import itertools from collections import OrderedDict from typing import Any, Generator, List, Optional, Type from typing import OrderedDict as ODict # Prevent naming conflicts import bpy.types from bpy.props import * from nodeitems_utils import NodeItem # When passed as a category to add_node(), this will use the capitalized # name of the parent package of the node as the category to make # renaming categories easier. MODULE_AS_CATEGORY = "__modcat__" nodes = [] category_items: ODict[str, List['ArmNodeCategory']] = OrderedDict() array_nodes = dict() class ArmLogicTreeNode(bpy.types.Node): @classmethod def poll(cls, ntree): return ntree.bl_idname == 'ArmLogicTreeType' def add_input(self, socket_type: str, socket_name: str, default_value: Any = None, is_var: bool = False) -> bpy.types.NodeSocket: """Adds a new input socket to the node. If `is_var` is true, a dot is placed inside the socket to denote that this socket can be used for variable access (see SetVariable node). """ socket = self.inputs.new(socket_type, socket_name) if default_value is not None: socket.default_value = default_value if is_var and not socket.display_shape.endswith('_DOT'): socket.display_shape += '_DOT' return socket def add_output(self, socket_type: str, socket_name: str, default_value: Any = None, is_var: bool = False) -> bpy.types.NodeSocket: """Adds a new output socket to the node. If `is_var` is true, a dot is placed inside the socket to denote that this socket can be used for variable access (see SetVariable node). """ socket = self.outputs.new(socket_type, socket_name) if default_value is not None: socket.default_value = default_value if is_var and not socket.display_shape.endswith('_DOT'): socket.display_shape += '_DOT' return socket class ArmNodeAddInputButton(bpy.types.Operator): """Add new input""" bl_idname = 'arm.node_add_input' bl_label = 'Add Input' node_index: StringProperty(name='Node Index', default='') socket_type: StringProperty(name='Socket Type', default='NodeSocketShader') name_format: StringProperty(name='Name Format', default='Input {0}') index_name_offset: IntProperty(name='Index Name Offset', default=0) def execute(self, context): global array_nodes inps = array_nodes[self.node_index].inputs inps.new(self.socket_type, self.name_format.format(str(len(inps) + self.index_name_offset))) return{'FINISHED'} class ArmNodeAddInputValueButton(bpy.types.Operator): """Add new input""" bl_idname = 'arm.node_add_input_value' bl_label = 'Add Input' node_index: StringProperty(name='Node Index', default='') socket_type: StringProperty(name='Socket Type', default='NodeSocketShader') def execute(self, context): global array_nodes inps = array_nodes[self.node_index].inputs inps.new(self.socket_type, 'Value') return{'FINISHED'} class ArmNodeRemoveInputButton(bpy.types.Operator): """Remove last input""" bl_idname = 'arm.node_remove_input' bl_label = 'Remove Input' node_index: StringProperty(name='Node Index', default='') def execute(self, context): global array_nodes node = array_nodes[self.node_index] inps = node.inputs min_inps = 0 if not hasattr(node, 'min_inputs') else node.min_inputs if len(inps) > min_inps: inps.remove(inps.values()[-1]) return{'FINISHED'} class ArmNodeRemoveInputValueButton(bpy.types.Operator): """Remove last input""" bl_idname = 'arm.node_remove_input_value' bl_label = 'Remove Input' node_index: StringProperty(name='Node Index', default='') def execute(self, context): global array_nodes node = array_nodes[self.node_index] inps = node.inputs min_inps = 0 if not hasattr(node, 'min_inputs') else node.min_inputs if len(inps) > min_inps and inps[-1].name == 'Value': inps.remove(inps.values()[-1]) return{'FINISHED'} class ArmNodeAddOutputButton(bpy.types.Operator): """Add new output""" bl_idname = 'arm.node_add_output' bl_label = 'Add Output' node_index: StringProperty(name='Node Index', default='') socket_type: StringProperty(name='Socket Type', default='NodeSocketShader') name_format: StringProperty(name='Name Format', default='Output {0}') index_name_offset: IntProperty(name='Index Name Offset', default=0) def execute(self, context): global array_nodes outs = array_nodes[self.node_index].outputs outs.new(self.socket_type, self.name_format.format(str(len(outs) + self.index_name_offset))) return{'FINISHED'} class ArmNodeRemoveOutputButton(bpy.types.Operator): """Remove last output""" bl_idname = 'arm.node_remove_output' bl_label = 'Remove Output' node_index: StringProperty(name='Node Index', default='') def execute(self, context): global array_nodes node = array_nodes[self.node_index] outs = node.outputs min_outs = 0 if not hasattr(node, 'min_outputs') else node.min_outputs if len(outs) > min_outs: outs.remove(outs.values()[-1]) return{'FINISHED'} class ArmNodeAddInputOutputButton(bpy.types.Operator): """Add new input and output""" bl_idname = 'arm.node_add_input_output' bl_label = 'Add Input Output' node_index: StringProperty(name='Node Index', default='') in_socket_type: StringProperty(name='In Socket Type', default='NodeSocketShader') out_socket_type: StringProperty(name='Out Socket Type', default='NodeSocketShader') in_name_format: StringProperty(name='In Name Format', default='Input {0}') out_name_format: StringProperty(name='Out Name Format', default='Output {0}') in_index_name_offset: IntProperty(name='Index Name Offset', default=0) def execute(self, context): global array_nodes node = array_nodes[self.node_index] inps = node.inputs outs = node.outputs inps.new(self.in_socket_type, self.in_name_format.format(str(len(inps) + self.in_index_name_offset))) outs.new(self.out_socket_type, self.out_name_format.format(str(len(outs)))) return{'FINISHED'} class