Files
blender/release/scripts/startup/bl_ui/space_node.py
Campbell Barton 6aef124e7d UI: move region toggling to properties
Each space had separate operators, duplicating logic.

Use RNA properties instead so adding the ability to toggle other
region types (floating redo region for eg) doesn't need to have an
extra operator per space type.

It's also nicer to show a check-box for something which can be toggled.
2019-04-18 12:44:17 +02:00

714 lines
22 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
import nodeitems_utils
from bpy.types import Header, Menu, Panel
from bpy.app.translations import pgettext_iface as iface_
from bl_ui.utils import PresetPanel
from .properties_grease_pencil_common import (
AnnotationDataPanel,
GreasePencilToolsPanel,
)
from .properties_material import (
EEVEE_MATERIAL_PT_settings,
MATERIAL_PT_viewport
)
from .properties_world import (
WORLD_PT_viewport_display
)
from .properties_data_light import (
DATA_PT_light,
DATA_PT_EEVEE_light,
)
class NODE_HT_header(Header):
bl_space_type = 'NODE_EDITOR'
def draw(self, context):
layout = self.layout
scene = context.scene
snode = context.space_data
snode_id = snode.id
id_from = snode.id_from
tool_settings = context.tool_settings
row = layout.row(align=True)
row.template_header()
# Now expanded via the 'ui_type'
# layout.prop(snode, "tree_type", text="")
if snode.tree_type == 'ShaderNodeTree':
layout.prop(snode, "shader_type", text="")
ob = context.object
if snode.shader_type == 'OBJECT' and ob:
ob_type = ob.type
NODE_MT_editor_menus.draw_collapsible(context, layout)
# No shader nodes for Eevee lights
if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob_type == 'LIGHT'):
row = layout.row()
row.prop(snode_id, "use_nodes")
layout.separator_spacer()
types_that_support_material = {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'GPENCIL'}
# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
# disable also when the selected object does not support materials
has_material_slots = not snode.pin and ob_type in types_that_support_material
if ob_type != 'LIGHT':
row = layout.row()
row.enabled = has_material_slots
row.ui_units_x = 4
row.popover(panel="NODE_PT_material_slots")
row = layout.row()
row.enabled = has_material_slots
# Show material.new when no active ID/slot exists
if not id_from and ob_type in types_that_support_material:
row.template_ID(ob, "active_material", new="material.new")
# Material ID, but not for Lights
if id_from and ob_type != 'LIGHT':
row.template_ID(id_from, "active_material", new="material.new")
if snode.shader_type == 'WORLD':
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
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")
if snode.shader_type == 'LINESTYLE':
view_layer = context.view_layer
lineset = view_layer.freestyle_settings.linesets.active
if lineset is not None:
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
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")
elif snode.tree_type == 'TextureNodeTree':
layout.prop(snode, "texture_type", text="")
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':
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
layout.prop(snode_id, "use_nodes")
layout.prop(snode, "use_auto_render")
layout.prop(snode, "show_backdrop")
if snode.show_backdrop:
row = layout.row(align=True)
row.prop(snode, "backdrop_channels", text="", expand=True)
else:
# 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.prop(snode, "pin", text="")
layout.separator_spacer()
layout.template_running_jobs()
layout.operator("node.tree_path_parent", text="", icon='FILE_PARENT')
# Snap
row = layout.row(align=True)
row.prop(tool_settings, "use_snap", text="")
row.prop(tool_settings, "snap_node_element", icon_only=True)
if tool_settings.snap_node_element != 'GRID':
row.prop(tool_settings, "snap_target", text="")
class NODE_MT_editor_menus(Menu):
bl_idname = "NODE_MT_editor_menus"
bl_label = ""
def draw(self, context):
layout = self.layout
layout.menu("NODE_MT_view")
layout.menu("NODE_MT_select")
layout.menu("NODE_MT_add")
layout.menu("NODE_MT_node")
class NODE_MT_add(bpy.types.Menu):
bl_space_type = 'NODE_EDITOR'
bl_label = "Add"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_DEFAULT'
props = layout.operator("node.add_search", text="Search...", icon='VIEWZOOM')
props.use_transform = True
layout.separator()
# actual node submenus are defined by draw functions from node categories
nodeitems_utils.draw_node_categories_menu(self, context)
class NODE_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
snode = context.space_data
layout.prop(snode, "show_region_toolbar")
layout.prop(snode, "show_region_ui")
layout.separator()
# Auto-offset nodes (called "insert_offset" in code)
layout.prop(snode, "use_insert_offset")
layout.separator()
layout.operator("view2d.zoom_in")
layout.operator("view2d.zoom_out")
layout.separator()
layout.operator("node.view_selected")
layout.operator("node.view_all")
if context.space_data.show_backdrop:
layout.separator()
layout.operator("node.backimage_move", text="Backdrop Move")
layout.operator("node.backimage_zoom", text="Backdrop Zoom In").factor = 1.2
layout.operator("node.backimage_zoom", text="Backdrop Zoom Out").factor = 1.0 / 1.2
layout.operator("node.backimage_fit", text="Fit Backdrop to Available Space")
layout.separator()
layout.menu("INFO_MT_area")
class NODE_MT_select(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("node.select_box").tweak = False
layout.operator("node.select_circle")
layout.separator()
layout.operator("node.select_all").action = 'TOGGLE'
layout.operator("node.select_all", text="Inverse").action = 'INVERT'
layout.operator("node.select_linked_from")
layout.operator("node.select_linked_to")
layout.separator()
layout.operator("node.select_grouped").extend = False
layout.operator("node.select_same_type_step", text="Activate Same Type Previous").prev = True
layout.operator("node.select_same_type_step", text="Activate Same Type Next").prev = False
layout.separator()
layout.operator("node.find_node")
class NODE_MT_node(Menu):
bl_label = "Node"
def draw(self, context):
layout = self.layout
layout.operator("transform.translate")
layout.operator("transform.rotate")
layout.operator("transform.resize")
layout.separator()
