions for node editor are a mess, needs a clear concept */
void ED_node_tree_update(SpaceNode *snode, Scene *scene)
{
snode_set_context(snode, scene);
if(snode->nodetree && snode->nodetree->id.us==0)
snode->nodetree->id.us= 1;
}
void ED_node_changed_update(ID *id, bNode *node)
{
bNodeTree *nodetree, *edittree;
int treetype;
node_tree_from_ID(id, &nodetree, &edittree, &treetype);
if(treetype==NTREE_SHADER) {
DAG_id_tag_update(id, 0);
if(GS(id->name) == ID_MA)
WM_main_add_notifier(NC_MATERIAL|ND_SHADING_DRAW, id);
else if(GS(id->name) == ID_LA)
WM_main_add_notifier(NC_LAMP|ND_LIGHTING_DRAW, id);
else if(GS(id->name) == ID_WO)
WM_main_add_notifier(NC_WORLD|ND_WORLD_DRAW, id);
}
else if(treetype==NTREE_COMPOSIT) {
if(node)
nodeUpdate(edittree, node);
/* don't use NodeTagIDChanged, it gives far too many recomposites for image, scene layers, ... */
node= node_tree_get_editgroup(nodetree);
if(node)
nodeUpdateID(nodetree, node->id);
WM_main_add_notifier(NC_SCENE|ND_NODES, id);
}
else if(treetype==NTREE_TEXTURE) {
DAG_id_tag_update(id, 0);
WM_main_add_notifier(NC_TEXTURE|ND_NODES, id);
}
}
static int has_nodetree(bNodeTree *ntree, bNodeTree *lookup)
{
bNode *node;
if(ntree == lookup)
return 1;
for(node=ntree->nodes.first; node; node=node->next)
if(node->type == NODE_GROUP && node->id)
if(has_nodetree((bNodeTree*)node->id, lookup))
return 1;
return 0;
}
typedef struct NodeUpdateCalldata {
bNodeTree *ntree;
bNode *node;
} NodeUpdateCalldata;
static void node_generic_update_cb(void *calldata, ID *owner_id, bNodeTree *ntree)
{
NodeUpdateCalldata *cd= (NodeUpdateCalldata*)calldata;
/* check if nodetree uses the group stored in calldata */
if (has_nodetree(ntree, cd->ntree))
ED_node_changed_update(owner_id, cd->node);
}
void ED_node_generic_update(Main *bmain, bNodeTree *ntree, bNode *node)
{
bNodeTreeType *tti= ntreeGetType(ntree->type);
NodeUpdateCalldata cd;
cd.ntree = ntree;
cd.node = node;
/* look through all datablocks, to support groups */
tti->foreach_nodetree(bmain, &cd, node_generic_update_cb);
if(ntree->type == NTREE_TEXTURE)
ntreeTexCheckCyclics(ntree);
}
static void do_node_internal_buttons(bContext *C, void *node_v, int event)
{
if(event==B_NODE_EXEC) {
SpaceNode *snode= CTX_wm_space_node(C);
if(snode && snode->id)
ED_node_changed_update(snode->id, node_v);
}
}
static void node_scaling_widget(int color_id, float aspect, float xmin, float ymin, float xmax, float ymax)
{
float dx;
float dy;
dx= 0.5f*(xmax-xmin);
dy= 0.5f*(ymax-ymin);
UI_ThemeColorShade(color_id, +30);
fdrawline(xmin, ymin, xmax, ymax);
fdrawline(xmin+dx, ymin, xmax, ymax-dy);
UI_ThemeColorShade(color_id, -10);
fdrawline(xmin, ymin+aspect, xmax, ymax+aspect);
fdrawline(xmin+dx, ymin+aspect, xmax, ymax-dy+aspect);
}
static void node_uiblocks_init(const bContext *C, bNodeTree *ntree)
{
bNode *node;
char str[32];
/* add node uiBlocks in drawing order - prevents events going to overlapping nodes */
for(node= ntree->nodes.first; node; node=node->next) {
/* ui block */
sprintf(str, "node buttons %p", (void *)node);
node->block= uiBeginBlock(C, CTX_wm_region(C), str, UI_EMBOSS);
uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node);
/* this cancels events for background nodes */
uiBlockSetFlag(node->block, UI_BLOCK_CLIP_EVENTS);
}
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node)
{
uiLayout *layout;
PointerRNA ptr;
bNodeSocket *nsock;
float locx, locy;
float dy;
int buty;
/* get "global" coords */
nodeSpaceCoords(node, &locx, &locy);
