Welcome to mirror list, hosted at ThFree Co, Russian Federation.

node_wrangler.py - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: cc1b85febb5065d5859e9871c248b8a5f77a685e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
# SPDX-License-Identifier: GPL-2.0-or-later

bl_info = {
    "name": "Node Wrangler",
    "author": "Bartek Skorupa, Greg Zaal, Sebastian Koenig, Christian Brinkmann, Florian Meyer",
    "version": (3, 41),
    "blender": (2, 93, 0),
    "location": "Node Editor Toolbar or Shift-W",
    "description": "Various tools to enhance and speed up node-based workflow",
    "warning": "",
    "doc_url": "{BLENDER_MANUAL_URL}/addons/node/node_wrangler.html",
    "category": "Node",
}

import bpy, blf, bgl
import gpu
from bpy.types import Operator, Panel, Menu
from bpy.props import (
    FloatProperty,
    EnumProperty,
    BoolProperty,
    IntProperty,
    StringProperty,
    FloatVectorProperty,
    CollectionProperty,
)
from bpy_extras.io_utils import ImportHelper, ExportHelper
from gpu_extras.batch import batch_for_shader
from mathutils import Vector
from nodeitems_utils import node_categories_iter, NodeItemCustom
from math import cos, sin, pi, hypot
from os import path
from glob import glob
from copy import copy
from itertools import chain
import re
from collections import namedtuple

#################
# rl_outputs:
# list of outputs of Input Render Layer
# with attributes determining if pass is used,
# and MultiLayer EXR outputs names and corresponding render engines
#
# rl_outputs entry = (render_pass, rl_output_name, exr_output_name, in_eevee, in_cycles)
RL_entry = namedtuple('RL_Entry', ['render_pass', 'output_name', 'exr_output_name', 'in_eevee', 'in_cycles'])
rl_outputs = (
    RL_entry('use_pass_ambient_occlusion', 'AO', 'AO', True, True),
    RL_entry('use_pass_combined', 'Image', 'Combined', True, True),
    RL_entry('use_pass_diffuse_color', 'Diffuse Color', 'DiffCol', False, True),
    RL_entry('use_pass_diffuse_direct', 'Diffuse Direct', 'DiffDir', False, True),
    RL_entry('use_pass_diffuse_indirect', 'Diffuse Indirect', 'DiffInd', False, True),
    RL_entry('use_pass_emit', 'Emit', 'Emit', False, True),
    RL_entry('use_pass_environment', 'Environment', 'Env', False, False),
    RL_entry('use_pass_glossy_color', 'Glossy Color', 'GlossCol', False, True),
    RL_entry('use_pass_glossy_direct', 'Glossy Direct', 'GlossDir', False, True),
    RL_entry('use_pass_glossy_indirect', 'Glossy Indirect', 'GlossInd', False, True),
    RL_entry('use_pass_indirect', 'Indirect', 'Indirect', False, False),
    RL_entry('use_pass_material_index', 'IndexMA', 'IndexMA', False, True),
    RL_entry('use_pass_mist', 'Mist', 'Mist', True, True),
    RL_entry('use_pass_normal', 'Normal', 'Normal', True, True),
    RL_entry('use_pass_object_index', 'IndexOB', 'IndexOB', False, True),
    RL_entry('use_pass_shadow', 'Shadow', 'Shadow', False, True),
    RL_entry('use_pass_subsurface_color', 'Subsurface Color', 'SubsurfaceCol', True, True),
    RL_entry('use_pass_subsurface_direct', 'Subsurface Direct', 'SubsurfaceDir', True, True),
    RL_entry('use_pass_subsurface_indirect', 'Subsurface Indirect', 'SubsurfaceInd', False, True),
    RL_entry('use_pass_transmission_color', 'Transmission Color', 'TransCol', False, True),
    RL_entry('use_pass_transmission_direct', 'Transmission Direct', 'TransDir', False, True),
    RL_entry('use_pass_transmission_indirect', 'Transmission Indirect', 'TransInd', False, True),
    RL_entry('use_pass_uv', 'UV', 'UV', True, True),
    RL_entry('use_pass_vector', 'Speed', 'Vector', False, True),
    RL_entry('use_pass_z', 'Z', 'Depth', True, True),
    )

# list of blend types of "Mix" nodes in a form that can be used as 'items' for EnumProperty.
# used list, not tuple for easy merging with other lists.
blend_types = [
    ('MIX', 'Mix', 'Mix Mode'),
    ('ADD', 'Add', 'Add Mode'),
    ('MULTIPLY', 'Multiply', 'Multiply Mode'),
    ('SUBTRACT', 'Subtract', 'Subtract Mode'),
    ('SCREEN', 'Screen', 'Screen Mode'),
    ('DIVIDE', 'Divide', 'Divide Mode'),
    ('DIFFERENCE', 'Difference', 'Difference Mode'),
    ('DARKEN', 'Darken', 'Darken Mode'),
    ('LIGHTEN', 'Lighten', 'Lighten Mode'),
    ('OVERLAY', 'Overlay', 'Overlay Mode'),
    ('DODGE', 'Dodge', 'Dodge Mode'),
    ('BURN', 'Burn', 'Burn Mode'),
    ('HUE', 'Hue', 'Hue Mode'),
    ('SATURATION', 'Saturation', 'Saturation Mode'),
    ('VALUE', 'Value', 'Value Mode'),
    ('COLOR', 'Color', 'Color Mode'),
    ('SOFT_LIGHT', 'Soft Light', 'Soft Light Mode'),
    ('LINEAR_LIGHT', 'Linear Light', 'Linear Light Mode'),
]

