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Differential Revision: https://developer.blender.org/D13200
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Currently, colored links overlay only supports standard sockets defined
by Blender. Some add-ons like Animation Nodes defines custom sockets for
everything and hence doesn't get colored sockets.
This patch uses the draw color from the socket type info to draw links
in order to support custom sockets.
Differential Revision: https://developer.blender.org/D13044
Reviewed By: Hans Goudey
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This patch changes how nodes look visually, in an attempt to fix a number of issues:
* The header background is currently drawn using a theme color fully opaque, this limits the colors we can use because the node name/label is drawn on top.
* Hard-coded transparency makes nodes hard to read. The node backdrop already has alpha so if the user wants it they can set it. This patch uses alpha from the theme.
* Better muted status indicator, instead of simply making everything transparent and the wires inside red, draw a red outline around the node, darken the header and backdrop.
* On muted nodes, display wires behind the backdrop to not interfere with text/widgets inside the node.
Nodes:
* Darken header to improve readability of node label.
* Draw a line under the header
* Thicker outline.
* Do not hard-code transparency on nodes, use the theme's node backdrop alpha component.
* Use angle icon instead of triangle (to be consistent with the [[ https://developer.blender.org/D12814 | changes ]] to panels)
Style adjustment to sockets drawing:
* Do not hard-code the socket outline color to black, use `TH_WIRE` instead
* Do not use `TH_TEXT_HI` for selected sockets, use `TH_ACTIVE` (active node outline)
* Do not draw sockets background transparent on muted nodes.
* Thicker outline to help contrast and readability
{F11496707, size=full}
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12884
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This patch upgrades node editor breadcrumbs to have slightly more
visual weight, to including the base path of object/modifier/world,
etc, have more visually pleasing spacing, and contain icons.
In the code, a generic "context path" is added to interface code.
The idea is that this could be used to draw other breadcrumbs in areas
like the property editor or the spreadsheet, and features could be added
to all of those areas at the same time.
Ideally we would be able to control the color of the breadcrumbs with a
specific theme color, but since they are drawn with the regular layout
system, that is not easily possible.
Thanks to @fabian_schempp for the original patch.
Differential Revision: https://developer.blender.org/D10413
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This commit adds warning messages to "legacy" nodes that will be
removed in the future. The warning is shown in the node header, but
it is not printed in the terminal or displayed in the modifier. It is
also not propogated to node groups, but that is a more general task.
If the modifier's node tree has executed a deprecated node, it will
display a warning and a "Search" button that will select the nodes and
pan to them in the node editor. This doesn't open child node trees and
select nodes in there, because I want to keep this operator simple and
avoid wasting a lot of time perfecting this behavior.
Differential Revision: https://developer.blender.org/D12454
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This patch just clamps and rounds node contents and socket locations
so they don't appear to jiggle around when you move them. This issue
happens because node sizing and positioning are in floats while text
content must be pixel-aligned.
See D11684 for more details and comparisons.
Differential Revision: https://developer.blender.org/D11684
Reviewed by Julian Eisel
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This makes node trees with long links that cross other nodes easier to work with.
Dimmed links will be ignored by various modal operators like cut and reroute insertion.
Differential Revision: https://developer.blender.org/D11813
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The node group interface panels were still implemented in C.
Now they ported over to python for easier maintenance.
Differential Revision: https://developer.blender.org/D11834
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The menu lists all socket types that are valid for the node tree.
Changing a socket type updates all instances of the group and keeps
existing links to the socket.
If changing the socket type leads to incorrect node connections the
links are flagged as invalid (red) and ignored but not removed. This is
so users don't lose information and can then fix resulting issues.
For example: Changing a Color socket to a Shader socket can cause an
invalid Shader-to-Color connection.
Implementation details:
The new `NODE_OT_tree_socket_change_type` operator uses the generic
`rna_node_socket_type_itemf` function to list all eligible socket types.
It uses the tree type's `valid_socket_type` callback to test for valid
types. In addition it also checks the subtype, because multiple RNA
types are registered for the same base type. The `valid_socket_type`
callback has been modified slightly to accept full socket types instead
of just the base type enum, so that custom (python) socket types can be
used by this operator.
The `nodeModifySocketType` function is now called when group nodes
encounter a socket type mismatch, instead of replacing the socket
entirely. This ensures that links are kept to/from group nodes as well
as group input/output nodes. The `nodeModifySocketType` function now
also takes a full `bNodeSocketType` instead of just the base and subtype
enum (a shortcut `nodeModifySocketTypeStatic` exists for when only
static types are used).
