Shading Nodes: Refactor Add menu #111798

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Pablo Vazquez merged 2 commits from pablovazquez/blender:ui-nodes-shading-menu-refactor into main 2023-09-01 20:46:19 +02:00
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Refactor the Add menu in Shading nodes, with manually created menus,
inspired by Geometry Nodes and more recently the Compositor.

Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Shading
node group assets are also populated in the menus.

Before After
before after

This is the first part of the re-organization of the Add menu project,
proposal for which categories and organization coming in another
patch after this.

This patch also:

  • Move the Layout menu to a more generic bit that can be shared
    with Geometry Nodes and the Compositor.
  • Add a poll to add_node_type so nodes show up by mode
    or render engine.

Part of #111746

Refactor the Add menu in Shading nodes, with manually created menus, inspired by Geometry Nodes and more recently the Compositor. Minor sorting adjustments by splitting categories in groups, with separators in between groups, and sorted alphabetically. Shading node group assets are also populated in the menus. |Before|After| |----|----| |![before](/attachments/1351f636-8f17-44de-90bc-6ba9165996ae)|![after](/attachments/52809de8-ae0d-4c30-baab-f270a4839176)| This is the first part of the re-organization of the Add menu project, proposal for which categories and organization coming in another patch after this. This patch also: * Move the Layout menu to a more generic bit that can be shared with Geometry Nodes and the Compositor. * Add a poll to add_node_type so nodes show up by mode or render engine. Part of #111746
Pablo Vazquez added the
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labels 2023-09-01 18:44:19 +02:00
Pablo Vazquez added 1 commit 2023-09-01 18:44:33 +02:00
e8d9b2aa34 Shading Nodes: Refactor Add menu
Refactor the Add menu in Shading nodes, with manually created menus,
inspired by Geometry Nodes and more recently the Compositor.

Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Shading
node group assets are also populated in the menus.

This is the first part of the re-organization of the Add menu project,
proposal coming in another patch after this.

This patch also:
* Move the Layout menu to a more generic bit that can be shared
  with Geometry Nodes and the Compositor.
* Add a poll to add_node_type so nodes show up or not by mode
  or render engine.

Part of #111746
Pablo Vazquez added this to the User Interface project 2023-09-01 18:45:03 +02:00
Hans Goudey reviewed 2023-09-01 18:54:33 +02:00
Hans Goudey left a comment
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What do you think about just using if statements like if context.space_data.geometry_nodes_type == 'TOOL': rather than passing the poll? I guess that takes up more lines, but it seems a bit simpler?

What do you think about just using if statements like `if context.space_data.geometry_nodes_type == 'TOOL':` rather than passing the poll? I guess that takes up more lines, but it seems a bit simpler?
@ -71,7 +75,19 @@ def add_repeat_zone(layout, label):
return props
class NODE_MT_category_LAYOUT(Menu):
Member

NODE_MT_category_LAYOUT -> NODE_MT_category_layout. The only reason for the caps was to use the same menu idnames as before the refactor. Since this is different that doesn't matter anymore.

`NODE_MT_category_LAYOUT` -> `NODE_MT_category_layout`. The only reason for the caps was to use the same menu idnames as before the refactor. Since this is different that doesn't matter anymore.
pablovazquez marked this conversation as resolved
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Is Group menu being removed? It is a nice way to see all group nodes that are loaded in the blend file, I'd keep it. Also I never understood separate menu for Script, it's one of the least used nodes and just takes up space, when it can be in Input since technically that's what it is, it has no sockets on it's own

Is Group menu being removed? It is a nice way to see all group nodes that are loaded in the blend file, I'd keep it. Also I never understood separate menu for Script, it's one of the least used nodes and just takes up space, when it can be in Input since technically that's what it is, it has no sockets on it's own

can be in Input since technically that's what it is, it has no sockets

You can customize it however you like, so it's not an input. It's more like a group, but it's still better to leave it alone at the top menu level.

> can be in Input since technically that's what it is, it has no sockets You can customize it however you like, so it's not an input. It's more like a group, but it's still better to leave it alone at the top menu level.
Pablo Vazquez added 1 commit 2023-09-01 20:32:32 +02:00
1e704a27ce Address feedback
* Use lowercase for layout category name.
* Add Group category
Author
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Is Group menu being removed?

Oops. Oversight from my side. I updated the patch with a dedicated menu for shading nodes, but I think once all menus are refactored, we should share the same menu with all. Just like I did with Layout now.

I never understood separate menu for Script

This patch is meant just as a refactor, using the same categories as they are currently. A separate patch will take care of re-organization.

> Is Group menu being removed? Oops. Oversight from my side. I updated the patch with a dedicated menu for shading nodes, but I think once all menus are refactored, we should share the same menu with all. Just like I did with Layout now. > I never understood separate menu for Script This patch is meant just as a refactor, using the same categories as they are currently. A separate patch will take care of re-organization.
Author
Member

What do you think about just using if statements like if context.space_data.geometry_nodes_type == 'TOOL': rather than passing the poll? I guess that takes up more lines, but it seems a bit simpler?

I had it that way when I started but quickly ended up having way too many checks, which, if we want to sort nodes alphabetically, ends up in so much repetition because some nodes check for specific engines (or a combination of them), or object types (lights or objects that support materials).

Since the polls were already in place in nodeitems_builtins.py I thought of reusing that.

> What do you think about just using if statements like `if context.space_data.geometry_nodes_type == 'TOOL':` rather than passing the poll? I guess that takes up more lines, but it seems a bit simpler? I had it that way when I started but quickly ended up having way too many checks, which, if we want to sort nodes alphabetically, ends up in so much repetition because some nodes check for specific engines (or a combination of them), or object types (lights or objects that support materials). Since the polls were already in place in `nodeitems_builtins.py` I thought of reusing that.
Hans Goudey approved these changes 2023-09-01 20:40:34 +02:00
Pablo Vazquez merged commit 9db4c0ca4b into main 2023-09-01 20:46:19 +02:00
Pablo Vazquez deleted branch ui-nodes-shading-menu-refactor 2023-09-01 20:46:20 +02:00
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Reference: blender/blender#111798
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