# list of operations of "Math" nodes in a form that can be used as 'items' for EnumProperty.
# used list, not tuple for easy merging with other lists.
operations = [
    ('ADD', 'Add', 'Add Mode'),
    ('SUBTRACT', 'Subtract', 'Subtract Mode'),
    ('MULTIPLY', 'Multiply', 'Multiply Mode'),
    ('DIVIDE', 'Divide', 'Divide Mode'),
    ('MULTIPLY_ADD', 'Multiply Add', 'Multiply Add Mode'),
    ('SINE', 'Sine', 'Sine Mode'),
    ('COSINE', 'Cosine', 'Cosine Mode'),
    ('TANGENT', 'Tangent', 'Tangent Mode'),
    ('ARCSINE', 'Arcsine', 'Arcsine Mode'),
    ('ARCCOSINE', 'Arccosine', 'Arccosine Mode'),
    ('ARCTANGENT', 'Arctangent', 'Arctangent Mode'),
    ('ARCTAN2', 'Arctan2', 'Arctan2 Mode'),
    ('SINH', 'Hyperbolic Sine', 'Hyperbolic Sine Mode'),
    ('COSH', 'Hyperbolic Cosine', 'Hyperbolic Cosine Mode'),
    ('TANH', 'Hyperbolic Tangent', 'Hyperbolic Tangent Mode'),
    ('POWER', 'Power', 'Power Mode'),
    ('LOGARITHM', 'Logarithm', 'Logarithm Mode'),
    ('SQRT', 'Square Root', 'Square Root Mode'),
    ('INVERSE_SQRT', 'Inverse Square Root', 'Inverse Square Root Mode'),
    ('EXPONENT', 'Exponent', 'Exponent Mode'),
    ('MINIMUM', 'Minimum', 'Minimum Mode'),
    ('MAXIMUM', 'Maximum', 'Maximum Mode'),
    ('LESS_THAN', 'Less Than', 'Less Than Mode'),
    ('GREATER_THAN', 'Greater Than', 'Greater Than Mode'),
    ('SIGN', 'Sign', 'Sign Mode'),
    ('COMPARE', 'Compare', 'Compare Mode'),
    ('SMOOTH_MIN', 'Smooth Minimum', 'Smooth Minimum Mode'),
    ('SMOOTH_MAX', 'Smooth Maximum', 'Smooth Maximum Mode'),
    ('FRACT', 'Fraction', 'Fraction Mode'),
    ('MODULO', 'Modulo', 'Modulo Mode'),
    ('SNAP', 'Snap', 'Snap Mode'),
    ('WRAP', 'Wrap', 'Wrap Mode'),
    ('PINGPONG', 'Pingpong', 'Pingpong Mode'),
    ('ABSOLUTE', 'Absolute', 'Absolute Mode'),
    ('ROUND', 'Round', 'Round Mode'),
    ('FLOOR', 'Floor', 'Floor Mode'),
    ('CEIL', 'Ceil', 'Ceil Mode'),
    ('TRUNCATE', 'Truncate', 'Truncate Mode'),
    ('RADIANS', 'To Radians', 'To Radians Mode'),
    ('DEGREES', 'To Degrees', 'To Degrees Mode'),
]

# Operations used by the geometry boolean node and join geometry node
geo_combine_operations = [
    ('JOIN', 'Join Geometry', 'Join Geometry Mode'),
    ('INTERSECT', 'Intersect', 'Intersect Mode'),
    ('UNION', 'Union', 'Union Mode'),
    ('DIFFERENCE', 'Difference', 'Difference Mode'),
]

# in NWBatchChangeNodes additional types/operations. Can be used as 'items' for EnumProperty.
# used list, not tuple for easy merging with other lists.
navs = [
    ('CURRENT', 'Current', 'Leave at current state'),
    ('NEXT', 'Next', 'Next blend type/operation'),
    ('PREV', 'Prev', 'Previous blend type/operation'),
]

draw_color_sets = {
    "red_white": (
        (1.0, 1.0, 1.0, 0.7),
        (1.0, 0.0, 0.0, 0.7),
        (0.8, 0.2, 0.2, 1.0)
    ),
    "green": (
        (0.0, 0.0, 0.0, 1.0),
        (0.38, 0.77, 0.38, 1.0),
        (0.38, 0.77, 0.38, 1.0)
    ),
    "yellow": (
        (0.0, 0.0, 0.0, 1.0),
        (0.77, 0.77, 0.16, 1.0),
        (0.77, 0.77, 0.16, 1.0)
    ),
    "purple": (
        (0.0, 0.0, 0.0, 1.0),
        (0.38, 0.38, 0.77, 1.0),
        (0.38, 0.38, 0.77, 1.0)
    ),
    "grey": (
        (0.0, 0.0, 0.0, 1.0),
        (0.63, 0.63, 0.63, 1.0),
        (0.63, 0.63, 0.63, 1.0)
    ),
    "black": (
        (1.0, 1.0, 1.0, 0.7),
        (0.0, 0.0, 0.0, 0.7),
        (0.2, 0.2, 0.2, 1.0)
    )
}

