
Fixes T78346. The shortcut display and change code is context sensitive. To make it work correctly the context needs to be set properly. When executing operators from the dropdowns, the active region is the header, but the shortcut handlers are set for the main region. So make sure that is used instead. This also sets the main region active for context menu operators, where this issue shouldn't be present. Doing it anyway shouldn't hurt though and fixes this issue in case somebody displays the context menu in the header as dropdown too.
751 lines
23 KiB
Python
751 lines
23 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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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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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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import nodeitems_utils
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from bpy.types import Header, Menu, Panel
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from bpy.app.translations import pgettext_iface as iface_
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from bpy.app.translations import contexts as i18n_contexts
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from bl_ui.utils import PresetPanel
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from bl_ui.properties_grease_pencil_common import (
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AnnotationDataPanel,
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)
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from bl_ui.space_toolsystem_common import (
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ToolActivePanelHelper,
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)
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from bl_ui.properties_material import (
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EEVEE_MATERIAL_PT_settings,
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MATERIAL_PT_viewport
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)
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from bl_ui.properties_world import (
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WORLD_PT_viewport_display
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)
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from bl_ui.properties_data_light import (
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DATA_PT_light,
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DATA_PT_EEVEE_light,
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)
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class NODE_HT_header(Header):
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bl_space_type = 'NODE_EDITOR'
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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snode = context.space_data
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snode_id = snode.id
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id_from = snode.id_from
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tool_settings = context.tool_settings
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is_compositor = snode.tree_type == 'CompositorNodeTree'
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layout.template_header()
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# Now expanded via the 'ui_type'
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# layout.prop(snode, "tree_type", text="")
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if snode.tree_type == 'ShaderNodeTree':
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layout.prop(snode, "shader_type", text="")
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ob = context.object
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if snode.shader_type == 'OBJECT' and ob:
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ob_type = ob.type
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NODE_MT_editor_menus.draw_collapsible(context, layout)
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# No shader nodes for Eevee lights
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if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob_type == 'LIGHT'):
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row = layout.row()
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row.prop(snode_id, "use_nodes")
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layout.separator_spacer()
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types_that_support_material = {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META',
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'GPENCIL', 'VOLUME', 'HAIR', 'POINTCLOUD'}
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# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
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# disable also when the selected object does not support materials
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has_material_slots = not snode.pin and ob_type in types_that_support_material
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if ob_type != 'LIGHT':
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row = layout.row()
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row.enabled = has_material_slots
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row.ui_units_x = 4
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row.popover(panel="NODE_PT_material_slots")
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row = layout.row()
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row.enabled = has_material_slots
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# Show material.new when no active ID/slot exists
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if not id_from and ob_type in types_that_support_material:
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row.template_ID(ob, "active_material", new="material.new")
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# Material ID, but not for Lights
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if id_from and ob_type != 'LIGHT':
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row.template_ID(id_from, "active_material", new="material.new")
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if snode.shader_type == 'WORLD':
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NODE_MT_editor_menus.draw_collapsible(context, layout)
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if snode_id:
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row = layout.row()
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row.prop(snode_id, "use_nodes")
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layout.separator_spacer()
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row = layout.row()
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row.enabled = not snode.pin
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row.template_ID(scene, "world", new="world.new")
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if snode.shader_type == 'LINESTYLE':
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view_layer = context.view_layer
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lineset = view_layer.freestyle_settings.linesets.active
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if lineset is not None:
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NODE_MT_editor_menus.draw_collapsible(context, layout)
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if snode_id:
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row = layout.row()
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row.prop(snode_id, "use_nodes")
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layout.separator_spacer()
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row = layout.row()
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row.enabled = not snode.pin
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row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
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elif snode.tree_type == 'TextureNodeTree':
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layout.prop(snode, "texture_type", text="")
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NODE_MT_editor_menus.draw_collapsible(context, layout)
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if snode_id:
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layout.prop(snode_id, "use_nodes")
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layout.separator_spacer()
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if id_from:
