blender/release/scripts/startup/bl_ui/space_node.py
Campbell Barton 19d493ee10 Moving classes to separate listing broke panel order
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.

Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
2017-03-20 02:37:55 +11:00

559 lines
18 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_ui.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()
NODE_MT_editor_menus.draw_collapsible(context, layout)
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 scene.render.use_shading_nodes and 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")
if scene.render.use_shading_nodes and snode.shader_type == 'LINESTYLE':
rl = context.scene.render.layers.active
lineset = rl.freestyle_settings.linesets.active
if lineset is not None:
row = layout.row()
row.enabled = not snode.pin
row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_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, "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()
# Auto-offset nodes (called "insert_offset" in code)
layout.prop(snode, "use_insert_offset", text="")
# 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')
layout.template_running_jobs()
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
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 = 0.83333
layout.operator("node.backimage_fit", text="Fit backdrop to available space")
layout.separator()
layout.operator("screen.area_dupli")
layout.operator("screen.screen_full_area")
layout.operator("screen.screen_full_area", text="Toggle Fullscreen Area").use_hide_panels = True
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_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):
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(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):
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_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")
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_MT_node_color_presets,
NODE_MT_node_color_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)