viewer_socket_name = "tmp_viewer"

def get_nodes_from_category(category_name, context):
    for category in node_categories_iter(context):
        if category.name == category_name:
            return sorted(category.items(context), key=lambda node: node.label)

def get_first_enabled_output(node):
    for output in node.outputs:
        if output.enabled:
            return output
    else:
        return node.outputs[0]

def is_visible_socket(socket):
    return not socket.hide and socket.enabled and socket.type != 'CUSTOM'

def nice_hotkey_name(punc):
    # convert the ugly string name into the actual character
    nice_name = {
        'LEFTMOUSE': "LMB",
        'MIDDLEMOUSE': "MMB",
        'RIGHTMOUSE': "RMB",
        'WHEELUPMOUSE': "Wheel Up",
        'WHEELDOWNMOUSE': "Wheel Down",
        'WHEELINMOUSE': "Wheel In",
        'WHEELOUTMOUSE': "Wheel Out",
        'ZERO': "0",
        'ONE': "1",
        'TWO': "2",
        'THREE': "3",
        'FOUR': "4",
        'FIVE': "5",
        'SIX': "6",
        'SEVEN': "7",
        'EIGHT': "8",
        'NINE': "9",
        'OSKEY': "Super",
        'RET': "Enter",
        'LINE_FEED': "Enter",
        'SEMI_COLON': ";",
        'PERIOD': ".",
        'COMMA': ",",
        'QUOTE': '"',
        'MINUS': "-",
        'SLASH': "/",
        'BACK_SLASH': "\\",
        'EQUAL': "=",
        'NUMPAD_1': "Numpad 1",
        'NUMPAD_2': "Numpad 2",
        'NUMPAD_3': "Numpad 3",
        'NUMPAD_4': "Numpad 4",
        'NUMPAD_5': "Numpad 5",
        'NUMPAD_6': "Numpad 6",
        'NUMPAD_7': "Numpad 7",
        'NUMPAD_8': "Numpad 8",
        'NUMPAD_9': "Numpad 9",
        'NUMPAD_0': "Numpad 0",
        'NUMPAD_PERIOD': "Numpad .",
        'NUMPAD_SLASH': "Numpad /",
        'NUMPAD_ASTERIX': "Numpad *",
        'NUMPAD_MINUS': "Numpad -",
        'NUMPAD_ENTER': "Numpad Enter",
        'NUMPAD_PLUS': "Numpad +",
    }
    try:
        return nice_name[punc]
    except KeyError:
        return punc.replace("_", " ").title()


def force_update(context):
    context.space_data.node_tree.update_tag()


def dpifac():
    prefs = bpy.context.preferences.system
    return prefs.dpi * prefs.pixel_size / 72


def node_mid_pt(node, axis):
    if axis == 'x':
        d = node.location.x + (node.dimensions.x / 2)
    elif axis == 'y':
        d = node.location.y - (node.dimensions.y / 2)
    else:
        d = 0
    return d


def autolink(node1, node2, links):
    link_made = False
    available_inputs = [inp for inp in node2.inputs if inp.enabled]
    available_outputs = [outp for outp in node1.outputs if outp.enabled]
    for outp in available_outputs:
        for inp in available_inputs:
            if not inp.is_linked and inp.name == outp.name:
                link_made = True
                links.new(outp, inp)
                return True

    for outp in available_outputs:
        for inp in available_inputs:
            if not inp.is_linked and inp.type == outp.type:
                link_made = True
                links.new(outp, inp)
                return True

    # force some connection even if the type doesn't match
    if available_outputs:
        for inp in available_inputs:
            if not inp.is_linked:
                link_made = True
                links.new(available_outputs[0], inp)
                return True

    # even if no sockets are open, force one of matching type
    for outp in available_outputs:
        for inp in available_inputs:
            if inp.type == outp.type:
                link_made = True
                links.new(outp, inp)
                return True

    # do something!
    for outp in available_outputs:
        for inp in available_inputs:
            link_made = True
            links.new(outp, inp)
            return True

    print("Could not make a link from " + node1.name + " to " + node2.name)
    return link_made

def abs_node_location(node):
    abs_location = node.location
    if node.parent is None:
        return abs_location
    return abs_location + abs_node_location(node.parent)

def node_at_pos(nodes, context, event):
    nodes_under_mouse = []
    target_node = None

    store_mouse_cursor(context, event)
    x, y = context.space_data.cursor_location

    # Make a list of each corner (and middle of border) for each node.
    # Will be sorted to find nearest point and thus nearest node
    node_points_with_dist = []
    for node in nodes:
        skipnode = False
        if node.type != 'FRAME':  # no point trying to link to a frame node
            dimx = node.dimensions.x/dpifac()
            dimy = node.dimensions.y/dpifac()
            locx, locy = abs_node_location(node)

            if not skipnode:
                node_points_with_dist.append([node, hypot(x - locx, y - locy)])  # Top Left
                node_points_with_dist.append([node, hypot(x - (locx + dimx), y - locy)])  # Top Right
                node_points_with_dist.append([node, hypot(x - locx, y - (locy - dimy))])  # Bottom Left
                node_points_with_dist.append([node, hypot(x - (locx + dimx), y - (locy - dimy))])  # Bottom Right

