/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is Copyright (C) 2008 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * Contributor(s): Nathan Letwory * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/space_node/node_draw.c * \ingroup spnode */ #include #include #include #include "MEM_guardedalloc.h" #include "DNA_node_types.h" #include "DNA_lamp_types.h" #include "DNA_material_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_space_types.h" #include "DNA_screen_types.h" #include "DNA_world_types.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_threads.h" #include "BLI_utildefines.h" #include "BLF_translation.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_main.h" #include "BKE_node.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "WM_api.h" #include "WM_types.h" #include "ED_node.h" #include "ED_gpencil.h" #include "UI_interface.h" #include "UI_interface_icons.h" #include "UI_resources.h" #include "UI_view2d.h" #include "RNA_access.h" #include "NOD_composite.h" #include "NOD_shader.h" #include "intern/node_util.h" #include "node_intern.h" /* width of socket columns in group display */ #define NODE_GROUP_FRAME 120 // XXX interface.h extern void ui_dropshadow(rctf *rct, float radius, float aspect, int select); /* XXX update functions for node editor are a mess, needs a clear concept */ void ED_node_tree_update(SpaceNode *snode, Scene *scene) { snode_set_context(snode, scene); if (snode->nodetree && snode->nodetree->id.us==0) snode->nodetree->id.us= 1; } void ED_node_changed_update(ID *id, bNode *node) { bNodeTree *nodetree, *edittree; int treetype; node_tree_from_ID(id, &nodetree, &edittree, &treetype); if (treetype==NTREE_SHADER) { DAG_id_tag_update(id, 0); if (GS(id->name) == ID_MA) WM_main_add_notifier(NC_MATERIAL|ND_SHADING_DRAW, id); else if (GS(id->name) == ID_LA) WM_main_add_notifier(NC_LAMP|ND_LIGHTING_DRAW, id); else if (GS(id->name) == ID_WO) WM_main_add_notifier(NC_WORLD|ND_WORLD_DRAW, id); } else if (treetype==NTREE_COMPOSIT) { if (node) nodeUpdate(edittree, node); /* don't use NodeTagIDChanged, it gives far too many recomposites for image, scene layers, ... */ node= node_tree_get_editgroup(nodetree); if (node) nodeUpdateID(nodetree, node->id); WM_main_add_notifier(NC_SCENE|ND_NODES, id); } else if (treetype==NTREE_TEXTURE) { DAG_id_tag_update(id, 0); WM_main_add_notifier(NC_TEXTURE|ND_NODES, id); } } static int has_nodetree(bNodeTree *ntree, bNodeTree *lookup) { bNode *node; if (ntree == lookup) return 1; for (node=ntree->nodes.first; node; node=node->next) if (node->type == NODE_GROUP && node->id) if (has_nodetree((bNodeTree*)node->id, lookup)) return 1; return 0; } typedef struct NodeUpdateCalldata { bNodeTree *ntree; bNode *node; } NodeUpdateCalldata; static void node_generic_update_cb(void *calldata, ID *owner_id, bNodeTree *ntree) { NodeUpdateCalldata *cd= (NodeUpdateCalldata*)calldata; /* check if nodetree uses the group stored in calldata */ if (has_nodetree(ntree, cd->ntree)) ED_node_changed_update(owner_id, cd->node); } void ED_node_generic_update(Main *bmain, bNodeTree *ntree, bNode *node) { bNodeTreeType *tti= ntreeGetType(ntree->type); NodeUpdateCalldata cd; cd.ntree = ntree; cd.node = node; /* look through all datablocks, to support groups */ tti->foreach_nodetree(bmain, &cd, node_generic_update_cb); if (ntree->type == NTREE_TEXTURE) ntreeTexCheckCyclics(ntree); } static void do_node_internal_buttons(bContext *C, void *node_v, int event) { if (event==B_NODE_EXEC) { SpaceNode *snode= CTX_wm_space_node(C); if (snode && snode->id) ED_node_changed_update(snode->id, node_v); } } static void node_scaling_widget(int color_id, float aspect, float xmin, float ymin, float xmax, float ymax) { float dx; float dy; dx= 0.5f*(xmax-xmin); dy= 0.5f*(ymax-ymin); UI_ThemeColorShade(color_id, +30); fdrawline(xmin, ymin, xmax, ymax); fdrawline(xmin+dx, ymin, xmax, ymax-dy); UI_ThemeColorShade(color_id, -10); fdrawline(xmin, ymin+aspect, xmax, ymax+aspect); fdrawline(xmin+dx, ymin+aspect, xmax, ymax-dy+aspect); } static void node_uiblocks_init(const bContext *C, bNodeTree *ntree) { bNode *node; char uiblockstr[32]; /* add node uiBlocks in drawing order - prevents events going to overlapping nodes */ for (node= ntree->nodes.first; node; node= node->next) { /* ui block */ BLI_snprintf(uiblockstr, sizeof(uiblockstr), "node buttons %p", (void *)node); node->block= uiBeginBlock(C, CTX_wm_region(C), uiblockstr, UI_EMBOSS); uiBlockSetHandleFunc(node->block, do_node_internal_buttons, node); /* this cancels events for background nodes */ uiBlockSetFlag(node->block, UI_BLOCK_CLIP_EVENTS); } } /* based on settings in node, sets drawing rect info. each redraw! */ static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node) { uiLayout *layout; PointerRNA ptr; bNodeSocket *nsock; float locx, locy; float dy; int buty; /* get "global" coords */ nodeSpaceCoords(node, &locx, &locy); dy= locy; /* header */ dy-= NODE_DY; /* little bit space in top */ if (node->outputs.first) dy-= NODE_DYS/2; /* output sockets */ for (nsock= node->outputs.first; nsock; nsock= nsock->next) { if (!nodeSocketIsHidden(nsock)) { nsock->locx= locx + node->width; nsock->locy= dy - NODE_DYS; dy-= NODE_DY; } } node->prvr.xmin = locx + NODE_DYS; node->prvr.xmax = locx + node->width- NODE_DYS; /* preview rect? */ if (node->flag & NODE_PREVIEW) { /* only recalculate size when there's a preview actually, otherwise we use stored result */ BLI_lock_thread(LOCK_PREVIEW); if (node->preview && node->preview->rect) { float aspect= 1.0f; if (node->preview && node->preview->xsize && node->preview->ysize) aspect= (float)node->preview->ysize/(float)node->preview->xsize; dy-= NODE_DYS/2; node->prvr.ymax = dy; if (aspect <= 1.0f) node->prvr.ymin = dy - aspect*(node->width-NODE_DY); else { float dx= (node->width - NODE_DYS) - (node->width- NODE_DYS)/aspect; /* width correction of image */ node->prvr.ymin = dy - (node->width-NODE_DY); node->prvr.xmin+= 0.5f*dx; node->prvr.xmax-= 0.5f*dx; } dy= node->prvr.ymin - NODE_DYS/2; /* make sure that maximums are bigger or equal to minimums */ if (node->prvr.xmax < node->prvr.xmin) SWAP(float, node->prvr.xmax, node->prvr.xmin); if (node->prvr.ymax < node->prvr.ymin) SWAP(float, node->prvr.ymax, node->prvr.ymin); } else { float oldh= node->prvr.ymax - node->prvr.ymin; if (oldh==0.0f) oldh= 0.6f*node->width-NODE_DY; dy-= NODE_DYS/2; node->prvr.ymax = dy; node->prvr.ymin = dy - oldh; dy= node->prvr.ymin - NODE_DYS/2; } BLI_unlock_thread(LOCK_PREVIEW); } /* buttons rect? */ if ((node->flag & NODE_OPTIONS) && node->typeinfo->uifunc) { dy-= NODE_DYS/2; /* set this for uifunc() that don't use layout engine yet */ node->butr.xmin = 