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blender-archive/source/blender/editors/space_node/node_draw.c

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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.
*
* The Original Code is: all of this file.
* Contributor(s): Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_node/node_draw.c
* \ingroup spnode
* \brief higher level node drawing for the node editor.
*/
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLF_translation.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_node.h"
#include "ED_gpencil.h"
#include "ED_space_api.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RNA_access.h"
#include "node_intern.h" /* own include */
#include "COM_compositor.h"
/* width of socket columns in group display */
#define NODE_GROUP_FRAME 120
/* XXX interface.h */
extern void ui_dropshadow(rctf *rct, float radius, float aspect, float alpha, int select);
/* XXX update functions for node editor are a mess, needs a clear concept */
void ED_node_tree_update(SpaceNode *snode, Scene *scene)
{
snode_set_context(snode, scene);
if (snode->nodetree && snode->nodetree->id.us == 0)
snode->nodetree->id.us = 1;
}
void ED_node_changed_update(ID *id, bNode *node)
{
bNodeTree *nodetree, *edittree;
int treetype;
node_tree_from_ID(id, &nodetree, &edittree, &treetype);
if (treetype == NTREE_SHADER) {
DAG_id_tag_update(id, 0);
if (GS(id->name) == ID_MA)
WM_main_add_notifier(NC_MATERIAL | ND_SHADING_DRAW, id);
else if (GS(id->name) == ID_LA)
WM_main_add_notifier(NC_LAMP | ND_LIGHTING_DRAW, id);
else if (GS(id->name) == ID_WO)
WM_main_add_notifier(NC_WORLD | ND_WORLD_DRAW, id);
}
else if (treetype == NTREE_COMPOSIT) {
if (node)
nodeUpdate(edittree, node);
/* don't use NodeTagIDChanged, it gives far too many recomposites for image, scene layers, ... */
node = node_tree_get_editgroup(nodetree);
if (node)
nodeUpdateID(nodetree, node->id);
WM_main_add_notifier(NC_SCENE | ND_NODES, id);
}
else if (treetype == NTREE_TEXTURE) {
DAG_id_tag_update(id, 0);
WM_main_add_notifier(NC_TEXTURE | ND_NODES, id);
}
}
static int has_nodetree(bNodeTree *ntree, bNodeTree *lookup)
{
bNode *node;
if (ntree == lookup)
return 1;
for (node = ntree->nodes.first; node; node = node->next)
if (node->type == NODE_GROUP && node->id)
if (has_nodetree((bNodeTree *)node->id, lookup))
return 1;
return 0;
}
typedef struct NodeUpdateCalldata {
bNodeTree *ntree;
bNode *node;
} NodeUpdateCalldata;
static void node_generic_update_cb(void *calldata, ID *owner_id, bNodeTree *ntree)
{
NodeUpdateCalldata *cd = (NodeUpdateCalldata *)calldata;
/* check if nodetree uses the group stored in calldata */
if (has_nodetree(ntree, cd->ntree))
ED_node_changed_update(owner_id, cd->node);
}
void ED_node_generic_update(Main *bmain, bNodeTree *ntree, bNode *node)
{
bNodeTreeType *tti = ntreeGetType(ntree->type);
NodeUpdateCalldata cd;
cd.ntree = ntree;
cd.node = node;
/* look through all datablocks, to support groups */
tti->foreach_nodetree(bmain, &cd, node_generic_update_cb);
if (ntree->type == NTREE_TEXTURE)
ntreeTexCheckCyclics(ntree);
}
static int compare_nodes(bNode *a, bNode *b)
{
bNode *parent;
/* These tell if either the node or any of the parent nodes is selected.
* A selected parent means an unselected node is also in foreground!