Differential Revision: https://developer.blender.org/D10912
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This adds a viewer node similar to the one in the compositor.
The icon in the headers of nodes is removed because it served
the same purpose and is not necessary anymore.
Node outputs can be connected to the active viewer using
ctrl+shift+LMB, just like in the compositor. Right now this collides
with the shortcut used in the node wrangler addon, which will
be changed separately.
As of now, the viewed geometry is only visible in the spreadsheet.
Viewport visualization will be added separately.
There are a couple of benefits of using a viewer node compared
to the old approach with the icon in the node header:
* Better support for nodes that have more than one geometry output.
* It's more consistent with the compositor.
* If attributes become decoupled from geometry in the future,
the viewer can have a separate input for the attribute to visualize.
* The viewer node could potentially have visualization settings.
* Allows to keep "visualization points" around by having multiple
viewer nodes.
* Less visual clutter in node headers.
Differential Revision: https://developer.blender.org/D11470
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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Starts scrolling when dragging a node or node link and going outside the current window.
Largely copied from the VIEW2D_OT_edge_pan operator.
Edge panning operator customdata and supporting functions now in
UI_view2d.h, so they could be used by operators in other editor
libraries. The VIEW2D_OT_edge_pan operator also uses this customdata and
shared functions now. Operators properties can be used to configure
edge panning margins and speed for each use case, rather than using
hardcoded values.
The speed function for edge panning has been tweaked somewhat:
* "Speed per pixel" has been replaced with a "speed ramp" distance.
This is more intuitive and also creates an upper bound for the speed,
which can otherwise become extreme with large cursor distance.
* "Max speed" is reached at the end of the speed ramp.
* Padding the region inside and outside is applied as before, but both
values are operator properties now.
Node transform operator also supports edge panning. This requires
an offset for changes in the view2d rect, otherwise nodes are "stuck"
to the original view.
Transform operator had cursor wrapping categorically enabled, but this
gets quite confusing with the edge scrolling mechanism. A new TransInfo
option T_NO_CURSOR_WRAP has been introduced to disable this behavior.
The double negative is a bit annoying, but want to avoid affecting the
existing transform modes, so by default it should still set the
OP_IS_MODAL_GRAB_CURSOR flag (which then sets the WM_CURSOR_WRAP_XY
flag during modal execution).
Reviewed By: HooglyBoogly, JacquesLucke
Differential Revision: https://developer.blender.org/D11073
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The function applying the search used the dummy search info for when
the item doesn't exist even when there was no UI data associated with
the node at all.
A fix is to only add the search menu when there is attribute info
stored for the node. This is something I wanted to do anyway, since
it makes it look more purposeful when there are no attribute info
for a node, less like a bug.
Differential Revision: https://developer.blender.org/D11016
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T87356 occured because last_node_hovered_while_dragging_a_link was not
set on node_link_init.
The assert in T87358 failed because the sorting operation was called even
if the drag link contained a link to another socket.
A little one frame jump was caused because frame was refreshed after
picking a link and before sorting happened.
Reviewer: Hans Goudey
Differential Revision: https://developer.blender.org/D10940
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Previously, the spreadsheet editor could only show data of the original
and of the final evaluated object. Now it is possible to show the data
at some intermediate stages too.
For that the mode has to be set to "Node" in the spreadsheet editor.
Furthermore, the preview of a specific node has to be activated by
clicking the new icon in the header of geometry nodes.
The exact ui of this feature might be refined in upcoming commits.
It is already very useful for debugging node groups in it's current
state though.
Differential Revision: https://developer.blender.org/D10875
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Activation distance for multi input sockets had different length
dependend of dpi factor. That caused jumping when activation distance
became shorter than snapping distance.
Fixed by removing activation distance and using same function
which is used to evaluate snapping.
Reviewer: Dalai Felinto
Differential Revision: https://developer.blender.org/D10809
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This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.
Mute = Ctrl + Alt
Cut = Ctrl
Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.
When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.
Downstream and upstream links connected using reroute nodes are also muted.
Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.
Maniphest Tasks: T52659
Differential Revision: https://developer.blender.org/D2807
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Info and Sample Texture nodes
See: {T86296}
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10648
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The issue is that the `last_node_hovered_while_dragging_a_link` pointer is invalidated on undo.
The pointer does not have to be on the space runtime data, because it only needs to exist
as long as the operator is running.