                node_points_with_dist.append([node, hypot(x - (locx + (dimx / 2)), y - locy)])  # Mid Top
                node_points_with_dist.append([node, hypot(x - (locx + (dimx / 2)), y - (locy - dimy))])  # Mid Bottom
                node_points_with_dist.append([node, hypot(x - locx, y - (locy - (dimy / 2)))])  # Mid Left
                node_points_with_dist.append([node, hypot(x - (locx + dimx), y - (locy - (dimy / 2)))])  # Mid Right

    nearest_node = sorted(node_points_with_dist, key=lambda k: k[1])[0][0]

    for node in nodes:
        if node.type != 'FRAME' and skipnode == False:
            locx, locy = abs_node_location(node)
            dimx = node.dimensions.x/dpifac()
            dimy = node.dimensions.y/dpifac()
            if (locx <= x <= locx + dimx) and \
               (locy - dimy <= y <= locy):
                nodes_under_mouse.append(node)

    if len(nodes_under_mouse) == 1:
        if nodes_under_mouse[0] != nearest_node:
            target_node = nodes_under_mouse[0]  # use the node under the mouse if there is one and only one
        else:
            target_node = nearest_node  # else use the nearest node
    else:
        target_node = nearest_node
    return target_node


def store_mouse_cursor(context, event):
    space = context.space_data
    v2d = context.region.view2d
    tree = space.edit_tree

    # convert mouse position to the View2D for later node placement
    if context.region.type == 'WINDOW':
        space.cursor_location_from_region(event.mouse_region_x, event.mouse_region_y)
    else:
        space.cursor_location = tree.view_center

def draw_line(x1, y1, x2, y2, size, colour=(1.0, 1.0, 1.0, 0.7)):
    shader = gpu.shader.from_builtin('2D_SMOOTH_COLOR')

    vertices = ((x1, y1), (x2, y2))
    vertex_colors = ((colour[0]+(1.0-colour[0])/4,
                      colour[1]+(1.0-colour[1])/4,
                      colour[2]+(1.0-colour[2])/4,
                      colour[3]+(1.0-colour[3])/4),
                      colour)

    batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices, "color": vertex_colors})
    bgl.glLineWidth(size * dpifac())

    shader.bind()
    batch.draw(shader)


def draw_circle_2d_filled(shader, mx, my, radius, colour=(1.0, 1.0, 1.0, 0.7)):
    radius = radius * dpifac()
    sides = 12
    vertices = [(radius * cos(i * 2 * pi / sides) + mx,
                 radius * sin(i * 2 * pi / sides) + my)
                 for i in range(sides + 1)]

    batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
    shader.bind()
    shader.uniform_float("color", colour)
    batch.draw(shader)


def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)):
    area_width = bpy.context.area.width
    sides = 16
    radius = radius*dpifac()

    nlocx, nlocy = abs_node_location(node)

    nlocx = (nlocx+1)*dpifac()
    nlocy = (nlocy+1)*dpifac()
    ndimx = node.dimensions.x
    ndimy = node.dimensions.y

    if node.hide:
        nlocx += -1
        nlocy += 5
    if node.type == 'REROUTE':
        #nlocx += 1
        nlocy -= 1
        ndimx = 0
        ndimy = 0
        radius += 6

    # Top left corner
    mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
    vertices = [(mx,my)]
    for i in range(sides+1):
        if (4<=i<=8):
            if mx < area_width:
                cosine = radius * cos(i * 2 * pi / sides) + mx
                sine = radius * sin(i * 2 * pi / sides) + my
                vertices.append((cosine,sine))
    batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
    shader.bind()
    shader.uniform_float("color", colour)
    batch.draw(shader)

    # Top right corner
    mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
    vertices = [(mx,my)]
    for i in range(sides+1):
        if (0<=i<=4):
            if mx < area_width:
                cosine = radius * cos(i * 2 * pi / sides) + mx
                sine = radius * sin(i * 2 * pi / sides) + my
                vertices.append((cosine,sine))
    batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
    shader.bind()
    shader.uniform_float("color", colour)
    batch.draw(shader)

    # Bottom left corner
    mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False)
    vertices = [(mx,my)]
    for i in range(sides+1):
        if (8<=i<=12):
            if mx < area_width:
                cosine = radius * cos(i * 2 * pi / sides) + mx
                sine = radius * sin(i * 2 * pi / sides) + my
                vertices.append((cosine,sine))
    batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
    shader.bind()
    shader.uniform_float("color", colour)
    batch.draw(shader)

    # Bottom right corner
    mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False)
    vertices = [(mx,my)]
    for i in range(sides+1):
        if (12<=i<=16):
            if mx < area_width:
                cosine = radius * cos(i * 2 * pi / sides) + mx
                sine = radius * sin(i * 2 * pi / sides) + my
                vertices.append((cosine,sine))
    batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
    shader.bind()
    shader.uniform_float("color", colour)
    batch.draw(shader)

    # prepare drawing all edges in one batch
    vertices = []
    indices = []
    id_last = 0

    # Left edge
    m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
    m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False)
    if m1x < area_width and m2x < area_width:
        vertices.extend([(m2x-radius,m2y), (m2x,m2y),
                         (m1x,m1y), (m1x-radius,m1y)])
        indices.extend([(id_last, id_last+1, id_last+3),
                        (id_last+3, id_last+1, id_last+2)])
        id_last += 4

