Nodes can now have sections, and each socket can belong to a section. These only affect how the node is displayed. In the Node Editor, the node first shows all sockets without a section as usual, and following that the sections are shown. Each section can be expanded or collapsed, hiding the sockets inside. Node links are still drawn if the socket they're going to is invisible - in that case, they'll be going to the section header instead. However, dragging them or connecting a link to a hidden socket via dragging is not possible. Node Groups can also have sections defined by the user, which are reflected in their group input/output and in the group nodes that use them. Note that the code for hidden nodes is still missing, I'm not sure yet how to handle this there. Also, we might eventually support drawing node properties (such as SSS type for the principled BSDF) inside a section. Similarly, especially for custom groups it might be nice to support nested sections.
974 lines
28 KiB
C++
974 lines
28 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edinterface
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*/
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#include <cstdlib>
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#include <cstring>
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#include <optional>
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#include "MEM_guardedalloc.h"
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#include "DNA_node_types.h"
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#include "DNA_screen_types.h"
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#include "BLI_array.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "BLI_vector.hh"
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#include "BLT_translation.h"
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#include "BKE_context.h"
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#include "BKE_lib_id.h"
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#include "BKE_main.h"
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#include "BKE_node_tree_update.h"
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#include "RNA_access.h"
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#include "RNA_prototypes.h"
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#include "NOD_node_declaration.hh"
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#include "NOD_socket.h"
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#include "NOD_socket_declarations.hh"
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#include "../interface/interface_intern.hh" /* XXX bad level */
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#include "UI_interface.h"
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#include "ED_node.h" /* own include */
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#include "node_intern.hh"
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#include "ED_undo.h"
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using blender::Vector;
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using blender::nodes::NodeDeclaration;
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namespace blender::ed::space_node {
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/************************* Node Socket Manipulation **************************/
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/* describes an instance of a node type and a specific socket to link */
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struct NodeLinkItem {
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int socket_index = -1; /* index for linking */
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int socket_type = SOCK_CUSTOM; /* socket type for compatibility check */
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const char *socket_name = nullptr; /* ui label of the socket */
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const char *node_name = nullptr; /* ui label of the node */
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/* extra settings */
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bNodeTree *ngroup = nullptr; /* group node tree */
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};
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/* Compare an existing node to a link item to see if it can be reused.
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* item must be for the same node type!
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* XXX should become a node type callback
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*/
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static bool node_link_item_compare(bNode *node, NodeLinkItem *item)
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{
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if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP)) {
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return (node->id == (ID *)item->ngroup);
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}
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return true;
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}
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static void node_link_item_apply(bNodeTree *ntree, bNode *node, NodeLinkItem *item)
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{
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if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP)) {
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node->id = (ID *)item->ngroup;
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BKE_ntree_update_tag_node_property(ntree, node);
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}
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else {
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/* nothing to do for now */
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}
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if (node->id) {
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id_us_plus(node->id);
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}
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}
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static void node_tag_recursive(bNode *node)
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{
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bNodeSocket *input;
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if (!node || (node->flag & NODE_TEST)) {
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return; /* in case of cycles */
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}
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node->flag |= NODE_TEST;
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for (input = (bNodeSocket *)node->inputs.first; input; input = input->next) {
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if (input->link) {
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node_tag_recursive(input->link->fromnode);
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}
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}
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}
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static void node_clear_recursive(bNode *node)
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{
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bNodeSocket *input;
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if (!node || !(node->flag & NODE_TEST)) {
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return; /* in case of cycles */
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}
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node->flag &= ~NODE_TEST;
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for (input = (bNodeSocket *)node->inputs.first; input; input = input->next) {
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if (input->link) {
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node_clear_recursive(input->link->fromnode);
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}
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}
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}
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static void node_remove_linked(Main *bmain, bNodeTree *ntree, bNode *rem_node)
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{
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bNode *node, *next;
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bNodeSocket *sock;
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if (!rem_node) {
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return;
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}
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/* tag linked nodes to be removed */
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for (node = (bNode *)ntree->nodes.first; node; node = node->next) {
