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Almost all user interactions with the network editor are handled by python
code defined in $HHP
, in a collection of modules
with names that start with nodegraph
. Every user action and various
application generated events are sent to this python code for processing.
Tip
The $HHP
environment variable points to the sub-directory in Houdini’s installation containing its Python libraries, $HFS/houdini/pythonX.Ylibs/
.
The basic organization of the code is that all events are passed to the
current context module (nodegraph.py
by default), to a function named
handleEvent()
. It is possible to change the current context by calling
hou.NetworkEditor.pushEventContext. This method is free to do whatever
it wants with the event. The approach used in nodegraph.py
is to pass this
event to a python coroutine, which uses a yield statement inside a loop to
effectively pause execution of the routine until the next event arrives. The
use of a coroutine in this way allows the code to easily maintain state from
one event to the next without using global variables. The use of the yield
statement also lets the code be written as a simple loop, where the arrival of
each event automatically resumes the code where it left off.
Within the event handling loop in the coroutine, certain special events (like
hitting Escape, or events indicating the user has switched networks) are
handled directly in the loop. User events (like pressing a button on the
mouse) are sent to a function called createEventHandler
. The purpose of this
function is to identify the start of a user operation (such as connecting two
nodes together, or moving a node), usually (but not necessarily) indicated by
a keyboard event or a mouse button press. When a user operation is started,
this function will return an EventHandler
object (defined in
nodegraphbase.py
). Future events are sent directly to this event handler
object’s handleEvent()
method, which, like createEventHandler
, also
returns an EventHandler
object. If the user operation is completed (often
because the user releases the mouse button that started the operation),
handleEvent
will return None
, and the next user event will call
createEventHandler
to look for the start of another user operation. If the
user operation is still ongoing (often indicated by an event like a mouse
drag), this method will return self
, so that it continues to receive events.
Or in some cases a different EventHandler
object may be returned, indicating
that the user operation has become more specialized, or morphed into a
different operation. Whatever the reason, this new EventHandler
will start
receiving events as they come in.
Event types ¶
Each event sent to the handleEvent
function will be one of the event types
defined in the $HHP/canvaseventtypes.py
module.
InitializationEvent
Sent once to each network editor when it is first created in the Houdini interface.
editor
The hou.NetworkEditor receiving the event.
eventtype
A string describing the event. initialization
is the only value that
appears in this class.
ContextEvent
Sent when the network editor changes to a different network
location (such as moving from /obj
to /obj/geo1
).
editor
The hou.NetworkEditor receiving the event.
eventtype
A string describing the event. context
is the only value that
appears in this class.
oldcontext
A string containing the full path to the previous network.
context
A string containing the full path to the new network.
ContextClearEvent
Sent when the user clears the currently loaded hip file either by starting a new file or loading a different hip file. Gives the network editor a chance to clear any data that is specific to the hip file.
editor
The hou.NetworkEditor receiving the event.
eventtype
A string describing the event. contextclear
is the only value that
appears in this class.
context
A string containing the full path to the current network.
MouseEvent
Sent when the user moves the mouse, presses or releases a mouse button, moves the scroll wheel, or double clicks a mouse button.
editor
The hou.NetworkEditor receiving the event.
eventtype
A string describing the event.
mouseenter
The mouse cursor entered the network editor pane.
mousemove
The mouse cursor moved within the network editor pane.
mouseexit
The mouse cursor left the network editor pane.
mousedown
A mouse button was pressed.
mousedrag
The mouse cursor moved while the button is still pressed.
mouseup
The mouse button was released.
doubleclick
The mouse button was double clicked. This event will always follow a mouse down, mouse up, and another mouse down event. A second mouse up event will follow when the mouse button is released the second time.
mousewheel
The mouse wheel was turned.
mousepos
A hou.Vector2 object holding the current position of the mouse cursor in screen coordinates.
mousestartpos
If a mouse button is currently pressed, this is a hou.Vector2 object holding the position of the mouse when the mouse button was pressed.
