# ##### 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 ##### # import bpy from bpy.types import Header, Menu, Panel 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() if context.area.show_menus: row.menu("NODE_MT_view") row.menu("NODE_MT_select") row.menu("NODE_MT_add") row.menu("NODE_MT_node") 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") 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", text="", icon_only=True) if toolsettings.snap_node_element != 'INCREMENT': 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_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 = 0.833 layout.operator("node.backimage_fit", text="Fit backdrop to available space") layout.separator() layout.operator("screen.area_dupli") layout.operator("screen.screen_full_area") class NODE_MT_select(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("node.select_border") 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_same_type") 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.show_cyclic_dependencies") 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): space = context.space_data 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): space = context.space_data 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): space = context.space_data 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") col.prop(snode, "use_hidden_preview") 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.label(text=socket.name, 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) def node_draw_tree_view(layout, context): pass if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)