0; node->butr.xmax = node->width - 2*NODE_DYS; node->butr.ymin = 0; node->butr.ymax = 0; RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr); layout= uiBlockLayout(node->block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, locx+NODE_DYS, dy, node->butr.xmax, NODE_DY, UI_GetStyle()); node->typeinfo->uifunc(layout, (bContext *)C, &ptr); uiBlockEndAlign(node->block); uiBlockLayoutResolve(node->block, NULL, &buty); dy= buty - NODE_DYS/2; } /* input sockets */ for (nsock= node->inputs.first; nsock; nsock= nsock->next) { if (!nodeSocketIsHidden(nsock)) { nsock->locx= locx; nsock->locy= dy - NODE_DYS; dy-= NODE_DY; } } /* little bit space in end */ if (node->inputs.first || (node->flag & (NODE_OPTIONS|NODE_PREVIEW))==0 ) dy-= NODE_DYS/2; node->totr.xmin = locx; node->totr.xmax = locx + node->width; node->totr.ymax = locy; node->totr.ymin = MIN2(dy, locy-2*NODE_DY); /* Set the block bounds to clip mouse events from underlying nodes. * Add a margin for sockets on each side. */ uiExplicitBoundsBlock(node->block, node->totr.xmin - NODE_SOCKSIZE, node->totr.ymin, node->totr.xmax + NODE_SOCKSIZE, node->totr.ymax); } /* based on settings in node, sets drawing rect info. each redraw! */ static void node_update_hidden(bNode *node) { bNodeSocket *nsock; float locx, locy; float rad, drad, hiddenrad= HIDDEN_RAD; int totin=0, totout=0, tot; /* get "global" coords */ nodeSpaceCoords(node, &locx, &locy); /* calculate minimal radius */ for (nsock= node->inputs.first; nsock; nsock= nsock->next) if (!nodeSocketIsHidden(nsock)) totin++; for (nsock= node->outputs.first; nsock; nsock= nsock->next) if (!nodeSocketIsHidden(nsock)) totout++; tot= MAX2(totin, totout); if (tot>4) { hiddenrad += 5.0f*(float)(tot-4); } node->totr.xmin = locx; node->totr.xmax = locx + 3*hiddenrad + node->miniwidth; node->totr.ymax = locy + (hiddenrad - 0.5f*NODE_DY); node->totr.ymin = node->totr.ymax - 2*hiddenrad; /* output sockets */ rad=drad= (float)M_PI/(1.0f + (float)totout); for (nsock= node->outputs.first; nsock; nsock= nsock->next) { if (!nodeSocketIsHidden(nsock)) { nsock->locx= node->totr.xmax - hiddenrad + (float)sin(rad)*hiddenrad; nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad; rad+= drad; } } /* input sockets */ rad=drad= - (float)M_PI/(1.0f + (float)totin); for (nsock= node->inputs.first; nsock; nsock= nsock->next) { if (!nodeSocketIsHidden(nsock)) { nsock->locx= node->totr.xmin + hiddenrad + (float)sin(rad)*hiddenrad; nsock->locy= node->totr.ymin + hiddenrad + (float)cos(rad)*hiddenrad; rad+= drad; } } /* Set the block bounds to clip mouse events from underlying nodes. * Add a margin for sockets on each side. */ uiExplicitBoundsBlock(node->block, node->totr.xmin - NODE_SOCKSIZE, node->totr.ymin, node->totr.xmax + NODE_SOCKSIZE, node->totr.ymax); } void node_update_default(const bContext *C, bNodeTree *ntree, bNode *node) { if (node->flag & NODE_HIDDEN) node_update_hidden(node); else node_update_basis(C, ntree, node); } static int node_get_colorid(bNode *node) { if (node->typeinfo->nclass==NODE_CLASS_INPUT) return TH_NODE_IN_OUT; if (node->typeinfo->nclass==NODE_CLASS_OUTPUT) { if (node->flag & NODE_DO_OUTPUT) return TH_NODE_IN_OUT; else return TH_NODE; } if (node->typeinfo->nclass==NODE_CLASS_CONVERTOR) return TH_NODE_CONVERTOR; if (ELEM3(node->typeinfo->nclass, NODE_CLASS_OP_COLOR, NODE_CLASS_OP_VECTOR, NODE_CLASS_OP_FILTER)) return