*/
int a_select = (a->flag & NODE_SELECT), b_select = (b->flag & NODE_SELECT);
int a_active = (a->flag & NODE_ACTIVE), b_active = (b->flag & NODE_ACTIVE);
/* if one is an ancestor of the other */
/* XXX there might be a better sorting algorithm for stable topological sort, this is O(n^2) worst case */
for (parent = a->parent; parent; parent = parent->parent) {
/* if b is an ancestor, it is always behind a */
if (parent == b)
return 1;
/* any selected ancestor moves the node forward */
if (parent->flag & NODE_ACTIVE)
a_active = 1;
if (parent->flag & NODE_SELECT)
a_select = 1;
}
for (parent = b->parent; parent; parent = parent->parent) {
/* if a is an ancestor, it is always behind b */
if (parent == a)
return 0;
/* any selected ancestor moves the node forward */
if (parent->flag & NODE_ACTIVE)
b_active = 1;
if (parent->flag & NODE_SELECT)
b_select = 1;
}
/* if one of the nodes is in the background and the other not */
if ((a->flag & NODE_BACKGROUND) && !(b->flag & NODE_BACKGROUND))
return 0;
else if (!(a->flag & NODE_BACKGROUND) && (b->flag & NODE_BACKGROUND))
return 1;
/* if one has a higher selection state (active > selected > nothing) */
if (!b_active && a_active)
return 1;
else if (!b_select && (a_active || a_select))
return 1;
return 0;
}
/* Sorts nodes by selection: unselected nodes first, then selected,
* then the active node at the very end. Relative order is kept intact!
*/
void ED_node_sort(bNodeTree *ntree)
{
/* merge sort is the algorithm of choice here */
bNode *first_a, *first_b, *node_a, *node_b, *tmp;
int totnodes = BLI_countlist(&ntree->nodes);
int k, a, b;
k = 1;
while (k < totnodes) {
first_a = first_b = ntree->nodes.first;
do {
/* setup first_b pointer */
for (b = 0; b < k && first_b; ++b) {
first_b = first_b->next;
}
/* all batches merged? */
if (first_b == NULL)
break;
/* merge batches */
node_a = first_a;
node_b = first_b;
a = b = 0;
while (a < k && b < k && node_b) {
if (compare_nodes(node_a, node_b) == 0) {
node_a = node_a->next;
++a;
}
else {
tmp = node_b;
node_b = node_b->next;
++b;
BLI_remlink(&ntree->nodes, tmp);
BLI_insertlinkbefore(&ntree->nodes, node_a, tmp);
}
}
/* setup first pointers for next batch */
first_b = node_b;
for (; b < k; ++b) {
/* all nodes sorted? */
if (first_b == NULL)
break;
first_b = first_b->next;
}
first_a = first_b;
} while (first_b);
k = k << 1;
}
}
static void do_node_internal_buttons(bContext *C, void *node_v, int event)
{
if (event == B_NODE_EXEC) {
SpaceNode *snode = CTX_wm_space_node(C);
if (snode && snode->id)
ED_node_changed_update(snode->id, node_v);
}
}
static void node_uiblocks_init(const bContext *C, bNodeTree *ntree)
{
bNode *node;
char uiblockstr[32];
/* add node uiBlocks in drawing order - prevents events going to overlapping nodes */
for (node = ntree->nodes.first; node; node = node->next) {
/* ui block */
BLI_snprintf(uiblockstr, sizeof(uiblockstr), "node buttons %p", (void *)node);
node->block = uiBeginBlock(C, CTX_wm_region(C), uiblockstr, UI_EMBOSS);
uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node);
/* this cancels events for background nodes */
uiBlockSetFlag(node->block, UI_BLOCK_CLIP_EVENTS);
}
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node)
{
uiLayout *layout;
PointerRNA ptr;
bNodeSocket *nsock;
float locx, locy;
float dy;
int buty;
/* get "global" coords */
nodeToView(node, 0.0f, 0.0f, &locx, &locy);
dy = locy;
/* header */
dy -= NODE_DY;
/* little bit space in top */
if (node->outputs.first)
dy -= NODE_DYS / 2;
/* output sockets */
for (nsock = node->outputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
nsock->locx = locx + node->width;
nsock->locy = dy - NODE_DYS;
dy -= NODE_DY;
}
}
node->prvr.xmin = locx + NODE_DYS;
node->prvr.xmax = locx + node->width - NODE_DYS;
/* preview rect? */
if (node->flag & NODE_PREVIEW) {
if (node->preview && node->preview->rect) {
