/* SPDX-License-Identifier: GPL-2.0-or-later */ #include #include "BLI_listbase.h" #include "BLI_string_search.h" #include "DNA_space_types.h" #include "BKE_asset.h" #include "BKE_asset_catalog.hh" #include "BKE_asset_library.hh" #include "BKE_context.h" #include "BKE_idprop.h" #include "BKE_lib_id.h" #include "BKE_main.h" #include "BKE_node_tree_update.h" #include "BKE_screen.h" #include "DEG_depsgraph_build.h" #include "BLT_translation.h" #include "RNA_access.h" #include "WM_api.h" #include "ED_asset.h" #include "ED_node.h" #include "node_intern.hh" struct bContext; namespace blender::ed::space_node { struct AddNodeItem { std::string ui_name; std::string identifier; std::string description; std::optional asset; std::function after_add_fn; int weight = 0; }; struct AddNodeSearchStorage { float2 cursor; bool use_transform; Vector search_add_items; char search[256]; bool update_items_tag = true; }; static void add_node_search_listen_fn(const wmRegionListenerParams *params, void *arg) { AddNodeSearchStorage &storage = *static_cast(arg); const wmNotifier *wmn = params->notifier; switch (wmn->category) { case NC_ASSET: if (wmn->data == ND_ASSET_LIST_READING) { storage.update_items_tag = true; } break; } } static void search_items_for_asset_metadata(const bNodeTree &node_tree, const AssetLibraryReference &library_ref, const AssetHandle asset, Vector &search_items) { const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset); const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&asset_data, "type"); if (tree_type == nullptr || IDP_Int(tree_type) != node_tree.type) { return; } AddNodeItem item{}; item.ui_name = ED_asset_handle_get_name(&asset); item.identifier = node_tree.typeinfo->group_idname; item.description = asset_data.description == nullptr ? "" : asset_data.description; item.asset = asset; item.after_add_fn = [asset, library_ref](const bContext &C, bNodeTree &node_tree, bNode &node) { Main &bmain = *CTX_data_main(&C); node.flag &= ~NODE_OPTIONS; node.id = asset::get_local_id_from_asset_or_append_and_reuse(bmain, library_ref, asset); id_us_plus(node.id); BKE_ntree_update_tag_node_property(&node_tree, &node); DEG_relations_tag_update(&bmain); }; search_items.append(std::move(item)); } static void gather_search_items_for_asset_library(const bContext &C, const bNodeTree &node_tree, const AssetLibraryReference &library_ref, Set &r_added_assets, Vector &search_items) { AssetFilterSettings filter_settings{}; filter_settings.id_types = FILTER_ID_NT; ED_assetlist_storage_fetch(&library_ref, &C); ED_assetlist_ensure_previews_job(&library_ref, &C); ED_assetlist_iterate(library_ref, [&](AssetHandle asset) { if (!ED_asset_filter_matches_asset(&filter_settings, &asset)) { return true; } if (!r_added_assets.add(ED_asset_handle_get_name(&asset))) { /* If an asset with the same name has already been added, skip this. */ return true; } search_items_for_asset_metadata(node_tree, library_ref, asset, search_items); return true; }); } static void gather_search_items_for_all_assets(const bContext &C, const bNodeTree &node_tree, Set &r_added_assets, Vector &search_items) { int i; LISTBASE_FOREACH_INDEX (const bUserAssetLibrary *, asset_library, &U.asset_libraries, i) { AssetLibraryReference library_ref{}; library_ref.custom_library_index = i; library_ref.type = ASSET_LIBRARY_CUSTOM; /* Skip local assets to avoid duplicates when the asset is part of the local file library. */ gather_search_items_for_asset_library(C, node_tree, library_ref, r_added_assets, search_items); } AssetLibraryReference library_ref{}; library_ref.custom_library_index = -1; library_ref.type = ASSET_LIBRARY_LOCAL; gather_search_items_for_asset_library(C, node_tree, library_ref, r_added_assets, search_items); } static void gather_search_items_for_node_groups(const bContext &C, const bNodeTree &node_tree, const Set &local_assets, Vector &search_items) { const StringRef group_node_id = node_tree.typeinfo->group_idname; Main &bmain = *CTX_data_main(&C); LISTBASE_FOREACH (bNodeTree *, node_group, &bmain.nodetrees) { if (node_group->typeinfo->group_idname != group_node_id) { continue; } if (local_assets.contains(node_group->id.name)) { continue; } if (!nodeGroupPoll(&node_tree, node_group, nullptr)) { continue; } AddNodeItem item{}; item.ui_name = node_group->id.name + 2; item.identifier = node_tree.typeinfo->group_idname; item.after_add_fn = [node_group](const bContext &C, bNodeTree &node_tree, bNode &node) { Main &bmain = *CTX_data_main(&C); node.id = &node_group->id; id_us_plus(node.id); BKE_ntree_update_tag_node_property(&node_tree, &node); DEG_relations_tag_update(&bmain); }; search_items.append(std::move(item)); } } static void gather_add_node_operations(const bContext &C, bNodeTree &node_tree, Vector &r_search_items) { NODE_TYPES_BEGIN (node_type) { const char *disabled_hint; if (!