dy= locy;
/* header */
dy-= NODE_DY;
/* little bit space in top */
if(node->outputs.first)
dy-= NODE_DYS/2;
/* output sockets */
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= locx + node->width;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
node->prvr.xmin= locx + NODE_DYS;
node->prvr.xmax= locx + node->width- NODE_DYS;
/* preview rect? */
if(node->flag & NODE_PREVIEW) {
/* only recalculate size when there's a preview actually, otherwise we use stored result */
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect) {
float aspect= 1.0f;
if(node->preview && node->preview->xsize && node->preview->ysize)
aspect= (float)node->preview->ysize/(float)node->preview->xsize;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
if(aspect <= 1.0f)
node->prvr.ymin= dy - aspect*(node->width-NODE_DY);
else {
float dx= (node->width - NODE_DYS) - (node->width- NODE_DYS)/aspect; /* width correction of image */
node->prvr.ymin= dy - (node->width-NODE_DY);
node->prvr.xmin+= 0.5f*dx;
node->prvr.xmax-= 0.5f*dx;
}
dy= node->prvr.ymin - NODE_DYS/2;
/* make sure that maximums are bigger or equal to minimums */
if(node->prvr.xmax < node->prvr.xmin) SWAP(float, node->prvr.xmax, node->prvr.xmin);
if(node->prvr.ymax < node->prvr.ymin) SWAP(float, node->prvr.ymax, node->prvr.ymin);
}
else {
float oldh= node->prvr.ymax - node->prvr.ymin;
if(oldh==0.0f)
oldh= 0.6f*node->width-NODE_DY;
dy-= NODE_DYS/2;
node->prvr.ymax= dy;
node->prvr.ymin= dy - oldh;
dy= node->prvr.ymin - NODE_DYS/2;
}
BLI_unlock_thread(LOCK_PREVIEW);
}
/* buttons rect? */
if((node->flag & NODE_OPTIONS) && node->typeinfo->uifunc) {
dy-= NODE_DYS/2;
/* set this for uifunc() that don't use layout engine yet */
node->butr.xmin= 0;
node->butr.xmax= node->width - 2*NODE_DYS;
node->butr.ymin= 0;
node->butr.ymax= 0;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr);
layout= uiBlockLayout(node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL,
locx+NODE_DYS, dy, node->butr.xmax, NODE_DY, UI_GetStyle());
node->typeinfo->uifunc(layout, (bContext *)C, &ptr);
uiBlockEndAlign(node->block);
uiBlockLayoutResolve(node->block, NULL, &buty);
dy= buty - NODE_DYS/2;
}
/* input sockets */
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
nsock->locx= locx;
nsock->locy= dy - NODE_DYS;
dy-= NODE_DY;
}
}
/* little bit space in end */
if(node->inputs.first || (node->flag & (NODE_OPTIONS|NODE_PREVIEW))==0 )
dy-= NODE_DYS/2;
node->totr.xmin= locx;
node->totr.xmax= locx + node->width;
node->totr.ymax= locy;
node->totr.ymin= MIN2(dy, locy-2*NODE_DY);
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
uiExplicitBoundsBlock(node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_hidden(bNode *node)
{
bNodeSocket *nsock;
float locx, locy;
float rad, drad, hiddenrad= HIDDEN_RAD;
int totin=0, totout=0, tot;
/* get "global" coords */
nodeSpaceCoords(node, &locx, &locy);
/* calculate minimal radius */
for(nsock= node->inputs.first; nsock; nsock= nsock->next)
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)) && (nsock->flag & SOCK_IN_USE))
totin++;
for(nsock= node->outputs.first; nsock; nsock= nsock->next)
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)) && (nsock->flag & SOCK_IN_USE))
totout++;
tot= MAX2(totin, totout);
if(tot>4) {
hiddenrad += 5.0f*(float)(tot-4);
}
node->totr.xmin= locx;
node->totr.xmax= locx + 3*hiddenrad + node->miniwidth;
node->totr.ymax= locy + (hiddenrad - 0.5f*NODE_DY);
node->totr.ymin= node->totr.ymax - 2*hiddenrad;