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node->flag &= ~NODE_TEST;
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}
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node_tag_recursive(rem_node);
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/* clear tags on nodes that are still used by other nodes */
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for (node = (bNode *)ntree->nodes.first; node; node = node->next) {
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if (!(node->flag & NODE_TEST)) {
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for (sock = (bNodeSocket *)node->inputs.first; sock; sock = sock->next) {
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if (sock->link && sock->link->fromnode != rem_node) {
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node_clear_recursive(sock->link->fromnode);
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}
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}
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}
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}
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/* remove nodes */
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for (node = (bNode *)ntree->nodes.first; node; node = next) {
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next = node->next;
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if (node->flag & NODE_TEST) {
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nodeRemoveNode(bmain, ntree, node, true);
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}
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}
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}
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/* disconnect socket from the node it is connected to */
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static void node_socket_disconnect(Main *bmain,
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bNodeTree *ntree,
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bNode *node_to,
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bNodeSocket *sock_to)
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{
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if (!sock_to->link) {
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return;
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}
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nodeRemLink(ntree, sock_to->link);
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sock_to->flag |= SOCK_COLLAPSED;
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BKE_ntree_update_tag_node_property(ntree, node_to);
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ED_node_tree_propagate_change(nullptr, bmain, ntree);
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}
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/* remove all nodes connected to this socket, if they aren't connected to other nodes */
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static void node_socket_remove(Main *bmain, bNodeTree *ntree, bNode *node_to, bNodeSocket *sock_to)
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{
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if (!sock_to->link) {
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return;
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}
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node_remove_linked(bmain, ntree, sock_to->link->fromnode);
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sock_to->flag |= SOCK_COLLAPSED;
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BKE_ntree_update_tag_node_property(ntree, node_to);
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ED_node_tree_propagate_change(nullptr, bmain, ntree);
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}
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/* add new node connected to this socket, or replace an existing one */
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static void node_socket_add_replace(const bContext *C,
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bNodeTree *ntree,
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bNode *node_to,
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bNodeSocket *sock_to,
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int type,
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NodeLinkItem *item)
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{
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Main *bmain = CTX_data_main(C);
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bNode *node_from;
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bNodeSocket *sock_from_tmp;
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bNode *node_prev = nullptr;
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/* unlink existing node */
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if (sock_to->link) {
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node_prev = sock_to->link->fromnode;
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nodeRemLink(ntree, sock_to->link);
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}
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/* find existing node that we can use */
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for (node_from = (bNode *)ntree->nodes.first; node_from; node_from = node_from->next) {
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if (node_from->type == type) {
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break;
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}
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}
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if (node_from) {
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if (node_from->inputs.first || node_from->typeinfo->draw_buttons ||
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node_from->typeinfo->draw_buttons_ex) {
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node_from = nullptr;
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}
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}
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if (node_prev && node_prev->type == type && node_link_item_compare(node_prev, item)) {
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/* keep the previous node if it's the same type */
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node_from = node_prev;
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}
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else if (!node_from) {
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node_from = nodeAddStaticNode(C, ntree, type);
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if (node_prev != nullptr) {
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/* If we're replacing existing node, use its location. */
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node_from->locx = node_prev->locx;
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node_from->locy = node_prev->locy;
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node_from->offsetx = node_prev->offsetx;
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node_from->offsety = node_prev->offsety;
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}
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else {
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sock_from_tmp = (bNodeSocket *)BLI_findlink(&node_from->outputs, item->socket_index);
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nodePositionRelative(node_from, node_to, sock_from_tmp, sock_to);
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}
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node_link_item_apply(ntree, node_from, item);
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ED_node_tree_propagate_change(C, bmain, ntree);
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}
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nodeSetActive(ntree, node_from);
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/* add link */
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sock_from_tmp = (bNodeSocket *)BLI_findlink(&node_from->outputs, item->socket_index);
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nodeAddLink(ntree, node_from, sock_from_tmp, node_to, sock_to);
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sock_to->flag &= ~SOCK_COLLAPSED;
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/* copy input sockets from previous node */
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if (node_prev && node_from != node_prev) {
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bNodeSocket *sock_prev, *sock_from;
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for (sock_prev = (bNodeSocket *)node_prev->inputs.first; sock_prev;
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sock_prev = sock_prev->next) {
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for (sock_from = (bNodeSocket *)node_from->inputs.first; sock_from;
