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blender-archive/source/blender/editors/space_node/link_drag_search.cc
Jacques Lucke 31e120ef49 Nodes: Support linking to existing group input from link drag search.
Before one could only create a new group input using the link drag search.
With this patch it becomes possible to create a Group Input node for an
existing input.

Differential Revision: https://developer.blender.org/D13674
2021-12-27 16:15:11 +01:00

328 lines
12 KiB
C++

/*
* 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.
*/
#include "BLI_listbase.h"
#include "BLI_string_search.h"
#include "DNA_space_types.h"
#include "BKE_context.h"
#include "NOD_socket_search_link.hh"
#include "BLT_translation.h"
#include "RNA_access.h"
#include "WM_api.h"
#include "ED_node.h"
#include "node_intern.hh"
using blender::nodes::SocketLinkOperation;
namespace blender::ed::space_node {
struct LinkDragSearchStorage {
bNode &from_node;
bNodeSocket &from_socket;
float2 cursor;
Vector<SocketLinkOperation> search_link_ops;
char search[256];
eNodeSocketInOut in_out() const
{
return static_cast<eNodeSocketInOut>(from_socket.in_out);
}
};
static void add_reroute_node_fn(nodes::LinkSearchOpParams &params)
{
bNode &reroute = params.add_node("NodeReroute");
if (params.socket.in_out == SOCK_IN) {
nodeAddLink(&params.node_tree,
&reroute,
static_cast<bNodeSocket *>(reroute.outputs.first),
&params.node,
&params.socket);
}
else {
nodeAddLink(&params.node_tree,
&params.node,
&params.socket,
&reroute,
static_cast<bNodeSocket *>(reroute.inputs.first));
}
}
static void add_group_input_node_fn(nodes::LinkSearchOpParams &params)
{
/* Add a group input based on the connected socket, and add a new group input node. */
bNodeSocket *interface_socket = ntreeAddSocketInterfaceFromSocket(
&params.node_tree, &params.node, &params.socket);
const int group_input_index = BLI_findindex(&params.node_tree.inputs, interface_socket);
bNode &group_input = params.add_node("NodeGroupInput");
/* This is necessary to create the new sockets in the other input nodes. */
ED_node_tree_propagate_change(&params.C, CTX_data_main(&params.C), &params.node_tree);
/* Hide the new input in all other group input nodes, to avoid making them taller. */
LISTBASE_FOREACH (bNode *, node, &params.node_tree.nodes) {
if (node->type == NODE_GROUP_INPUT) {
bNodeSocket *new_group_input_socket = (bNodeSocket *)BLI_findlink(&node->outputs,
group_input_index);
new_group_input_socket->flag |= SOCK_HIDDEN;
}
}
/* Hide all existing inputs in the new group input node, to only display the new one. */
LISTBASE_FOREACH (bNodeSocket *, socket, &group_input.outputs) {
socket->flag |= SOCK_HIDDEN;
}
bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&group_input.outputs, group_input_index);
if (socket == nullptr) {
/* Adding sockets can fail in some cases. There's no good reason not to be safe here. */
return;
}
/* Unhide the socket for the new input in the new node and make a connection to it. */
socket->flag &= ~SOCK_HIDDEN;
nodeAddLink(&params.node_tree, &group_input, socket, &params.node, &params.socket);
}
static void add_existing_group_input_fn(nodes::LinkSearchOpParams &params,
const bNodeSocket &interface_socket)
{
const int group_input_index = BLI_findindex(&params.node_tree.inputs, &interface_socket);
bNode &group_input = params.add_node("NodeGroupInput");
LISTBASE_FOREACH (bNodeSocket *, socket, &group_input.outputs) {
socket->flag |= SOCK_HIDDEN;
}
bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&group_input.outputs, group_input_index);
if (socket == nullptr) {
/* Adding sockets can fail in some cases. There's no good reason not to be safe here. */
return;
}
socket->flag &= ~SOCK_HIDDEN;
nodeAddLink(&params.node_tree, &group_input, socket, &params.node, &params.socket);
}
/**
* Call the callback to gather compatible socket connections for all node types, and the operations
* that will actually make the connections. Also add some custom operations like connecting a group
* output node.
*/
static void gather_socket_link_operations(bNodeTree &node_tree,
const bNodeSocket &socket,
Vector<SocketLinkOperation> &search_link_ops)
{
NODE_TYPES_BEGIN (node_type) {
if (StringRef(node_type->idname).find("Legacy") != StringRef::not_found) {
continue;
}
const char *disabled_hint;
if (!(node_type->poll && node_type->poll(node_type, &node_tree, &disabled_hint))) {
continue;
}
if (node_type->gather_link_search_ops) {
nodes::GatherLinkSearchOpParams params{*node_type, node_tree, socket, search_link_ops};
node_type->gather_link_search_ops(params);
}
}
NODE_TYPES_END;
search_link_ops.append({IFACE_("Reroute"), add_reroute_node_fn});
const bool is_node_group = !(node_tree.id.flag & LIB_EMBEDDED_DATA);
if (is_node_group && socket.in_out == SOCK_IN) {
search_link_ops.append({IFACE_("Group Input"), add_group_input_node_fn});
int weight = -1;
LISTBASE_FOREACH (const bNodeSocket *, interface_socket, &node_tree.inputs) {
