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blender-archive/release/scripts/startup/bl_ui/node_add_menu.py
Hans Goudey 837144b457 Nodes: Use plain menus for geometry nodes add menu
At the cost of slightly more boilerplate code, we can avoid the `NodeItem`
and `NodeCategory` abstractions used to build the node add menu.
This makes the menus more flexible and more obvious, which will
make them easier to extend with assets.

The identifiers for the new menu types are inconsistent with regular
class naming for backwards compatibility with the old "category"
menu naming.

Also adds an item for the "Self Object" node missed in dd5131bd70.

Differential Revision: https://developer.blender.org/D15973
2022-09-26 13:10:42 -05:00

64 lines
2.4 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu
from bpy.app.translations import (
pgettext_iface as iface_,
contexts as i18n_contexts,
)
def add_node_type(layout, node_type, *, label=None):
"""Add a node type to a menu."""
bl_rna = bpy.types.Node.bl_rna_get_subclass(node_type)
if not label:
label = bl_rna.name if bl_rna else iface_("Unknown")
translation_context = bl_rna.translation_context if bl_rna else i18n_contexts.default
props = layout.operator("node.add_node", text=label, text_ctxt=translation_context)
props.type = node_type
props.use_transform = True
return props
def draw_node_group_add_menu(context, layout):
"""Add items to the layout used for interacting with node groups."""
space_node = context.space_data
node_tree = space_node.edit_tree
all_node_groups = context.blend_data.node_groups
layout.operator("node.group_make")
layout.operator("node.group_ungroup")
if node_tree in all_node_groups.values():
layout.separator()
add_node_type(layout, "NodeGroupInput")
add_node_type(layout, "NodeGroupOutput")
if node_tree:
from nodeitems_builtins import node_tree_group_type
def contains_group(nodetree, group):
if nodetree == group:
return True
for node in nodetree.nodes:
if node.bl_idname in node_tree_group_type.values() and node.node_tree is not None:
if contains_group(node.node_tree, group):
return True
return False
groups = [group for group in context.blend_data.node_groups if group.bl_idname == node_tree.bl_idname and
not contains_group(group, node_tree) and
not group.name.startswith('.')]
if groups:
layout.separator()
for group in groups:
props = add_node_type(layout, node_tree_group_type[group.bl_idname], label=group.name)
ops = props.settings.add()
ops.name = "node_tree"
ops.value = "bpy.data.node_groups[%r]" % group.name
classes = (
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)