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if snode.texture_type == 'BRUSH':
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layout.template_ID(id_from, "texture", new="texture.new")
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else:
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layout.template_ID(id_from, "active_texture", new="texture.new")
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elif snode.tree_type == 'CompositorNodeTree':
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NODE_MT_editor_menus.draw_collapsible(context, layout)
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if snode_id:
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layout.prop(snode_id, "use_nodes")
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elif snode.tree_type == 'SimulationNodeTree':
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row = layout.row(align=True)
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row.prop(snode, "simulation", text="")
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row.operator("simulation.new", text="", icon='ADD')
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simulation = snode.simulation
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if simulation:
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row.prop(snode.simulation, "use_fake_user", text="")
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else:
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# Custom node tree is edited as independent ID block
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NODE_MT_editor_menus.draw_collapsible(context, layout)
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layout.separator_spacer()
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layout.template_ID(snode, "node_tree", new="node.new_node_tree")
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# Put pin next to ID block
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if not is_compositor:
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layout.prop(snode, "pin", text="", emboss=False)
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layout.separator_spacer()
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# Put pin on the right for Compositing
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if is_compositor:
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layout.prop(snode, "pin", text="", emboss=False)
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layout.operator("node.tree_path_parent", text="", icon='FILE_PARENT')
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# Backdrop
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if is_compositor:
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row = layout.row(align=True)
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row.prop(snode, "show_backdrop", toggle=True)
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sub = row.row(align=True)
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sub.active = snode.show_backdrop
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sub.prop(snode, "backdrop_channels", icon_only=True, text="", expand=True)
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# Snap
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row = layout.row(align=True)
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row.prop(tool_settings, "use_snap", text="")
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row.prop(tool_settings, "snap_node_element", icon_only=True)
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if tool_settings.snap_node_element != 'GRID':
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row.prop(tool_settings, "snap_target", text="")
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class NODE_MT_editor_menus(Menu):
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bl_idname = "NODE_MT_editor_menus"
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bl_label = ""
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def draw(self, _context):
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layout = self.layout
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layout.menu("NODE_MT_view")
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layout.menu("NODE_MT_select")
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layout.menu("NODE_MT_add")
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layout.menu("NODE_MT_node")
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class NODE_MT_add(bpy.types.Menu):
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bl_space_type = 'NODE_EDITOR'
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bl_label = "Add"
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bl_translation_context = i18n_contexts.operator_default
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_DEFAULT'
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props = layout.operator("node.add_search", text="Search...", icon='VIEWZOOM')
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props.use_transform = True
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layout.separator()
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# actual node submenus are defined by draw functions from node categories
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nodeitems_utils.draw_node_categories_menu(self, context)
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class NODE_MT_view(Menu):
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bl_label = "View"
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def draw(self, context):
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layout = self.layout
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snode = context.space_data
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layout.prop(snode, "show_region_toolbar")
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layout.prop(snode, "show_region_ui")
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layout.separator()
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# Auto-offset nodes (called "insert_offset" in code)
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layout.prop(snode, "use_insert_offset")
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layout.separator()
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layout.operator("view2d.zoom_in")
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layout.operator("view2d.zoom_out")
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layout.separator()
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layout.operator("node.view_selected")
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layout.operator("node.view_all")
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if context.space_data.show_backdrop:
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layout.separator()
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layout.operator("node.backimage_move", text="Backdrop Move")
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layout.operator("node.backimage_zoom", text="Backdrop Zoom In").factor = 1.2
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layout.operator("node.backimage_zoom", text="Backdrop Zoom Out").factor = 1.0 / 1.2
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layout.operator("node.backimage_fit", text="Fit Backdrop to Available Space")
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layout.separator()
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layout.menu("INFO_MT_area")
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class NODE_MT_select(Menu):
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bl_label = "Select"
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def draw(self, _context):
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layout = self.layout
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layout.operator("node.select_box").tweak = False
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layout.operator("node.select_circle")
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layout.separator()
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layout.operator("node.select_all").action = 'TOGGLE'
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layout.operator("node.select_all", text="Inverse").action = 'INVERT'
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layout.operator("node.select_linked_from")
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layout.operator("node.select_linked_to")
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layout.separator()
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layout.operator("node.select_grouped").extend = False
