/* * ***** 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 * \brief higher level node drawing for the node editor. */ #include "DNA_node_types.h" #include "DNA_object_types.h" #include "DNA_space_types.h" #include "DNA_screen_types.h" #include "BLI_math.h" #include "BLI_blenlib.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 "ED_space_api.h" #include "UI_resources.h" #include "UI_view2d.h" #include "RNA_access.h" #include "node_intern.h" /* own include */ #include "COM_compositor.h" /* XXX interface.h */ extern void ui_dropshadow(const rctf *rct, float radius, float aspect, float alpha, 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 int compare_nodes(bNode *a, bNode *b) { bNode *parent; /* These tell if either the node or any of the parent nodes is selected. * A selected parent means an unselected node is also in foreground! */ int a_select = (a->flag & NODE_SELECT), b_select = (b->flag & NODE_SELECT); int a_active = (a->flag & NODE_ACTIVE), b_active = (b->flag & NODE_ACTIVE); /* if one is an ancestor of the other */ /* XXX there might be a better sorting algorithm for stable topological sort, this is O(n^2) worst case */ for (parent = a->parent; parent; parent = parent->parent) { /* if b is an ancestor, it is always behind a */ if (parent == b) return 1; /* any selected ancestor moves the node forward */ if (parent->flag & NODE_ACTIVE) a_active = 1; if (parent->flag & NODE_SELECT) a_select = 1; } for (parent = b->parent; parent; parent = parent->parent) { /* if a is an ancestor, it is always behind b */ if (parent == a) return 0; /* any selected ancestor moves the node forward */ if (parent->flag & NODE_ACTIVE) b_active = 1; if (parent->flag & NODE_SELECT) b_select = 1; } /* if one of the nodes is in the background and the other not */ if ((a->flag & NODE_BACKGROUND) && !(b->flag & NODE_BACKGROUND)) return 0; else if (!(a->flag & NODE_BACKGROUND) && (b->flag & NODE_BACKGROUND)) return 1; /* if one has a higher selection state (active > selected > nothing) */ if (!b_active && a_active) return 1; else if (!b_select && (a_active || a_select)) return 1; return 0; } /* Sorts nodes by selection: unselected nodes first, then selected, * then the active node at the very end. Relative order is kept intact! */ void ED_node_sort(bNodeTree *ntree) { /* merge sort is the algorithm of choice here */ bNode *first_a, *first_b, *node_a, *node_b, *tmp; int totnodes = BLI_countlist(&ntree->nodes); int k, a, b; k = 1; while (k < totnodes) { first_a = first_b = ntree->nodes.first; do { /* setup first_b pointer */ for (b = 0; b < k && first_b; ++b) { first_b = first_b->next; } /* all batches merged? */ if (first_b == NULL) break; /* merge batches */ node_a = first_a; node_b = first_b; a = b = 0; while (a < k && b < k && node_b) { if (compare_nodes(node_a, node_b) == 0) { node_a = node_a->next; a++; } else { tmp = node_b; node_b = node_b->next; b++; BLI_remlink(&ntree->nodes, tmp); BLI_insertlinkbefore(&ntree->nodes, node_a, tmp); } } /* setup first pointers for next batch */ first_b = node_b; for (; b < k; ++b) { /* all nodes sorted? */ if (first_b == NULL) break; first_b = first_b->next; } first_a = first_b; } while (first_b); k = k << 1; } } 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_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 */ nodeToView(node, 0.0f, 0.0f, &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) { 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 { /* width correction of image */ float dx = (node->width - NODE_DYS) - (node->width - NODE_DYS) / aspect; 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 = BLI_rctf_size_y(&node->prvr); 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; } } /* 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()); uiLayoutSetContextPointer(layout, "node", &ptr); 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 = min_ff(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 */ nodeToView(node, 0.0f, 0.0f, &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); } int node_select_area_default(bNode *node, int x, int y) { return BLI_rctf_isect_pt(&node->totr, x, y); } int node_tweak_area_default(bNode *node, int x, int y) { return BLI_rctf_isect_pt(&node->totr, x, y); } 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) { bNodeLink *link; glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); for (link = node->internal_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); } /* 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, int