    # Top edge
    m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
    m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
    m1x = min(m1x, area_width)
    m2x = min(m2x, area_width)
    vertices.extend([(m1x,m1y), (m2x,m1y),
                     (m2x,m1y+radius), (m1x,m1y+radius)])
    indices.extend([(id_last, id_last+1, id_last+3),
                    (id_last+3, id_last+1, id_last+2)])
    id_last += 4

    # Right edge
    m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
    m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False)
    if m1x < area_width and m2x < area_width:
        vertices.extend([(m1x,m2y), (m1x+radius,m2y),
                         (m1x+radius,m1y), (m1x,m1y)])
        indices.extend([(id_last, id_last+1, id_last+3),
                        (id_last+3, id_last+1, id_last+2)])
        id_last += 4

    # Bottom edge
    m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy-ndimy, clip=False)
    m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy-ndimy, clip=False)
    m1x = min(m1x, area_width)
    m2x = min(m2x, area_width)
    vertices.extend([(m1x,m2y), (m2x,m2y),
                     (m2x,m1y-radius), (m1x,m1y-radius)])
    indices.extend([(id_last, id_last+1, id_last+3),
                    (id_last+3, id_last+1, id_last+2)])

    # now draw all edges in one batch
    if len(vertices) != 0:
        batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
        shader.bind()
        shader.uniform_float("color", colour)
        batch.draw(shader)

def draw_callback_nodeoutline(self, context, mode):
    if self.mouse_path:

        bgl.glLineWidth(1)
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glEnable(bgl.GL_LINE_SMOOTH)
        bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)

        nodes, links = get_nodes_links(context)

        shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')

        if mode == "LINK":
            col_outer = (1.0, 0.2, 0.2, 0.4)
            col_inner = (0.0, 0.0, 0.0, 0.5)
            col_circle_inner = (0.3, 0.05, 0.05, 1.0)
        elif mode == "LINKMENU":
            col_outer = (0.4, 0.6, 1.0, 0.4)
            col_inner = (0.0, 0.0, 0.0, 0.5)
            col_circle_inner = (0.08, 0.15, .3, 1.0)
        elif mode == "MIX":
            col_outer = (0.2, 1.0, 0.2, 0.4)
            col_inner = (0.0, 0.0, 0.0, 0.5)
            col_circle_inner = (0.05, 0.3, 0.05, 1.0)

        m1x = self.mouse_path[0][0]
        m1y = self.mouse_path[0][1]
        m2x = self.mouse_path[-1][0]
        m2y = self.mouse_path[-1][1]

        n1 = nodes[context.scene.NWLazySource]
        n2 = nodes[context.scene.NWLazyTarget]

        if n1 == n2:
            col_outer = (0.4, 0.4, 0.4, 0.4)
            col_inner = (0.0, 0.0, 0.0, 0.5)
            col_circle_inner = (0.2, 0.2, 0.2, 1.0)

        draw_rounded_node_border(shader, n1, radius=6, colour=col_outer)  # outline
        draw_rounded_node_border(shader, n1, radius=5, colour=col_inner)  # inner
        draw_rounded_node_border(shader, n2, radius=6, colour=col_outer)  # outline
        draw_rounded_node_border(shader, n2, radius=5, colour=col_inner)  # inner

        draw_line(m1x, m1y, m2x, m2y, 5, col_outer)  # line outline
        draw_line(m1x, m1y, m2x, m2y, 2, col_inner)  # line inner

        # circle outline
        draw_circle_2d_filled(shader, m1x, m1y, 7, col_outer)
        draw_circle_2d_filled(shader, m2x, m2y, 7, col_outer)

        # circle inner
        draw_circle_2d_filled(shader, m1x, m1y, 5, col_circle_inner)
        draw_circle_2d_filled(shader, m2x, m2y, 5, col_circle_inner)

        bgl.glDisable(bgl.GL_BLEND)
        bgl.glDisable(bgl.GL_LINE_SMOOTH)
def get_active_tree(context):
    tree = context.space_data.node_tree
    path = []
    # Get nodes from currently edited tree.
    # If user is editing a group, space_data.node_tree is still the base level (outside group).
    # context.active_node is in the group though, so if space_data.node_tree.nodes.active is not
    # the same as context.active_node, the user is in a group.
    # Check recursively until we find the real active node_tree:
    if tree.nodes.active:
        while tree.nodes.active != context.active_node:
            tree = tree.nodes.active.node_tree
            path.append(tree)
    return tree, path

def get_nodes_links(context):
    tree, path = get_active_tree(context)
    return tree.nodes, tree.links

def is_viewer_socket(socket):
    # checks if a internal socket is a valid viewer socket
    return socket.name == viewer_socket_name and socket.NWViewerSocket

def get_internal_socket(socket):
    #get the internal socket from a socket inside or outside the group
    node = socket.node
    if node.type == 'GROUP_OUTPUT':
        source_iterator = node.inputs
        iterator = node.id_data.outputs
    elif node.type == 'GROUP_INPUT':
        source_iterator = node.outputs
        iterator = node.id_data.inputs
    elif hasattr(node, "node_tree"):
        if socket.is_output:
            source_iterator = node.outputs
            iterator = node.node_tree.outputs
        else:
            source_iterator = node.inputs
            iterator = node.node_tree.inputs
    else:
        return None

    for i, s in enumerate(source_iterator):
        if s == socket:
            break
    return iterator[i]

def is_viewer_link(link, output_node):
    if link.to_node == output_node and link.to_socket == output_node.inputs[0]:
        return True
    if link.to_node.type == 'GROUP_OUTPUT':
        socket = get_internal_socket(link.to_socket)
        if is_viewer_socket(socket):
            return True
    return False

def get_group_output_node(tree):
    for node in tree.nodes:
        if node.type == 'GROUP_OUTPUT' and node.is_active_output == True:
            return node

def get_output_location(tree):
    # get right-most location
    sorted_by_xloc = (sorted(tree.nodes, key=lambda x: x.location.x))
    max_xloc_node = sorted_by_xloc[-1]