float aspect = 1.0f;
if (node->preview && node->preview->xsize && node->preview->ysize)
aspect = (float)node->preview->ysize / (float)node->preview->xsize;
dy -= NODE_DYS / 2;
node->prvr.ymax = dy;
if (aspect <= 1.0f)
node->prvr.ymin = dy - aspect * (node->width - NODE_DY);
else {
/* width correction of image */
float dx = (node->width - NODE_DYS) - (node->width - NODE_DYS) / aspect;
node->prvr.ymin = dy - (node->width - NODE_DY);
node->prvr.xmin += 0.5f * dx;
node->prvr.xmax -= 0.5f * dx;
}
dy = node->prvr.ymin - NODE_DYS / 2;
/* make sure that maximums are bigger or equal to minimums */
if (node->prvr.xmax < node->prvr.xmin) SWAP(float, node->prvr.xmax, node->prvr.xmin);
if (node->prvr.ymax < node->prvr.ymin) SWAP(float, node->prvr.ymax, node->prvr.ymin);
}
else {
float oldh = node->prvr.ymax - node->prvr.ymin;
if (oldh == 0.0f)
oldh = 0.6f * node->width - NODE_DY;
dy -= NODE_DYS / 2;
node->prvr.ymax = dy;
node->prvr.ymin = dy - oldh;
dy = node->prvr.ymin - NODE_DYS / 2;
}
}
/* buttons rect? */
if ((node->flag & NODE_OPTIONS) && node->typeinfo->uifunc) {
dy -= NODE_DYS / 2;
/* set this for uifunc() that don't use layout engine yet */
node->butr.xmin = 0;
node->butr.xmax = node->width - 2 * NODE_DYS;
node->butr.ymin = 0;
node->butr.ymax = 0;
RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr);
layout = uiBlockLayout(node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL,
locx + NODE_DYS, dy, node->butr.xmax, NODE_DY, UI_GetStyle());
uiLayoutSetContextPointer(layout, "node", &ptr);
node->typeinfo->uifunc(layout, (bContext *)C, &ptr);
uiBlockEndAlign(node->block);
uiBlockLayoutResolve(node->block, NULL, &buty);
dy = buty - NODE_DYS / 2;
}
/* input sockets */
for (nsock = node->inputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
nsock->locx = locx;
nsock->locy = dy - NODE_DYS;
dy -= NODE_DY;
}
}
/* little bit space in end */
if (node->inputs.first || (node->flag & (NODE_OPTIONS | NODE_PREVIEW)) == 0)
dy -= NODE_DYS / 2;
node->totr.xmin = locx;
node->totr.xmax = locx + node->width;
node->totr.ymax = locy;
node->totr.ymin = minf(dy, locy - 2 * NODE_DY);
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
uiExplicitBoundsBlock(node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
/* based on settings in node, sets drawing rect info. each redraw! */
static void node_update_hidden(bNode *node)
{
bNodeSocket *nsock;
float locx, locy;
float rad, drad, hiddenrad = HIDDEN_RAD;
int totin = 0, totout = 0, tot;
/* get "global" coords */
nodeToView(node, 0.0f, 0.0f, &locx, &locy);
/* calculate minimal radius */
for (nsock = node->inputs.first; nsock; nsock = nsock->next)
if (!nodeSocketIsHidden(nsock))
totin++;
for (nsock = node->outputs.first; nsock; nsock = nsock->next)
if (!nodeSocketIsHidden(nsock))
totout++;
tot = MAX2(totin, totout);
if (tot > 4) {
hiddenrad += 5.0f * (float)(tot - 4);
}
node->totr.xmin = locx;
node->totr.xmax = locx + 3 * hiddenrad + node->miniwidth;
node->totr.ymax = locy + (hiddenrad - 0.5f * NODE_DY);
node->totr.ymin = node->totr.ymax - 2 * hiddenrad;
/* output sockets */
rad = drad = (float)M_PI / (1.0f + (float)totout);
for (nsock = node->outputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
nsock->locx = node->totr.xmax - hiddenrad + (float)sin(rad) * hiddenrad;
nsock->locy = node->totr.ymin + hiddenrad + (float)cos(rad) * hiddenrad;
rad += drad;
}
}
/* input sockets */
rad = drad = -(float)M_PI / (1.0f + (float)totin);
for (nsock = node->inputs.first; nsock; nsock = nsock->next) {
if (!nodeSocketIsHidden(nsock)) {
nsock->locx = node->totr.xmin + hiddenrad + (float)sin(rad) * hiddenrad;
nsock->locy = node->totr.ymin + hiddenrad + (float)cos(rad) * hiddenrad;
rad += drad;
}
}
/* Set the block bounds to clip mouse events from underlying nodes.
* Add a margin for sockets on each side.