highlight) { bNodeSocketType *stype = ntreeGetSocketType(sock->type); node_circle_draw(sock->locx, sock->locy, size, stype->ui_color, highlight); } /* ************** Socket callbacks *********** */ /* not a callback */ static void node_draw_preview(bNodePreview *preview, rctf *prv) { float xscale = BLI_rctf_size_x(prv) / ((float)preview->xsize); float yscale = BLI_rctf_size_y(prv) / ((float)preview->ysize); float tile = BLI_rctf_size_x(prv) / 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; y < prv->ymax; y += tile * 2) { for (x = prv->xmin; x < prv->xmax; 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; y < prv->ymax; y += tile * 2) { for (x = prv->xmin + tile; x < prv->xmax; 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); } void node_draw_shadow(SpaceNode *snode, bNode *node, float radius, float alpha) { rctf *rct = &node->totr; uiSetRoundBox(UI_CNR_ALL); if (node->parent == NULL) ui_dropshadow(rct, radius, snode->aspect, alpha, node->flag & SELECT); else { const float margin = 3.0f; glColor4f(0.0f, 0.0f, 0.0f, 0.33f); glEnable(GL_BLEND); uiRoundBox(rct->xmin - margin, rct->ymin - margin, rct->xmax + margin, rct->ymax + margin, radius + margin); glDisable(GL_BLEND); } } 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 (BLI_rctf_isect(&node->totr, &ar->v2d.cur, NULL) == FALSE) { uiEndBlock(C, node->block); node->block = NULL; return; } /* shadow */ node_draw_shadow(snode, node, BASIS_RAD, 1.0f); /* 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); #ifdef WITH_COMPOSITOR if (ntree->type == NTREE_COMPOSIT && (snode->flag & SNODE_SHOW_HIGHLIGHT)) { if (COM_isHighlightedbNode(node)) { UI_ThemeColorBlend(color_id, TH_ACTIVE, 0.5f); } } #endif 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_SELECT); 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, (int)(rct->xmin + (NODE_MARGIN_X / snode->aspect_sqrt)), (int)(rct->ymax - NODE_DY), (short)(iconofs - rct->xmin - 18.0f), (short)NODE_DY, NULL, 0, 0, 0, 0, ""); /* body */ if (node->flag & NODE_CUSTOM_COLOR) glColor3fv(node->color); else UI_ThemeColor4(TH_NODE); glEnable(GL_BLEND); uiSetRoundBox(UI_CNR_BOTTOM_LEFT | UI_CNR_BOTTOM_RIGHT); uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax - NODE_DY, BASIS_RAD); glDisable(GL_BLEND); /* outline active and selected emphasis */ if (node->flag & SELECT) { glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); if (node->flag & NODE_ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -40); else UI_ThemeColorShadeAlpha(TH_SELECT, 0, -40); uiSetRoundBox(UI_CNR_ALL); 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) { if (nodeSocketIsHidden(sock)) continue; node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE, sock->flag & SELECT); node->typeinfo->drawinputfunc(C, node->block, ntree, node, sock, IFACE_(sock->name), sock->locx + (NODE_DYS / snode->aspect_sqrt), sock->locy - NODE_DYS, node->width - NODE_DY); } /* socket outputs */ for (sock = node->outputs.first; sock; sock = sock->next) { if (nodeSocketIsHidden(sock)) continue; node_socket_circle_draw(ntree, sock, NODE_SOCKSIZE, sock->flag & SELECT); node->typeinfo->drawoutputfunc(C, node->block, ntree, node, sock, IFACE_(sock->name), sock->locx - node->width + (NODE_DYS / snode->aspect_sqrt), sock->locy - NODE_DYS, node->width - NODE_DY); } /* preview */ if (node->flag & NODE_PREVIEW) { if (node->preview && node->preview->rect && !BLI_rctf_is_empty(&node->prvr)) node_draw_preview(node->preview, &node->prvr); } 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, bNodeTree *ntree, bNode *node) { bNodeSocket *sock; rctf *rct = &node->totr; float dx, centy = BLI_rctf_cent_y(rct); float hiddenrad = BLI_rctf_size_y(rct) / 2.0f; float socket_size = NODE_SOCKSIZE * UI_DPI_ICON_FAC; int color_id = node_get_colorid(node); char showname[128]; /* 128 is used below */ /* shadow */ node_draw_shadow(snode, node, hiddenrad, 1.0f); /* body */ UI_ThemeColor(color_id); if (node->flag & NODE_MUTED) UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f); #ifdef WITH_COMPOSITOR if (ntree->type == NTREE_COMPOSIT && (snode->flag & SNODE_SHOW_HIGHLIGHT)) { if (COM_isHighlightedbNode(node)) { UI_ThemeColorBlend(color_id, TH_ACTIVE, 0.5f); } } #else (void)ntree; #endif uiRoundBox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad); /* outline active and selected emphasis */ if (node->flag & SELECT) { glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); if (node->flag & NODE_ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -40); else