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.

This commit is contained in:
Lukas Toenne 2013-05-08 15:41:05 +00:00
parent 8542d97f73
commit 8863222a90
2 changed files with 29 additions and 28 deletions

View File

@ -26,21 +26,17 @@ class NodeCategory():
def poll(cls, context): def poll(cls, context):
return True return True
@property def __init__(self, identifier, name, description="", items=None):
def items(self):
if hasattr(self, '_items'):
return self._items
elif hasattr(self, '_itemfunc'):
return self._itemfunc(self)
def __init__(self, identifier, name, description="", items=[]):
self.identifier = identifier self.identifier = identifier
self.name = name self.name = name
self.description = description self.description = description
if callable(items):
self._itemfunc = items if items is None:
self.items = lambda context: []
elif callable(items):
self.items = items
else: else:
self._items = items self.items = lambda context: items
class NodeItem(): class NodeItem():
def __init__(self, nodetype, label=None, settings={}): def __init__(self, nodetype, label=None, settings={}):
@ -69,7 +65,7 @@ def register_node_categories(identifier, cat_list):
layout = self.layout layout = self.layout
col = layout.column() col = layout.column()
default_context = bpy.app.translations.contexts.default default_context = bpy.app.translations.contexts.default
for item in self.category.items: for item in self.category.items(context):
op = col.operator("node.add_node", text=item.label, text_ctxt=default_context) op = col.operator("node.add_node", text=item.label, text_ctxt=default_context)
op.type = item.nodetype op.type = item.nodetype
op.use_transform = True op.use_transform = True

View File

@ -17,7 +17,6 @@
# ##### END GPL LICENSE BLOCK ##### # ##### END GPL LICENSE BLOCK #####
# <pep8 compliant> # <pep8 compliant>
import bpy
import nodeitems_utils import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem from nodeitems_utils import NodeCategory, NodeItem
@ -47,18 +46,24 @@ class TextureNodeCategory(NodeCategory):
return context.space_data.tree_type == 'TextureNodeTree' return context.space_data.tree_type == 'TextureNodeTree'
def compositor_node_group_items(self): # maps node tree type to group node type
return [NodeItem('CompositorNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name }) node_tree_group_type = {
for group in bpy.data.node_groups if group.bl_idname == 'CompositorNodeTree'] 'CompositorNodeTree' : 'CompositorNodeGroup',
'ShaderNodeTree' : 'ShaderNodeGroup',
'TextureNodeTree' : 'TextureNodeGroup',
}
# generic node group items generator for shader, compositor and texture node groups
def node_group_items(context):
space = context.space_data
if not space:
return
ntree = space.edit_tree
if not ntree:
return
# Note: node groups not distinguished by old/new shader nodes for group in context.blend_data.node_groups:
def shader_node_group_items(self): if group.bl_idname == ntree.bl_idname:
return [NodeItem('ShaderNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name }) yield NodeItem(node_tree_group_type[group.bl_idname], group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
for group in bpy.data.node_groups if group.bl_idname == 'ShaderNodeTree']
def texture_node_group_items(self):
return [NodeItem('TextureNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
for group in bpy.data.node_groups if group.bl_idname == 'TextureNodeTree']
# All standard node categories currently used in nodes. # All standard node categories currently used in nodes.
@ -99,7 +104,7 @@ shader_node_categories = [
]), ]),
ShaderOldNodeCategory("SH_SCRIPT", "Script", items=[ ShaderOldNodeCategory("SH_SCRIPT", "Script", items=[
]), ]),
ShaderOldNodeCategory("SH_GROUP", "Group", items=shader_node_group_items), ShaderOldNodeCategory("SH_GROUP", "Group", items=node_group_items),
ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[ ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"), NodeItem("NodeFrame"),
]), ]),
@ -182,7 +187,7 @@ shader_node_categories = [
ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[ ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
NodeItem("ShaderNodeScript"), NodeItem("ShaderNodeScript"),
]), ]),
ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=shader_node_group_items), ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[ ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"), NodeItem("NodeFrame"),
]), ]),
@ -287,7 +292,7 @@ compositor_node_categories = [
NodeItem("CompositorNodeTransform"), NodeItem("CompositorNodeTransform"),
NodeItem("CompositorNodeStabilize"), NodeItem("CompositorNodeStabilize"),
]), ]),
CompositorNodeCategory("CMP_GROUP", "Group", items=compositor_node_group_items), CompositorNodeCategory("CMP_GROUP", "Group", items=node_group_items),
CompositorNodeCategory("CMP_LAYOUT", "Layout", items = [ CompositorNodeCategory("CMP_LAYOUT", "Layout", items = [
NodeItem("NodeFrame"), NodeItem("NodeFrame"),
NodeItem("CompositorNodeSwitch"), NodeItem("CompositorNodeSwitch"),
@ -342,7 +347,7 @@ texture_node_categories = [
NodeItem("TextureNodeTranslate"), NodeItem("TextureNodeTranslate"),
NodeItem("TextureNodeRotate"), NodeItem("TextureNodeRotate"),
]), ]),
TextureNodeCategory("TEX_GROUP", "Group", items=texture_node_group_items), TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
TextureNodeCategory("TEX_LAYOUT", "Layout", items = [ TextureNodeCategory("TEX_LAYOUT", "Layout", items = [
NodeItem("NodeFrame"), NodeItem("NodeFrame"),
]), ]),