forked from bartvdbraak/blender
19d493ee10
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.
559 lines
18 KiB
Python
559 lines
18 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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import nodeitems_utils
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from bpy.types import Header, Menu, Panel
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from bpy.app.translations import pgettext_iface as iface_
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from bl_ui.properties_grease_pencil_common import (
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GreasePencilDrawingToolsPanel,
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GreasePencilStrokeEditPanel,
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GreasePencilStrokeSculptPanel,
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GreasePencilBrushPanel,
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GreasePencilBrushCurvesPanel,
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GreasePencilDataPanel,
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GreasePencilPaletteColorPanel,
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GreasePencilToolsPanel
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)
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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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NODE_MT_editor_menus.draw_collapsible(context, layout)
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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 scene.render.use_shading_nodes and 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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if scene.render.use_shading_nodes and snode.shader_type == 'LINESTYLE':
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rl = context.scene.render.layers.active
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lineset = rl.freestyle_settings.linesets.active
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if lineset is not None:
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row = layout.row()
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row.enabled = not snode.pin
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row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_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, "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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# Auto-offset nodes (called "insert_offset" in code)
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layout.prop(snode, "use_insert_offset", text="")
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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", 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_editor_menus(Menu):
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bl_idname = "NODE_MT_editor_menus"
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bl_label = ""
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def draw(self, context):
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self.draw_menus(self.layout, context)
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@staticmethod
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def draw_menus(layout, context):
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layout.menu("NODE_MT_view")
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layout.menu("NODE_MT_select")
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layout.menu("NODE_MT_add")
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layout.menu("NODE_MT_node")
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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 defined by draw functions from node categories
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nodeitems_utils.draw_node_categories_menu(self, context)
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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 = 0.83333
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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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layout.operator("screen.screen_full_area", text="Toggle Fullscreen Area").use_hide_panels = True
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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").tweak = False
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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_grouped").extend = False
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layout.operator("node.select_same_type_step", text="Activate Same Type Previous").prev = True
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layout.operator("node.select_same_type_step", text="Activate Same Type Next").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").replace = False
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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").exit = False
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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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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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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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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, iface_(socket.name, socket.bl_rna.translation_context))
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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 == 'GRID':
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layout.alignment = 'CENTER'
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layout.template_node_socket(color)
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# Grease Pencil properties
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class NODE_PT_grease_pencil(GreasePencilDataPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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# NOTE: this is just a wrapper around the generic GP Panel
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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 is not None and snode.node_tree is not None
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# Grease Pencil palette colors
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class NODE_PT_grease_pencil_palettecolor(GreasePencilPaletteColorPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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# NOTE: this is just a wrapper around the generic GP Panel
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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 is not None and snode.node_tree is not None
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class NODE_PT_grease_pencil_tools(GreasePencilToolsPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_options = {'DEFAULT_CLOSED'}
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# NOTE: this is just a wrapper around the generic GP tools panel
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# It contains access to some essential tools usually found only in
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# toolbar, but which may not necessarily be open
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# Tool Shelf ------------------
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# Grease Pencil drawing tools
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class NODE_PT_tools_grease_pencil_draw(GreasePencilDrawingToolsPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'TOOLS'
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# Grease Pencil stroke editing tools
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class NODE_PT_tools_grease_pencil_edit(GreasePencilStrokeEditPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'TOOLS'
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# Grease Pencil stroke sculpting tools
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class NODE_PT_tools_grease_pencil_sculpt(GreasePencilStrokeSculptPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'TOOLS'
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|
|
|
# Grease Pencil drawing brushes
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|
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)
|