*/
uiExplicitBoundsBlock(node->block,
node->totr.xmin - NODE_SOCKSIZE,
node->totr.ymin,
node->totr.xmax + NODE_SOCKSIZE,
node->totr.ymax);
}
void node_update_default(const bContext *C, bNodeTree *ntree, bNode *node)
{
if (node->flag & NODE_HIDDEN)
node_update_hidden(node);
else
node_update_basis(C, ntree, node);
}
int node_select_area_default(bNode *node, int x, int y)
{
return BLI_in_rctf(&node->totr, x, y);
}
int node_tweak_area_default(bNode *node, int x, int y)
{
return BLI_in_rctf(&node->totr, x, y);
}
int node_get_colorid(bNode *node)
{
if (node->typeinfo->nclass == NODE_CLASS_INPUT)
return TH_NODE_IN_OUT;
if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
if (node->flag & NODE_DO_OUTPUT)
return TH_NODE_IN_OUT;
else
return TH_NODE;
}
if (node->typeinfo->nclass == NODE_CLASS_CONVERTOR)
return TH_NODE_CONVERTOR;
if (ELEM3(node->typeinfo->nclass, NODE_CLASS_OP_COLOR, NODE_CLASS_OP_VECTOR, NODE_CLASS_OP_FILTER))
return TH_NODE_OPERATOR;
if (node->typeinfo->nclass == NODE_CLASS_GROUP)
return TH_NODE_GROUP;
return TH_NODE;
}
/* note: in cmp_util.c is similar code, for node_compo_pass_on()
* the same goes for shader and texture nodes. */
/* note: in node_edit.c is similar code, for untangle node */
static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node)
{
ListBase links;
bNodeLink *link;
if (node->typeinfo->internal_connect == NULL)
return;
/* Get default muting links. */
links = node->typeinfo->internal_connect(snode->edittree, node);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for (link = links.first; link; link = link->next)
node_draw_link_bezier(v2d, snode, link, TH_REDALERT, 0, TH_WIRE, 0, TH_WIRE);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
BLI_freelistN(&links);
}
/* this might have some more generic use */
static void node_circle_draw(float x, float y, float size, char *col, int highlight)
{
/* 16 values of sin function */
static float si[16] = {
0.00000000f, 0.39435585f, 0.72479278f, 0.93775213f,
0.99871650f, 0.89780453f, 0.65137248f, 0.29936312f,
-0.10116832f, -0.48530196f, -0.79077573f, -0.96807711f,
-0.98846832f, -0.84864425f, -0.57126821f, -0.20129852f
};
/* 16 values of cos function */
static float co[16] = {
1.00000000f, 0.91895781f, 0.68896691f, 0.34730525f,
-0.05064916f, -0.44039415f, -0.75875812f, -0.95413925f,
-0.99486932f, -0.87434661f, -0.61210598f, -0.25065253f,
0.15142777f, 0.52896401f, 0.82076344f, 0.97952994f,
};
int a;
glColor3ub(col[0], col[1], col[2]);
glBegin(GL_POLYGON);
for (a = 0; a < 16; a++)
glVertex2f(x + size * si[a], y + size * co[a]);
glEnd();
if (highlight) {
UI_ThemeColor(TH_TEXT_HI);
glLineWidth(1.5f);
}
else {
glColor4ub(0, 0, 0, 150);
}
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_LOOP);
for (a = 0; a < 16; a++)
glVertex2f(x + size * si[a], y + size * co[a]);
glEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
glLineWidth(1.0f);
}
void node_socket_circle_draw(bNodeTree *UNUSED(ntree), bNodeSocket *sock, float size, int highlight)
{
bNodeSocketType *stype = ntreeGetSocketType(sock->type);
node_circle_draw(sock->locx, sock->locy, size, stype->ui_color, highlight);
}
/* ************** Socket callbacks *********** */
/* not a callback */
static void node_draw_preview(bNodePreview *preview, rctf *prv)
{
float xscale = (prv->xmax - prv->xmin) / ((float)preview->xsize);
float yscale = (prv->ymax - prv->ymin) / ((float)preview->ysize);
float tile = (prv->xmax - prv->xmin) / 10.0f;
float x, y;
/* draw checkerboard backdrop to show alpha */
glColor3ub(120, 120, 120);
glRectf(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
glColor3ub(160, 160, 160);
for (y = prv->ymin; y < prv->ymax; y += tile * 2) {