    # get average y location
    sum_yloc = 0
    for node in tree.nodes:
        sum_yloc += node.location.y

    loc_x = max_xloc_node.location.x + max_xloc_node.dimensions.x + 80
    loc_y = sum_yloc / len(tree.nodes)
    return loc_x, loc_y

# Principled prefs
class NWPrincipledPreferences(bpy.types.PropertyGroup):
    base_color: StringProperty(
        name='Base Color',
        default='diffuse diff albedo base col color',
        description='Naming Components for Base Color maps')
    sss_color: StringProperty(
        name='Subsurface Color',
        default='sss subsurface',
        description='Naming Components for Subsurface Color maps')
    metallic: StringProperty(
        name='Metallic',
        default='metallic metalness metal mtl',
        description='Naming Components for metallness maps')
    specular: StringProperty(
        name='Specular',
        default='specularity specular spec spc',
        description='Naming Components for Specular maps')
    normal: StringProperty(
        name='Normal',
        default='normal nor nrm nrml norm',
        description='Naming Components for Normal maps')
    bump: StringProperty(
        name='Bump',
        default='bump bmp',
        description='Naming Components for bump maps')
    rough: StringProperty(
        name='Roughness',
        default='roughness rough rgh',
        description='Naming Components for roughness maps')
    gloss: StringProperty(
        name='Gloss',
        default='gloss glossy glossiness',
        description='Naming Components for glossy maps')
    displacement: StringProperty(
        name='Displacement',
        default='displacement displace disp dsp height heightmap',
        description='Naming Components for displacement maps')
    transmission: StringProperty(
        name='Transmission',
        default='transmission transparency',
        description='Naming Components for transmission maps')
    emission: StringProperty(
        name='Emission',
        default='emission emissive emit',
        description='Naming Components for emission maps')
    alpha: StringProperty(
        name='Alpha',
        default='alpha opacity',
        description='Naming Components for alpha maps')
    ambient_occlusion: StringProperty(
        name='Ambient Occlusion',
        default='ao ambient occlusion',
        description='Naming Components for AO maps')

# Addon prefs
class NWNodeWrangler(bpy.types.AddonPreferences):
    bl_idname = __name__

    merge_hide: EnumProperty(
        name="Hide Mix nodes",
        items=(
            ("ALWAYS", "Always", "Always collapse the new merge nodes"),
            ("NON_SHADER", "Non-Shader", "Collapse in all cases except for shaders"),
            ("NEVER", "Never", "Never collapse the new merge nodes")
        ),
        default='NON_SHADER',
        description="When merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expanded")
    merge_position: EnumProperty(
        name="Mix Node Position",
        items=(
            ("CENTER", "Center", "Place the Mix node between the two nodes"),
            ("BOTTOM", "Bottom", "Place the Mix node at the same height as the lowest node")
        ),
        default='CENTER',
        description="When merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodes")

    show_hotkey_list: BoolProperty(
        name="Show Hotkey List",
        default=False,
        description="Expand this box into a list of all the hotkeys for functions in this addon"
    )
    hotkey_list_filter: StringProperty(
        name="        Filter by Name",
        default="",
        description="Show only hotkeys that have this text in their name",
        options={'TEXTEDIT_UPDATE'}
    )
    show_principled_lists: BoolProperty(
        name="Show Principled naming tags",
        default=False,
        description="Expand this box into a list of all naming tags for principled texture setup"
    )
    principled_tags: bpy.props.PointerProperty(type=NWPrincipledPreferences)

    def draw(self, context):
        layout = self.layout
        col = layout.column()
        col.prop(self, "merge_position")
        col.prop(self, "merge_hide")

        box = layout.box()
        col = box.column(align=True)
        col.prop(self, "show_principled_lists", text='Edit tags for auto texture detection in Principled BSDF setup', toggle=True)
        if self.show_principled_lists:
            tags = self.principled_tags

            col.prop(tags, "base_color")
            col.prop(tags, "sss_color")
            col.prop(tags, "metallic")
            col.prop(tags, "specular")
            col.prop(tags, "rough")
            col.prop(tags, "gloss")
            col.prop(tags, "normal")
            col.prop(tags, "bump")
            col.prop(tags, "displacement")
            col.prop(tags, "transmission")
            col.prop(tags, "emission")
            col.prop(tags, "alpha")
            col.prop(tags, "ambient_occlusion")

        box = layout.box()
        col = box.column(align=True)
        hotkey_button_name = "Show Hotkey List"
        if self.show_hotkey_list:
            hotkey_button_name = "Hide Hotkey List"
        col.prop(self, "show_hotkey_list", text=hotkey_button_name, toggle=True)
        if self.show_hotkey_list:
            col.prop(self, "hotkey_list_filter", icon="VIEWZOOM")
            col.separator()
            for hotkey in kmi_defs:
                if hotkey[7]:
                    hotkey_name = hotkey[7]