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layout.operator("node.select_same_type_step", text="Activate Same Type Previous").prev = True
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layout.operator("node.select_same_type_step", text="Activate Same Type Next").prev = False
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layout.separator()
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layout.operator("node.find_node")
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class NODE_MT_node(Menu):
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bl_label = "Node"
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def draw(self, _context):
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layout = self.layout
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layout.operator("transform.translate")
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layout.operator("transform.rotate")
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layout.operator("transform.resize")
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layout.separator()
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layout.operator("node.clipboard_copy", text="Copy")
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layout.operator("node.clipboard_paste", text="Paste")
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layout.operator("node.duplicate_move")
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layout.operator("node.delete")
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layout.operator("node.delete_reconnect")
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layout.separator()
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layout.operator("node.join", text="Join in New Frame")
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layout.operator("node.detach", text="Remove from Frame")
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layout.separator()
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layout.operator("node.link_make").replace = False
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layout.operator("node.link_make", text="Make and Replace Links").replace = True
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layout.operator("node.links_cut")
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layout.operator("node.links_detach")
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layout.separator()
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layout.operator("node.group_edit").exit = False
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layout.operator("node.group_ungroup")
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layout.operator("node.group_make")
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layout.operator("node.group_insert")
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layout.separator()
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layout.operator("node.hide_toggle")
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layout.operator("node.mute_toggle")
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layout.operator("node.preview_toggle")
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layout.operator("node.hide_socket_toggle")
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layout.operator("node.options_toggle")
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layout.operator("node.collapse_hide_unused_toggle")
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layout.separator()
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layout.operator("node.read_viewlayers")
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class NODE_PT_active_tool(ToolActivePanelHelper, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_category = "Tool"
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class NODE_PT_material_slots(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'HEADER'
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bl_label = "Slot"
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bl_ui_units_x = 12
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def draw_header(self, context):
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ob = context.object
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self.bl_label = (
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"Slot " + str(ob.active_material_index + 1) if ob.material_slots else
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"Slot"
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)
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# Duplicate part of 'EEVEE_MATERIAL_PT_context_material'.
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def draw(self, context):
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layout = self.layout
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row = layout.row()
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col = row.column()
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ob = context.object
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col.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index")
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col = row.column(align=True)
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col.operator("object.material_slot_add", icon='ADD', text="")
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col.operator("object.material_slot_remove", icon='REMOVE', text="")
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col.separator()
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col.menu("MATERIAL_MT_context_menu", icon='DOWNARROW_HLT', text="")
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if len(ob.material_slots) > 1:
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col.separator()
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col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.mode == 'EDIT':
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row = layout.row(align=True)
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row.operator("object.material_slot_assign", text="Assign")
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row.operator("object.material_slot_select", text="Select")
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row.operator("object.material_slot_deselect", text="Deselect")
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class NODE_PT_node_color_presets(PresetPanel, Panel):
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"""Predefined node color"""
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bl_label = "Color Presets"
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preset_subdir = "node_color"
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preset_operator = "script.execute_preset"
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preset_add_operator = "node.node_color_preset_add"
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class NODE_MT_node_color_context_menu(Menu):
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bl_label = "Node Color Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("node.node_copy_color", icon='COPY_ID')
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class NODE_MT_context_menu(Menu):
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bl_label = "Node Context Menu"
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def draw(self, context):
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layout = self.layout
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selected_nodes_len = len(context.selected_nodes)
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# If nothing is selected
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# (disabled for now until it can be made more useful).
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'''
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if selected_nodes_len == 0:
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layout.operator_context = 'INVOKE_DEFAULT'
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layout.menu("NODE_MT_add")
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layout.operator("node.clipboard_paste", text="Paste")
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return
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'''
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# If something is selected
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layout.operator_context = 'INVOKE_DEFAULT'
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layout.operator("node.duplicate_move")
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props = layout.operator("wm.call_panel", text="Rename...")