for (x = prv->xmin; x < prv->xmax; x += tile * 2) {
float tilex = tile, tiley = tile;
if (x + tile > prv->xmax)
tilex = prv->xmax - x;
if (y + tile > prv->ymax)
tiley = prv->ymax - y;
glRectf(x, y, x + tilex, y + tiley);
}
}
for (y = prv->ymin + tile; y < prv->ymax; y += tile * 2) {
for (x = prv->xmin + tile; x < prv->xmax; x += tile * 2) {
float tilex = tile, tiley = tile;
if (x + tile > prv->xmax)
tilex = prv->xmax - x;
if (y + tile > prv->ymax)
tiley = prv->ymax - y;
glRectf(x, y, x + tilex, y + tiley);
}
}
glPixelZoom(xscale, yscale);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* premul graphics */
glColor4f(1.0, 1.0, 1.0, 1.0);
glaDrawPixelsTex(prv->xmin, prv->ymin, preview->xsize, preview->ysize, GL_UNSIGNED_BYTE, preview->rect);
glDisable(GL_BLEND);
glPixelZoom(1.0f, 1.0f);
UI_ThemeColorShadeAlpha(TH_BACK, -15, +100);
fdrawbox(prv->xmin, prv->ymin, prv->xmax, prv->ymax);
}
/* common handle function for operator buttons that need to select the node first */
static void node_toggle_button_cb(struct bContext *C, void *node_argv, void *op_argv)
{
bNode *node = (bNode *)node_argv;
const char *opname = (const char *)op_argv;
/* select & activate only the button's node */
node_select_single(C, node);
WM_operator_name_call(C, opname, WM_OP_INVOKE_DEFAULT, NULL);
}
void node_draw_shadow(SpaceNode *snode, bNode *node, float radius, float alpha)
{
rctf *rct = &node->totr;
uiSetRoundBox(UI_CNR_ALL);
if (node->parent == NULL)
ui_dropshadow(rct, radius, snode->aspect, alpha, node->flag & SELECT);
else {
const float margin = 3.0f;
glColor4f(0.0f, 0.0f, 0.0f, 0.33f);
glEnable(GL_BLEND);
uiRoundBox(rct->xmin - margin, rct->ymin - margin,
rct->xmax + margin, rct->ymax + margin, radius + margin);
glDisable(GL_BLEND);
}
}
static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
bNodeSocket *sock;
rctf *rct = &node->totr;
float iconofs;
/* float socket_size= NODE_SOCKSIZE*U.dpi/72; */ /* UNUSED */
float iconbutw = 0.8f * UI_UNIT_X;
int color_id = node_get_colorid(node);
char showname[128]; /* 128 used below */
View2D *v2d = &ar->v2d;
/* hurmf... another candidate for callback, have to see how this works first */
if (node->id && node->block && snode->treetype == NTREE_SHADER)
nodeShaderSynchronizeID(node, 0);
/* skip if out of view */
if (node->totr.xmax < ar->v2d.cur.xmin || node->totr.xmin > ar->v2d.cur.xmax ||
node->totr.ymax < ar->v2d.cur.ymin || node->totr.ymin > ar->v2d.cur.ymax)
{
uiEndBlock(C, node->block);
node->block = NULL;
return;
}
/* shadow */
node_draw_shadow(snode, node, BASIS_RAD, 1.0f);
/* header */
if (color_id == TH_NODE)
UI_ThemeColorShade(color_id, -20);
else
UI_ThemeColor(color_id);
if (node->flag & NODE_MUTED)
UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
#ifdef WITH_COMPOSITOR
if (ntree->type == NTREE_COMPOSIT && (snode->flag & SNODE_SHOW_HIGHLIGHT)) {
if (COM_isHighlightedbNode(node)) {
UI_ThemeColorBlend(color_id, TH_ACTIVE, 0.5f);
}
}
#endif
uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
uiRoundBox(rct->xmin, rct->ymax - NODE_DY, rct->xmax, rct->ymax, BASIS_RAD);
/* show/hide icons */
iconofs = rct->xmax - 7.0f;
/* preview */
if (node->typeinfo->flag & NODE_PREVIEW) {
uiBut *but;
iconofs -= iconbutw;
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefIconBut(node->block, TOGBUT, B_REDR, ICON_MATERIAL,
iconofs, rct->ymax - NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void *)"NODE_OT_preview_toggle");
/* XXX this does not work when node is activated and the operator called right afterwards,
* since active ID is not updated yet (needs to process the notifier).
* This can only work as visual indicator!
