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.
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@ -26,21 +26,17 @@ class NodeCategory():
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def poll(cls, context):
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def poll(cls, context):
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return True
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return True
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@property
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def __init__(self, identifier, name, description="", items=None):
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def items(self):
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if hasattr(self, '_items'):
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return self._items
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elif hasattr(self, '_itemfunc'):
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return self._itemfunc(self)
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def __init__(self, identifier, name, description="", items=[]):
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self.identifier = identifier
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self.identifier = identifier
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self.name = name
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self.name = name
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self.description = description
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self.description = description
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if callable(items):
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self._itemfunc = items
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if items is None:
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self.items = lambda context: []
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elif callable(items):
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self.items = items
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else:
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else:
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self._items = items
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self.items = lambda context: items
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class NodeItem():
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class NodeItem():
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def __init__(self, nodetype, label=None, settings={}):
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def __init__(self, nodetype, label=None, settings={}):
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@ -69,7 +65,7 @@ def register_node_categories(identifier, cat_list):
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layout = self.layout
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layout = self.layout
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col = layout.column()
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col = layout.column()
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default_context = bpy.app.translations.contexts.default
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default_context = bpy.app.translations.contexts.default
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for item in self.category.items:
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for item in self.category.items(context):
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op = col.operator("node.add_node", text=item.label, text_ctxt=default_context)
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op = col.operator("node.add_node", text=item.label, text_ctxt=default_context)
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op.type = item.nodetype
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op.type = item.nodetype
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op.use_transform = True
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op.use_transform = True
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@ -17,7 +17,6 @@
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# ##### END GPL LICENSE BLOCK #####
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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# <pep8 compliant>
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import bpy
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import nodeitems_utils
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import nodeitems_utils
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from nodeitems_utils import NodeCategory, NodeItem
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from nodeitems_utils import NodeCategory, NodeItem
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@ -47,18 +46,24 @@ class TextureNodeCategory(NodeCategory):
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return context.space_data.tree_type == 'TextureNodeTree'
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return context.space_data.tree_type == 'TextureNodeTree'
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def compositor_node_group_items(self):
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# maps node tree type to group node type
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return [NodeItem('CompositorNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
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node_tree_group_type = {
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for group in bpy.data.node_groups if group.bl_idname == 'CompositorNodeTree']
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'CompositorNodeTree' : 'CompositorNodeGroup',
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'ShaderNodeTree' : 'ShaderNodeGroup',
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'TextureNodeTree' : 'TextureNodeGroup',
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}
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# generic node group items generator for shader, compositor and texture node groups
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def node_group_items(context):
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space = context.space_data
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if not space:
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return
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ntree = space.edit_tree
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if not ntree:
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return
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# Note: node groups not distinguished by old/new shader nodes
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for group in context.blend_data.node_groups:
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def shader_node_group_items(self):
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if group.bl_idname == ntree.bl_idname:
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return [NodeItem('ShaderNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
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yield NodeItem(node_tree_group_type[group.bl_idname], group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
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for group in bpy.data.node_groups if group.bl_idname == 'ShaderNodeTree']
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def texture_node_group_items(self):
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return [NodeItem('TextureNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
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for group in bpy.data.node_groups if group.bl_idname == 'TextureNodeTree']
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# All standard node categories currently used in nodes.
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# All standard node categories currently used in nodes.
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@ -99,7 +104,7 @@ shader_node_categories = [
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]),
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]),
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ShaderOldNodeCategory("SH_SCRIPT", "Script", items=[
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ShaderOldNodeCategory("SH_SCRIPT", "Script", items=[
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]),
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]),
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ShaderOldNodeCategory("SH_GROUP", "Group", items=shader_node_group_items),
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ShaderOldNodeCategory("SH_GROUP", "Group", items=node_group_items),
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ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
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ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeFrame"),
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]),
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]),
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@ -182,7 +187,7 @@ shader_node_categories = [
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ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
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ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
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NodeItem("ShaderNodeScript"),
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NodeItem("ShaderNodeScript"),
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]),
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]),
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ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=shader_node_group_items),
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ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
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ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
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ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeFrame"),
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]),
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]),
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@ -287,7 +292,7 @@ compositor_node_categories = [
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NodeItem("CompositorNodeTransform"),
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NodeItem("CompositorNodeTransform"),
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NodeItem("CompositorNodeStabilize"),
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NodeItem("CompositorNodeStabilize"),
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]),
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]),
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CompositorNodeCategory("CMP_GROUP", "Group", items=compositor_node_group_items),
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CompositorNodeCategory("CMP_GROUP", "Group", items=node_group_items),
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CompositorNodeCategory("CMP_LAYOUT", "Layout", items = [
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CompositorNodeCategory("CMP_LAYOUT", "Layout", items = [
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NodeItem("NodeFrame"),
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NodeItem("NodeFrame"),
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NodeItem("CompositorNodeSwitch"),
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NodeItem("CompositorNodeSwitch"),
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@ -342,7 +347,7 @@ texture_node_categories = [
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NodeItem("TextureNodeTranslate"),
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NodeItem("TextureNodeTranslate"),
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NodeItem("TextureNodeRotate"),
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NodeItem("TextureNodeRotate"),
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]),
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]),
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TextureNodeCategory("TEX_GROUP", "Group", items=texture_node_group_items),
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TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
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TextureNodeCategory("TEX_LAYOUT", "Layout", items = [
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TextureNodeCategory("TEX_LAYOUT", "Layout", items = [
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NodeItem("NodeFrame"),
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NodeItem("NodeFrame"),
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]),
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]),
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