[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57303] trunk/blender/release/scripts/ templates_py: Removed the unused draw_add_menu function from pynodes template.
Lukas Toenne
lukas.toenne at googlemail.com
Sun Jun 9 11:49:44 CEST 2013
Revision: 57303
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=57303
Author: lukastoenne
Date: 2013-06-09 09:49:44 +0000 (Sun, 09 Jun 2013)
Log Message:
-----------
Removed the unused draw_add_menu function from pynodes template. This was previously used to extend the node Add menu, now the node categories system is used instead.
Modified Paths:
--------------
trunk/blender/release/scripts/templates_py/custom_nodes.py
Added Paths:
-----------
trunk/blender/release/scripts/templates_py/custom_nodes_groups.py
Modified: trunk/blender/release/scripts/templates_py/custom_nodes.py
===================================================================
--- trunk/blender/release/scripts/templates_py/custom_nodes.py 2013-06-09 09:42:34 UTC (rev 57302)
+++ trunk/blender/release/scripts/templates_py/custom_nodes.py 2013-06-09 09:49:44 UTC (rev 57303)
@@ -4,10 +4,6 @@
# Implementation of custom nodes from Python
-# Shortcut for node type menu
-def add_nodetype(layout, type):
- layout.operator("node.add_node", text=type.bl_label).type = type.bl_rna.identifier
-
# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
class MyCustomTree(NodeTree):
# Description string
@@ -22,12 +18,7 @@
# Only one base tree class is needed in the editor for selecting the general category
bl_icon = 'NODETREE'
- def draw_add_menu(self, context, layout):
- layout.label("Hello World!")
- add_nodetype(layout, bpy.types.CustomNodeType)
- add_nodetype(layout, bpy.types.MyCustomGroup)
-
# Custom socket type
class MyCustomSocket(NodeSocket):
# Description string
Copied: trunk/blender/release/scripts/templates_py/custom_nodes_groups.py (from rev 57302, trunk/blender/release/scripts/templates_py/custom_nodes.py)
===================================================================
--- trunk/blender/release/scripts/templates_py/custom_nodes_groups.py (rev 0)
+++ trunk/blender/release/scripts/templates_py/custom_nodes_groups.py 2013-06-09 09:49:44 UTC (rev 57303)
@@ -0,0 +1,178 @@
+import bpy
+from bpy_types import NodeTree, Node, NodeSocket
+
+# Implementation of custom nodes from Python
+
+
+# Shortcut for node type menu
+def add_nodetype(layout, type):
+ layout.operator("node.add_node", text=type.bl_label).type = type.bl_rna.identifier
+
+# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
+class MyCustomTree(NodeTree):
+ # Description string
+ '''A custom node tree type that will show up in the node editor header'''
+ # Optional identifier string. If not explicitly defined, the python class name is used.
+ bl_idname = 'CustomTreeType'
+ # Label for nice name display
+ bl_label = 'Custom Node Tree'
+ # Icon identifier
+ # NOTE: If no icon is defined, the node tree will not show up in the editor header!
+ # This can be used to make additional tree types for groups and similar nodes (see below)
+ # Only one base tree class is needed in the editor for selecting the general category
+ bl_icon = 'NODETREE'
+
+ def draw_add_menu(self, context, layout):
+ layout.label("Hello World!")
+ add_nodetype(layout, bpy.types.CustomNodeType)
+ add_nodetype(layout, bpy.types.MyCustomGroup)
+
+
+# Custom socket type
+class MyCustomSocket(NodeSocket):
+ # Description string
+ '''Custom node socket type'''
+ # Optional identifier string. If not explicitly defined, the python class name is used.
+ bl_idname = 'CustomSocketType'
+ # Label for nice name display
+ bl_label = 'Custom Node Socket'
+
+ # Enum items list
+ my_items = [
+ ("DOWN", "Down", "Where your feet are"),
+ ("UP", "Up", "Where your head should be"),
+ ("LEFT", "Left", "Not right"),
+ ("RIGHT", "Right", "Not left")
+ ]
+
+ myEnumProperty = bpy.props.EnumProperty(name="Direction", description="Just an example", items=my_items, default='UP')
+
+ # Optional function for drawing the socket input value
+ def draw(self, context, layout, node, text):
+ if self.is_linked:
+ layout.label(text)
+ else:
+ layout.prop(self, "myEnumProperty", text=text)
+
+ # Socket color
+ def draw_color(self, context, node):
+ return (1.0, 0.4, 0.216, 0.5)
+
+# Mix-in class for all custom nodes in this tree type.