*/
// if (!(node->flag & (NODE_ACTIVE_ID|NODE_DO_OUTPUT)))
// uiButSetFlag(but, UI_BUT_DISABLED);
uiBlockSetEmboss(node->block, UI_EMBOSS);
}
/* group edit */
if (node->type == NODE_GROUP) {
uiBut *but;
iconofs -= iconbutw;
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefIconBut(node->block, TOGBUT, B_REDR, ICON_NODETREE,
iconofs, rct->ymax - NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void *)"NODE_OT_group_edit");
uiBlockSetEmboss(node->block, UI_EMBOSS);
}
/* title */
if (node->flag & SELECT)
UI_ThemeColor(TH_SELECT);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open/close entirely? */
{
uiBut *but;
int but_size = UI_UNIT_X * 0.6f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefBut(node->block, TOGBUT, B_REDR, "",
rct->xmin + 10.0f - but_size / 2, rct->ymax - NODE_DY / 2.0f - but_size / 2,
but_size, but_size, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void *)"NODE_OT_hide_toggle");
uiBlockSetEmboss(node->block, UI_EMBOSS);
/* custom draw function for this button */
UI_DrawTriIcon(rct->xmin + 10.0f, rct->ymax - NODE_DY / 2.0f, 'v');
}
/* this isn't doing anything for the label, so commenting out */
#if 0
if (node->flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
#endif
BLI_strncpy(showname, nodeLabel(node), sizeof(showname));
//if (node->flag & NODE_MUTED)
// BLI_snprintf(showname, sizeof(showname), "[%s]", showname); /* XXX - don't print into self! */
uiDefBut(node->block, LABEL, 0, showname,
(int)(rct->xmin + (NODE_MARGIN_X / snode->aspect_sqrt)), (int)(rct->ymax - NODE_DY),
(short)(iconofs - rct->xmin - 18.0f), (short)NODE_DY,
NULL, 0, 0, 0, 0, "");
/* body */
if (node->flag & NODE_CUSTOM_COLOR)
glColor3fv(node->color);
else
UI_ThemeColor4(TH_NODE);
glEnable(GL_BLEND);
uiSetRoundBox(UI_CNR_BOTTOM_LEFT | UI_CNR_BOTTOM_RIGHT);
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax - NODE_DY, BASIS_RAD);
glDisable(GL_BLEND);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
if (node->flag & NODE_ACTIVE)
UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -40);
else
UI_ThemeColorShadeAlpha(TH_SELECT, 0, -40);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
}
/* disable lines */
if (node->flag & NODE_MUTED)
node_draw_mute_line(v2d, snode, node);
/* socket inputs, buttons */
for (sock = node->inputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock))
continue;
node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE, sock->flag & SELECT);
node->typeinfo->drawinputfunc(C, node->block, ntree, node, sock, IFACE_(sock->name),
sock->locx + (NODE_DYS / snode->aspect_sqrt), sock->locy - NODE_DYS,
node->width - NODE_DY);
}
/* socket outputs */
for (sock = node->outputs.first; sock; sock = sock->next) {
if (nodeSocketIsHidden(sock))
continue;
node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE, sock->flag & SELECT);
node->typeinfo->drawoutputfunc(C, node->block, ntree, node, sock, IFACE_(sock->name),
sock->locx - node->width + (NODE_DYS / snode->aspect_sqrt), sock->locy - NODE_DYS,
node->width - NODE_DY);
}
/* preview */
if (node->flag & NODE_PREVIEW) {
if (node->preview && node->preview->rect && !BLI_rctf_is_empty(&node->prvr))
node_draw_preview(node->preview, &node->prvr);
}
UI_ThemeClearColor(color_id);
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block = NULL;
}
static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
bNodeSocket *sock;
rctf *rct = &node->totr;
float dx, centy = 0.5f * (rct->ymax + rct->ymin);
float hiddenrad = 0.5f * (rct->ymax - rct->ymin);
float socket_size = NODE_SOCKSIZE * U.dpi / 72;
int color_id = node_get_colorid(node);
char showname[128]; /* 128 is used below */
/* shadow */
node_draw_shadow(snode, node, hiddenrad, 1.0f);
/* body */
UI_ThemeColor(color_id);
if (node->flag & NODE_MUTED)
UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
#ifdef WITH_COMPOSITOR
if (ntree->type == NTREE_COMPOSIT && (snode->flag & SNODE_SHOW_HIGHLIGHT)) {
if (COM_isHighlightedbNode(node)) {