/* output sockets */
rad=drad= (float)M_PI/(1.0f + (float)totout);
for(nsock= node->outputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)) && (nsock->flag & SOCK_IN_USE)) {
nsock->locx= node->totr.xmax - hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
/* input sockets */
rad=drad= - (float)M_PI/(1.0f + (float)totin);
for(nsock= node->inputs.first; nsock; nsock= nsock->next) {
if(!(nsock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)) && (nsock->flag & SOCK_IN_USE)) {
nsock->locx= node->totr.xmin + hiddenrad + (float)sin(rad)*hiddenrad;
nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad;
rad+= drad;
}
}
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
uiExplicitBoundsBlock(node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
void node_update_default(const bContext *C, bNodeTree *ntree, bNode *node)
{
if(node->flag & NODE_HIDDEN)
node_update_hidden(node);
else
node_update_basis(C, ntree, node);
}
static int node_get_colorid(bNode *node)
{
if(node->typeinfo->nclass==NODE_CLASS_INPUT)
return TH_NODE_IN_OUT;
if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
if(node->flag & NODE_DO_OUTPUT)
return TH_NODE_IN_OUT;
else
return TH_NODE;
}
if(node->typeinfo->nclass==NODE_CLASS_CONVERTOR)
return TH_NODE_CONVERTOR;
if(ELEM3(node->typeinfo->nclass, NODE_CLASS_OP_COLOR, NODE_CLASS_OP_VECTOR, NODE_CLASS_OP_FILTER))
return TH_NODE_OPERATOR;
if(node->typeinfo->nclass==NODE_CLASS_GROUP)
return TH_NODE_GROUP;
return TH_NODE;
}
/* note: in cmp_util.c is similar code, for node_compo_pass_on()
* the same goes for shader and texture nodes. */
/* note: in node_edit.c is similar code, for untangle node */
static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node)
{
ListBase links;
LinkInOutsMuteNode *lnk;
bNodeLink link= {NULL};
int i;
if(node->typeinfo->mutelinksfunc == NULL)
return;
/* Get default muting links (as bNodeSocket pointers). */
links = node->typeinfo->mutelinksfunc(snode->edittree, node, NULL, NULL, NULL, NULL);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
link.fromnode = link.tonode = node;
for(lnk = links.first; lnk; lnk = lnk->next) {
for(i = 0; i < lnk->num_outs; i++) {
link.fromsock = (bNodeSocket*)(lnk->in);
link.tosock = (bNodeSocket*)(lnk->outs)+i;
node_draw_link_bezier(v2d, snode, &link, TH_REDALERT, 0, TH_WIRE, 0, TH_WIRE);
}
/* If num_outs > 1, lnk->outs was an allocated table of pointers... */
if(i > 1)
MEM_freeN(lnk->outs);
}
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
BLI_freelistN(&links);
}
/* this might have some more generic use */
static void node_circle_draw(float x, float y, float size, char *col)
{
/* 16 values of sin function */
static float si[16] = {
0.00000000f, 0.39435585f,0.72479278f,0.93775213f,
0.99871650f,0.89780453f,0.65137248f,0.29936312f,
-0.10116832f,-0.48530196f,-0.79077573f,-0.96807711f,
-0.98846832f,-0.84864425f,-0.57126821f,-0.20129852f
};
/* 16 values of cos function */
static float co[16] ={
1.00000000f,0.91895781f,0.68896691f,0.34730525f,
-0.05064916f,-0.44039415f,-0.75875812f,-0.95413925f,
-0.99486932f,-0.87434661f,-0.61210598f,-0.25065253f,
0.15142777f,0.52896401f,0.82076344f,0.97952994f,
};
int a;
glColor3ub(col[0], col[1], col[2]);
glBegin(GL_POLYGON);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glColor4ub(0, 0, 0, 150);
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
glBegin(GL_LINE_LOOP);
for(a=0; a<16; a++)
glVertex2f(x+size*si[a], y+size*co[a]);
glEnd();
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
