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authorLukas Toenne <lukas.toenne@googlemail.com>2013-05-08 19:41:05 +0400
committerLukas Toenne <lukas.toenne@googlemail.com>2013-05-08 19:41:05 +0400
commit8863222a905bba7e8cccd32d434a31a5d3654b6e (patch)
tree1b1874c63a23a28380fb43014507baa98eab32c5 /release/scripts/startup/nodeitems_builtins.py
parent8542d97f73f99b1fad24f51a94bf08d44d4879d1 (diff)
A bit more pythonic way of using the items callback in node categories. The category.items attribute is now a function taking a context parameter instead of a property. This can be used for checking validity, e.g. for doing node group recursion checks, and filter out unusable items.
Diffstat (limited to 'release/scripts/startup/nodeitems_builtins.py')
-rw-r--r--release/scripts/startup/nodeitems_builtins.py37
1 files changed, 21 insertions, 16 deletions
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 4a80acc0c8e..93cd7110486 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -17,7 +17,6 @@
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
-import bpy
import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem
@@ -47,18 +46,24 @@ class TextureNodeCategory(NodeCategory):
return context.space_data.tree_type == 'TextureNodeTree'
-def compositor_node_group_items(self):
- return [NodeItem('CompositorNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
- for group in bpy.data.node_groups if group.bl_idname == 'CompositorNodeTree']
+# maps node tree type to group node type
+node_tree_group_type = {
+ 'CompositorNodeTree' : 'CompositorNodeGroup',
+ 'ShaderNodeTree' : 'ShaderNodeGroup',
+ 'TextureNodeTree' : 'TextureNodeGroup',
+ }
+# generic node group items generator for shader, compositor and texture node groups
+def node_group_items(context):
+ space = context.space_data
+ if not space:
+ return
+ ntree = space.edit_tree
+ if not ntree:
+ return
-# Note: node groups not distinguished by old/new shader nodes
-def shader_node_group_items(self):
- return [NodeItem('ShaderNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
- for group in bpy.data.node_groups if group.bl_idname == 'ShaderNodeTree']
-
-def texture_node_group_items(self):
- return [NodeItem('TextureNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
- for group in bpy.data.node_groups if group.bl_idname == 'TextureNodeTree']
+ for group in context.blend_data.node_groups:
+ if group.bl_idname == ntree.bl_idname:
+ yield NodeItem(node_tree_group_type[group.bl_idname], group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
# All standard node categories currently used in nodes.
@@ -99,7 +104,7 @@ shader_node_categories = [
]),
ShaderOldNodeCategory("SH_SCRIPT", "Script", items=[
]),
- ShaderOldNodeCategory("SH_GROUP", "Group", items=shader_node_group_items),
+ ShaderOldNodeCategory("SH_GROUP", "Group", items=node_group_items),
ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
]),
@@ -182,7 +187,7 @@ shader_node_categories = [
ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
NodeItem("ShaderNodeScript"),
]),
- ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=shader_node_group_items),
+ ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
]),
@@ -287,7 +292,7 @@ compositor_node_categories = [
NodeItem("CompositorNodeTransform"),
NodeItem("CompositorNodeStabilize"),
]),
- CompositorNodeCategory("CMP_GROUP", "Group", items=compositor_node_group_items),
+ CompositorNodeCategory("CMP_GROUP", "Group", items=node_group_items),
CompositorNodeCategory("CMP_LAYOUT", "Layout", items = [
NodeItem("NodeFrame"),
NodeItem("CompositorNodeSwitch"),
@@ -342,7 +347,7 @@ texture_node_categories = [
NodeItem("TextureNodeTranslate"),
NodeItem("TextureNodeRotate"),
]),
- TextureNodeCategory("TEX_GROUP", "Group", items=texture_node_group_items),
+ TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
TextureNodeCategory("TEX_LAYOUT", "Layout", items = [
NodeItem("NodeFrame"),
]),