UI_ThemeColorBlend(color_id, TH_ACTIVE, 0.5f);
}
}
#else
(void)ntree;
#endif
uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
/* outline active and selected emphasis */
if (node->flag & (NODE_ACTIVE | SELECT)) {
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
if (node->flag & NODE_ACTIVE)
UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -40);
else
UI_ThemeColorShadeAlpha(TH_SELECT, 0, -40);
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
}
/* title */
if (node->flag & SELECT)
UI_ThemeColor(TH_SELECT);
else
UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
/* open entirely icon */
{
uiBut *but;
int but_size = UI_UNIT_X * 0.6f;
/* XXX button uses a custom triangle draw below, so make it invisible without icon */
uiBlockSetEmboss(node->block, UI_EMBOSSN);
but = uiDefBut(node->block, TOGBUT, B_REDR, "",
rct->xmin + 10.0f - but_size / 2, centy - but_size / 2,
but_size, but_size, NULL, 0, 0, 0, 0, "");
uiButSetFunc(but, node_toggle_button_cb, node, (void *)"NODE_OT_hide_toggle");
uiBlockSetEmboss(node->block, UI_EMBOSS);
/* custom draw function for this button */
UI_DrawTriIcon(rct->xmin + 10.0f, centy, 'h');
}
/* disable lines */
if (node->flag & NODE_MUTED)
node_draw_mute_line(&ar->v2d, snode, node);
if (node->flag & SELECT)
UI_ThemeColor(TH_SELECT);
else
UI_ThemeColor(TH_TEXT);
if (node->miniwidth > 0.0f) {
BLI_strncpy(showname, nodeLabel(node), sizeof(showname));
//if (node->flag & NODE_MUTED)
// BLI_snprintf(showname, sizeof(showname), "[%s]", showname); /* XXX - don't print into self! */
uiDefBut(node->block, LABEL, 0, showname,
(int)(rct->xmin + (NODE_MARGIN_X / snode->aspect_sqrt)), (int)(centy - 10),
(short)(rct->xmax - rct->xmin - 18.0f - 12.0f), (short)NODE_DY,
NULL, 0, 0, 0, 0, "");
}
/* scale widget thing */
UI_ThemeColorShade(color_id, -10);
dx = 10.0f;
fdrawline(rct->xmax - dx, centy - 4.0f, rct->xmax - dx, centy + 4.0f);
fdrawline(rct->xmax - dx - 3.0f * snode->aspect, centy - 4.0f, rct->xmax - dx - 3.0f * snode->aspect, centy + 4.0f);
UI_ThemeColorShade(color_id, +30);
dx -= snode->aspect;
fdrawline(rct->xmax - dx, centy - 4.0f, rct->xmax - dx, centy + 4.0f);
fdrawline(rct->xmax - dx - 3.0f * snode->aspect, centy - 4.0f, rct->xmax - dx - 3.0f * snode->aspect, centy + 4.0f);
/* sockets */
for (sock = node->inputs.first; sock; sock = sock->next) {
if (!nodeSocketIsHidden(sock))
node_socket_circle_draw(snode->nodetree, sock, socket_size, sock->flag & SELECT);
}
for (sock = node->outputs.first; sock; sock = sock->next) {
if (!nodeSocketIsHidden(sock))
node_socket_circle_draw(snode->nodetree, sock, socket_size, sock->flag & SELECT);
}
uiEndBlock(C, node->block);
uiDrawBlock(C, node->block);
node->block = NULL;
}
int node_get_resize_cursor(int directions)
{
if (directions == 0)
return CURSOR_STD;
else if ((directions & ~(NODE_RESIZE_TOP | NODE_RESIZE_BOTTOM)) == 0)
return CURSOR_Y_MOVE;
else if ((directions & ~(NODE_RESIZE_RIGHT | NODE_RESIZE_LEFT)) == 0)
return CURSOR_X_MOVE;
else
return CURSOR_EDIT;
}
void node_set_cursor(wmWindow *win, SpaceNode *snode)
{
bNodeTree *ntree = snode->edittree;
bNode *node;
bNodeSocket *sock;
int cursor = CURSOR_STD;
if (ntree) {
if (node_find_indicated_socket(snode, &node, &sock, SOCK_IN | SOCK_OUT)) {
/* pass */
}
else {
/* check nodes front to back */
for (node = ntree->nodes.last; node; node = node->prev) {
if (BLI_in_rctf(&node->totr, snode->mx, snode->my))
break; /* first hit on node stops */
}
if (node) {
int dir = node->typeinfo->resize_area_func(node, snode->mx, snode->my);
cursor = node_get_resize_cursor(dir);
}
}
}
WM_cursor_set(win, cursor);
}
void node_draw_default(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
if (node->flag & NODE_HIDDEN)
node_draw_hidden(C, ar, snode, ntree, node);
else
node_draw_basis(C, ar, snode, ntree, node);
}
static void node_update(const bContext *C, bNodeTree *ntree, bNode *node)
{
if (node->typeinfo->drawupdatefunc)
node->typeinfo->drawupdatefunc(C, ntree, node);