UI_ThemeColorShadeAlpha(TH_SELECT, 0, -40); 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_SELECT); 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_SELECT); 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, (int)(rct->xmin + (NODE_MARGIN_X / snode->aspect_sqrt)), (int)(centy - 10), (short)(BLI_rctf_size_x(rct) - 18.0f - 12.0f), (short)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, sock->flag & SELECT); } for (sock = node->outputs.first; sock; sock = sock->next) { if (!nodeSocketIsHidden(sock)) node_socket_circle_draw(snode->nodetree, sock, socket_size, sock->flag & SELECT); } uiEndBlock(C, node->block); uiDrawBlock(C, node->block); node->block = NULL; } int node_get_resize_cursor(int directions) { if (directions == 0) return CURSOR_STD; else if ((directions & ~(NODE_RESIZE_TOP | NODE_RESIZE_BOTTOM)) == 0) return CURSOR_Y_MOVE; else if ((directions & ~(NODE_RESIZE_RIGHT | NODE_RESIZE_LEFT)) == 0) return CURSOR_X_MOVE; else return CURSOR_EDIT; } void node_set_cursor(wmWindow *win, SpaceNode *snode) { bNodeTree *ntree = snode->edittree; bNode *node; bNodeSocket *sock; int cursor = CURSOR_STD; if (ntree) { if (node_find_indicated_socket(snode, &node, &sock, SOCK_IN | SOCK_OUT)) { /* pass */ } else { /* check nodes front to back */ for (node = ntree->nodes.last; node; node = node->prev) { if (BLI_rctf_isect_pt(&node->totr, snode->cursor[0], snode->cursor[1])) break; /* first hit on node stops */ } if (node) { int dir = node->typeinfo->resize_area_func(node, snode->cursor[0], snode->cursor[1]); cursor = node_get_resize_cursor(dir); } } } WM_cursor_set(win, cursor); } 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, ntree, 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; /* update nodes front to back, so children sizes get updated before parents */ for (node = ntree->nodes.last; node; node = node->prev) { /* 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); } #define USE_DRAW_TOT_UPDATE void node_draw_nodetree(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree) { bNode *node; bNodeLink *link; int a; if (ntree == NULL) return; /* groups... */ #ifdef USE_DRAW_TOT_UPDATE if (ntree->nodes.first) { BLI_rctf_init_minmax(&ar->v2d.tot); } #endif /* draw background nodes, last nodes in front */ for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) { #ifdef USE_DRAW_TOT_UPDATE /* unrelated to background nodes, update the v2d->tot, * can be anywhere before we draw the scroll bars */ BLI_rctf_union(&ar->v2d.tot, &node->totr); #endif if (!(node->flag & NODE_BACKGROUND)) continue; node->nr = a; /* index of node in list, used for exec event code */ node_draw(C, ar, snode, ntree, node); } /* 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 foreground nodes, last nodes in front */ for (a = 0, node = ntree->nodes.first; node; node = node->next, a++) { if (node->flag & NODE_BACKGROUND) continue; 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); bNodeLinkDrag *nldrag; LinkData *linkdata; UI_ThemeClearColor(TH_BACK); glClear(GL_COLOR_BUFFER_BIT); UI_view2d_view_ortho(v2d); //uiFreeBlocksWin(&sa->uiblocks, sa->win); ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); /* only set once */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_MAP1_VERTEX_3); /* aspect+font, set each time */ snode->aspect = BLI_rctf_size_x(&v2d->cur) / (float)ar->winx; snode->aspect_sqrt = sqrtf(snode->aspect); // XXX snode->curfont = uiSetCurFont_ext(snode->aspect); /* grid */ UI_view2d_multi_grid_draw(v2d, 25.0f, 5, 2); /* backdrop */ draw_nodespace_back_pix(C, ar, snode); /* nodes */ snode_set_context(snode, CTX_data_scene(C)); if (snode->nodetree) { bNode *node; /* void** highlights = 0; */ /* UNUSED */ 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); #ifdef WITH_COMPOSITOR if (snode->nodetree->type == NTREE_COMPOSIT) { COM_startReadHighlights(); } #endif 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) { for (linkdata = nldrag->links.first; linkdata; linkdata = linkdata->next) { node_draw_link(&ar->v2d, snode, (bNodeLink *)linkdata->data); } } glDisable(GL_LINE_SMOOTH); glDisable(GL_BLEND); ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); /* draw grease-pencil ('canvas' strokes) */ if (snode->nodetree) draw_gpencil_view2d(C, 1); /* reset view matrix */ UI_view2d_view_restore(C); /* draw grease-pencil (screen strokes, and also paintbuffer) */ if (snode->nodetree) draw_gpencil_view2d(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); }