forked from bartvdbraak/blender
045d33dae0
Also removed some python code to check for node materials within the material and texture properties. It seems to go fine without it, and this should be handled by context instead.
166 lines
4.4 KiB
Python
166 lines
4.4 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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class NODE_HT_header(bpy.types.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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snode = context.space_data
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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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sub = row.row(align=True)
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sub.menu("NODE_MT_view")
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sub.menu("NODE_MT_select")
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sub.menu("NODE_MT_add")
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sub.menu("NODE_MT_node")
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row = layout.row()
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row.prop(snode, "tree_type", text="", expand=True)
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if snode.tree_type == 'MATERIAL':
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ob = snode.id_from
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snode_id = snode.id
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if ob:
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layout.template_ID(ob, "active_material", new="material.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 == 'TEXTURE':
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row.prop(snode, "texture_type", text="", expand=True)
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snode_id = snode.id
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id_from = snode.id_from
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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 == 'COMPOSITING':
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scene = snode.id
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layout.prop(scene, "use_nodes")
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layout.prop(scene.render, "free_unused_nodes", text="Free Unused")
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layout.prop(snode, "backdrop")
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class NODE_MT_view(bpy.types.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.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_all")
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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(bpy.types.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.separator()
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layout.operator("node.select_all")
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layout.operator("node.select_linked_from")
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layout.operator("node.select_linked_to")
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class NODE_MT_node(bpy.types.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.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.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.separator()
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layout.operator("node.hide")
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layout.operator("node.mute")
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# XXX
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# layout.operator("node.rename")
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layout.separator()
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layout.operator("node.show_cyclic_dependencies")
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classes = [
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NODE_HT_header,
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NODE_MT_view,
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NODE_MT_select,
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NODE_MT_node]
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def register():
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register = bpy.types.register
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for cls in classes:
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register(cls)
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def unregister():
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unregister = bpy.types.unregister
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for cls in classes:
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unregister(cls)
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if __name__ == "__main__":
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register()
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