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blender-archive/release/scripts/startup/bl_operators/node.py
Monique Dewanchand e62a33e572 Nodes: Show node description in Node add menu
Though no nodes have descriptions currently, this patch makes it
possible to add descriptions that display in the add menu, for
custom node systems and existing builtin nodes.

Differential Revision: https://developer.blender.org/D14963
2022-06-07 15:40:31 +02:00

313 lines
9.1 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
from __future__ import annotations
import bpy
from bpy.types import (
Operator,
PropertyGroup,
)
from bpy.props import (
BoolProperty,
CollectionProperty,
EnumProperty,
IntProperty,
StringProperty,
)
class NodeSetting(PropertyGroup):
value: StringProperty(
name="Value",
description="Python expression to be evaluated "
"as the initial node setting",
default="",
)
# Base class for node 'Add' operators
class NodeAddOperator:
type: StringProperty(
name="Node Type",
description="Node type",
)
use_transform: BoolProperty(
name="Use Transform",
description="Start transform operator after inserting the node",
default=False,
)
settings: CollectionProperty(
name="Settings",
description="Settings to be applied on the newly created node",
type=NodeSetting,
options={'SKIP_SAVE'},
)
@staticmethod
def store_mouse_cursor(context, event):
space = context.space_data
tree = space.edit_tree
# convert mouse position to the View2D for later node placement
if context.region.type == 'WINDOW':
# convert mouse position to the View2D for later node placement
space.cursor_location_from_region(
event.mouse_region_x, event.mouse_region_y)
else:
space.cursor_location = tree.view_center
# XXX explicit node_type argument is usually not necessary,
# but required to make search operator work:
# add_search has to override the 'type' property
# since it's hardcoded in bpy_operator_wrap.c ...
def create_node(self, context, node_type=None):
space = context.space_data
tree = space.edit_tree
if node_type is None:
node_type = self.type
# select only the new node
for n in tree.nodes:
n.select = False
try:
node = tree.nodes.new(type=node_type)
except RuntimeError as e:
self.report({'ERROR'}, str(e))
return None
for setting in self.settings:
# XXX catch exceptions here?
value = eval(setting.value)
node_data = node
node_attr_name = setting.name
# Support path to nested data.
if '.' in node_attr_name:
node_data_path, node_attr_name = node_attr_name.rsplit(".", 1)
node_data = node.path_resolve(node_data_path)
try:
setattr(node_data, node_attr_name, value)
except AttributeError as e:
self.report(
{'ERROR_INVALID_INPUT'},
"Node has no attribute " + setting.name)
print(str(e))
# Continue despite invalid attribute
node.select = True
tree.nodes.active = node
node.location = space.cursor_location
return node
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree to add nodes to
return (space and (space.type == 'NODE_EDITOR') and
space.edit_tree and not space.edit_tree.library)
# Default execute simply adds a node
def execute(self, context):
if self.properties.is_property_set("type"):
self.create_node(context)
return {'FINISHED'}
else:
return {'CANCELLED'}
# Default invoke stores the mouse position to place the node correctly
# and optionally invokes the transform operator
def invoke(self, context, event):
self.store_mouse_cursor(context, event)
result = self.execute(context)
if self.use_transform and ('FINISHED' in result):
# removes the node again if transform is canceled
bpy.ops.node.translate_attach_remove_on_cancel('INVOKE_DEFAULT')
return result
@classmethod
def description(cls, context, properties):
nodetype = properties["type"]
bl_rna = bpy.types.Node.bl_rna_get_subclass(nodetype)
if bl_rna is not None:
return bl_rna.description
else:
return ""
# Simple basic operator for adding a node
class NODE_OT_add_node(NodeAddOperator, Operator):
'''Add a node to the active tree'''
bl_idname = "node.add_node"
bl_label = "Add Node"
bl_options = {'REGISTER', 'UNDO'}
# Add a node and link it to an existing socket
class NODE_OT_add_and_link_node(NodeAddOperator, Operator):
'''Add a node to the active tree and link to an existing socket'''
bl_idname = "node.add_and_link_node"
bl_label = "Add and Link Node"
bl_options = {'REGISTER', 'UNDO'}
link_socket_index: IntProperty(
name="Link Socket Index",
description="Index of the socket to link",
)
def execute(self, context):
space = context.space_data
ntree = space.edit_tree
node = self.create_node(context)
if not node:
return {'CANCELLED'}
to_socket = getattr(context, "link_to_socket", None)
if to_socket:
ntree.links.new(node.outputs[self.link_socket_index], to_socket)
from_socket = getattr(context, "link_from_socket", None)
if from_socket:
ntree.links.new(from_socket, node.inputs[self.link_socket_index])
return {'FINISHED'}
class NODE_OT_add_search(NodeAddOperator, Operator):
'''Add a node to the active tree'''
bl_idname = "node.add_search"
bl_label = "Search and Add Node"
bl_options = {'REGISTER', 'UNDO'}
bl_property = "node_item"
_enum_item_hack = []
# Create an enum list from node items
def node_enum_items(self, context):
import nodeitems_utils
enum_items = NODE_OT_add_search._enum_item_hack
enum_items.clear()
for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
if isinstance(item, nodeitems_utils.NodeItem):
enum_items.append(
(str(index),
item.label,
"",
index,
))
return enum_items
# Look up the item based on index
def find_node_item(self, context):
import nodeitems_utils
node_item = int(self.node_item)
for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
if index == node_item:
return item
return None
node_item: EnumProperty(
name="Node Type",
description="Node type",
items=NODE_OT_add_search.node_enum_items,
)
def execute(self, context):
item = self.find_node_item(context)
# no need to keep
self._enum_item_hack.clear()
if item:
# apply settings from the node item
for setting in item.settings.items():
ops = self.settings.add()
ops.name = setting[0]
ops.value = setting[1]
self.create_node(context, item.nodetype)
if self.use_transform:
bpy.ops.node.translate_attach_remove_on_cancel(
'INVOKE_DEFAULT')
return {'FINISHED'}
else:
return {'CANCELLED'}
def invoke(self, context, event):
self.store_mouse_cursor(context, event)
# Delayed execution in the search popup
context.window_manager.invoke_search_popup(self)
return {'CANCELLED'}
class NODE_OT_collapse_hide_unused_toggle(Operator):
'''Toggle collapsed nodes and hide unused sockets'''
bl_idname = "node.collapse_hide_unused_toggle"
bl_label = "Collapse and Hide Unused Sockets"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space and (space.type == 'NODE_EDITOR') and
(space.edit_tree and not space.edit_tree.library))
def execute(self, context):
space = context.space_data
tree = space.edit_tree
for node in tree.nodes:
if node.select:
hide = (not node.hide)
node.hide = hide
# Note: connected sockets are ignored internally
for socket in node.inputs:
socket.hide = hide
for socket in node.outputs:
socket.hide = hide
return {'FINISHED'}
class NODE_OT_tree_path_parent(Operator):
'''Go to parent node tree'''
bl_idname = "node.tree_path_parent"
bl_label = "Parent Node Tree"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space and (space.type == 'NODE_EDITOR') and len(space.path) > 1)
def execute(self, context):
space = context.space_data
space.path.pop()
return {'FINISHED'}
classes = (
NodeSetting,
NODE_OT_add_and_link_node,
NODE_OT_add_node,
NODE_OT_add_search,
NODE_OT_collapse_hide_unused_toggle,
NODE_OT_tree_path_parent,
)