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blender-archive/source/blender/editors/space_node/node_header.c
Lukas Toenne cbae51bc93 Removed the experimental (and commented-out) code for FOR and WHILE loops in nodes. This was a feature i tested a while back but was only partially supported by Blender Internal renderer and the old compositor. The main idea was to have nodes that automatically mirror input and output sockets to support incremental changes of "internal variables".
It is not a well-supported feature of the primary node systems (shader, compositor, texture) in Blender. If anybody wants to create a node system that has actual use for loops, they can do so much more elegantly with Python nodes, but it does not have to be a core node type in Blender. Removing this should ease node code maintenance a bit.
2012-10-24 10:00:28 +00:00

253 lines
6.6 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_node/node_header.c
* \ingroup spnode
*/
#include <string.h>
#include "DNA_space_types.h"
#include "DNA_node_types.h"
#include "DNA_screen_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLF_translation.h"
#include "BKE_blender.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_view2d.h"
#include "node_intern.h" /* own include */
/* ************************ add menu *********************** */
static void do_node_add(bContext *C, bNodeTemplate *ntemp)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
SpaceNode *snode = CTX_wm_space_node(C);
ScrArea *sa = CTX_wm_area(C);
ARegion *ar;
bNode *node, *node_new;
/* get location to add node at mouse */
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
wmWindow *win = CTX_wm_window(C);
int x = win->eventstate->x - ar->winrct.xmin;
int y = win->eventstate->y - ar->winrct.ymin;
if (y < 60) y += 60;
UI_view2d_region_to_view(&ar->v2d, x, y, &snode->cursor[0], &snode->cursor[1]);
}
}
/* store selection in temp test flag */
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & NODE_SELECT) node->flag |= NODE_TEST;
else node->flag &= ~NODE_TEST;
}
node_new = node_add_node(snode, bmain, scene, ntemp, snode->cursor[0], snode->cursor[1]);
/* select previous selection before autoconnect */
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & NODE_TEST) node->flag |= NODE_SELECT;
}
/* deselect after autoconnection */
for (node = snode->edittree->nodes.first; node; node = node->next) {
if (node->flag & NODE_TEST) node->flag &= ~NODE_SELECT;
}
/* once this is called from an operator, this should be removed */
if (node_new) {
char undostr[BKE_UNDO_STR_MAX];
BLI_snprintf(undostr, sizeof(undostr), "Add Node %s", nodeLabel(node_new));
BKE_write_undo(C, undostr);
}
snode_notify(C, snode);
snode_dag_update(C, snode);
}
static void do_node_add_static(bContext *C, void *UNUSED(arg), int event)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
bNodeTemplate ntemp;
ntemp.type = event;
ntemp.main = bmain;
ntemp.scene = scene;
do_node_add(C, &ntemp);
}
static void do_node_add_group(bContext *C, void *UNUSED(arg), int event)
{
SpaceNode *snode = CTX_wm_space_node(C);
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
bNodeTemplate ntemp;
if (event >= 0) {
ntemp.ngroup = BLI_findlink(&G.main->nodetree, event);
ntemp.type = ntemp.ngroup->nodetype;
}
else {
ntemp.type = -event;
switch (ntemp.type) {
case NODE_GROUP:
ntemp.ngroup = ntreeAddTree("Group", snode->treetype, ntemp.type);
break;
default:
ntemp.ngroup = NULL;
}
}
if (!ntemp.ngroup)
return;
ntemp.main = bmain;
ntemp.scene = scene;
do_node_add(C, &ntemp);
}
static int node_tree_has_type(int treetype, int nodetype)
{
bNodeTreeType *ttype = ntreeGetType(treetype);
bNodeType *ntype;
for (ntype = ttype->node_types.first; ntype; ntype = ntype->next) {
if (ntype->type == nodetype)
return 1;
}
return 0;
}
static void node_add_menu(bContext *C, uiLayout *layout, void *arg_nodeclass)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
SpaceNode *snode = CTX_wm_space_node(C);
bNodeTree *ntree;
int nodeclass = GET_INT_FROM_POINTER(arg_nodeclass);
int event, compatibility = 0;
ntree = snode->nodetree;
if (!ntree) {
uiItemS(layout);
return;
}
if (ntree->type == NTREE_SHADER) {
if (BKE_scene_use_new_shading_nodes(scene))
compatibility = NODE_NEW_SHADING;
else
compatibility = NODE_OLD_SHADING;
}
if (nodeclass == NODE_CLASS_GROUP) {
bNodeTree *ngroup;
uiLayoutSetFunc(layout, do_node_add_group, NULL);
/* XXX hack: negative numbers used for empty group types */
if (node_tree_has_type(ntree->type, NODE_GROUP))
uiItemV(layout, IFACE_("New Group"), 0, -NODE_GROUP);
uiItemS(layout);
for (ngroup = bmain->nodetree.first, event = 0; ngroup; ngroup = ngroup->id.next, ++event) {
/* only use group trees */
if (ngroup->type == ntree->type && ngroup->nodetype == NODE_GROUP) {
uiItemV(layout, ngroup->id.name + 2, 0, event);
}
}
}
else {
bNodeType *ntype;
uiLayoutSetFunc(layout, do_node_add_static, NULL);
for (ntype = ntreeGetType(ntree->type)->node_types.first; ntype; ntype = ntype->next) {
if (ntype->nclass == nodeclass && ntype->name) {
if (!compatibility || (ntype->compatibility & compatibility)) {
uiItemV(layout, IFACE_(ntype->name), 0, ntype->type);
}
}
}
}
}
static void node_menu_add_foreach_cb(void *calldata, int nclass, const char *name)
{
uiLayout *layout = calldata;
uiItemMenuF(layout, IFACE_(name), 0, node_add_menu, SET_INT_IN_POINTER(nclass));
}
static void node_menu_add(const bContext *C, Menu *menu)
{
Scene *scene = CTX_data_scene(C);
SpaceNode *snode = CTX_wm_space_node(C);
uiLayout *layout = menu->layout;
bNodeTreeType *ntreetype = ntreeGetType(snode->treetype);
if (!snode->nodetree)
uiLayoutSetActive(layout, FALSE);
uiLayoutSetOperatorContext(layout, WM_OP_INVOKE_DEFAULT);
uiItemO(layout, "Search ...", 0, "NODE_OT_add_search");
if (ntreetype && ntreetype->foreach_nodeclass)
ntreetype->foreach_nodeclass(scene, layout, node_menu_add_foreach_cb);
}
void node_menus_register(void)
{
MenuType *mt;
mt = MEM_callocN(sizeof(MenuType), "spacetype node menu add");
strcpy(mt->idname, "NODE_MT_add");
strcpy(mt->label, "Add");
mt->draw = node_menu_add;
WM_menutype_add(mt);
}