void node_socket_circle_draw(bNodeTree *UNUSED(ntree), bNodeSocket *sock, float size)
{
bNodeSocketType *stype = ntreeGetSocketType(sock->type);
node_circle_draw(sock->locx, sock->locy, size, stype->ui_color);
}
/* ************** Socket callbacks *********** */
/* not a callback */
static void node_draw_preview(bNodePreview *preview, rctf *prv)
{
float xscale= (prv->xmax-prv->xmin)/((float)preview->xsize);
float yscale= (prv->ymax-prv->ymin)/((float)preview->ysize);
float tile= (prv->xmax - prv->xmin) / 10.0f;
float x, y;
/* draw checkerboard backdrop to show alpha */
glColor3ub(120, 120, 120);
glRectf(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
glColor3ub(160, 160, 160);
for(y=prv->ymin; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
for(y=prv->ymin+tile; y<prv->ymax; y+=tile*2) {
for(x=prv->xmin+tile; x<prv->xmax; x+=tile*2) {
float tilex= tile, tiley= tile;
if(x+tile > prv->xmax)
tilex= prv->xmax-x;
if(y+tile > prv->ymax)
tiley= prv->ymax-y;
glRectf(x, y, x + tilex, y + tiley);
}
}
glPixelZoom(xscale, yscale);
glEnable(GL_BLEND);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); /* premul graphics */
glColor4f(1.0, 1.0, 1.0, 1.0);
glaDrawPixelsTex(prv->xmin, prv->ymin, preview->xsize, preview->ysize, GL_UNSIGNED_BYTE, preview->rect);
glDisable(GL_BLEND);
glPixelZoom(1.0f, 1.0f);
UI_ThemeColorShadeAlpha(TH_BACK, -15, +100);
fdrawbox(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
}
/* common handle function for operator buttons that need to select the node first */
static void node_toggle_button_cb(struct bContext *C, void *node_argv, void *op_argv)
{
bNode *node = (bNode*)node_argv;
const char *opname = (const char *)op_argv;
/* select & activate only the button's node */
node_select_single(C, node);
WM_operator_name_call(C, opname, WM_OP_INVOKE_DEFAULT, NULL);
}
static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
bNodeSocket *sock;
rctf *rct= &node->totr;
float iconofs;
/* float socket_size= NODE_SOCKSIZE*U.dpi/72; */ /* UNUSED */
float iconbutw= 0.8f*UI_UNIT_X;
int color_id= node_get_colorid(node);
char showname[128]; /* 128 used below */
View2D *v2d = &ar->v2d;
/* hurmf... another candidate for callback, have to see how this works first */
if(node->id && node->block && snode->treetype==NTREE_SHADER)
nodeShaderSynchronizeID(node, 0);
/* skip if out of view */
if (node->totr.xmax < ar->v2d.cur.xmin || node->totr.xmin > ar->v2d.cur.xmax ||
node->totr.ymax < ar->v2d.cur.ymin || node->totr.ymin > ar->v2d.cur.ymax) {
uiEndBlock(C, node->block);
node->block= NULL;
return;
}
uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_LEFT);
ui_dropshadow(rct, BASIS_RAD, snode->aspect, node->flag & SELECT);
/* header */
if(color_id==TH_NODE)
UI_ThemeColorShade(color_id, -20);
else
UI_ThemeColor(color_id);
if(node->flag & NODE_MUTED)
UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
uiRoundBox(rct->xmin, rct->ymax-NODE_DY, rct->xmax, rct->ymax, BASIS_RAD);
/* show/hide icons */
iconofs= rct->xmax - 7.0f;
/* preview */
if(node->typeinfo->flag & NODE_PREVIEW) {
uiBut *but;
iconofs-=iconbutw;
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefIconBut(node->block, TOGBUT, B_REDR, ICON_MATERIAL,
iconofs, rct->ymax-NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_preview_toggle");
/* XXX this does not work when node is activated and the operator called right afterwards,
* since active ID is not updated yet (needs to process the notifier).