layout.operator("node.clipboard_copy", text="Copy")
layout.operator("node.clipboard_paste", text="Paste")
layout.operator("node.duplicate_move")
layout.operator("node.delete")
layout.operator("node.delete_reconnect")
layout.separator()
layout.operator("node.join", text="Join in New Frame")
layout.operator("node.detach", text="Remove from Frame")
layout.separator()
layout.operator("node.link_make").replace = False
layout.operator("node.link_make", text="Make and Replace Links").replace = True
layout.operator("node.links_cut")
layout.operator("node.links_detach")
layout.separator()
layout.operator("node.group_edit").exit = False
layout.operator("node.group_ungroup")
layout.operator("node.group_make")
layout.operator("node.group_insert")
layout.separator()
layout.operator("node.hide_toggle")
layout.operator("node.mute_toggle")
layout.operator("node.preview_toggle")
layout.operator("node.hide_socket_toggle")
layout.operator("node.options_toggle")
layout.operator("node.collapse_hide_unused_toggle")
layout.separator()
layout.operator("node.read_viewlayers")
class NODE_PT_material_slots(Panel):
bl_space_type = "NODE_EDITOR"
bl_region_type = 'HEADER'
bl_label = "Slot"
bl_ui_units_x = 8
def draw_header(self, context):
ob = context.object
self.bl_label = (
"Slot " + str(ob.active_material_index + 1) if ob.material_slots else
"Slot"
)
# Duplicate part of 'EEVEE_MATERIAL_PT_context_material'.
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
ob = context.object
col.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index")
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ADD', text="")
col.operator("object.material_slot_remove", icon='REMOVE', text="")
col.separator()
col.menu("MATERIAL_MT_context_menu", icon='DOWNARROW_HLT', text="")
if len(ob.material_slots) > 1:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
class NODE_PT_node_color_presets(PresetPanel, Panel):
"""Predefined node color"""
bl_label = "Color Presets"
preset_subdir = "node_color"
preset_operator = "script.execute_preset"
preset_add_operator = "node.node_color_preset_add"
class NODE_MT_node_color_context_menu(Menu):
bl_label = "Node Color Specials"
def draw(self, context):
layout = self.layout
layout.operator("node.node_copy_color", icon='COPY_ID')
class NODE_MT_context_menu(Menu):
bl_label = "Node Context Menu"
def draw(self, context):
layout = self.layout
selected_nodes_len = len(context.selected_nodes)
# If nothing is selected
# (disabled for now until it can be made more useful).
'''
if selected_nodes_len == 0:
layout.operator_context = 'INVOKE_DEFAULT'
layout.menu("NODE_MT_add")
layout.operator("node.clipboard_paste", text="Paste")
return
'''
# If something is selected
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("node.duplicate_move")
layout.operator("node.delete")
layout.operator("node.clipboard_copy", text="Copy")
layout.operator("node.clipboard_paste", text="Paste")
layout.operator_context = 'EXEC_DEFAULT'
layout.operator("node.delete_reconnect")
if selected_nodes_len > 1:
layout.separator()
layout.operator("node.link_make").replace = False
layout.operator("node.link_make", text="Make and Replace Links").replace = True
layout.operator("node.links_detach")
layout.separator()
layout.operator("node.group_make", text="Group")
layout.operator("node.group_ungroup", text="Ungroup")
layout.operator("node.group_edit").exit = False
layout.separator()
layout.operator("node.hide_toggle")
layout.operator("node.mute_toggle")
layout.operator("node.preview_toggle")
layout.operator("node.hide_socket_toggle")
layout.operator("node.options_toggle")
layout.operator("node.collapse_hide_unused_toggle")
class NODE_PT_active_node_generic(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Node"
@classmethod
def poll(cls, context):
return context.active_node is not None
def draw(self, context):
layout = self.layout
node = context.active_node
layout.prop(node, "name", icon='NODE')
layout.prop(node, "label", icon='NODE')
class NODE_PT_active_node_color(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Color"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'NODE_PT_active_node_generic'
@classmethod
def poll(cls, context):
return context.active_node is not None
def draw_header(self, context):
node = context.active_node
self.layout.prop(node, "use_custom_color", text="")
def draw_header_preset(self, context):
NODE_PT_node_color_presets.draw_panel_header(self.layout)
def draw(self, context):
layout = self.layout
node = context.active_node
layout.enabled = node.use_custom_color
row = layout.row()
row.prop(node, "color", text="")
row.menu("NODE_MT_node_color_context_menu", text="", icon='DOWNARROW_HLT')
class NODE_PT_active_node_properties(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Properties"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'NODE_PT_active_node_generic'
@classmethod
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.name, socket.bl_rna.translation_context))
class NODE_PT_texture_mapping(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
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 = "Node"
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
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 = "Node"
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
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")
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_grease_pencil(AnnotationDataPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
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
class NODE_PT_grease_pencil_tools(GreasePencilToolsPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_options = {'DEFAULT_CLOSED'}
# NOTE: this is just a wrapper around the generic GP tools panel
# It contains access to some essential tools usually found only in
# toolbar, but which may not necessarily be open
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 = type('NODE_' + cls.__name__, cls.__bases__, dict(cls.__dict__))
node_cls.bl_space_type = 'NODE_EDITOR'
node_cls.bl_region_type = 'UI'
node_cls.bl_category = "Node"
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_backdrop,
NODE_PT_quality,
NODE_PT_grease_pencil,
NODE_PT_grease_pencil_tools,
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)