TH_NODE_OPERATOR; if (node->typeinfo->nclass==NODE_CLASS_GROUP) return TH_NODE_GROUP; return TH_NODE; } /* note: in cmp_util.c is similar code, for node_compo_pass_on() * the same goes for shader and texture nodes. */ /* note: in node_edit.c is similar code, for untangle node */ static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node) { ListBase links; bNodeLink *link; if (node->typeinfo->internal_connect == NULL) return; /* Get default muting links. */ links = node->typeinfo->internal_connect(snode->edittree, node); glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); for (link = links.first; link; link = link->next) node_draw_link_bezier(v2d, snode, link, TH_REDALERT, 0, TH_WIRE, 0, TH_WIRE); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); BLI_freelistN(&links); } /* this might have some more generic use */ static void node_circle_draw(float x, float y, float size, char *col, int highlight) { /* 16 values of sin function */ static float si[16] = { 0.00000000f, 0.39435585f, 0.72479278f, 0.93775213f, 0.99871650f, 0.89780453f, 0.65137248f, 0.29936312f, -0.10116832f, -0.48530196f, -0.79077573f, -0.96807711f, -0.98846832f, -0.84864425f, -0.57126821f, -0.20129852f }; /* 16 values of cos function */ static float co[16] ={ 1.00000000f, 0.91895781f, 0.68896691f, 0.34730525f, -0.05064916f, -0.44039415f, -0.75875812f, -0.95413925f, -0.99486932f, -0.87434661f, -0.61210598f, -0.25065253f, 0.15142777f, 0.52896401f, 0.82076344f, 0.97952994f, }; int a; glColor3ub(col[0], col[1], col[2]); glBegin(GL_POLYGON); for (a=0; a<16; a++) glVertex2f(x+size*si[a], y+size*co[a]); glEnd(); if (highlight) { UI_ThemeColor(TH_TEXT_HI); glLineWidth(1.5f); } else { glColor4ub(0, 0, 0, 150); } glEnable(GL_BLEND); glEnable( GL_LINE_SMOOTH ); glBegin(GL_LINE_LOOP); for (a=0; a<16; a++) glVertex2f(x+size*si[a], y+size*co[a]); glEnd(); glDisable( GL_LINE_SMOOTH ); glDisable(GL_BLEND); glLineWidth(1.0f); } void node_socket_circle_draw(bNodeTree *UNUSED(ntree), bNodeSocket *sock, float size) { bNodeSocketType *stype = ntreeGetSocketType(sock->type); node_circle_draw(sock->locx, sock->locy, size, stype->ui_color, (sock->flag & SELECT)); } /* ************** Socket callbacks *********** */ /* not a callback */ static void node_draw_preview(bNodePreview *preview, rctf *prv) { float xscale= (prv->xmax-prv->xmin)/((float)preview->xsize); float yscale= (prv->ymax-prv->ymin)/((float)preview->ysize); float tile= (prv->xmax - prv->xmin) / 10.0f; float x, y; /* draw checkerboard backdrop to show alpha */ glColor3ub(120, 120, 120); glRectf(prv->xmin, prv->ymin, prv->xmax, prv->ymax); glColor3ub(160, 160, 160); for (y=prv->ymin; yymax; y+=tile*2) { for (x=prv->xmin; xxmax; x+=tile*2) { float tilex= tile, tiley= tile; if (x+tile > prv->xmax) tilex= prv->xmax-x; if (y+tile > prv->ymax) tiley= prv->ymax-y; glRectf(x, y, x + tilex, y + tiley); } } for (y=prv->ymin+tile; yymax; y+=tile*2) { for (x=prv->xmin+tile; xxmax; x+=tile*2) { float tilex= tile, tiley= tile; if (x+tile > prv->xmax) tilex= prv->xmax-x; if (y+tile > prv->ymax) tiley= prv->ymax-y; glRectf(x, y, x + tilex, y + tiley); } } glPixelZoom(xscale, yscale); glEnable(GL_BLEND); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); /* premul graphics */ glColor4f(1.0, 1.0, 1.0, 