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sock_from = sock_from->next) {
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if (nodeCountSocketLinks(ntree, sock_from) >= nodeSocketLinkLimit(sock_from)) {
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continue;
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}
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if (STREQ(sock_prev->name, sock_from->name) && sock_prev->type == sock_from->type) {
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bNodeLink *link = sock_prev->link;
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if (link && link->fromnode) {
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nodeAddLink(ntree, link->fromnode, link->fromsock, node_from, sock_from);
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nodeRemLink(ntree, link);
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}
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node_socket_copy_default_value(sock_from, sock_prev);
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}
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}
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}
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/* also preserve mapping for texture nodes */
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if (node_from->typeinfo->nclass == NODE_CLASS_TEXTURE &&
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node_prev->typeinfo->nclass == NODE_CLASS_TEXTURE &&
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/* White noise texture node does not have NodeTexBase. */
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node_from->storage != nullptr && node_prev->storage != nullptr) {
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memcpy(node_from->storage, node_prev->storage, sizeof(NodeTexBase));
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}
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/* remove node */
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node_remove_linked(bmain, ntree, node_prev);
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}
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BKE_ntree_update_tag_node_property(ntree, node_from);
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BKE_ntree_update_tag_node_property(ntree, node_to);
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ED_node_tree_propagate_change(nullptr, bmain, ntree);
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}
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/****************************** Node Link Menu *******************************/
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// #define UI_NODE_LINK_ADD 0
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#define UI_NODE_LINK_DISCONNECT -1
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#define UI_NODE_LINK_REMOVE -2
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struct NodeLinkArg {
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Main *bmain;
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Scene *scene;
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bNodeTree *ntree;
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bNode *node;
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bNodeSocket *sock;
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bNodeType *node_type;
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NodeLinkItem item;
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uiLayout *layout;
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};
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static Vector<NodeLinkItem> ui_node_link_items(NodeLinkArg *arg,
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int in_out,
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std::optional<NodeDeclaration> &r_node_decl)
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{
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Vector<NodeLinkItem> items;
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/* XXX this should become a callback for node types! */
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if (arg->node_type->type == NODE_GROUP) {
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bNodeTree *ngroup;
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int i;
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for (ngroup = (bNodeTree *)arg->bmain->nodetrees.first; ngroup;
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ngroup = (bNodeTree *)ngroup->id.next) {
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const char *disabled_hint;
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if ((ngroup->type != arg->ntree->type) ||
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!nodeGroupPoll(arg->ntree, ngroup, &disabled_hint)) {
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continue;
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}
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}
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i = 0;
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for (ngroup = (bNodeTree *)arg->bmain->nodetrees.first; ngroup;
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ngroup = (bNodeTree *)ngroup->id.next) {
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const char *disabled_hint;
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if ((ngroup->type != arg->ntree->type) ||
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!nodeGroupPoll(arg->ntree, ngroup, &disabled_hint)) {
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continue;
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}
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ListBase *lb = (in_out == SOCK_IN ? &ngroup->inputs : &ngroup->outputs);
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bNodeSocket *stemp;
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int index;
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for (stemp = (bNodeSocket *)lb->first, index = 0; stemp; stemp = stemp->next, index++, i++) {
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NodeLinkItem item;
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item.socket_index = index;
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/* NOTE: int stemp->type is not fully reliable, not used for node group
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* interface sockets. use the typeinfo->type instead.
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*/
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item.socket_type = stemp->typeinfo->type;
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item.socket_name = stemp->name;
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item.node_name = ngroup->id.name + 2;
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item.ngroup = ngroup;
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items.append(item);
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}
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}
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}
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else if (arg->node_type->declare != nullptr) {
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using namespace blender;
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using namespace blender::nodes;
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r_node_decl.emplace(NodeDeclaration());
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NodeDeclarationBuilder node_decl_builder{*r_node_decl};
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arg->node_type->declare(node_decl_builder);
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Span<SocketDeclarationPtr> socket_decls = (in_out == SOCK_IN) ? r_node_decl->inputs() :
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r_node_decl->outputs();
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int index = 0;
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for (const SocketDeclarationPtr &socket_decl_ptr : socket_decls) {
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const SocketDeclaration &socket_decl = *socket_decl_ptr;
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NodeLinkItem item;
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item.socket_index = index++;
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if (dynamic_cast<const decl::Float *>(&socket_decl)) {
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item.socket_type = SOCK_FLOAT;
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}
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else if (dynamic_cast<const decl::Int *>(&socket_decl)) {
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item.socket_type = SOCK_INT;
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}
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else if (dynamic_cast<const decl::Bool *>(&socket_decl)) {