mousestate
A MouseState
object indicating the current state of the mouse
buttons.
dragging
A bool
value which will be True
if a mouse button is pressed, and
with the button pressed the mouse has moved far enough that the user
can be assumed to be performing a drag operation. This value should
remain False
if the user presses a mouse button, and accidentally
moves the mouse by a few pixels (a common problem with tablet input).
modifierstate
A ModifierState
object indicating the current state of the keyboard
modifier keys.
located
A NetworkComponent
object that describes the user interface gadget
under the mouse.
selected
If a mouse button is currently pressed, this is a NetworkComponent
object that describes the user interface gadget under the mouse when
the mouse button was pressed.
wheelvalue
An integer that will be zero unless this is a mousewheel
event, in
which case this value will indicate the magnitude and direction of the
mouse wheel movement.
time
Returns the window system’s timestamp for this event. The timestamp is in seconds since some arbitrary point in time such as the time when the system started.
KeyboardEvent
Sent when the user hits a key on the keyboard. It is also possible to register certain keys to generate separate key up and key down events instead of key hit events, which is necessary to implement volatile states.
editor
The hou.NetworkEditor receiving the event.
eventtype
A string describing the event.
keyhit
A key has been pressed on the keyboard. If the key is held down long enough, a series of key hit events may be generated based on your configured key repeat rate.
parentkeyhit
A special case of hitting a key or a menu item on the network editor pane when the pane is in List Mode. This means the network itself is not visible, but the key is still given the chance to be processed by the network editor code.
keydown
A key registered as a volatile key using hou.NetworkEditor.setVolatileKeys has been pressed.
keyup
A key registered as a volatile key using hou.NetworkEditor.setVolatileKeys has been released.
key
A string indicating the key that was pressed. This string may be a
description of the key itself (Shift+H
or Ctrl+T
) if the event is
generated by pressing an actual key on the keyboard. It may instead be
a hotkey symbol (h.pane.wsheet.jump
) if this event was generated by
selecting a menu item. The nodegraphdisplay.setKeyPrompt()
function
is useful for testing keys against hotkey symbols (as well as prompting
the user with text at the bottom of the pane indicating what key was
hit).
rawkey
A string indicating the raw key that was pressed. This string will be a
description of the key itself (Shift+H
or Ctrl+T
) if the event is
generated by pressing an actual key on the keyboard. Otherwise it will
be the empty string.
In the future key
may well be a hotkey symbol even when the event is
generated by pressing an actual key on the keyboard. This string will
continue to be the description of the actual key itself.
modifierstate
A ModifierState
object indicating the current state of the keyboard
modifier keys.
located
A NetworkComponent
object that describes the user interface gadget
under the mouse when the key is pressed.
mousepos
A hou.Vector2 object holding the current position of the mouse cursor in screen coordinates.
mousestate
A MouseState
object indicating the current state of the mouse
buttons.
time
Returns the window system’s timestamp for this event. The timestamp is in seconds since some arbitrary point in time such as the time when the system started.
TimerEvent
Sent when the time interval elapses following a call to hou.NetworkEditor.scheduleTimerEvent.
editor
The hou.NetworkEditor receiving the event.
eventtype
A string describing the event. timer
is the only value that
appears in this class.
timerid
The unique integer identifier for the timer returned by the hou.NetworkEditor.scheduleTimerEvent call that started the timer.
ValueEvent
Sent when the user finishes editing an input field brought up in the network editor through a call to hou.NetworkEditor.openNameEditor, hou.NetworkEditor.openCommentEditor, or hou.NetworkEditor.openNoteEditor.
editor
The hou.NetworkEditor receiving the event.
eventtype
A string describing the event. editvalue
is the only value that
appears in this class.
valueid
The unique integer identifier for the input field returned by the call that opened it.
value
The final string value in the input field.