* This can only work as visual indicator!
*/
// if (!(node->flag & (NODE_ACTIVE_ID|NODE_DO_OUTPUT)))
// uiButSetFlag(but, UI_BUT_DISABLED);
uiBlockSetEmboss(node->block, UI_EMBOSS);
}
/* group edit */
if(node->type == NODE_GROUP) {
uiBut *but;
iconofs-=iconbutw;
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefIconBut(node->block, TOGBUT, B_REDR, ICON_NODETREE,
iconofs, rct->ymax-NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_group_edit");
uiBlockSetEmboss(node->block, UI_EMBOSS);
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open/close entirely? */
{
uiBut *but;
int but_size = UI_UNIT_X *0.6f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefBut(node->block, TOGBUT, B_REDR, "",
rct->xmin+10.0f-but_size/2, rct->ymax-NODE_DY/2.0f-but_size/2, but_size, but_size, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_hide_toggle");
uiBlockSetEmboss(node->block, UI_EMBOSS);
/* custom draw function for this button */
UI_DrawTriIcon(rct->xmin+10.0f, rct->ymax-NODE_DY/2.0f, 'v');
}
/* this isn't doing anything for the label, so commenting out
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT); */
BLI_strncpy(showname, nodeLabel(node), sizeof(showname));
//if(node->flag & NODE_MUTED)
// sprintf(showname, "[%s]", showname);
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(rct->ymax-NODE_DY),
(int)(iconofs - rct->xmin-18.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
/* body */
UI_ThemeColor4(TH_NODE);
glEnable(GL_BLEND);
uiSetRoundBox(UI_CNR_BOTTOM_LEFT);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax-NODE_DY, BASIS_RAD);
glDisable(GL_BLEND);
/* scaling indicator */
node_scaling_widget(TH_NODE, snode->aspect, rct->xmax-BASIS_RAD*snode->aspect, rct->ymin, rct->xmax, rct->ymin+BASIS_RAD*snode->aspect);
/* outline active and selected emphasis */
if( node->flag & (NODE_ACTIVE|SELECT) ) {
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
/* using different shades of TH_TEXT_HI for the empasis, like triangle */
if( node->flag & NODE_ACTIVE )
UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, -40);
else
UI_ThemeColorShadeAlpha(TH_TEXT_HI, -20, -120);
uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_LEFT); // round all corners except lower right
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(v2d, snode, node);
/* socket inputs, buttons */
for(sock= node->inputs.first; sock; sock= sock->next) {
bNodeSocketType *stype= ntreeGetSocketType(sock->type);
if(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))
continue;
node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE);
if (sock->link || (sock->flag & SOCK_HIDE_VALUE)) {
uiDefBut(node->block, LABEL, 0, sock->name, sock->locx+NODE_DYS, sock->locy-NODE_DYS, node->width-NODE_DY, NODE_DY,
NULL, 0, 0, 0, 0, "");
}
else {
if (stype->buttonfunc)
stype->buttonfunc(C, node->block, ntree, node, sock, sock->name, sock->locx+NODE_DYS, sock->locy-NODE_DYS, node->width-NODE_DY);
}
}
/* socket outputs */
for(sock= node->outputs.first; sock; sock= sock->next) {
PointerRNA sockptr;
float slen;
int ofs;
RNA_pointer_create((ID*)ntree, &RNA_NodeSocket, sock, &sockptr);
if(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))
continue;
node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE);
ofs= 0;
UI_ThemeColor(TH_TEXT);
slen= snode->aspect*UI_GetStringWidth(sock->name);
while(slen > node->width) {