1.0); glaDrawPixelsTex(prv->xmin, prv->ymin, preview->xsize, preview->ysize, GL_UNSIGNED_BYTE, preview->rect); glDisable(GL_BLEND); glPixelZoom(1.0f, 1.0f); UI_ThemeColorShadeAlpha(TH_BACK, -15, +100); fdrawbox(prv->xmin, prv->ymin, prv->xmax, prv->ymax); } /* common handle function for operator buttons that need to select the node first */ static void node_toggle_button_cb(struct bContext *C, void *node_argv, void *op_argv) { bNode *node = (bNode*)node_argv; const char *opname = (const char *)op_argv; /* select & activate only the button's node */ node_select_single(C, node); WM_operator_name_call(C, opname, WM_OP_INVOKE_DEFAULT, NULL); } static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node) { bNodeSocket *sock; rctf *rct= &node->totr; float iconofs; /* float socket_size= NODE_SOCKSIZE*U.dpi/72; */ /* UNUSED */ float iconbutw= 0.8f*UI_UNIT_X; int color_id= node_get_colorid(node); char showname[128]; /* 128 used below */ View2D *v2d = &ar->v2d; /* hurmf... another candidate for callback, have to see how this works first */ if (node->id && node->block && snode->treetype==NTREE_SHADER) nodeShaderSynchronizeID(node, 0); /* skip if out of view */ if (node->totr.xmax < ar->v2d.cur.xmin || node->totr.xmin > ar->v2d.cur.xmax || node->totr.ymax < ar->v2d.cur.ymin || node->totr.ymin > ar->v2d.cur.ymax) { uiEndBlock(C, node->block); node->block= NULL; return; } uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_LEFT); ui_dropshadow(rct, BASIS_RAD, snode->aspect, node->flag & SELECT); /* header */ if (color_id==TH_NODE) UI_ThemeColorShade(color_id, -20); else UI_ThemeColor(color_id); if (node->flag & NODE_MUTED) UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f); uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT); uiRoundBox(rct->xmin, rct->ymax-NODE_DY, rct->xmax, rct->ymax, BASIS_RAD); /* show/hide icons */ iconofs= rct->xmax - 7.0f; /* preview */ if (node->typeinfo->flag & NODE_PREVIEW) { uiBut *but; iconofs-=iconbutw; uiBlockSetEmboss(node->block, UI_EMBOSSN); but = uiDefIconBut(node->block, TOGBUT, B_REDR, ICON_MATERIAL, iconofs, rct->ymax-NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, ""); uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_preview_toggle"); /* XXX this does not work when node is activated and the operator called right afterwards, * since active ID is not updated yet (needs to process the notifier). * This can only work as visual indicator! */ // if (!(node->flag & (NODE_ACTIVE_ID|NODE_DO_OUTPUT))) // uiButSetFlag(but, UI_BUT_DISABLED); uiBlockSetEmboss(node->block, UI_EMBOSS); } /* group edit */ if (node->type == NODE_GROUP) { uiBut *but; iconofs-=iconbutw; uiBlockSetEmboss(node->block, UI_EMBOSSN); but = uiDefIconBut(node->block, TOGBUT, B_REDR, ICON_NODETREE, iconofs, rct->ymax-NODE_DY, iconbutw, UI_UNIT_Y, NULL, 0, 0, 0, 0, ""); uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_group_edit"); uiBlockSetEmboss(node->block, UI_EMBOSS); } /* title */ if (node->flag & SELECT) UI_ThemeColor(TH_TEXT_HI); else UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10); /* open/close entirely? */ { uiBut *but; int but_size = UI_UNIT_X *0.6f; /* XXX button uses a custom triangle draw below, so make it invisible without icon */ uiBlockSetEmboss(node->block, UI_EMBOSSN); but = uiDefBut(node->block, TOGBUT, B_REDR, "", rct->xmin+10.0f-but_size/2, rct->ymax-NODE_DY/2.0f-but_size/2, but_size, but_size, NULL, 