eNodeSocketDatatype from = (eNodeSocketDatatype)interface_socket->type;
eNodeSocketDatatype to = (eNodeSocketDatatype)socket.type;
if (node_tree.typeinfo->validate_link && !node_tree.typeinfo->validate_link(from, to)) {
continue;
}
search_link_ops.append(
{std::string(IFACE_("Group Input ")) + UI_MENU_ARROW_SEP + interface_socket->name,
[interface_socket](nodes::LinkSearchOpParams &params) {
add_existing_group_input_fn(params, *interface_socket);
},
weight});
weight--;
}
}
}
static void link_drag_search_update_fn(const bContext *UNUSED(C),
void *arg,
const char *str,
uiSearchItems *items,
const bool is_first)
{
LinkDragSearchStorage &storage = *static_cast<LinkDragSearchStorage *>(arg);
StringSearch *search = BLI_string_search_new();
for (SocketLinkOperation &op : storage.search_link_ops) {
BLI_string_search_add(search, op.name.c_str(), &op, op.weight);
}
/* Don't filter when the menu is first opened, but still run the search
* so the items are in the same order they will appear in while searching. */
const char *string = is_first ? "" : str;
SocketLinkOperation **filtered_items;
const int filtered_amount = BLI_string_search_query(search, string, (void ***)&filtered_items);
for (const int i : IndexRange(filtered_amount)) {
SocketLinkOperation &item = *filtered_items[i];
if (!UI_search_item_add(items, item.name.c_str(), &item, ICON_NONE, 0, 0)) {
break;
}
}
MEM_freeN(filtered_items);
BLI_string_search_free(search);
}
static void link_drag_search_exec_fn(bContext *C, void *arg1, void *arg2)
{
Main &bmain = *CTX_data_main(C);
SpaceNode &snode = *CTX_wm_space_node(C);
LinkDragSearchStorage &storage = *static_cast<LinkDragSearchStorage *>(arg1);
SocketLinkOperation *item = static_cast<SocketLinkOperation *>(arg2);
if (item == nullptr) {
return;
}
node_deselect_all(snode);
Vector<bNode *> new_nodes;
nodes::LinkSearchOpParams params{
*C, *snode.edittree, storage.from_node, storage.from_socket, new_nodes};
item->fn(params);
if (new_nodes.is_empty()) {
return;
}
/* For now, assume that only one node is created by the callback. */
BLI_assert(new_nodes.size() == 1);
bNode *new_node = new_nodes.first();
new_node->locx = storage.cursor.x / UI_DPI_FAC;
new_node->locy = storage.cursor.y / UI_DPI_FAC + 20 * UI_DPI_FAC;
if (storage.in_out() == SOCK_IN) {
new_node->locx -= new_node->width;
}
nodeSetSelected(new_node, true);
nodeSetActive(snode.edittree, new_node);
/* Ideally it would be possible to tag the node tree in some way so it updates only after the
* translate operation is finished, but normally moving nodes around doesn't cause updates. */
ED_node_tree_propagate_change(C, &bmain, snode.edittree);
/* Start translation operator with the new node. */
wmOperatorType *ot = WM_operatortype_find("TRANSFORM_OT_translate", true);
BLI_assert(ot);
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
RNA_boolean_set(&ptr, "view2d_edge_pan", true);
WM_operator_name_call_ptr(C, ot, WM_OP_INVOKE_DEFAULT, &ptr);
WM_operator_properties_free(&ptr);
}
static void link_drag_search_free_fn(void *arg)
{
LinkDragSearchStorage *storage = static_cast<LinkDragSearchStorage *>(arg);
delete storage;
}
static uiBlock *create_search_popup_block(bContext *C, ARegion *region, void *arg_op)
{
LinkDragSearchStorage &storage = *(LinkDragSearchStorage *)arg_op;
bNodeTree *node_tree = CTX_wm_space_node(C)->nodetree;
gather_socket_link_operations(*node_tree, storage.from_socket, storage.search_link_ops);
uiBlock *block = UI_block_begin(C, region, "_popup", UI_EMBOSS);
UI_block_flag_enable(block, UI_BLOCK_LOOP | UI_BLOCK_MOVEMOUSE_QUIT | UI_BLOCK_SEARCH_MENU);
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
uiBut *but = uiDefSearchBut(block,
storage.search,
0,
ICON_VIEWZOOM,
sizeof(storage.search),
storage.in_out() == SOCK_OUT ? 10 : 10 - UI_searchbox_size_x(),
10,
UI_searchbox_size_x(),
UI_UNIT_Y,
0,
0,
"");
UI_but_func_search_set_sep_string(but, UI_MENU_ARROW_SEP);
UI_but_func_search_set(but,
nullptr,
link_drag_search_update_fn,
&storage,
false,
link_drag_search_free_fn,
link_drag_search_exec_fn,
nullptr);
UI_but_flag_enable(but, UI_BUT_ACTIVATE_ON_INIT);
/* Fake button to hold space for the search items. */
uiDefBut(block,
UI_BTYPE_LABEL,
0,
"",
storage.in_out() == SOCK_OUT ? 10 : 10 - UI_searchbox_size_x(),
10 - UI_searchbox_size_y(),
UI_searchbox_size_x(),
UI_searchbox_size_y(),
nullptr,
0,
0,
0,
0,
nullptr);
const int offset[2] = {0, -UI_UNIT_Y};
UI_block_bounds_set_popup(block, 0.3f * U.widget_unit, offset);
return block;
}
void invoke_node_link_drag_add_menu(bContext &C,
bNode &node,
bNodeSocket &socket,
const float2 &cursor)
{
LinkDragSearchStorage *storage = new LinkDragSearchStorage{node, socket, cursor};
/* Use the "_ex" variant with `can_refresh` false to avoid a double free when closing Blender. */
UI_popup_block_invoke_ex(&C, create_search_popup_block, storage, nullptr, false);
}
} // namespace blender::ed::space_node