This patch adds domain and data type information to each row of the attribute search menu. The data type is displayed on the right, just like how the list is exposed for the existing point cloud and hair attribute panels. The domain is exposed on the left like the menu hierarchy from menu search. For the implementation, the attribute hint information is stored as a set instead of a multi-value map so that every item (which we need to point to descretely in the search process) contains the necessary data type and domain information by itself. We also need to allocate a new struct for every button, which requires a change to allow passing a newly allocated argument to search buttons. Note that the search does't yet handle the case where there are two attributes with the same name but different domains or data types in the input geometry set. That will be handled as a separate improvement. Differential Revision: https://developer.blender.org/D10623
169 lines
5.9 KiB
C++
169 lines
5.9 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "CLG_log.h"
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#include <mutex>
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#include "BLI_map.hh"
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#include "BLI_string_ref.hh"
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#include "BLI_vector.hh"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "BKE_context.h"
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#include "BKE_node_ui_storage.hh"
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#include "BKE_object.h"
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static CLG_LogRef LOG = {"bke.node_ui_storage"};
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using blender::Map;
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using blender::StringRef;
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using blender::Vector;
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/* Use a global mutex because otherwise it would have to be stored directly in the
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* bNodeTree struct in DNA. This could change if the node tree had a runtime struct. */
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static std::mutex global_ui_storage_mutex;
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static void ui_storage_ensure(bNodeTree &ntree)
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{
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/* As an optimization, only acquire a lock if the UI storage doesn't exist,
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* because it only needs to be allocated once for every node tree. */
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if (ntree.ui_storage == nullptr) {
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std::lock_guard<std::mutex> lock(global_ui_storage_mutex);
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/* Check again-- another thread may have allocated the storage while this one waited. */
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if (ntree.ui_storage == nullptr) {
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ntree.ui_storage = new NodeTreeUIStorage();
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}
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}
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}
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const NodeUIStorage *BKE_node_tree_ui_storage_get_from_context(const bContext *C,
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const bNodeTree &ntree,
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const bNode &node)
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{
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const NodeTreeUIStorage *ui_storage = ntree.ui_storage;
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if (ui_storage == nullptr) {
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return nullptr;
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}
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const Object *active_object = CTX_data_active_object(C);
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if (active_object == nullptr) {
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return nullptr;
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}
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const ModifierData *active_modifier = BKE_object_active_modifier(active_object);
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if (active_modifier == nullptr) {
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return nullptr;
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}
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const NodeTreeEvaluationContext context(*active_object, *active_modifier);
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const Map<std::string, NodeUIStorage> *storage = ui_storage->context_map.lookup_ptr(context);
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if (storage == nullptr) {
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return nullptr;
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}
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return storage->lookup_ptr_as(StringRef(node.name));
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}
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/**
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* Removes only the UI data associated with a particular evaluation context. The same node tree
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* can be used for execution in multiple places, but the entire UI storage can't be removed when
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* one execution starts, or all of the data associated with the node tree would be lost.
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*/
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void BKE_nodetree_ui_storage_free_for_context(bNodeTree &ntree,
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const NodeTreeEvaluationContext &context)
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{
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NodeTreeUIStorage *ui_storage = ntree.ui_storage;
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if (ui_storage != nullptr) {
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std::lock_guard<std::mutex> lock(ui_storage->context_map_mutex);
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ui_storage->context_map.remove(context);
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}
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}
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static void node_error_message_log(bNodeTree &ntree,
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const bNode &node,
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const StringRef message,
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const NodeWarningType type)
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{
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switch (type) {
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case NodeWarningType::Error:
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CLOG_ERROR(&LOG,
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"Node Tree: \"%s\", Node: \"%s\", %s",
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ntree.id.name + 2,
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node.name,
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message.data());
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break;
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case NodeWarningType::Warning:
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CLOG_WARN(&LOG,
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"Node Tree: \"%s\", Node: \"%s\", %s",
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ntree.id.name + 2,
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node.name,
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message.data());
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break;
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case NodeWarningType::Info:
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CLOG_INFO(&LOG,
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2,
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"Node Tree: \"%s\", Node: \"%s\", %s",
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ntree.id.name + 2,
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node.name,
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message.data());
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break;
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}
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}
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static NodeUIStorage &node_ui_storage_ensure(bNodeTree &ntree,
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const NodeTreeEvaluationContext &context,
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const bNode &node)
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{
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ui_storage_ensure(ntree);
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NodeTreeUIStorage &ui_storage = *ntree.ui_storage;
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std::lock_guard<std::mutex> lock(ui_storage.context_map_mutex);
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Map<std::string, NodeUIStorage> &node_tree_ui_storage =
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ui_storage.context_map.lookup_or_add_default(context);
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NodeUIStorage &node_ui_storage = node_tree_ui_storage.lookup_or_add_default_as(
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StringRef(node.name));
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return node_ui_storage;
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}
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void BKE_nodetree_error_message_add(bNodeTree &ntree,
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const NodeTreeEvaluationContext &context,
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const bNode &node,
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const NodeWarningType type,
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std::string message)
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{
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node_error_message_log(ntree, node, message, type);
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NodeUIStorage &node_ui_storage = node_ui_storage_ensure(ntree, context, node);
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node_ui_storage.warnings.append({type, std::move(message)});
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}
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void BKE_nodetree_attribute_hint_add(bNodeTree &ntree,
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const NodeTreeEvaluationContext &context,
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const bNode &node,
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const StringRef attribute_name,
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const AttributeDomain domain,
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const CustomDataType data_type)
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{
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NodeUIStorage &node_ui_storage = node_ui_storage_ensure(ntree, context, node);
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node_ui_storage.attribute_hints.add_as(
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AvailableAttributeInfo{attribute_name, domain, data_type});
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}
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