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item.socket_type = SOCK_BOOLEAN;
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}
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else if (dynamic_cast<const decl::Vector *>(&socket_decl)) {
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item.socket_type = SOCK_VECTOR;
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}
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else if (dynamic_cast<const decl::Color *>(&socket_decl)) {
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item.socket_type = SOCK_RGBA;
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}
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else if (dynamic_cast<const decl::String *>(&socket_decl)) {
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item.socket_type = SOCK_STRING;
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}
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else if (dynamic_cast<const decl::Image *>(&socket_decl)) {
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item.socket_type = SOCK_IMAGE;
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}
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else if (dynamic_cast<const decl::Texture *>(&socket_decl)) {
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item.socket_type = SOCK_TEXTURE;
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}
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else if (dynamic_cast<const decl::Material *>(&socket_decl)) {
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item.socket_type = SOCK_MATERIAL;
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}
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else if (dynamic_cast<const decl::Shader *>(&socket_decl)) {
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item.socket_type = SOCK_SHADER;
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}
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else if (dynamic_cast<const decl::Collection *>(&socket_decl)) {
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item.socket_type = SOCK_COLLECTION;
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}
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else if (dynamic_cast<const decl::Object *>(&socket_decl)) {
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item.socket_type = SOCK_OBJECT;
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}
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else {
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item.socket_type = SOCK_CUSTOM;
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}
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item.socket_name = socket_decl.name().c_str();
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item.node_name = arg->node_type->ui_name;
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items.append(item);
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}
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}
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else {
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bNodeSocketTemplate *socket_templates = (in_out == SOCK_IN ? arg->node_type->inputs :
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arg->node_type->outputs);
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bNodeSocketTemplate *stemp;
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int i;
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i = 0;
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for (stemp = socket_templates; stemp && stemp->type != -1; stemp++, i++) {
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NodeLinkItem item;
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item.socket_index = i;
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item.socket_type = stemp->type;
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item.socket_name = stemp->name;
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item.node_name = arg->node_type->ui_name;
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items.append(item);
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}
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}
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return items;
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}
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|
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static void ui_node_link(bContext *C, void *arg_p, void *event_p)
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{
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NodeLinkArg *arg = (NodeLinkArg *)arg_p;
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Main *bmain = arg->bmain;
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bNode *node_to = arg->node;
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bNodeSocket *sock_to = arg->sock;
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bNodeTree *ntree = arg->ntree;
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int event = POINTER_AS_INT(event_p);
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if (event == UI_NODE_LINK_DISCONNECT) {
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node_socket_disconnect(bmain, ntree, node_to, sock_to);
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}
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else if (event == UI_NODE_LINK_REMOVE) {
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node_socket_remove(bmain, ntree, node_to, sock_to);
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}
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else {
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node_socket_add_replace(C, ntree, node_to, sock_to, arg->node_type->type, &arg->item);
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}
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ED_undo_push(C, "Node input modify");
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}
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|
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static void ui_node_sock_name(const bNodeTree *ntree,
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bNodeSocket *sock,
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char name[UI_MAX_NAME_STR])
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|
{
|
|
if (sock->link && sock->link->fromnode) {
|
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bNode *node = sock->link->fromnode;
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char node_name[UI_MAX_NAME_STR];
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nodeLabel(ntree, node, node_name, sizeof(node_name));
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|
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if (BLI_listbase_is_empty(&node->inputs) && node->outputs.first != node->outputs.last) {
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BLI_snprintf(
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name, UI_MAX_NAME_STR, "%s | %s", IFACE_(node_name), IFACE_(sock->link->fromsock->name));
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}
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else {
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BLI_strncpy(name, IFACE_(node_name), UI_MAX_NAME_STR);
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}
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}
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else if (sock->type == SOCK_SHADER) {
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BLI_strncpy(name, IFACE_("None"), UI_MAX_NAME_STR);
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}
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else {
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BLI_strncpy(name, IFACE_("Default"), UI_MAX_NAME_STR);
|
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}
|
|
}
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|
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static int ui_compatible_sockets(int typeA, int typeB)
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{
|
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return (typeA == typeB);
|
|
}
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|
|
static int ui_node_item_name_compare(const void *a, const void *b)
|
|
{
|
|
const bNodeType *type_a = *(const bNodeType **)a;
|
|
const bNodeType *type_b = *(const bNodeType **)b;
|
|
return BLI_strcasecmp_natural(type_a->ui_name, type_b->ui_name);
|
|
}
|
|
|
|
static bool ui_node_item_special_poll(const bNodeTree * /*ntree*/, const bNodeType *ntype)
|
|
{
|
|
if (STREQ(ntype->idname, "ShaderNodeUVAlongStroke")) {
|
|
/* TODO(sergey): Currently we don't have Freestyle nodes edited from
|
|
* the buttons context, so can ignore its nodes completely.
|
|
*
|
|
* However, we might want to do some extra checks here later.