ModalUIEvent
Sent when a Houdini UI gadget (generally the Tab menu) is opened or closed over the network editor.
editor
The hou.NetworkEditor receiving the event.
eventtype
A string describing the event.
startmodalui
The menu has just opened.
endmodalui
The menu has closed.
interfacename
The name of the interface gadget that is opened or closed. Currently
the only value will be TabMenu
.
Helper classes ¶
Several of the events defined above make use of helper classes for describing
interface components under the mouse, or the current state of mouse buttons.
These classes are also defined in
$HHP/canvaseventtypes.py
.
MouseState
Describes the state of all mouse buttons.
lmb
A bool
value set to True
if the left mouse button is pressed.
mmb
A bool
value set to True
if the middle mouse button is pressed.
rmb
A bool
value set to True
if the right mouse button is pressed.
ModifierState
Describes the state of all modifier keys on the keyboard.
alt
A bool
value set to True
if one of the Alt
keys is pressed.
ctrl
A bool
value set to True
if one of the Ctrl
keys is pressed.
shift
A bool
value set to True
if one of the Shift
keys is pressed.
NetworkComponent
Describes a UI element that appears in the network editor pane.
item
The hou.NetworkItem of which the UI element is a part. This may be a hou.Node, hou.NodeConnection, or any other hou.NetworkItem subclass.
name
A string describing the specific UI element. The available values
depend on the type of object in the item
field.
index
An integer that further refines the UI element. For example, if the
item
is a hou.Node, and the name
is input
(indicating an
input connector), the index
will indicate which input connector.
Coordinate spaces ¶
There are two coordinates systems used by the network editor. One is the “network” coordinates. This is the native coordinate system of a network. In this system, node tiles are generally about one unit wide. hou.Node.position returns the location of the lower left corner of the node in network coordinates.
The other coordinate system is the screen coordinate system. In this system,
(0, 0)
is the lower left corner of the network editor pane, and one unit is
one pixel.
Almost all methods and data that don’t have “screen” or “mouse” in their name are expressed in network coordinates. And there are methods on hou.NetworkEditor to translate from one to the other. So hou.NetworkEditor.posToScreen converts a position in network coordinates into the equivalent position in screen coordinates. hou.NetworkEditor.visibleBounds returns the visible area of the network editor in network coordinates, and hou.NetworkEditor.screenBounds returns the bounds in screen coordinates. When you pan around the network editor, your screen bounds are unchanged, but your visible bounds will change.
Intercepting events globally ¶
The first opportunity for customizing the behavior of the network editor is
provided by the createEventHandler
function. Before even looking at the
event, the event will be sent to nodegraphhooks.createEventHandler()
. The
default implementation of this function returns a value indicating that the
events should be processed normally. However you can create a new
nodegraphhooks
module in your python path such that it is found before the
one in $HHP
. In most environments, $HOUDINI_USER_PREF_DIR/pythonX.Ylibs
will work. You then have the opportunity to
intercept any event, as long as there is no user operation in progress (if an
EventHandler
is already active, you do not have the chance to intercept those
events).
This function is passed an event object, and a pending_actions
parameter
which can generally be ignored. It must return a tuple consisting of a
EventHandler
object or None
, followed by a bool
value indicating whether
the event was handled. In the case of events like keyboard key presses, where
the user operation is completed by the single event, you will return (None,True)
to indicate that there is no EventHandler
set up, but that further processing of the event should not occur.
In addition to custom handling of hotkeys, another common use for hooking
would be to modify the behavior of certain operations (such as dragging nodes
with certain modifier keys to do something other than simply moving the
nodes). In this case you want most of the node behaviors to remain intact, but
you want to customize the user operation under certain circumstances. The best
way to accomplish this is by creating a subclass of one of the many
EventHandler
subclasses that already exist in the network editor control
modules. Within the handleEvent
method of the subclass, most events can
defer to the base class, but specific events can be intercepted to change the
behavior as desired.