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props.name = "TOPBAR_PT_name"
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props.keep_open = False
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layout.operator("node.delete")
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layout.operator("node.clipboard_copy", text="Copy")
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layout.operator("node.clipboard_paste", text="Paste")
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layout.operator_context = 'EXEC_REGION_WIN'
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layout.operator("node.delete_reconnect")
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if selected_nodes_len > 1:
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layout.separator()
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layout.operator("node.link_make").replace = False
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layout.operator("node.link_make", text="Make and Replace Links").replace = True
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layout.operator("node.links_detach")
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layout.separator()
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layout.operator("node.group_make", text="Group")
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layout.operator("node.group_ungroup", text="Ungroup")
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layout.operator("node.group_edit").exit = False
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layout.separator()
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layout.operator("node.hide_toggle")
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layout.operator("node.mute_toggle")
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layout.operator("node.preview_toggle")
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layout.operator("node.hide_socket_toggle")
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layout.operator("node.options_toggle")
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layout.operator("node.collapse_hide_unused_toggle")
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class NODE_PT_active_node_generic(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_category = "Item"
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bl_label = "Node"
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@classmethod
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def poll(cls, context):
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return context.active_node is not None
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def draw(self, context):
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layout = self.layout
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node = context.active_node
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layout.prop(node, "name", icon='NODE')
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layout.prop(node, "label", icon='NODE')
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class NODE_PT_active_node_color(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_category = "Item"
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bl_label = "Color"
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bl_options = {'DEFAULT_CLOSED'}
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bl_parent_id = 'NODE_PT_active_node_generic'
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@classmethod
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def poll(cls, context):
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return context.active_node is not None
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def draw_header(self, context):
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node = context.active_node
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self.layout.prop(node, "use_custom_color", text="")
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def draw_header_preset(self, _context):
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NODE_PT_node_color_presets.draw_panel_header(self.layout)
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def draw(self, context):
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layout = self.layout
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node = context.active_node
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layout.enabled = node.use_custom_color
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row = layout.row()
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row.prop(node, "color", text="")
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row.menu("NODE_MT_node_color_context_menu", text="", icon='DOWNARROW_HLT')
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class NODE_PT_active_node_properties(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_category = "Item"
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bl_label = "Properties"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
|
|
return context.active_node is not None
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
node = context.active_node
|
|
# set "node" context pointer for the panel layout
|
|
layout.context_pointer_set("node", node)
|
|
|
|
if hasattr(node, "draw_buttons_ext"):
|
|
node.draw_buttons_ext(context, layout)
|
|
elif hasattr(node, "draw_buttons"):
|
|
node.draw_buttons(context, layout)
|
|
|
|
# XXX this could be filtered further to exclude socket types
|
|