|
|
*/
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void ui_node_menu_column(NodeLinkArg *arg, int nclass, const char *cname)
|
|
{
|
|
bNodeTree *ntree = arg->ntree;
|
|
bNodeSocket *sock = arg->sock;
|
|
uiLayout *layout = arg->layout;
|
|
uiLayout *column = nullptr;
|
|
uiBlock *block = uiLayoutGetBlock(layout);
|
|
uiBut *but;
|
|
NodeLinkArg *argN;
|
|
int first = 1;
|
|
|
|
/* generate array of node types sorted by UI name */
|
|
blender::Vector<bNodeType *> sorted_ntypes;
|
|
|
|
NODE_TYPES_BEGIN (ntype) {
|
|
const char *disabled_hint;
|
|
if (!(ntype->poll && ntype->poll(ntype, ntree, &disabled_hint))) {
|
|
continue;
|
|
}
|
|
|
|
if (ntype->nclass != nclass) {
|
|
continue;
|
|
}
|
|
|
|
if (!ui_node_item_special_poll(ntree, ntype)) {
|
|
continue;
|
|
}
|
|
|
|
sorted_ntypes.append(ntype);
|
|
}
|
|
NODE_TYPES_END;
|
|
|
|
qsort(
|
|
sorted_ntypes.data(), sorted_ntypes.size(), sizeof(bNodeType *), ui_node_item_name_compare);
|
|
|
|
/* generate UI */
|
|
for (int j = 0; j < sorted_ntypes.size(); j++) {
|
|
bNodeType *ntype = sorted_ntypes[j];
|
|
char name[UI_MAX_NAME_STR];
|
|
const char *cur_node_name = nullptr;
|
|
int num = 0;
|
|
int icon = ICON_NONE;
|
|
|
|
arg->node_type = ntype;
|
|
|
|
std::optional<blender::nodes::NodeDeclaration> node_decl;
|
|
Vector<NodeLinkItem> items = ui_node_link_items(arg, SOCK_OUT, node_decl);
|
|
|
|
for (const NodeLinkItem &item : items) {
|
|
if (ui_compatible_sockets(item.socket_type, sock->type)) {
|
|
num++;
|
|
}
|
|
}
|
|
|
|
for (const NodeLinkItem &item : items) {
|
|
if (!ui_compatible_sockets(item.socket_type, sock->type)) {
|
|
continue;
|
|
}
|
|
|
|
if (first) {
|
|
column = uiLayoutColumn(layout, false);
|
|
UI_block_layout_set_current(block, column);
|
|
|
|
uiItemL(column, IFACE_(cname), ICON_NODE);
|
|
but = (uiBut *)block->buttons.last;
|
|
|
|
first = 0;
|
|
}
|
|
|
|
if (num > 1) {
|
|
if (!cur_node_name || !STREQ(cur_node_name, item.node_name)) {
|
|
cur_node_name = item.node_name;
|
|
/* XXX Do not use uiItemL here,
|
|
* it would add an empty icon as we are in a menu! */
|
|
uiDefBut(block,
|
|
UI_BTYPE_LABEL,
|
|
0,
|
|
IFACE_(cur_node_name),
|
|
0,
|
|
0,
|
|
UI_UNIT_X * 4,
|
|
UI_UNIT_Y,
|
|
nullptr,
|
|
0.0,
|
|
0.0,
|
|
0.0,
|
|
0.0,
|
|
"");
|
|
}
|
|
|
|
BLI_snprintf(name, UI_MAX_NAME_STR, "%s", IFACE_(item.socket_name));
|
|
icon = ICON_BLANK1;
|
|
}
|
|
else {
|
|
BLI_strncpy(name, IFACE_(item.node_name), UI_MAX_NAME_STR);
|
|
icon = ICON_NONE;
|
|
}
|
|
|
|
but = uiDefIconTextBut(block,
|
|
UI_BTYPE_BUT,
|
|
0,
|
|
icon,
|
|
name,
|
|
0,
|
|
0,
|
|
UI_UNIT_X * 4,
|
|
UI_UNIT_Y,
|
|
nullptr,
|
|
0.0,
|
|
0.0,
|
|
0.0,
|
|
0.0,
|
|
TIP_("Add node to input"));
|
|
|
|
argN = (NodeLinkArg *)MEM_dupallocN(arg);
|
|
argN->item = item;
|
|
UI_but_funcN_set(but, ui_node_link, argN, nullptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void node_menu_column_foreach_cb(void *calldata, int nclass, const char *name)
|
|
{
|
|
NodeLinkArg *arg = (NodeLinkArg *)calldata;
|
|
|
|
if (!ELEM(nclass, NODE_CLASS_GROUP, NODE_CLASS_LAYOUT)) {
|
|
ui_node_menu_column(arg, nclass, name);
|
|
}
|
|
}
|
|
|
|
static void ui_template_node_link_menu(bContext *C, uiLayout *layout, void *but_p)
|
|