                    if self.hotkey_list_filter.lower() in hotkey_name.lower():
                        row = col.row(align=True)
                        row.label(text=hotkey_name)
                        keystr = nice_hotkey_name(hotkey[1])
                        if hotkey[4]:
                            keystr = "Shift " + keystr
                        if hotkey[5]:
                            keystr = "Alt " + keystr
                        if hotkey[3]:
                            keystr = "Ctrl " + keystr
                        row.label(text=keystr)



def nw_check(context):
    space = context.space_data
    valid_trees = ["ShaderNodeTree", "CompositorNodeTree", "TextureNodeTree", "GeometryNodeTree"]

    valid = False
    if space.type == 'NODE_EDITOR' and space.node_tree is not None and space.tree_type in valid_trees:
        valid = True

    return valid

class NWBase:
    @classmethod
    def poll(cls, context):
        return nw_check(context)


# OPERATORS
class NWLazyMix(Operator, NWBase):
    """Add a Mix RGB/Shader node by interactively drawing lines between nodes"""
    bl_idname = "node.nw_lazy_mix"
    bl_label = "Mix Nodes"
    bl_options = {'REGISTER', 'UNDO'}

    def modal(self, context, event):
        context.area.tag_redraw()
        nodes, links = get_nodes_links(context)
        cont = True

        start_pos = [event.mouse_region_x, event.mouse_region_y]

        node1 = None
        if not context.scene.NWBusyDrawing:
            node1 = node_at_pos(nodes, context, event)
            if node1:
                context.scene.NWBusyDrawing = node1.name
        else:
            if context.scene.NWBusyDrawing != 'STOP':
                node1 = nodes[context.scene.NWBusyDrawing]

        context.scene.NWLazySource = node1.name
        context.scene.NWLazyTarget = node_at_pos(nodes, context, event).name

        if event.type == 'MOUSEMOVE':
            self.mouse_path.append((event.mouse_region_x, event.mouse_region_y))

        elif event.type == 'RIGHTMOUSE' and event.value == 'RELEASE':
            end_pos = [event.mouse_region_x, event.mouse_region_y]
            bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW')

            node2 = None
            node2 = node_at_pos(nodes, context, event)
            if node2:
                context.scene.NWBusyDrawing = node2.name

            if node1 == node2:
                cont = False

            if cont:
                if node1 and node2:
                    for node in nodes:
                        node.select = False
                    node1.select = True
                    node2.select = True

                    bpy.ops.node.nw_merge_nodes(mode="MIX", merge_type="AUTO")

            context.scene.NWBusyDrawing = ""
            return {'FINISHED'}

        elif event.type == 'ESC':
            print('cancelled')
            bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        if context.area.type == 'NODE_EDITOR':
            # the arguments we pass the the callback
            args = (self, context, 'MIX')
            # Add the region OpenGL drawing callback
            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'
            self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL')

            self.mouse_path = []

            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "View3D not found, cannot run operator")
            return {'CANCELLED'}


class NWLazyConnect(Operator, NWBase):
    """Connect two nodes without clicking a specific socket (automatically determined"""
    bl_idname = "node.nw_lazy_connect"
    bl_label = "Lazy Connect"
    bl_options = {'REGISTER', 'UNDO'}
    with_menu: BoolProperty()

    def modal(self, context, event):
        context.area.tag_redraw()
        nodes, links = get_nodes_links(context)
        cont = True

        start_pos = [event.mouse_region_x, event.mouse_region_y]

        node1 = None
        if not context.scene.NWBusyDrawing:
            node1 = node_at_pos(nodes, context, event)
            if node1:
                context.scene.NWBusyDrawing = node1.name
        else:
            if context.scene.NWBusyDrawing != 'STOP':
                node1 = nodes[context.scene.NWBusyDrawing]

        context.scene.NWLazySource = node1.name
        context.scene.NWLazyTarget = node_at_pos(nodes, context, event).name

        if event.type == 'MOUSEMOVE':
            self.mouse_path.append((event.mouse_region_x, event.mouse_region_y))

        elif event.type == 'RIGHTMOUSE' and event.value == 'RELEASE':
            end_pos = [event.mouse_region_x, event.mouse_region_y]
            bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW')

            node2 = None
            node2 = node_at_pos(nodes, context, event)
            if node2:
                context.scene.NWBusyDrawing = node2.name

            if node1 == node2:
                cont = False

            link_success = False
            if cont:
                if node1 and node2:
                    original_sel = []
                    original_unsel = []
                    for node in nodes:
                        if node.select == True:
                            node.select = False
                            original_sel.append(node)
                        else:
                            original_unsel.append(node)
                    node1.select = True
                    node2.select = True

                    #link_success = autolink(node1, node2, links)
                    if self.with_menu:
                        if len(node1.outputs) > 1 and node2.inputs:
                            bpy.ops.wm.call_menu("INVOKE_DEFAULT", name=NWConnectionListOutputs.bl_idname)
                        elif len(node1.outputs) == 1:
                            bpy.ops.node.nw_call_inputs_menu(from_socket=0)
                    else:
                        link_success = autolink(node1, node2, links)

                    for node in original_sel:
                        node.select = True
                    for node in original_unsel:
                        node.select = False

            if link_success:
                force_update(context)
            context.scene.NWBusyDrawing = ""
            return {'FINISHED'}

        elif event.type == 'ESC':
            bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        if context.area.type == 'NODE_EDITOR':
            nodes, links = get_nodes_links(context)
            node = node_at_pos(nodes, context, event)
            if node:
                context.scene.NWBusyDrawing = node.name