# which don't have meaningful input values (e.g. cycles shader)
|
|
value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
|
|
if value_inputs:
|
|
layout.separator()
|
|
layout.label(text="Inputs:")
|
|
for socket in value_inputs:
|
|
row = layout.row()
|
|
socket.draw(
|
|
context,
|
|
row,
|
|
node,
|
|
iface_(socket.label if socket.label else socket.name, socket.bl_rna.translation_context),
|
|
)
|
|
|
|
|
|
class NODE_PT_texture_mapping(Panel):
|
|
bl_space_type = 'NODE_EDITOR'
|
|
bl_region_type = 'UI'
|
|
bl_category = "Item"
|
|
bl_label = "Texture Mapping"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
node = context.active_node
|
|
return node and hasattr(node, "texture_mapping") and (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
node = context.active_node
|
|
mapping = node.texture_mapping
|
|
|
|
layout.prop(mapping, "vector_type")
|
|
|
|
layout.separator()
|
|
|
|
col = layout.column(align=True)
|
|
col.prop(mapping, "mapping_x", text="Projection X")
|
|
col.prop(mapping, "mapping_y", text="Y")
|
|
col.prop(mapping, "mapping_z", text="Z")
|
|
|
|
layout.separator()
|
|
|
|
layout.prop(mapping, "translation")
|
|
layout.prop(mapping, "rotation")
|
|
layout.prop(mapping, "scale")
|
|
|
|
|
|
# Node Backdrop options
|
|
class NODE_PT_backdrop(Panel):
|
|
bl_space_type = 'NODE_EDITOR'
|
|
bl_region_type = 'UI'
|
|
bl_category = "View"
|
|
bl_label = "Backdrop"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
snode = context.space_data
|
|
return snode.tree_type == 'CompositorNodeTree'
|
|
|
|
def draw_header(self, context):
|
|
snode = context.space_data
|
|
self.layout.prop(snode, "show_backdrop", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
snode = context.space_data
|
|
layout.active = snode.show_backdrop
|
|
|
|
col = layout.column()
|
|
|
|
col.prop(snode, "backdrop_channels", text="Channels")
|
|
col.prop(snode, "backdrop_zoom", text="Zoom")
|
|
|
|
col.prop(snode, "backdrop_offset", text="Offset")
|
|
|
|
col.separator()
|
|
|
|
col.operator("node.backimage_move", text="Move")
|
|
col.operator("node.backimage_fit", text="Fit")
|
|
|
|
|
|
class NODE_PT_quality(bpy.types.Panel):
|
|
bl_space_type = 'NODE_EDITOR'
|
|
bl_region_type = 'UI'
|
|
bl_category = "Options"
|
|
bl_label = "Performance"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
snode = context.space_data
|
|
return snode.tree_type == 'CompositorNodeTree' and snode.node_tree is not None
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
snode = context.space_data
|
|
tree = snode.node_tree
|
|
|
|
col = layout.column()
|
|
col.prop(tree, "render_quality", text="Render")
|
|
col.prop(tree, "edit_quality", text="Edit")
|
|
col.prop(tree, "chunk_size")
|
|
|
|
col = layout.column()
|
|
col.prop(tree, "use_opencl")
|
|
col.prop(tree, "use_groupnode_buffer")
|
|
col.prop(tree, "use_two_pass")
|
|
col.prop(tree, "use_viewer_border")
|
|
col.separator()
|
|
col.prop(snode, "use_auto_render")
|
|
|
|
|
|
class NODE_UL_interface_sockets(bpy.types.UIList):
|
|
def draw_item(self, context, layout, _data, item, icon, _active_data, _active_propname, _index):
|
|
socket = item
|
|
color = socket.draw_color(context)
|
|
|
|
if self.layout_type in {'DEFAULT', 'COMPACT'}:
|
|
row = layout.row(align=True)
|
|
|
|
# inputs get icon on the left
|
|
if not socket.is_output:
|
|
row.template_node_socket(color=color)
|
|
|
|
row.prop(socket, "name", text="", emboss=False, icon_value=icon)
|
|
|
|
# outputs get icon on the right
|
|
if socket.is_output:
|
|
row.template_node_socket(color=color)
|
|
|
|
elif self.layout_type == 'GRID':
|
|
layout.alignment = 'CENTER'
|
|
layout.template_node_socket(color=color)
|
|
|
|
|
|
# Grease Pencil properties
|
|
class NODE_PT_annotation(AnnotationDataPanel, Panel):
|
|
bl_space_type = 'NODE_EDITOR'
|
|
bl_region_type = 'UI'
|
|
bl_category = "View"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
# NOTE: this is just a wrapper around the generic GP Panel
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
snode = context.space_data
|
|
return snode is not None and snode.node_tree is not None
|
|
|
|
|
|
def node_draw_tree_view(_layout, _context):
|
|
pass
|
|
|
|
|
|
# Adapt properties editor panel to display in node editor. We have to
|
|
# copy the class rather than inherit due to the way bpy registration works.
|
|
def node_panel(cls):
|
|
node_cls_dict = cls.__dict__.copy()
|
|
|
|
# Needed for re-registration.
|
|
node_cls_dict.pop("bl_rna", None)
|
|
|
|
node_cls = type('NODE_' + cls.__name__, cls.__bases__, node_cls_dict)
|
|
|
|
node_cls.bl_space_type = 'NODE_EDITOR'
|
|
node_cls.bl_region_type = 'UI'
|
|
node_cls.bl_category = "Options"
|
|
if hasattr(node_cls, 'bl_parent_id'):
|
|
node_cls.bl_parent_id = 'NODE_' + node_cls.bl_parent_id
|
|
|
|
return node_cls
|
|
|
|
|
|
classes = (
|
|
NODE_HT_header,
|
|
NODE_MT_editor_menus,
|
|
NODE_MT_add,
|
|
NODE_MT_view,
|
|
NODE_MT_select,
|
|
NODE_MT_node,
|
|
NODE_MT_node_color_context_menu,
|
|
NODE_MT_context_menu,
|
|
NODE_PT_material_slots,
|
|
NODE_PT_node_color_presets,
|
|
NODE_PT_active_node_generic,
|
|
NODE_PT_active_node_color,
|
|
NODE_PT_active_node_properties,
|
|
NODE_PT_texture_mapping,
|
|
NODE_PT_active_tool,
|
|
NODE_PT_backdrop,
|
|
NODE_PT_quality,
|
|
NODE_PT_annotation,
|
|
NODE_UL_interface_sockets,
|
|
|
|
node_panel(EEVEE_MATERIAL_PT_settings),
|
|
node_panel(MATERIAL_PT_viewport),
|
|
node_panel(WORLD_PT_viewport_display),
|
|
node_panel(DATA_PT_light),
|
|
node_panel(DATA_PT_EEVEE_light),
|
|
)
|
|
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|