(node_type->poll && node_type->poll(node_type, &node_tree, &disabled_hint))) { continue; } if ((StringRefNull(node_tree.typeinfo->group_idname) == node_type->idname)) { /* Skip the empty group type. */ continue; } if (StringRefNull(node_type->ui_name).endswith("(Legacy)")) { continue; } AddNodeItem item{}; item.ui_name = IFACE_(node_type->ui_name); item.identifier = node_type->idname; item.description = TIP_(node_type->ui_description); r_search_items.append(std::move(item)); } NODE_TYPES_END; /* Use a set to avoid adding items for node groups that are also assets. Using data-block * names is a crutch, since different assets may have the same name. However, an alternative * using #ED_asset_handle_get_local_id didn't work in this case. */ Set added_assets; gather_search_items_for_all_assets(C, node_tree, added_assets, r_search_items); gather_search_items_for_node_groups(C, node_tree, added_assets, r_search_items); } static void add_node_search_update_fn( const bContext *C, void *arg, const char *str, uiSearchItems *items, const bool is_first) { AddNodeSearchStorage &storage = *static_cast(arg); if (storage.update_items_tag) { bNodeTree *node_tree = CTX_wm_space_node(C)->edittree; storage.search_add_items.clear(); gather_add_node_operations(*C, *node_tree, storage.search_add_items); storage.update_items_tag = false; } StringSearch *search = BLI_string_search_new(); for (AddNodeItem &item : storage.search_add_items) { BLI_string_search_add(search, item.ui_name.c_str(), &item, item.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; AddNodeItem **filtered_items; const int filtered_amount = BLI_string_search_query(search, string, (void ***)&filtered_items); for (const int i : IndexRange(filtered_amount)) { AddNodeItem &item = *filtered_items[i]; if (!UI_search_item_add(items, item.ui_name.c_str(), &item, ICON_NONE, 0, 0)) { break; } } MEM_freeN(filtered_items); BLI_string_search_free(search); } static void add_node_search_exec_fn(bContext *C, void *arg1, void *arg2) { Main &bmain = *CTX_data_main(C); SpaceNode &snode = *CTX_wm_space_node(C); bNodeTree &node_tree = *snode.edittree; AddNodeSearchStorage &storage = *static_cast(arg1); AddNodeItem *item = static_cast(arg2); if (item == nullptr) { return; } node_deselect_all(snode); bNode *new_node = nodeAddNode(C, &node_tree, item->identifier.c_str()); BLI_assert(new_node != nullptr); if (item->after_add_fn) { item->after_add_fn(*C, node_tree, *new_node); } new_node->locx = storage.cursor.x / UI_DPI_FAC; new_node->locy = storage.cursor.y / UI_DPI_FAC + 20 * UI_DPI_FAC; nodeSetSelected(new_node, true); nodeSetActive(&node_tree, 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, &node_tree); if (storage.use_transform) { wmOperatorType *ot = WM_operatortype_find("NODE_OT_translate_attach_remove_on_cancel", true); BLI_assert(ot); PointerRNA ptr; WM_operator_properties_create_ptr(&ptr, ot); WM_operator_name_call_ptr(C, ot, WM_OP_INVOKE_DEFAULT, &ptr, nullptr); WM_operator_properties_free(&ptr); } } static ARegion *add_node_search_tooltip_fn( bContext *C, ARegion *region, const rcti *item_rect, void * /*arg*/, void *active) { const AddNodeItem *item = static_cast(active); uiSearchItemTooltipData tooltip_data{}; BLI_strncpy(tooltip_data.description, item->asset ? item->description.c_str() : TIP_(item->description.c_str()), sizeof(tooltip_data.description)); return UI_tooltip_create_from_search_item_generic(C, region, item_rect, &tooltip_data); } static void add_node_search_free_fn(void *arg) { AddNodeSearchStorage *storage = static_cast(arg); delete storage; } static uiBlock *create_search_popup_block(bContext *C, ARegion *region, void *arg_op) { AddNodeSearchStorage &storage = *(AddNodeSearchStorage *)arg_op; 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), 10, 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, add_node_search_update_fn, &storage, false, add_node_search_free_fn, add_node_search_exec_fn, nullptr); UI_but_flag_enable(but, UI_BUT_ACTIVATE_ON_INIT); UI_but_func_search_set_tooltip(but, add_node_search_tooltip_fn); UI_but_func_search_set_listen(but, add_node_search_listen_fn); /* Fake button to hold space for the search items. */ uiDefBut(block, UI_BTYPE_LABEL, 0, "", 10, 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_add_node_search_menu(bContext &C, const float2 &cursor, const bool use_transform) { AddNodeSearchStorage *storage = new AddNodeSearchStorage{cursor, use_transform}; /* 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