ofs++;
slen= snode->aspect*UI_GetStringWidth(sock->name+ofs);
}
uiDefBut(node->block, LABEL, 0, sock->name+ofs, (short)(sock->locx-15.0f-slen), (short)(sock->locy-9.0f),
(short)(node->width-NODE_DY), NODE_DY, NULL, 0, 0, 0, 0, "");
}
/* preview */
if(node->flag & NODE_PREVIEW) {
BLI_lock_thread(LOCK_PREVIEW);
if(node->preview && node->preview->rect && !BLI_rctf_is_empty(&node->prvr))
node_draw_preview(node->preview, &node->prvr);
BLI_unlock_thread(LOCK_PREVIEW);
}
UI_ThemeClearColor(color_id);
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *node)
{
bNodeSocket *sock;
rctf *rct= &node->totr;
float dx, centy= 0.5f*(rct->ymax+rct->ymin);
float hiddenrad= 0.5f*(rct->ymax-rct->ymin);
float socket_size= NODE_SOCKSIZE*U.dpi/72;
int color_id= node_get_colorid(node);
char showname[128]; /* 128 is used below */
/* shadow */
uiSetRoundBox(UI_CNR_ALL);
ui_dropshadow(rct, hiddenrad, snode->aspect, node->flag & SELECT);
/* body */
UI_ThemeColor(color_id);
if(node->flag & NODE_MUTED)
UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
/* outline active and selected emphasis */
if( node->flag & (NODE_ACTIVE|SELECT) ) {
glEnable(GL_BLEND);
glEnable( GL_LINE_SMOOTH );
/* using different shades of TH_TEXT_HI for the empasis, like triangle */
if( node->flag & NODE_ACTIVE )
UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, -40);
else
UI_ThemeColorShadeAlpha(TH_TEXT_HI, -20, -120);
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
/* title */
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open entirely icon */
{
uiBut *but;
int but_size = UI_UNIT_X *0.6f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefBut(node->block, TOGBUT, B_REDR, "",
rct->xmin+10.0f-but_size/2, centy-but_size/2, but_size, but_size, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_hide_toggle");
uiBlockSetEmboss(node->block, UI_EMBOSS);
/* custom draw function for this button */
UI_DrawTriIcon(rct->xmin+10.0f, centy, 'h');
}
/* disable lines */
if(node->flag & NODE_MUTED)
node_draw_mute_line(&ar->v2d, snode, node);
if(node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
if(node->miniwidth>0.0f) {
BLI_strncpy(showname, nodeLabel(node), sizeof(showname));
//if(node->flag & NODE_MUTED)
// sprintf(showname, "[%s]", showname);
uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(centy-10),
(int)(rct->xmax - rct->xmin-18.0f -12.0f), NODE_DY, NULL, 0, 0, 0, 0, "");
}
/* scale widget thing */
UI_ThemeColorShade(color_id, -10);
dx= 10.0f;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
UI_ThemeColorShade(color_id, +30);
dx-= snode->aspect;
fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f);
fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f);
/* sockets */
for(sock= node->inputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)) && (sock->flag & SOCK_IN_USE))
node_socket_circle_draw(snode->nodetree, sock, socket_size);
}
for(sock= node->outputs.first; sock; sock= sock->next) {
if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL)) && (sock->flag & SOCK_IN_USE))
node_socket_circle_draw(snode->nodetree, sock, socket_size);
}
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block= NULL;
}
void node_draw_default(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
if(node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, node);
else
node_draw_basis(C, ar, snode, ntree, node);