0, 0, 0, 0, ""); uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_hide_toggle"); uiBlockSetEmboss(node->block, UI_EMBOSS); /* custom draw function for this button */ UI_DrawTriIcon(rct->xmin+10.0f, rct->ymax-NODE_DY/2.0f, 'v'); } /* this isn't doing anything for the label, so commenting out */ #if 0 if (node->flag & SELECT) UI_ThemeColor(TH_TEXT_HI); else UI_ThemeColor(TH_TEXT); #endif BLI_strncpy(showname, nodeLabel(node), sizeof(showname)); //if (node->flag & NODE_MUTED) // BLI_snprintf(showname, sizeof(showname), "[%s]", showname); // XXX - don't print into self! uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(rct->ymax-NODE_DY), (int)(iconofs - rct->xmin-18.0f), NODE_DY, NULL, 0, 0, 0, 0, ""); /* body */ UI_ThemeColor4(TH_NODE); glEnable(GL_BLEND); uiSetRoundBox(UI_CNR_BOTTOM_LEFT); uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax-NODE_DY, BASIS_RAD); glDisable(GL_BLEND); /* scaling indicator */ node_scaling_widget(TH_NODE, snode->aspect, rct->xmax-BASIS_RAD*snode->aspect, rct->ymin, rct->xmax, rct->ymin+BASIS_RAD*snode->aspect); /* outline active and selected emphasis */ if ( node->flag & (NODE_ACTIVE|SELECT) ) { glEnable(GL_BLEND); glEnable( GL_LINE_SMOOTH ); /* using different shades of TH_TEXT_HI for the empasis, like triangle */ if ( node->flag & NODE_ACTIVE ) UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, -40); else UI_ThemeColorShadeAlpha(TH_TEXT_HI, -20, -120); uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_LEFT); // round all corners except lower right uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD); glDisable( GL_LINE_SMOOTH ); glDisable(GL_BLEND); } /* disable lines */ if (node->flag & NODE_MUTED) node_draw_mute_line(v2d, snode, node); /* socket inputs, buttons */ for (sock= node->inputs.first; sock; sock= sock->next) { bNodeSocketType *stype= ntreeGetSocketType(sock->type); if (nodeSocketIsHidden(sock)) continue; node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE); if (stype->buttonfunc) stype->buttonfunc(C, node->block, ntree, node, sock, IFACE_(sock->name), sock->locx+NODE_DYS, sock->locy-NODE_DYS, node->width-NODE_DY); } /* socket outputs */ for (sock= node->outputs.first; sock; sock= sock->next) { PointerRNA sockptr; RNA_pointer_create((ID*)ntree, &RNA_NodeSocket, sock, &sockptr); if (nodeSocketIsHidden(sock)) continue; node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE); { const char *name = IFACE_(sock->name); float slen; int ofs = 0; UI_ThemeColor(TH_TEXT); slen= snode->aspect*UI_GetStringWidth(name); while (slen > node->width) { ofs++; slen= snode->aspect*UI_GetStringWidth(name+ofs); } uiDefBut(node->block, LABEL, 0, name+ofs, (short)(sock->locx-15.0f-slen), (short)(sock->locy-9.0f), (short)(node->width-NODE_DY), NODE_DY, NULL, 0, 0, 0, 0, ""); } } /* preview */ if (node->flag & NODE_PREVIEW) { BLI_lock_thread(LOCK_PREVIEW); if (node->preview && node->preview->rect && !BLI_rctf_is_empty(&node->prvr)) node_draw_preview(node->preview, &node->prvr); BLI_unlock_thread(LOCK_PREVIEW); } UI_ThemeClearColor(color_id); uiEndBlock(C, node->block); uiDrawBlock(C, node->block); node->block= NULL; } static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, bNode *node) { bNodeSocket *sock; rctf *rct= &node->totr; float dx, centy= 