Differential Revision: https://developer.blender.org/D10726
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This Patch removes the auto sorting from Multi-Input Sockets and allows
the links to be sorted by drag and drop instead.
As a minor related change, it fixes the drawing of the mute line to
connect to the first input instead of the socket's center.
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The socket drag operator stored the index of the last picked socket
into RNA in case the mouse cursor leaves the link while dragging.
This id was not unique which is why sometimes a link from an other node
with the same id is picked.
This patch changes the way the last picked link is stored and stores a
pointer to the link directly into bNodeLinkDrag struct instead.
Differential Revision: https://developer.blender.org/D10590
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This commit adds a search for existing attributes when you click
on an attribute field. This is useful because otherwise you have
to remember which attributes should be available at each node in
the tree.
The fundamental complication is that this information is not
accessible statically. So the search data is only a cache from
the previous node tree evaluation. The information is added
with `BKE_nodetree_attribute_hint_add`, currently for every
input geometry socket for a single node.
This is only an initial implementation, and later versions will
expose the data type and domain of the attributes.
Differential Revision: https://developer.blender.org/D10519
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These defines seem to be left over from the initial implementation
of the node editor. In a few places the values were used in button
creation, but the callbacks never checked the value anyway.
Node uiBlocks also had a callback what would never do anything
since the value it checked for was never used.
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This will allow using C++ data structures to draw node error messages.
This required removing a forward declared enum for grease pencil undo.
Compiles with clang tidy.
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Adds `NODE_OT_add_group` operator to add a node group from a given name, and
uses that to register a node editor drop-box.
When dropping a node-group asset, the ID will be appended. This is what we do
for other ID assets too.
Should the node group insertion fail (e.g. the group is not compatible with the
current tree, as checked by the poll), the appended data-block is removed.
Differential Revision: https://developer.blender.org/D10405
Reviewed by: Jacques Lucke
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This commit makes links connected to multi-input sockets spread verticaly
along the socket. Sockets grow if more links are connected and the node
layout updates accordingly. Links are sorted by their incoming angle
to avoid crossing links. Also, link picking is updated to work with
spread links and bezier links.
Currently the multi-input sockets are used in the join geometry node.
The mutli-input sockets look like a vertical rounded rectangle.
Currently they do not support the other custom socket shapes.
Reviewed By Hans Goudey, with cleanup and additional edits
Differential Revision: https://developer.blender.org/D10181
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Normally sockets only have one input link. This commit adds the back-end
changes needed to use multiple input links per socket.
Multi-input sockets can be defined with a new flag in `bNodeSocketType`.
The changes necessary to make the sockets work in the geometry nodes
evaluator are generalizing input socket values as a vector of values,
and supporting this in the derived node tree structure.
This patch should contain no functional changes. Two upcoming patches
will use this system for the "Join Geometry" node and expose link picking
and updated display in the UI: D10069 and D10181.
Reviewed By: Jacques Lucke, Hans Goudey
Differential Revision: https://developer.blender.org/D10067
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This commit moves runtime-only variables from the `SpaceNode`
DNA struct to a private struct in `node_intern.h`. Before, it was hard
to tell which data needed to be saved in files, this should make it
more clear.
Node that the `edittree` field is basically a runtime variable, since
it's set from the `treepath` list on read, but moving it would require
some more invasive changes that I don't think are worth it right now.
Also, not all of the moved variables were explicitly cleared on read--
`aspect` is set at the start of a redraw, `cursor` is set in a region
callback, and `recalc` was used as an update flag.
Differential Revision: https://developer.blender.org/D10141
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Also includes some various other minor cleanups, like using bool
instead of int in a couple places.
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Improved alignment of labels with other buttons.
Differential Revision: https://developer.blender.org/D9058
Reviewed by Julian Eisel
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Follow our code style guide by using C-comments for text descriptions.
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node_draw_link_straight existed in header files without a body
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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For buttons representing node inputs (e.g. in the material properties)
rather than drawing some generic socket icon, the actual sockets are
drawn now. That includes color, shape and the selection outline.
This should make it easier to understand what these buttons relate to.
Screenshots: {F8469252}, {F8469248} (The left alignment will be done in
a follow-up commit.)
Differential Revision: https://developer.blender.org/D7409
Reviewed by: Brecht Van Lommel, Clément Foucault, William Reynish
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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Each space had separate operators, duplicating logic.
Use RNA properties instead so adding the ability to toggle other
region types (floating redo region for eg) doesn't need to have an
extra operator per space type.
It's also nicer to show a check-box for something which can be toggled.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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