blender/release/scripts/startup/bl_ui/space_node.py
Pablo Vazquez ea57345adb UI: Header consistency for Node editor
Also move use_insert_offset to the View menu as it is not toggled that often
to take space in the header.
2018-07-02 14:54:20 +02:00

630 lines
19 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_operators.presets import PresetMenu
from .properties_grease_pencil_common import (
GreasePencilDrawingToolsPanel,
GreasePencilStrokeEditPanel,
GreasePencilStrokeSculptPanel,
GreasePencilBrushPanel,
GreasePencilBrushCurvesPanel,
GreasePencilDataPanel,
GreasePencilPaletteColorPanel,
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()
# 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:
NODE_MT_editor_menus.draw_collapsible(context, layout)
# No shader nodes for Eevee lamps
if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob.type == 'LAMP'):
row = layout.row()
row.prop(snode_id, "use_nodes")
layout.separator_spacer()
row = layout.row()
# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
row.enabled = not snode.pin
# 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")
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.separator_spacer()
layout.template_running_jobs()
layout.prop(snode, "pin", text="")
layout.operator("node.tree_path_parent", text="", icon='FILE_PARENT')
# 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')
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 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.operator("node.properties", icon='MENU_PANEL')
layout.operator("node.toolbar", icon='MENU_PANEL')
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 = 0.83333
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_border").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.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")
layout.operator("node.read_fullsamplelayers")
class NODE_PT_node_color_presets(PresetMenu):
"""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_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_MT_specials(Menu):
bl_label = "Node Context Menu"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("node.duplicate_move")
layout.operator("node.delete")
layout.operator_context = 'EXEC_DEFAULT'
layout.operator("node.delete_reconnect")
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_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_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_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, iface_(socket.name, socket.bl_rna.translation_context))
# 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_offset", text="")
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")
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 == '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
# Grease Pencil palette colors
class NODE_PT_grease_pencil_palettecolor(GreasePencilPaletteColorPanel, 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'
# Grease Pencil stroke sculpting tools
class NODE_PT_tools_grease_pencil_sculpt(GreasePencilStrokeSculptPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# Grease Pencil drawing brushes
class NODE_PT_tools_grease_pencil_brush(GreasePencilBrushPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# Grease Pencil drawing curves
class NODE_PT_tools_grease_pencil_brushcurves(GreasePencilBrushCurvesPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# -----------------------------
def node_draw_tree_view(layout, context):
pass
classes = (
NODE_HT_header,
NODE_MT_editor_menus,
NODE_MT_add,
NODE_MT_view,
NODE_MT_select,
NODE_MT_node,
NODE_PT_node_color_presets,
NODE_MT_node_color_specials,
NODE_MT_specials,
NODE_PT_active_node_generic,
NODE_PT_active_node_color,
NODE_PT_active_node_properties,
NODE_PT_backdrop,
NODE_PT_quality,
NODE_UL_interface_sockets,
NODE_PT_grease_pencil,
NODE_PT_grease_pencil_palettecolor,
NODE_PT_grease_pencil_tools,
NODE_PT_tools_grease_pencil_draw,
NODE_PT_tools_grease_pencil_edit,
NODE_PT_tools_grease_pencil_sculpt,
NODE_PT_tools_grease_pencil_brush,
NODE_PT_tools_grease_pencil_brushcurves,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)