0.5f*(rct->ymax+rct->ymin); float hiddenrad= 0.5f*(rct->ymax-rct->ymin); float socket_size= NODE_SOCKSIZE*U.dpi/72; int color_id= node_get_colorid(node); char showname[128]; /* 128 is used below */ /* shadow */ uiSetRoundBox(UI_CNR_ALL); ui_dropshadow(rct, hiddenrad, snode->aspect, node->flag & SELECT); /* body */ UI_ThemeColor(color_id); if (node->flag & NODE_MUTED) UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f); uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad); /* outline active and selected emphasis */ if ( node->flag & (NODE_ACTIVE|SELECT) ) { glEnable(GL_BLEND); glEnable( GL_LINE_SMOOTH ); /* using different shades of TH_TEXT_HI for the empasis, like triangle */ if ( node->flag & NODE_ACTIVE ) UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, -40); else UI_ThemeColorShadeAlpha(TH_TEXT_HI, -20, -120); uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad); glDisable( GL_LINE_SMOOTH ); glDisable(GL_BLEND); } /* title */ if (node->flag & SELECT) UI_ThemeColor(TH_TEXT_HI); else UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10); /* open entirely icon */ { uiBut *but; int but_size = UI_UNIT_X *0.6f; /* XXX button uses a custom triangle draw below, so make it invisible without icon */ uiBlockSetEmboss(node->block, UI_EMBOSSN); but = uiDefBut(node->block, TOGBUT, B_REDR, "", rct->xmin+10.0f-but_size/2, centy-but_size/2, but_size, but_size, NULL, 0, 0, 0, 0, ""); uiButSetFunc(but, node_toggle_button_cb, node, (void*)"NODE_OT_hide_toggle"); uiBlockSetEmboss(node->block, UI_EMBOSS); /* custom draw function for this button */ UI_DrawTriIcon(rct->xmin+10.0f, centy, 'h'); } /* disable lines */ if (node->flag & NODE_MUTED) node_draw_mute_line(&ar->v2d, snode, node); if (node->flag & SELECT) UI_ThemeColor(TH_TEXT_HI); else UI_ThemeColor(TH_TEXT); if (node->miniwidth>0.0f) { BLI_strncpy(showname, nodeLabel(node), sizeof(showname)); //if (node->flag & NODE_MUTED) // BLI_snprintf(showname, sizeof(showname), "[%s]", showname); // XXX - don't print into self! uiDefBut(node->block, LABEL, 0, showname, (short)(rct->xmin+15), (short)(centy-10), (int)(rct->xmax - rct->xmin-18.0f -12.0f), NODE_DY, NULL, 0, 0, 0, 0, ""); } /* scale widget thing */ UI_ThemeColorShade(color_id, -10); dx= 10.0f; fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f); fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f); UI_ThemeColorShade(color_id, +30); dx-= snode->aspect; fdrawline(rct->xmax-dx, centy-4.0f, rct->xmax-dx, centy+4.0f); fdrawline(rct->xmax-dx-3.0f*snode->aspect, centy-4.0f, rct->xmax-dx-3.0f*snode->aspect, centy+4.0f); /* sockets */ for (sock= node->inputs.first; sock; sock= sock->next) { if (!nodeSocketIsHidden(sock)) node_socket_circle_draw(snode->nodetree, sock, socket_size); } for (sock= node->outputs.first; sock; sock= sock->next) { if (!nodeSocketIsHidden(sock)) node_socket_circle_draw(snode->nodetree, sock, socket_size); } uiEndBlock(C, node->block); uiDrawBlock(C, node->block); node->block= NULL; } void node_draw_default(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node) { if (node->flag & NODE_HIDDEN) node_draw_hidden(C, ar, snode, node); else node_draw_basis(C, ar, snode, ntree, node); } static void node_update(const bContext *C, bNodeTree *ntree, bNode *node) { if (node->typeinfo->drawupdatefunc) node->typeinfo->drawupdatefunc(C, ntree, node); } void