{
|
|
Main *bmain = CTX_data_main(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
uiBlock *block = uiLayoutGetBlock(layout);
|
|
uiBut *but = (uiBut *)but_p;
|
|
uiLayout *split, *column;
|
|
NodeLinkArg *arg = (NodeLinkArg *)but->func_argN;
|
|
bNodeSocket *sock = arg->sock;
|
|
bNodeTreeType *ntreetype = arg->ntree->typeinfo;
|
|
|
|
UI_block_flag_enable(block, UI_BLOCK_NO_FLIP | UI_BLOCK_IS_FLIP);
|
|
UI_block_layout_set_current(block, layout);
|
|
split = uiLayoutSplit(layout, 0.0f, false);
|
|
|
|
arg->bmain = bmain;
|
|
arg->scene = scene;
|
|
arg->layout = split;
|
|
|
|
if (ntreetype && ntreetype->foreach_nodeclass) {
|
|
ntreetype->foreach_nodeclass(scene, arg, node_menu_column_foreach_cb);
|
|
}
|
|
|
|
column = uiLayoutColumn(split, false);
|
|
UI_block_layout_set_current(block, column);
|
|
|
|
if (sock->link) {
|
|
uiItemL(column, IFACE_("Link"), ICON_NONE);
|
|
but = (uiBut *)block->buttons.last;
|
|
but->drawflag = UI_BUT_TEXT_LEFT;
|
|
|
|
but = uiDefBut(block,
|
|
UI_BTYPE_BUT,
|
|
0,
|
|
IFACE_("Remove"),
|
|
0,
|
|
0,
|
|
UI_UNIT_X * 4,
|
|
UI_UNIT_Y,
|
|
nullptr,
|
|
0.0,
|
|
0.0,
|
|
0.0,
|
|
0.0,
|
|
TIP_("Remove nodes connected to the input"));
|
|
UI_but_funcN_set(but, ui_node_link, MEM_dupallocN(arg), POINTER_FROM_INT(UI_NODE_LINK_REMOVE));
|
|
|
|
but = uiDefBut(block,
|
|
UI_BTYPE_BUT,
|
|
0,
|
|
IFACE_("Disconnect"),
|
|
0,
|
|
0,
|
|
UI_UNIT_X * 4,
|
|
UI_UNIT_Y,
|
|
nullptr,
|
|
0.0,
|
|
0.0,
|
|
0.0,
|
|
0.0,
|
|
TIP_("Disconnect nodes connected to the input"));
|
|
UI_but_funcN_set(
|
|
but, ui_node_link, MEM_dupallocN(arg), POINTER_FROM_INT(UI_NODE_LINK_DISCONNECT));
|
|
}
|
|
|
|
ui_node_menu_column(arg, NODE_CLASS_GROUP, N_("Group"));
|
|
}
|
|
|
|
} // namespace blender::ed::space_node
|
|
|
|
void uiTemplateNodeLink(
|
|
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input)
|
|
{
|
|
using namespace blender::ed::space_node;
|
|
|
|
uiBlock *block = uiLayoutGetBlock(layout);
|
|
NodeLinkArg *arg;
|
|
uiBut *but;
|
|
float socket_col[4];
|
|
|
|
arg = MEM_new<NodeLinkArg>("NodeLinkArg");
|
|
arg->ntree = ntree;
|
|
arg->node = node;
|
|
arg->sock = input;
|
|
|
|
PointerRNA node_ptr;
|
|
RNA_pointer_create((ID *)ntree, &RNA_Node, node, &node_ptr);
|
|
node_socket_color_get(*C, *ntree, node_ptr, *input, socket_col);
|
|
|
|
UI_block_layout_set_current(block, layout);
|
|
|
|
if (input->link || input->type == SOCK_SHADER || (input->flag & SOCK_HIDE_VALUE)) {
|
|
char name[UI_MAX_NAME_STR];
|
|
ui_node_sock_name(ntree, input, name);
|
|
but = uiDefMenuBut(
|
|
block, ui_template_node_link_menu, nullptr, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y, "");
|
|
}
|
|
else {
|
|
but = uiDefIconMenuBut(
|
|
block, ui_template_node_link_menu, nullptr, ICON_NONE, 0, 0, UI_UNIT_X, UI_UNIT_Y, "");
|
|
}
|
|
|
|
UI_but_type_set_menu_from_pulldown(but);
|
|
UI_but_node_link_set(but, input, socket_col);
|
|
UI_but_drawflag_enable(but, UI_BUT_ICON_LEFT);
|
|
|
|
but->poin = (char *)but;
|
|
but->func_argN = arg;
|
|
|
|
if (input->link && input->link->fromnode) {
|
|
if (input->link->fromnode->flag & NODE_ACTIVE_TEXTURE) {
|
|
but->flag |= UI_BUT_NODE_ACTIVE;
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace blender::ed::space_node {