+# Defines a poll function to enable instantiation.
+class MyCustomTreeNode :
+ @classmethod
+ def poll(cls, ntree):
+ return ntree.bl_idname == 'CustomTreeType'
+
+# Derived from the Node base type.
+class MyCustomNode(Node, MyCustomTreeNode):
+ # === Basics ===
+ # Description string
+ '''A custom node'''
+ # Optional identifier string. If not explicitly defined, the python class name is used.
+ bl_idname = 'CustomNodeType'
+ # Label for nice name display
+ bl_label = 'Custom Node'
+ # Icon identifier
+ bl_icon = 'SOUND'
+
+ # === Custom Properties ===
+ # These work just like custom properties in ID data blocks
+ # Extensive information can be found under
+ # http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties
+ myStringProperty = bpy.props.StringProperty()
+ myFloatProperty = bpy.props.FloatProperty(default=3.1415926)
+
+ # === Optional Functions ===
+ # Initialization function, called when a new node is created.
+ # This is the most common place to create the sockets for a node, as shown below.
+ # NOTE: this is not the same as the standard __init__ function in Python, which is
+ # a purely internal Python method and unknown to the node system!
+ def init(self, context):
+ self.inputs.new('CustomSocketType', "Hello")
+ self.inputs.new('NodeSocketFloat', "World")
+ self.inputs.new('NodeSocketVector', "!")
+
+ self.outputs.new('NodeSocketColor', "How")
+ self.outputs.new('NodeSocketColor', "are")
+ self.outputs.new('NodeSocketFloat', "you")
+
+ # Copy function to initialize a copied node from an existing one.
+ def copy(self, node):
+ print("Copying from node ", node)
+
+ # Free function to clean up on removal.
+ def free(self):
+ print("Removing node ", self, ", Goodbye!")
+
+ # Additional buttons displayed on the node.
+ def draw_buttons(self, context, layout):
+ layout.label("Node settings")
+ layout.prop(self, "myFloatProperty")
+
+ # Detail buttons in the sidebar.
+ # If this function is not defined, the draw_buttons function is used instead
+ def draw_buttons_ext(self, context, layout):
+ layout.prop(self, "myFloatProperty")
+ # myStringProperty button will only be visible in the sidebar
+ layout.prop(self, "myStringProperty")
+
+
+### Node Categories ###
+# Node categories are a python system for automatically
+# extending the Add menu, toolbar panels and search operator.
+# For more examples see release/scripts/startup/nodeitems_builtins.py
+
+import nodeitems_utils
+from nodeitems_utils import NodeCategory, NodeItem
+
+# our own base class with an appropriate poll function,
+# so the categories only show up in our own tree type
+class MyNodeCategory(NodeCategory):
+ @classmethod
+ def poll(cls, context):
+ return context.space_data.tree_type == 'CustomTreeType'
+
+# all categories in a list
+node_categories = [
+ # identifier, label, items list
+ MyNodeCategory("SOMENODES", "Some Nodes", items=[
+ # our basic node
+ NodeItem("CustomNodeType"),
+ ]),
+ MyNodeCategory("OTHERNODES", "Other Nodes", items=[
+ # the node item can have additional settings,
+ # which are applied to new nodes
+ # NB: settings values are stored as string expressions,
+ # for this reason they should be converted to strings using repr()
+ NodeItem("CustomNodeType", label="Node A", settings={
+ "myStringProperty" : repr("Lorem ipsum dolor sit amet"),
+ "myFloatProperty" : repr(1.0),
+ }),
+ NodeItem("CustomNodeType", label="Node B", settings={
+ "myStringProperty" : repr("consectetur adipisicing elit"),
+ "myFloatProperty" : repr(2.0),
+ }),
+ ]),
+ ]
+
+
+def register():
+ bpy.utils.register_class(MyCustomTree)
+ bpy.utils.register_class(MyCustomSocket)
+ bpy.utils.register_class(MyCustomNode)
+
+ nodeitems_utils.register_node_categories("CUSTOM_NODES", node_categories)
+
+
+def unregister():
+ nodeitems_utils.unregister_node_categories("CUSTOM_NODES")
+
+ bpy.utils.unregister_class(MyCustomTree)
+ bpy.utils.unregister_class(MyCustomSocket)
+ bpy.utils.unregister_class(MyCustomNode)
+
+
+if __name__ == "__main__":
+ register()
More information about the Bf-blender-cvs
mailing list