ArmNodeRemoveInputOutputButton(bpy.types.Operator): """Remove last input and output""" bl_idname = 'arm.node_remove_input_output' bl_label = 'Remove Input Output' node_index: StringProperty(name='Node Index', default='') def execute(self, context): global array_nodes node = array_nodes[self.node_index] inps = node.inputs outs = node.outputs min_inps = 0 if not hasattr(node, 'min_inputs') else node.min_inputs min_outs = 0 if not hasattr(node, 'min_outputs') else node.min_outputs if len(inps) > min_inps: inps.remove(inps.values()[-1]) if len(outs) > min_outs: outs.remove(outs.values()[-1]) return{'FINISHED'} class ArmNodeSearch(bpy.types.Operator): bl_idname = "arm.node_search" bl_label = "Search..." bl_options = {"REGISTER"} bl_property = "item" def get_search_items(self, context): items = [] for node in get_all_nodes(): items.append((node.nodetype, node.label, "")) return items item: EnumProperty(items=get_search_items) @classmethod def poll(cls, context): return context.space_data.tree_type == 'ArmLogicTreeType' and context.space_data.edit_tree @classmethod def description(cls, context, properties): if cls.poll(context): return "Search for a logic node" else: return "Search for a logic node. This operator is not available" \ " without an active node tree" def invoke(self, context, event): context.window_manager.invoke_search_popup(self) return {"CANCELLED"} def execute(self, context): """Called when a node is added.""" bpy.ops.node.add_node('INVOKE_DEFAULT', type=self.item, use_transform=True) return {"FINISHED"} class ArmNodeCategory: """Represents a category (=directory) of logic nodes.""" def __init__(self, name: str, icon: str, description: str): self.name = name self.icon = icon self.description = description self.node_sections: ODict[str, List[NodeItem]] = OrderedDict() def register_node(self, node_type: Type[bpy.types.Node], node_section: str) -> None: """Registers a node to this category so that it will be displayed int the `Add node` menu.""" self.add_node_section(node_section) # Internal node types seem to have no bl_idname attribute if issubclass(node_type, bpy.types.NodeInternal): item = NodeItem(node_type.__name__) else: item = NodeItem(node_type.bl_idname) self.node_sections[node_section].append(item) def get_all_nodes(self) -> Generator[NodeItem, None, None]: """Returns all nodes that are registered into this category.""" yield from itertools.chain(*self.node_sections.values()) def add_node_section(self, name: str): """Adds a node section to this category.""" if name not in self.node_sections: self.node_sections[name] = [] def sort_nodes(self): for node_section in self.node_sections: self.node_sections[node_section] = sorted(self.node_sections[node_section], key=lambda item: item.label) def category_exists(name: str) -> bool: for category_section in category_items: for c in category_items[category_section]: if c.name == name: return True return False def get_category(name: str) -> Optional[ArmNodeCategory]: for category_section in category_items: for c in category_items[category_section]: if c.name == name: return c return None def get_all_categories() -> Generator[ArmNodeCategory, None, None]: for section_categories in category_items.values(): yield from itertools.chain(section_categories) def get_all_nodes() -> Generator[NodeItem, None, None]: for category in get_all_categories(): yield from itertools.chain(category.get_all_nodes()) def add_category_section(name: str) -> None: """Adds a section of categories to the node menu to group multiple categories visually together. The given name only acts as an ID and is not displayed in the user inferface.""" global category_items if name not in category_items: category_items[name] = [] def add_node_section(name: str, category: str) -> None: """Adds a section of nodes to the sub menu of the given category to group multiple nodes visually together. The given name only acts as an ID and is not displayed in the user inferface.""" node_category = get_category(category) if node_category is not None: node_category.add_node_section(name) def add_category(category: str, section: str = 'default', icon: str = 'BLANK1', description: str = '') -> Optional[ArmNodeCategory]: """Adds a category of nodes to the node menu.""" global category_items add_category_section(section) if not category_exists(category): node_category = ArmNodeCategory(category, icon, description) category_items[section].append(node_category) return node_category return None def add_node(node_type: Type[bpy.types.Node], category: str, section: str = 'default') -> None: """ Registers a node to the given category. If no section is given, the node is put into the default section that does always exist. """ global nodes if category == MODULE_AS_CATEGORY: category = node_type.__module__.rsplit('.', 2)[1].capitalize() nodes.append(node_type) node_category = get_category(category) if node_category is None: node_category = add_category(category) node_category.register_node(node_type, section) node_type.bl_icon = node_category.icon bpy.utils.register_class(ArmNodeSearch) bpy.utils.register_class(ArmNodeAddInputButton) bpy.utils.register_class(ArmNodeAddInputValueButton) bpy.utils.register_class(ArmNodeRemoveInputButton) bpy.utils.register_class(ArmNodeRemoveInputValueButton) bpy.utils.register_class(ArmNodeAddOutputButton) bpy.utils.register_class(ArmNodeRemoveOutputButton) bpy.utils.register_class(ArmNodeAddInputOutputButton) bpy.utils.register_class(ArmNodeRemoveInputOutputButton)