|
|
|
|
/**************************** Node Tree Layout *******************************/
|
|
|
|
static void ui_node_draw_input(
|
|
uiLayout &layout, bContext &C, bNodeTree &ntree, bNode &node, bNodeSocket &input, int depth);
|
|
|
|
static void ui_node_draw_node(
|
|
uiLayout &layout, bContext &C, bNodeTree &ntree, bNode &node, int depth)
|
|
{
|
|
PointerRNA nodeptr;
|
|
|
|
RNA_pointer_create(&ntree.id, &RNA_Node, &node, &nodeptr);
|
|
|
|
if (node.typeinfo->draw_buttons) {
|
|
if (node.type != NODE_GROUP) {
|
|
uiLayoutSetPropSep(&layout, true);
|
|
node.typeinfo->draw_buttons(&layout, &C, &nodeptr);
|
|
}
|
|
}
|
|
|
|
uiLayout *column = uiLayoutColumn(&layout, false);
|
|
|
|
LISTBASE_FOREACH (bNodeSocket *, input, &node.inputs) {
|
|
if (input->section == nullptr) {
|
|
ui_node_draw_input(*column, C, ntree, node, *input, depth + 1);
|
|
}
|
|
}
|
|
|
|
column = uiLayoutColumn(&layout, true);
|
|
|
|
LISTBASE_FOREACH (bNodeSection *, section, &node.sections) {
|
|
if (section->flag & NODE_SECTION_UNAVAIL) {
|
|
continue;
|
|
}
|
|
|
|
/* Sections might only contain outputs, in which case we want to ignore them here. */
|
|
Vector<bNodeSocket *> sectionInputs;
|
|
LISTBASE_FOREACH (bNodeSocket *, input, &node.inputs) {
|
|
if (input->section == section) {
|
|
sectionInputs.append(input);
|
|
}
|
|
}
|
|
if (sectionInputs.is_empty()) {
|
|
continue;
|
|
}
|
|
|
|
/* Draw section enable/disable button. */
|
|
PointerRNA sectionptr;
|
|
RNA_pointer_create(&ntree.id, &RNA_NodeSection, section, §ionptr);
|
|
uiItemR(column, §ionptr, "opened", UI_ITEM_R_TOGGLE, section->name, ICON_NONE);
|
|
|
|
/* Draw inputs inside the section.*/
|
|
if (section->flag & NODE_SECTION_CLOSED) {
|
|
continue;
|
|
}
|
|
|
|
/* The buttons for closed sections are aligned together, but once we hit an open one
|
|
* we interrupt that and draw its inputs separately. */
|
|
uiLayout *sectionColumn = uiLayoutColumn(&layout, true);
|
|
for (bNodeSocket *input : sectionInputs) {
|
|
ui_node_draw_input(*sectionColumn, C, ntree, node, *input, depth + 1);
|
|
}
|
|
column = uiLayoutColumn(&layout, true);
|
|
}
|
|
}
|
|
|
|
static void ui_node_draw_input(
|
|
uiLayout &layout, bContext &C, bNodeTree &ntree, bNode &node, bNodeSocket &input, int depth)
|
|
{
|
|
PointerRNA inputptr, nodeptr;
|
|
uiBlock *block = uiLayoutGetBlock(&layout);
|
|
uiLayout *row = nullptr;
|
|
bool dependency_loop;
|
|
|
|
if (input.flag & SOCK_UNAVAIL) {
|
|
return;
|
|
}
|
|
|
|
/* to avoid eternal loops on cyclic dependencies */
|
|
node.flag |= NODE_TEST;
|
|
bNode *lnode = (input.link) ? input.link->fromnode : nullptr;
|
|
|
|
dependency_loop = (lnode && (lnode->flag & NODE_TEST));
|
|
if (dependency_loop) {
|
|
lnode = nullptr;
|
|
}
|
|
|
|
/* socket RNA pointer */
|
|
RNA_pointer_create(&ntree.id, &RNA_NodeSocket, &input, &inputptr);
|
|
RNA_pointer_create(&ntree.id, &RNA_Node, &node, &nodeptr);
|
|
|
|
row = uiLayoutRow(&layout, true);
|
|
/* Decorations are added manually here. */
|
|
uiLayoutSetPropDecorate(row, false);
|
|
|
|
uiPropertySplitWrapper split_wrapper = uiItemPropertySplitWrapperCreate(row);
|
|
/* Empty decorator item for alignment. */
|
|
bool add_dummy_decorator = false;
|
|
|
|
