Cleanup: pep8

This commit is contained in:
Campbell Barton
2018-06-28 08:27:03 +02:00
parent a18a6a1441
commit d8d245917d
5 changed files with 78 additions and 84 deletions

View File

@@ -57,16 +57,16 @@ class NODE_HT_header(Header):
ob = context.object
if snode.shader_type == 'OBJECT' and ob:
NODE_MT_editor_menus.draw_collapsible(context, layout)
# No shader nodes for Eevee lamps
if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob.type == 'LAMP'):
row = layout.row()
row.prop(snode_id, "use_nodes")
layout.separator_spacer()
NODE_MT_editor_menus.draw_collapsible(context, layout)
# No shader nodes for Eevee lamps
if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob.type == 'LAMP'):
row = layout.row()
row.prop(snode_id, "use_nodes")
layout.separator_spacer()
row = layout.row()
# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
row.enabled = not snode.pin
@@ -77,54 +77,54 @@ class NODE_HT_header(Header):
if id_from and ob.type != 'LAMP':
row.template_ID(id_from, "active_material", new="material.new")
if snode.shader_type == 'WORLD':
if snode.shader_type == 'WORLD':
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
row = layout.row()
row = layout.row()
row.prop(snode_id, "use_nodes")
layout.separator_spacer()
row = layout.row()
row.enabled = not snode.pin
row.template_ID(scene, "world", new="world.new")
layout.separator_spacer()
row = layout.row()
row.enabled = not snode.pin
row.template_ID(scene, "world", new="world.new")
if snode.shader_type == 'LINESTYLE':
view_layer = context.view_layer
lineset = view_layer.freestyle_settings.linesets.active
if lineset is not None:
if lineset is not None:
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
row = layout.row()
row = layout.row()
row.prop(snode_id, "use_nodes")
layout.separator_spacer()
row = layout.row()
row.enabled = not snode.pin
row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
layout.separator_spacer()
row = layout.row()
row.enabled = not snode.pin
row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
elif snode.tree_type == 'TextureNodeTree':
layout.prop(snode, "texture_type", text="", expand=True)
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
layout.prop(snode_id, "use_nodes")
layout.separator_spacer()
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
layout.prop(snode_id, "use_nodes")
layout.separator_spacer()
if id_from:
if snode.texture_type == 'BRUSH':
layout.template_ID(id_from, "texture", new="texture.new")
else:
layout.template_ID(id_from, "active_texture", new="texture.new")
elif snode.tree_type == 'CompositorNodeTree':
elif snode.tree_type == 'CompositorNodeTree':
NODE_MT_editor_menus.draw_collapsible(context, layout)
@@ -141,9 +141,9 @@ class NODE_HT_header(Header):
# Custom node tree is edited as independent ID block
NODE_MT_editor_menus.draw_collapsible(context, layout)
layout.separator_spacer()
layout.template_ID(snode, "node_tree", new="node.new_node_tree")
layout.separator_spacer()
layout.template_ID(snode, "node_tree", new="node.new_node_tree")
layout.separator_spacer()
layout.prop(snode, "pin", text="")