blender/release/scripts/startup/bl_ui/space_node.py
Joshua Leung 14b951747f Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.

The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
   - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
     to enter "Stroke Edit Mode". In this mode, many common editing tools will
     operate on Grease Pencil stroke points instead.
   - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
     Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
   - Proportional Editing works when using the transform tools

2) Grease Pencil stroke settings can now be animated
   NOTE: Currently drivers don't work, but if time allows, this may still be
         added before the release.

3) Strokes can be drawn with "filled" interiors, using a separate set of
   colour/opacity settings to the ones used for the lines themselves.

   This makes use of OpenGL filled polys, which has the limitation of only
   being able to fill convex shapes. Some artifacts may be visible on concave
   shapes (e.g. pacman's mouth will be overdrawn)

4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
   has been added which draws strokes as a series of screen-aligned discs.

   While this was originally a partial experimental technique at getting better
   quality 3D lines, the effects possible using this technique were interesting
   enough to warrant making this a dedicated feature. Best results when partial
   opacity and large stroke widths are used.

5) Improved Onion Skinning Support
   - Different colours can be selected for the before/after ghosts. To do so,
     enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
     the colours accordingly.
   - Different numbers of ghosts can be shown before/after the current frame

6) Grease Pencil datablocks are now attached to the scene by default instead of
   the active object.
   - For a long time, the object-attachment has proved to be quite problematic
     for users to keep track of. Now that this is done at scene level, it is
     easier for most users to use.
   - An exception for old files (and for any addons which may benefit from object
     attachment instead), is that if the active object has a Grease Pencil datablock,
     that will be used instead.
   - It is not currently possible to choose object-attachment from the UI, but
     it is simple to do this from the console instead, by doing:
     context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]

7) Various UI Cleanups
   - The layers UI has been cleaned up to use a list instead of the nested-panels
     design. Apart from saving space, this is also much nicer to look at now.

   - The UI code is now all defined in Python. To support this, it has been necessary
     to add some new context properties to make it easier to access these settings.
     e.g. "gpencil_data" for the datablock
          "active_gpencil_layer" and "active_gpencil_frame" for active data,
          "editable_gpencil_strokes" for the strokes that can be edited

   - The "stroke placement/alignment" settings (previously "Drawing Settings" at the
     bottom of the Grease Pencil panel in the Properties Region) is now located in
     the toolbar. These were more toolsettings than properties for how GPencil got drawn.

   - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
     suggestion for an earlier discussion on developer.blender.org

   - By default, the painting operator will wait for a mouse button to be pressed
     before it starts creating the stroke. This is to make it easier to include
     this operator in various toolbars/menus/etc.   To get it immediately starting
     (as when you hold down DKEy to draw), set "wait_for_input" to False.

   - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor

   - Toolbar panels have been added to all the other editors which support these.

8) Pie menus for quick-access to tools
   A set of experimental pie menus has been included for quick access to many
   tools and settings. It is not necessary to use these to get things done,
   but they have been designed to help make certain common tasks easier.

   - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
              spatially stable manner.
   - D Q    = "Quick Settings" pie. This allows quick access to the active
              layer's settings. Notably, colours, thickness, and turning
              onion skinning on/off.
2014-12-01 01:52:06 +13:00

