Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :) Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node. The direction for offsetting can be toggled while you are moving the node by pressing „T“. The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences. Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
284 lines
8.9 KiB
Python
284 lines
8.9 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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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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# ##### END GPL LICENSE BLOCK #####
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# <pep8-80 compliant>
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import bpy
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import nodeitems_utils
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from bpy.types import (
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Operator,
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PropertyGroup,
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)
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from bpy.props import (
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BoolProperty,
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CollectionProperty,
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EnumProperty,
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IntProperty,
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StringProperty,
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)
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class NodeSetting(PropertyGroup):
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value = StringProperty(
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name="Value",
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description="Python expression to be evaluated as the initial node setting",
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default="",
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)
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# Base class for node 'Add' operators
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class NodeAddOperator:
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type = StringProperty(
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name="Node Type",
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description="Node type",
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)
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use_transform = BoolProperty(
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name="Use Transform",
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description="Start transform operator after inserting the node",
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default=False,
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)
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settings = CollectionProperty(
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name="Settings",
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description="Settings to be applied on the newly created node",
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type=NodeSetting,
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options={'SKIP_SAVE'},
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)
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@staticmethod
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def store_mouse_cursor(context, event):
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space = context.space_data
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tree = space.edit_tree
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# convert mouse position to the View2D for later node placement
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if context.region.type == 'WINDOW':
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# convert mouse position to the View2D for later node placement
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space.cursor_location_from_region(event.mouse_region_x, event.mouse_region_y)
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else:
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space.cursor_location = tree.view_center
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# XXX explicit node_type argument is usually not necessary, but required to make search operator work:
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# add_search has to override the 'type' property since it's hardcoded in bpy_operator_wrap.c ...
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def create_node(self, context, node_type=None):
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space = context.space_data
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tree = space.edit_tree
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if node_type is None:
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node_type = self.type
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# select only the new node
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for n in tree.nodes:
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n.select = False
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node = tree.nodes.new(type=node_type)
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for setting in self.settings:
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# XXX catch exceptions here?
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value = eval(setting.value)
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try:
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setattr(node, setting.name, value)
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except AttributeError as e:
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self.report({'ERROR_INVALID_INPUT'}, "Node has no attribute " + setting.name)
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print(str(e))
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# Continue despite invalid attribute
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node.select = True
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tree.nodes.active = node
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node.location = space.cursor_location
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return node
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree to add nodes to
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return (space.type == 'NODE_EDITOR' and space.edit_tree and not space.edit_tree.library)
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# Default execute simply adds a node
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def execute(self, context):
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if self.properties.is_property_set("type"):
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self.create_node(context)
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return {'FINISHED'}
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else:
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return {'CANCELLED'}
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# Default invoke stores the mouse position to place the node correctly
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# and optionally invokes the transform operator
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def invoke(self, context, event):
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self.store_mouse_cursor(context, event)
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result = self.execute(context)
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if self.use_transform and ('FINISHED' in result):
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# removes the node again if transform is canceled
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bpy.ops.node.translate_attach_remove_on_cancel('INVOKE_DEFAULT')
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return result
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# Simple basic operator for adding a node
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class NODE_OT_add_node(NodeAddOperator, Operator):
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'''Add a node to the active tree'''
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bl_idname = "node.add_node"
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bl_label = "Add Node"
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bl_options = {'REGISTER', 'UNDO'}
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# Add a node and link it to an existing socket
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class NODE_OT_add_and_link_node(NodeAddOperator, Operator):
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'''Add a node to the active tree and link to an existing socket'''
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bl_idname = "node.add_and_link_node"
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bl_label = "Add and Link Node"
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bl_options = {'REGISTER', 'UNDO'}
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link_socket_index = IntProperty(
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name="Link Socket Index",
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description="Index of the socket to link",
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)
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def execute(self, context):
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space = context.space_data
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ntree = space.edit_tree
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node = self.create_node(context)
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if not node:
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return {'CANCELLED'}
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to_socket = getattr(context, "link_to_socket", None)
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if to_socket:
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ntree.links.new(node.outputs[self.link_socket_index], to_socket)
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from_socket = getattr(context, "link_from_socket", None)
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if from_socket:
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ntree.links.new(from_socket, node.inputs[self.link_socket_index])
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return {'FINISHED'}
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class NODE_OT_add_search(NodeAddOperator, Operator):
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'''Add a node to the active tree'''
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bl_idname = "node.add_search"
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bl_label = "Search and Add Node"
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bl_options = {'REGISTER', 'UNDO'}
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bl_property = "node_item"
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_enum_item_hack = []
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# Create an enum list from node items
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def node_enum_items(self, context):
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enum_items = NODE_OT_add_search._enum_item_hack
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enum_items.clear()
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for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
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if isinstance(item, nodeitems_utils.NodeItem):
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nodetype = getattr(bpy.types, item.nodetype, None)
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if nodetype:
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enum_items.append((str(index), item.label, nodetype.bl_rna.description, index))
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return enum_items
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# Look up the item based on index
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def find_node_item(self, context):
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node_item = int(self.node_item)
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for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
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if index == node_item:
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return item
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return None
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node_item = EnumProperty(
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name="Node Type",
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description="Node type",
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items=node_enum_items,
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)
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def execute(self, context):
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item = self.find_node_item(context)
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# no need to keep
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self._enum_item_hack.clear()
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if item:
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# apply settings from the node item
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for setting in item.settings.items():
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ops = self.settings.add()
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ops.name = setting[0]
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ops.value = setting[1]
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self.create_node(context, item.nodetype)
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if self.use_transform:
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bpy.ops.transform.translate('INVOKE_DEFAULT', remove_on_cancel=True)
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return {'FINISHED'}
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else:
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return {'CANCELLED'}
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def invoke(self, context, event):
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self.store_mouse_cursor(context, event)
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# Delayed execution in the search popup
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context.window_manager.invoke_search_popup(self)
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return {'CANCELLED'}
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class NODE_OT_collapse_hide_unused_toggle(Operator):
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'''Toggle collapsed nodes and hide unused sockets'''
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bl_idname = "node.collapse_hide_unused_toggle"
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bl_label = "Collapse and Hide Unused Sockets"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space.type == 'NODE_EDITOR' and space.edit_tree and not space.edit_tree.library)
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def execute(self, context):
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space = context.space_data
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tree = space.edit_tree
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for node in tree.nodes:
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if node.select:
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hide = (not node.hide)
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node.hide = hide
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# Note: connected sockets are ignored internally
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for socket in node.inputs:
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socket.hide = hide
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for socket in node.outputs:
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socket.hide = hide
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return {'FINISHED'}
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class NODE_OT_tree_path_parent(Operator):
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'''Go to parent node tree'''
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bl_idname = "node.tree_path_parent"
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bl_label = "Parent Node Tree"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space.type == 'NODE_EDITOR' and len(space.path) > 1)
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def execute(self, context):
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space = context.space_data
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space.path.pop()
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return {'FINISHED'}
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