Geometry Nodes: Attribute search drop-down
This commit adds a search for existing attributes when you click on an attribute field. This is useful because otherwise you have to remember which attributes should be available at each node in the tree. The fundamental complication is that this information is not accessible statically. So the search data is only a cache from the previous node tree evaluation. The information is added with `BKE_nodetree_attribute_hint_add`, currently for every input geometry socket for a single node. This is only an initial implementation, and later versions will expose the data type and domain of the attributes. Differential Revision: https://developer.blender.org/D10519
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Notes:
blender-bot
2023-02-14 08:42:53 +01:00
Referenced by commit53b82efed6
, Fix (unreported) geometry node attribute search not working in the Referenced by commit9ba1ff1c63
, Fix T86373: crash picking colors in geometry nodesockets Referenced by issue #86611, Support Attribute Search In Material Nodes Referenced by issue #85658, Lookup for attribute search
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@ -42,6 +42,7 @@ set(SRC
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node_buttons.c
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node_draw.cc
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node_edit.c
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node_geometry_attribute_search.cc
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node_gizmo.c
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node_group.c
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node_ops.c
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@ -3389,7 +3389,15 @@ static void std_node_socket_draw(
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case SOCK_STRING: {
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uiLayout *row = uiLayoutSplit(layout, 0.5f, false);
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uiItemL(row, text, 0);
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uiItemR(row, ptr, "default_value", DEFAULT_FLAGS, "", 0);
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const bNodeTree *node_tree = (const bNodeTree *)node_ptr->owner_id;
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if (node_tree->type == NTREE_GEOMETRY) {
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node_geometry_add_attribute_search_button(node_tree, node, ptr, row);
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}
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else {
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uiItemR(row, ptr, "default_value", DEFAULT_FLAGS, "", 0);
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}
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break;
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}
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case SOCK_OBJECT: {
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@ -0,0 +1,151 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "BLI_index_range.hh"
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#include "BLI_listbase.h"
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#include "BLI_map.hh"
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#include "BLI_set.hh"
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#include "BLI_string_ref.hh"
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#include "BLI_string_search.h"
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#include "DNA_modifier_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_space_types.h"
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#include "BKE_context.h"
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#include "BKE_node_ui_storage.hh"
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#include "BKE_object.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "node_intern.h"
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using blender::IndexRange;
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using blender::Map;
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using blender::Set;
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using blender::StringRef;
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struct AttributeSearchData {
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const bNodeTree &node_tree;
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const bNode &node;
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uiBut *search_button;
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/* Used to keep track of a button pointer over multiple redraws. Since the UI code
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* may reallocate the button, without this we might end up with a dangling pointer. */
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uiButStore *button_store;
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uiBlock *button_store_block;
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};
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static void attribute_search_update_fn(
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const bContext *C, void *arg, const char *str, uiSearchItems *items, const bool is_first)
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{
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AttributeSearchData *data = static_cast<AttributeSearchData *>(arg);
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const NodeUIStorage *ui_storage = BKE_node_tree_ui_storage_get_from_context(
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C, data->node_tree, data->node);
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if (ui_storage == nullptr) {
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return;
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}
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const Set<std::string> &attribute_name_hints = ui_storage->attribute_name_hints;
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if (str[0] != '\0' && !attribute_name_hints.contains_as(StringRef(str))) {
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/* Any string may be valid, so add the current search string with the hints. */
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UI_search_item_add(items, str, (void *)str, ICON_ADD, 0, 0);
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}
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/* Skip the filter when the menu is first opened, so all of the items are visible. */
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if (is_first) {
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for (const std::string &attribute_name : attribute_name_hints) {
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/* Just use the pointer to the name string as the search data,
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* since it's not used anyway but we need a pointer. */
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UI_search_item_add(items, attribute_name.c_str(), (void *)&attribute_name, ICON_NONE, 0, 0);
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}
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return;
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}
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StringSearch *search = BLI_string_search_new();
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for (const std::string &attribute_name : attribute_name_hints) {
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BLI_string_search_add(search, attribute_name.c_str(), (void *)&attribute_name);
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}
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std::string **filtered_items;
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const int filtered_amount = BLI_string_search_query(search, str, (void ***)&filtered_items);
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for (const int i : IndexRange(filtered_amount)) {
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std::string *item = filtered_items[i];
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if (!UI_search_item_add(items, item->c_str(), item, ICON_NONE, 0, 0)) {
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break;
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}
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}
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MEM_freeN(filtered_items);
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BLI_string_search_free(search);
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}
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static void attribute_search_free_fn(void *arg)
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{
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AttributeSearchData *data = static_cast<AttributeSearchData *>(arg);
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UI_butstore_free(data->button_store_block, data->button_store);
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delete data;
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}
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void node_geometry_add_attribute_search_button(const bNodeTree *node_tree,
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const bNode *node,
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PointerRNA *socket_ptr,
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uiLayout *layout)
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{
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uiBlock *block = uiLayoutGetBlock(layout);
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uiBut *but = uiDefIconTextButR(block,
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UI_BTYPE_SEARCH_MENU,
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0,
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ICON_NONE,
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"",
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0,
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0,
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10 * UI_UNIT_X, /* Dummy value, replaced by layout system. */
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UI_UNIT_Y,
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socket_ptr,
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"default_value",
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0,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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"");
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AttributeSearchData *data = new AttributeSearchData{
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*node_tree,
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*node,
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but,
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UI_butstore_create(block),
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block,
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};
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UI_butstore_register(data->button_store, &data->search_button);
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UI_but_func_search_set_results_are_suggestions(but, true);
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UI_but_func_search_set(but,
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nullptr,
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attribute_search_update_fn,
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static_cast<void *>(data),
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attribute_search_free_fn,
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nullptr,
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nullptr);
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}
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@ -38,9 +38,11 @@ struct bContext;
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struct bNode;
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struct bNodeLink;
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struct bNodeSocket;
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struct uiBut;
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struct wmGizmoGroupType;
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struct wmKeyConfig;
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struct wmWindow;
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struct uiBlock;
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#ifdef __cplusplus
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extern "C" {
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void NODE_OT_cryptomatte_layer_add(struct wmOperatorType *ot);
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void NODE_OT_cryptomatte_layer_remove(struct wmOperatorType *ot);
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/* node_geometry_attribute_search.cc */
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void node_geometry_add_attribute_search_button(const struct bNodeTree *node_tree,
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const struct bNode *node,
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struct PointerRNA *socket_ptr,
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struct uiLayout *layout);
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extern const char *node_context_dir[];
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/* XXXXXX */
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