493 lines
16 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
from bpy.types import Header, Menu, Panel
from bl_ui.properties_grease_pencil_common import (
GreasePencilDrawingToolsPanel,
GreasePencilStrokeEditPanel,
GreasePencilDataPanel,
GreasePencilToolsPanel,
)
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
toolsettings = context.tool_settings
row = layout.row(align=True)
row.template_header()
NODE_MT_editor_menus.draw_collapsible(context, layout)
layout.prop(snode, "tree_type", text="", expand=True)
if snode.tree_type == 'ShaderNodeTree':
if scene.render.use_shading_nodes:
layout.prop(snode, "shader_type", text="", expand=True)
ob = context.object
if (not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT') and ob:
row = layout.row()
# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
row.enabled = not snode.pin
# Show material.new when no active ID/slot exists
if not id_from and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}:
row.template_ID(ob, "active_material", new="material.new")
# Material ID, but not for Lamps
if id_from and ob.type != 'LAMP':
row.template_ID(id_from, "active_material", new="material.new")
# Don't show "Use Nodes" Button when Engine is BI for Lamps
if snode_id and not (scene.render.use_shading_nodes == 0 and ob.type == 'LAMP'):
layout.prop(snode_id, "use_nodes")
if snode.shader_type == 'WORLD':
row = layout.row()
row.enabled = not snode.pin
row.template_ID(scene, "world", new="world.new")
if snode_id:
row.prop(snode_id, "use_nodes")
if scene.render.use_shading_nodes and snode.shader_type == 'LINESTYLE':
rl = context.scene.render.layers.active
lineset = rl.freestyle_settings.linesets.active
if lineset is not None:
row = layout.row()
row.enabled = not snode.pin
row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
if snode_id:
row.prop(snode_id, "use_nodes")
elif snode.tree_type == 'TextureNodeTree':
layout.prop(snode, "texture_type", text="", expand=True)
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")
if snode_id:
layout.prop(snode_id, "use_nodes")
elif snode.tree_type == 'CompositorNodeTree':
if snode_id:
layout.prop(snode_id, "use_nodes")
layout.prop(snode_id.render, "use_free_unused_nodes", text="Free Unused")
layout.prop(snode, "show_backdrop")
if snode.show_backdrop:
row = layout.row(align=True)
row.prop(snode, "backdrop_channels", text="", expand=True)
layout.prop(snode, "use_auto_render")
else:
# Custom node tree is edited as independent ID block
layout.template_ID(snode, "node_tree", new="node.new_node_tree")
layout.prop(snode, "pin", text="")
layout.operator("node.tree_path_parent", text="", icon='FILE_PARENT')
layout.separator()
# Snap
row = layout.row(align=True)
row.prop(toolsettings, "use_snap", text="")
row.prop(toolsettings, "snap_node_element", icon_only=True)
if toolsettings.snap_node_element != 'GRID':
row.prop(toolsettings, "snap_target", text="")
row = layout.row(align=True)
row.operator("node.clipboard_copy", text="", icon='COPYDOWN')
row.operator("node.clipboard_paste", text="", icon='PASTEDOWN')
layout.template_running_jobs()
class NODE_MT_editor_menus(Menu):
bl_idname = "NODE_MT_editor_menus"
bl_label = ""
def draw(self, context):
self.draw_menus(self.layout, context)
@staticmethod
def draw_menus(layout, context):
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 ...")
props.use_transform = True
# actual node submenus are added by draw functions from node categories
class NODE_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
layout.operator("node.properties", icon='MENU_PANEL')
layout.operator("node.toolbar", icon='MENU_PANEL')
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 = 0.83333
layout.operator("node.backimage_fit", text="Fit backdrop to available space")
layout.separator()
layout.operator("screen.area_dupli")
layout.operator("screen.screen_full_area", text="Toggle Maximize Area")
layout.operator("screen.screen_full_area").use_hide_panels = True
class NODE_MT_select(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("node.select_border")
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")
layout.operator("node.select_same_type_step").prev = True
layout.operator("node.select_same_type_step").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.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")
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")
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_renderlayers")
layout.operator("node.read_fullsamplelayers")
class NODE_MT_node_color_presets(Menu):
"""Predefined node color"""
bl_label = "Color Presets"
preset_subdir = "node_color"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class NODE_MT_node_color_specials(Menu):
bl_label = "Node Color Specials"
def draw(self, context):
layout = self.layout
layout.operator("node.node_copy_color", icon='COPY_ID')
class NODE_PT_active_node_generic(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Node"
# bl_options = {'HIDE_HEADER'}
@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_label = "Color"
bl_options = {'DEFAULT_CLOSED'}
@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(self, context):
layout = self.layout
node = context.active_node
layout.enabled = node.use_custom_color
row = layout.row()
col = row.column()
col.menu("NODE_MT_node_color_presets")
col.prop(node, "color", text="")
col = row.column(align=True)
col.operator("node.node_color_preset_add", text="", icon='ZOOMIN').remove_active = False
col.operator("node.node_color_preset_add", text="", icon='ZOOMOUT').remove_active = True
col.menu("NODE_MT_node_color_specials", text="", icon='DOWNARROW_HLT')
class NODE_PT_active_node_properties(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Properties"
@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("Inputs:")
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, socket.name)
# Node Backdrop options
class NODE_PT_backdrop(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
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
snode = context.space_data
layout.active = snode.show_backdrop
layout.prop(snode, "backdrop_channels", text="")
layout.prop(snode, "backdrop_zoom", text="Zoom")
col = layout.column(align=True)
col.label(text="Offset:")
col.prop(snode, "backdrop_x", text="X")
col.prop(snode, "backdrop_y", text="Y")
col.operator("node.backimage_move", text="Move")
layout.operator("node.backimage_fit", text="Fit")
class NODE_PT_quality(bpy.types.Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
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
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.prop(snode, "show_highlight")
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)
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)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.template_node_socket(color)
# Grease Pencil properties
class NODE_PT_grease_pencil(GreasePencilDataPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
# 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_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
# Tool Shelf ------------------
# Grease Pencil drawing tools
class NODE_PT_tools_grease_pencil_draw(GreasePencilDrawingToolsPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# Grease Pencil stroke editing tools
class NODE_PT_tools_grease_pencil_edit(GreasePencilStrokeEditPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# -----------------------------
def node_draw_tree_view(layout, context):
pass
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)