{
|
|
uiLayout *sub = uiLayoutRow(split_wrapper.label_column, true);
|
|
|
|
if (depth > 0) {
|
|
UI_block_emboss_set(block, UI_EMBOSS_NONE);
|
|
|
|
if (lnode &&
|
|
(lnode->inputs.first || (lnode->typeinfo->draw_buttons && lnode->type != NODE_GROUP))) {
|
|
int icon = (input.flag & SOCK_COLLAPSED) ? ICON_DISCLOSURE_TRI_RIGHT :
|
|
ICON_DISCLOSURE_TRI_DOWN;
|
|
uiItemR(sub, &inputptr, "show_expanded", UI_ITEM_R_ICON_ONLY, "", icon);
|
|
}
|
|
|
|
UI_block_emboss_set(block, UI_EMBOSS);
|
|
}
|
|
|
|
sub = uiLayoutRow(sub, true);
|
|
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_RIGHT);
|
|
uiItemL(sub, IFACE_(nodeSocketLabel(&input)), ICON_NONE);
|
|
}
|
|
|
|
if (dependency_loop) {
|
|
uiItemL(row, IFACE_("Dependency Loop"), ICON_ERROR);
|
|
add_dummy_decorator = true;
|
|
}
|
|
else if (lnode) {
|
|
/* input linked to a node */
|
|
uiTemplateNodeLink(row, &C, &ntree, &node, &input);
|
|
add_dummy_decorator = true;
|
|
|
|
if (depth == 0 || !(input.flag & SOCK_COLLAPSED)) {
|
|
if (depth == 0) {
|
|
uiItemS(&layout);
|
|
}
|
|
|
|
ui_node_draw_node(layout, C, ntree, *lnode, depth);
|
|
}
|
|
}
|
|
else {
|
|
uiLayout *sub = uiLayoutRow(row, true);
|
|
|
|
uiTemplateNodeLink(sub, &C, &ntree, &node, &input);
|
|
|
|
if (input.flag & SOCK_HIDE_VALUE) {
|
|
add_dummy_decorator = true;
|
|
}
|
|
/* input not linked, show value */
|
|
else {
|
|
switch (input.type) {
|
|
case SOCK_VECTOR:
|
|
uiItemS(sub);
|
|
sub = uiLayoutColumn(sub, true);
|
|
ATTR_FALLTHROUGH;
|
|
case SOCK_FLOAT:
|
|
case SOCK_INT:
|
|
case SOCK_BOOLEAN:
|
|
case SOCK_RGBA:
|
|
uiItemR(sub, &inputptr, "default_value", 0, "", ICON_NONE);
|
|
uiItemDecoratorR(
|
|
split_wrapper.decorate_column, &inputptr, "default_value", RNA_NO_INDEX);
|
|
break;
|
|
case SOCK_STRING: {
|
|
const bNodeTree *node_tree = (const bNodeTree *)nodeptr.owner_id;
|
|
SpaceNode *snode = CTX_wm_space_node(&C);
|
|
if (node_tree->type == NTREE_GEOMETRY && snode != nullptr) {
|
|
/* Only add the attribute search in the node editor, in other places there is not
|
|
* enough context. */
|
|
node_geometry_add_attribute_search_button(C, node, inputptr, *sub);
|
|
}
|
|
else {
|
|
uiItemR(sub, &inputptr, "default_value", 0, "", ICON_NONE);
|
|
}
|
|
uiItemDecoratorR(
|
|
split_wrapper.decorate_column, &inputptr, "default_value", RNA_NO_INDEX);
|
|
break;
|
|
}
|
|
default:
|
|
add_dummy_decorator = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (add_dummy_decorator) {
|
|
uiItemDecoratorR(split_wrapper.decorate_column, nullptr, nullptr, 0);
|
|
}
|
|
|
|
node_socket_add_tooltip(ntree, node, input, *row);
|
|
|
|
/* clear */
|
|
node.flag &= ~NODE_TEST;
|
|
}
|
|
|
|
} // namespace blender::ed::space_node
|
|
|
|
void uiTemplateNodeView(
|
|
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input)
|
|
{
|
|
using namespace blender::ed::space_node;
|
|
|
|
bNode *tnode;
|
|
|
|
if (!ntree) {
|
|
return;
|
|
}
|
|
|
|
/* clear for cycle check */
|
|
for (tnode = (bNode *)ntree->nodes.first; tnode; tnode = tnode->next) {
|
|
tnode->flag &= ~NODE_TEST;
|
|
}
|
|
|
|
if (input) {
|
|
ui_node_draw_input(*layout, *C, *ntree, *node, *input, 0);
|
|
}
|
|
else {
|
|
ui_node_draw_node(*layout, *C, *ntree, *node, 0);
|
|
}
|
|
}
|