}
static void node_update(const bContext *C, bNodeTree *ntree, bNode *node)
{
if (node->typeinfo->drawupdatefunc)
node->typeinfo->drawupdatefunc(C, ntree, node);
}
void node_update_nodetree(const bContext *C, bNodeTree *ntree, float offsetx, float offsety)
{
bNode *node;
for(node= ntree->nodes.first; node; node= node->next) {
/* XXX little hack */
node->locx += offsetx;
node->locy += offsety;
node_update(C, ntree, node);
node->locx -= offsetx;
node->locy -= offsety;
}
}
static void node_draw(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
if (node->typeinfo->drawfunc)
node->typeinfo->drawfunc(C, ar, snode, ntree, node);
}
void node_draw_nodetree(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree)
{
bNode *node;
bNodeLink *link;
int a;
if(ntree==NULL) return; /* groups... */
/* node lines */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for(link= ntree->links.first; link; link= link->next)
node_draw_link(&ar->v2d, snode, link);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* draw nodes, last nodes in front */
for(a=0, node= ntree->nodes.first; node; node=node->next, a++) {
node->nr= a; /* index of node in list, used for exec event code */
node_draw(C, ar, snode, ntree, node);
}
}
void drawnodespace(const bContext *C, ARegion *ar, View2D *v2d)
{
View2DScrollers *scrollers;
SpaceNode *snode= CTX_wm_space_node(C);
Scene *scene= CTX_data_scene(C);
int color_manage = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
bNodeLinkDrag *nldrag;
UI_ThemeClearColor(TH_BACK);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(v2d);
//uiFreeBlocksWin(&sa->uiblocks, sa->win);
/* only set once */
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_MAP1_VERTEX_3);
/* aspect+font, set each time */
snode->aspect= (v2d->cur.xmax - v2d->cur.xmin)/((float)ar->winx);
// XXX snode->curfont= uiSetCurFont_ext(snode->aspect);
UI_view2d_constant_grid_draw(v2d);
/* backdrop */
draw_nodespace_back_pix(ar, snode, color_manage);
/* nodes */
snode_set_context(snode, CTX_data_scene(C));
if(snode->nodetree) {
bNode *node;
node_uiblocks_init(C, snode->nodetree);
/* uiBlocks must be initialized in drawing order for correct event clipping.
* Node group internal blocks added after the main group block.
*/
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_uiblocks_init(C, (bNodeTree *)node->id);
}
node_update_nodetree(C, snode->nodetree, 0.0f, 0.0f);
node_draw_nodetree(C, ar, snode, snode->nodetree);
#if 0
/* active group */
for(node= snode->nodetree->nodes.first; node; node= node->next) {
if(node->flag & NODE_GROUP_EDIT)
node_draw_group(C, ar, snode, snode->nodetree, node);
}
#endif
}
/* temporary links */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for(nldrag= snode->linkdrag.first; nldrag; nldrag= nldrag->next)
node_draw_link(&ar->v2d, snode, nldrag->link);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* draw grease-pencil ('canvas' strokes) */
if (/*(snode->flag & SNODE_DISPGP) &&*/ (snode->nodetree))
draw_gpencil_view2d((bContext*)C, 1);
/* reset view matrix */
UI_view2d_view_restore(C);
/* draw grease-pencil (screen strokes, and also paintbuffer) */
if (/*(snode->flag & SNODE_DISPGP) && */(snode->nodetree))
draw_gpencil_view2d((bContext*)C, 0);
/* scrollers */
scrollers= UI_view2d_scrollers_calc(C, v2d, 10, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}