forked from bartvdbraak/blender
4c52e737df
Notes: * Did not touch to addons, that's up to the authors. ;) * Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
430 lines
14 KiB
Python
430 lines
14 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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from bpy.types import Header, Menu, Panel
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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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toolsettings = context.tool_settings
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row = layout.row(align=True)
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row.template_header()
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if context.area.show_menus:
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row.menu("NODE_MT_view")
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row.menu("NODE_MT_select")
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row.menu("NODE_MT_add")
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row.menu("NODE_MT_node")
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layout.prop(snode, "tree_type", text="", expand=True)
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if snode.tree_type == 'ShaderNodeTree':
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if scene.render.use_shading_nodes:
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layout.prop(snode, "shader_type", text="", expand=True)
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ob = context.object
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if (not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT') and ob:
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row = layout.row()
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# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
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row.enabled = not snode.pin
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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 {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}:
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row.template_ID(ob, "active_material", new="material.new")
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# Material ID, but not for Lamps
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if id_from and ob.type != 'LAMP':
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row.template_ID(id_from, "active_material", new="material.new")
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# Don't show "Use Nodes" Button when Engine is BI for Lamps
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if snode_id and not (scene.render.use_shading_nodes == 0 and ob.type == 'LAMP'):
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layout.prop(snode_id, "use_nodes")
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if snode.shader_type == 'WORLD':
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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_id:
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row.prop(snode_id, "use_nodes")
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elif snode.tree_type == 'TextureNodeTree':
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layout.prop(snode, "texture_type", text="", expand=True)
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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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if snode_id:
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layout.prop(snode_id, "use_nodes")
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elif snode.tree_type == 'CompositorNodeTree':
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if snode_id:
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layout.prop(snode_id, "use_nodes")
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layout.prop(snode_id.render, "use_free_unused_nodes", text="Free Unused")
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layout.prop(snode, "show_backdrop")
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if snode.show_backdrop:
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row = layout.row(align=True)
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row.prop(snode, "backdrop_channels", text="", expand=True)
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layout.prop(snode, "use_auto_render")
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else:
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# Custom node tree is edited as independent ID block
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layout.template_ID(snode, "node_tree", new="node.new_node_tree")
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layout.prop(snode, "pin", text="")
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layout.operator("node.tree_path_parent", text="", icon='FILE_PARENT')
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layout.separator()
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# Snap
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row = layout.row(align=True)
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row.prop(toolsettings, "use_snap", text="")
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row.prop(toolsettings, "snap_node_element", text="", icon_only=True)
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if toolsettings.snap_node_element != 'GRID':
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row.prop(toolsettings, "snap_target", text="")
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row = layout.row(align=True)
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row.operator("node.clipboard_copy", text="", icon='COPYDOWN')
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row.operator("node.clipboard_paste", text="", icon='PASTEDOWN')
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layout.template_running_jobs()
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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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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 ...")
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props.use_transform = True
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# actual node submenus are added by draw functions from node categories
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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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layout.operator("node.properties", icon='MENU_PANEL')
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layout.operator("node.toolbar", icon='MENU_PANEL')
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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 = 0.833
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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.operator("screen.area_dupli")
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layout.operator("screen.screen_full_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_border")
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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_same_type")
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layout.operator("node.select_same_type_step").prev = True
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layout.operator("node.select_same_type_step").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.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")
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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")
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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_renderlayers")
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layout.operator("node.read_fullsamplelayers")
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class NODE_MT_node_color_presets(Menu):
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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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draw = Menu.draw_preset
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class NODE_MT_node_color_specials(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_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_label = "Node"
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# bl_options = {'HIDE_HEADER'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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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_label = "Color"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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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(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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col = row.column()
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col.menu("NODE_MT_node_color_presets")
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col.prop(node, "color", text="")
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col = row.column(align=True)
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col.operator("node.node_color_preset_add", text="", icon='ZOOMIN').remove_active = False
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col.operator("node.node_color_preset_add", text="", icon='ZOOMOUT').remove_active = True
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col.menu("NODE_MT_node_color_specials", 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_label = "Properties"
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@classmethod
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def poll(cls, context):
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space = context.space_data
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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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# set "node" context pointer for the panel layout
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layout.context_pointer_set("node", node)
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if hasattr(node, "draw_buttons_ext"):
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node.draw_buttons_ext(context, layout)
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elif hasattr(node, "draw_buttons"):
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node.draw_buttons(context, layout)
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# XXX this could be filtered further to exclude socket types which don't have meaningful input values (e.g. cycles shader)
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value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
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if value_inputs:
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layout.separator()
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layout.label("Inputs:")
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for socket in value_inputs:
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row = layout.row()
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socket.draw(context, row, node, socket.name)
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# Node Backdrop options
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class NODE_PT_backdrop(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Backdrop"
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode.tree_type == 'CompositorNodeTree'
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def draw_header(self, context):
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snode = context.space_data
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self.layout.prop(snode, "show_backdrop", text="")
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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.active = snode.show_backdrop
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layout.prop(snode, "backdrop_channels", text="")
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layout.prop(snode, "backdrop_zoom", text="Zoom")
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col = layout.column(align=True)
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col.label(text="Offset:")
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col.prop(snode, "backdrop_x", text="X")
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col.prop(snode, "backdrop_y", text="Y")
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col.operator("node.backimage_move", text="Move")
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layout.operator("node.backimage_fit", text="Fit")
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class NODE_PT_quality(bpy.types.Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Performance"
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode.tree_type == 'CompositorNodeTree' and snode.node_tree is not None
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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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tree = snode.node_tree
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col = layout.column()
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col.prop(tree, "render_quality", text="Render")
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col.prop(tree, "edit_quality", text="Edit")
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col.prop(tree, "chunk_size")
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col = layout.column()
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col.prop(tree, "use_opencl")
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col.prop(tree, "use_groupnode_buffer")
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col.prop(tree, "use_two_pass")
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col.prop(tree, "use_viewer_border")
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col.prop(snode, "show_highlight")
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col.prop(snode, "use_hidden_preview")
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class NODE_UL_interface_sockets(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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socket = item
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color = socket.draw_color(context)
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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row = layout.row(align=True)
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# inputs get icon on the left
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if not socket.is_output:
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row.template_node_socket(color)
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row.prop(socket, "name", text="", emboss=False, icon_value=icon)
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# outputs get icon on the right
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if socket.is_output:
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row.template_node_socket(color)
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.template_node_socket(color)
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def node_draw_tree_view(layout, context):
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pass
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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