node_update_nodetree(const bContext *C, bNodeTree *ntree, float offsetx, float offsety) { bNode *node; for (node= ntree->nodes.first; node; node= node->next) { /* XXX little hack */ node->locx += offsetx; node->locy += offsety; node_update(C, ntree, node); node->locx -= offsetx; node->locy -= offsety; } } static void node_draw(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node) { if (node->typeinfo->drawfunc) node->typeinfo->drawfunc(C, ar, snode, ntree, node); } void node_draw_nodetree(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree) { bNode *node; bNodeLink *link; int a; if (ntree==NULL) return; /* groups... */ /* node lines */ glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); for (link= ntree->links.first; link; link= link->next) node_draw_link(&ar->v2d, snode, link); glDisable(GL_LINE_SMOOTH); glDisable(GL_BLEND); /* draw nodes, last nodes in front */ for (a=0, node= ntree->nodes.first; node; node=node->next, a++) { node->nr= a; /* index of node in list, used for exec event code */ node_draw(C, ar, snode, ntree, node); } } void drawnodespace(const bContext *C, ARegion *ar, View2D *v2d) { View2DScrollers *scrollers; SpaceNode *snode= CTX_wm_space_node(C); Scene *scene= CTX_data_scene(C); int color_manage = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT; bNodeLinkDrag *nldrag; UI_ThemeClearColor(TH_BACK); glClear(GL_COLOR_BUFFER_BIT); UI_view2d_view_ortho(v2d); //uiFreeBlocksWin(&sa->uiblocks, sa->win); /* only set once */ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glEnable(GL_MAP1_VERTEX_3); /* aspect+font, set each time */ snode->aspect= (v2d->cur.xmax - v2d->cur.xmin)/((float)ar->winx); // XXX snode->curfont= uiSetCurFont_ext(snode->aspect); UI_view2d_constant_grid_draw(v2d); /* backdrop */ draw_nodespace_back_pix(ar, snode, color_manage); /* nodes */ snode_set_context(snode, CTX_data_scene(C)); if (snode->nodetree) { bNode *node; node_uiblocks_init(C, snode->nodetree); /* uiBlocks must be initialized in drawing order for correct event clipping. * Node group internal blocks added after the main group block. */ for (node= snode->nodetree->nodes.first; node; node= node->next) { if (node->flag & NODE_GROUP_EDIT) node_uiblocks_init(C, (bNodeTree *)node->id); } node_update_nodetree(C, snode->nodetree, 0.0f, 0.0f); node_draw_nodetree(C, ar, snode, snode->nodetree); #if 0 /* active group */ for (node= snode->nodetree->nodes.first; node; node= node->next) { if (node->flag & NODE_GROUP_EDIT) node_draw_group(C, ar, snode, snode->nodetree, node); } #endif } /* temporary links */ glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); for (nldrag= snode->linkdrag.first; nldrag; nldrag= nldrag->next) node_draw_link(&ar->v2d, snode, nldrag->link); glDisable(GL_LINE_SMOOTH); glDisable(GL_BLEND); /* draw grease-pencil ('canvas' strokes) */ if (/*(snode->flag & SNODE_DISPGP) &&*/ (snode->nodetree)) draw_gpencil_view2d((bContext*)C, 1); /* reset view matrix */ UI_view2d_view_restore(C); /* draw grease-pencil (screen strokes, and also paintbuffer) */ if (/*(snode->flag & SNODE_DISPGP) && */(snode->nodetree)) draw_gpencil_view2d((bContext*)C, 0); /* scrollers */ scrollers= UI_view2d_scrollers_calc(C, v2d, 10, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY); UI_view2d_scrollers_draw(C, v2d, scrollers); UI_view2d_scrollers_free(scrollers); }