forked from bartvdbraak/blender
557b893dfd
This adds border option to compositor, which affects on a backdrop and viewer nodes, which is useful for faster previews and tweaks. Final compositing still happens for the whole frame, but if it'll be needed it's not so difficult to support it as well. To use border there's Ctrl-B shortcut in the compositor editor, which i used to define region you want to restrict compositing to. There's also "Viewer Border" option in the N-panel in case you'll want to disable border compositing. Some areas could be cleaned a bit, like ideally it shall not be viewer image clearing in viewer_border_update RNA callback, but currently it's not so much clear how to make it the same fast as simple memset and glue it somehow to compositor. Will think of nicer solution a bit later.
281 lines
9.0 KiB
Python
281 lines
9.0 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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ob = context.object
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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 == 'SHADER':
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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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if (not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT') and ob:
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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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layout.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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layout.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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layout.template_ID(scene, "world", new="world.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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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 == 'COMPOSITING':
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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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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 != 'INCREMENT':
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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_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.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.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.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.operator("node.select_same_type")
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layout.operator("node.select_same_type_next")
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layout.operator("node.select_same_type_prev")
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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.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.show_cyclic_dependencies")
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layout.operator("node.read_renderlayers")
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layout.operator("node.read_fullsamplelayers")
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# Node Backdrop options
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class NODE_PT_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 = "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 == 'COMPOSITING'
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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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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 == 'COMPOSITING' 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, "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_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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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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