Intercepting events for an HDA ¶
You may also define a createEventHandler
function inside the PythonModule
of an HDA. This function takes the same parameters and returns the same values
as the global hook function, but is only called when the event from the user
is a mouse event on some part of a node tile for an instance of your HDA. This
allows you to provide specialized behaviors when interacting with your HDA
(such as customizing the double click event to dive to a specific location
within the node). Because the PythonModule
is part of the HDA definition,
these custom behaviors will show up anywhere that you install the HDA without
having to modify the global hook function.
Examples ¶
The following code will modify the behavior of the hotkey for diving into a
node so that it dives into the node under the mouse instead of the current
node. This code should be placed in
$HOUDINI_USER_PREF_DIR/pythonX.Ylibs/nodegraphhooks.py
:
import hou from canvaseventtypes import * import nodegraphdisplay as display import nodegraphview as view def createEventHandler(uievent, pending_actions): if isinstance(uievent, KeyboardEvent) and \ uievent.eventtype == 'keyhit': # This is a key hit event. Check for the 'dive in' key. editor = uievent.editor if display.setKeyPrompt(editor, uievent, 'h.pane.wsheet.jump'): # Find the node under the mouse. pos = uievent.mousepos items = editor.networkItemsInBox(pos, pos, for_select = True) for (item, name, index) in items: if isinstance(item, hou.Node) and item.isNetwork(): view.diveIntoNode(editor, item) break # We handled this event, but don't need to return an event handler # because this is a one-off event. We don't care what happens next. return None, True return None, False
The following code will intercept the ⌃ Ctrl + ⇧ Shift + H key to set the network
editor to a fixed zoom level, with the current node positioned under the
mouse. This code should be placed in
$HOUDINI_USER_PREF_DIR/pythonX.Ylibs/nodegraphhooks.py
:
from canvaseventtypes import * def createEventHandler(uievent, pending_actions): if isinstance(uievent, KeyboardEvent) and \ uievent.eventtype == 'keyhit' and \ uievent.key == 'Ctrl+Shift+H': # Get the current bounds. screenbounds = uievent.editor.screenBounds() bounds = uievent.editor.visibleBounds() # Figure out how much we need to scale the current bounds to get to # a zoom level of 100 pixels per network editor unit. currentzoom = screenbounds.size().x() / bounds.size().x() desiredzoom = 100.0 scale = currentzoom / desiredzoom # Get the current node. currentnode = uievent.editor.currentNode() if currentnode is not None: mousepos = uievent.mousepos mousepos = uievent.editor.posFromScreen(mousepos) noderect = uievent.editor.itemRect(currentnode) # Do the zoom centered at the mouse position. zoomcenter = mousepos bounds.translate(-zoomcenter) bounds.scale((scale, scale)) bounds.translate(zoomcenter) # Move the view so the current node is under the mouse. bounds.translate(noderect.center() - mousepos) # Set the new bounds. uievent.editor.setVisibleBounds(bounds) # We handled this event, but don't need to return an event handler # because this is a one-off event. We don't care what happens next. return None, True return None, False
The following code demonstrates the creation of an EventHandler
subclass to
override the behavior of a double click event on a node. Instead of diving
into the node, it does nothing. This is unlikely to be a desirable change as a
global hook, but might be useful as part of a PythonModule
in a specific
HDA:
import hou import nodegraph from canvaseventtypes import * class NoDiveNodeMouseHandler(nodegraph.NodeMouseHandler): def handleEvent(self, uievent, pending_actions): if isinstance(uievent, MouseEvent) and \ uievent.eventtype == 'doubleclick': return None return nodegraph.NodeMouseHandler.handleEvent( self, uievent, pending_actions) def createEventHandler(uievent, pending_actions): if isinstance(uievent, MouseEvent) and \ uievent.eventtype == 'mousedown' and \ isinstance(uievent.selected.item, hou.Node): return NoDiveNodeMouseHandler(uievent), True return None, False