forked from bartvdbraak/blender
8983f50a9a
Removed USE_HIDDEN_PREVIEW from source code as it is now deprecated. The feature was introduced during project mango to quickly hide previews, now that the previews are hidden by default this feature has no need. Inside the DNA the flag is still visible in comment, this way no one will reuse that value as it could have some side effects Jeroen & Monique - At Mind -
429 lines
14 KiB
Python
429 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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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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