}
void node_update_nodetree(const bContext *C, bNodeTree *ntree, float offsetx, float offsety)
{
bNode *node;
/* update nodes front to back, so children sizes get updated before parents */
for (node = ntree->nodes.last; node; node = node->prev) {
/* XXX little hack */
node->locx += offsetx;
node->locy += offsety;
node_update(C, ntree, node);
node->locx -= offsetx;
node->locy -= offsety;
}
}
static void node_draw(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node)
{
if (node->typeinfo->drawfunc)
node->typeinfo->drawfunc(C, ar, snode, ntree, node);
}
void node_draw_nodetree(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree)
{
bNode *node;
bNodeLink *link;
int a;
if (ntree == NULL) return; /* groups... */
/* draw background nodes, last nodes in front */
for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) {
if (!(node->flag & NODE_BACKGROUND))
continue;
node->nr = a; /* index of node in list, used for exec event code */
node_draw(C, ar, snode, ntree, node);
}
/* node lines */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for (link = ntree->links.first; link; link = link->next)
node_draw_link(&ar->v2d, snode, link);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* draw foreground nodes, last nodes in front */
for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) {
if (node->flag & NODE_BACKGROUND)
continue;
node->nr = a; /* index of node in list, used for exec event code */
node_draw(C, ar, snode, ntree, node);
}
}
void drawnodespace(const bContext *C, ARegion *ar, View2D *v2d)
{
View2DScrollers *scrollers;
SpaceNode *snode = CTX_wm_space_node(C);
Scene *scene = CTX_data_scene(C);
int color_manage = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
bNodeLinkDrag *nldrag;
LinkData *linkdata;
UI_ThemeClearColor(TH_BACK);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(v2d);
//uiFreeBlocksWin(&sa->uiblocks, sa->win);
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
/* only set once */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_MAP1_VERTEX_3);
/* aspect+font, set each time */
snode->aspect = (v2d->cur.xmax - v2d->cur.xmin) / ((float)ar->winx);
snode->aspect_sqrt = sqrtf(snode->aspect);
// XXX snode->curfont= uiSetCurFont_ext(snode->aspect);
/* grid */
UI_view2d_multi_grid_draw(v2d, 25.0f, 5, 2);
/* backdrop */
draw_nodespace_back_pix(ar, snode, color_manage);
/* nodes */
snode_set_context(snode, CTX_data_scene(C));
if (snode->nodetree) {
bNode *node;
/* void** highlights = 0; */ /* UNUSED */
node_uiblocks_init(C, snode->nodetree);
/* uiBlocks must be initialized in drawing order for correct event clipping.
* Node group internal blocks added after the main group block.
*/
for (node = snode->nodetree->nodes.first; node; node = node->next) {
if (node->flag & NODE_GROUP_EDIT)
node_uiblocks_init(C, (bNodeTree *)node->id);
}
node_update_nodetree(C, snode->nodetree, 0.0f, 0.0f);
#ifdef WITH_COMPOSITOR
if (snode->nodetree->type == NTREE_COMPOSIT) {
COM_startReadHighlights();
}
#endif
node_draw_nodetree(C, ar, snode, snode->nodetree);
#if 0
/* active group */
for (node = snode->nodetree->nodes.first; node; node = node->next) {
if (node->flag & NODE_GROUP_EDIT)
node_draw_group(C, ar, snode, snode->nodetree, node);
}
#endif
}
/* temporary links */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
for (nldrag = snode->linkdrag.first; nldrag; nldrag = nldrag->next) {
for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) {
node_draw_link(&ar->v2d, snode, (bNodeLink *)linkdata->data);
}
}
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
/* draw grease-pencil ('canvas' strokes) */
if (snode->nodetree)
draw_gpencil_view2d(C, 1);
/* reset view matrix */
UI_view2d_view_restore(C);
/* draw grease-pencil (screen strokes, and also paintbuffer) */
if (snode->nodetree)
draw_gpencil_view2d(C, 0);
/* scrollers */
scrollers = UI_view2d_scrollers_calc(C, v2d, 10, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}