            # the arguments we pass the the callback
            mode = "LINK"
            if self.with_menu:
                mode = "LINKMENU"
            args = (self, context, mode)
            # Add the region OpenGL drawing callback
            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'
            self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL')

            self.mouse_path = []

            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "View3D not found, cannot run operator")
            return {'CANCELLED'}


class NWDeleteUnused(Operator, NWBase):
    """Delete all nodes whose output is not used"""
    bl_idname = 'node.nw_del_unused'
    bl_label = 'Delete Unused Nodes'
    bl_options = {'REGISTER', 'UNDO'}

    delete_muted: BoolProperty(name="Delete Muted", description="Delete (but reconnect, like Ctrl-X) all muted nodes", default=True)
    delete_frames: BoolProperty(name="Delete Empty Frames", description="Delete all frames that have no nodes inside them", default=True)

    def is_unused_node(self, node):
        end_types = ['OUTPUT_MATERIAL', 'OUTPUT', 'VIEWER', 'COMPOSITE', \
                'SPLITVIEWER', 'OUTPUT_FILE', 'LEVELS', 'OUTPUT_LIGHT', \
                'OUTPUT_WORLD', 'GROUP_INPUT', 'GROUP_OUTPUT', 'FRAME']
        if node.type in end_types:
            return False

        for output in node.outputs:
            if output.links:
                return False
        return True

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context):
            if context.space_data.node_tree.nodes:
                valid = True
        return valid

    def execute(self, context):
        nodes, links = get_nodes_links(context)

        # Store selection
        selection = []
        for node in nodes:
            if node.select == True:
                selection.append(node.name)

        for node in nodes:
            node.select = False

        deleted_nodes = []
        temp_deleted_nodes = []
        del_unused_iterations = len(nodes)
        for it in range(0, del_unused_iterations):
            temp_deleted_nodes = list(deleted_nodes)  # keep record of last iteration
            for node in nodes:
                if self.is_unused_node(node):
                    node.select = True
                    deleted_nodes.append(node.name)
                    bpy.ops.node.delete()

            if temp_deleted_nodes == deleted_nodes:  # stop iterations when there are no more nodes to be deleted
                break

        if self.delete_frames:
            repeat = True
            while repeat:
                frames_in_use = []
                frames = []
                repeat = False
                for node in nodes:
                    if node.parent:
                        frames_in_use.append(node.parent)
                for node in nodes:
                    if node.type == 'FRAME' and node not in frames_in_use:
                        frames.append(node)
                        if node.parent:
                            repeat = True  # repeat for nested frames
                for node in frames:
                    if node not in frames_in_use:
                        node.select = True
                        deleted_nodes.append(node.name)
                bpy.ops.node.delete()

        if self.delete_muted:
            for node in nodes:
                if node.mute:
                    node.select = True
                    deleted_nodes.append(node.name)
            bpy.ops.node.delete_reconnect()

        # get unique list of deleted nodes (iterations would count the same node more than once)
        deleted_nodes = list(set(deleted_nodes))
        for n in deleted_nodes:
            self.report({'INFO'}, "Node " + n + " deleted")
        num_deleted = len(deleted_nodes)
        n = ' node'
        if num_deleted > 1:
            n += 's'
        if num_deleted:
            self.report({'INFO'}, "Deleted " + str(num_deleted) + n)
        else:
            self.report({'INFO'}, "Nothing deleted")

        # Restore selection
        nodes, links = get_nodes_links(context)
        for node in nodes:
            if node.name in selection:
                node.select = True
        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_confirm(self, event)


class NWSwapLinks(Operator, NWBase):
    """Swap the output connections of the two selected nodes, or two similar inputs of a single node"""
    bl_idname = 'node.nw_swap_links'
    bl_label = 'Swap Links'
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context):
            if context.selected_nodes:
                valid = len(context.selected_nodes) <= 2
        return valid

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        selected_nodes = context.selected_nodes
        n1 = selected_nodes[0]

        # Swap outputs
        if len(selected_nodes) == 2:
            n2 = selected_nodes[1]
            if n1.outputs and n2.outputs:
                n1_outputs = []
                n2_outputs = []

                out_index = 0
                for output in n1.outputs:
                    if output.links:
                        for link in output.links:
                            n1_outputs.append([out_index, link.to_socket])
                            links.remove(link)
                    out_index += 1

                out_index = 0
                for output in n2.outputs:
                    if output.links:
                        for link in output.links:
                            n2_outputs.append([out_index, link.to_socket])
                            links.remove(link)
                    out_index += 1

                for connection in n1_outputs:
                    try:
                        links.new(n2.outputs[connection[0]], connection[1])
                    except:
                        self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets")
                for connection in n2_outputs:
                    try:
                        links.new(n1.outputs[connection[0]], connection[1])
                    except:
                        self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets")
            else:
                if n1.outputs or n2.outputs:
                    self.report({'WARNING'}, "One of the nodes has no outputs!")
                else:
                    self.report({'WARNING'}, "Neither of the nodes have outputs!")

        # Swap Inputs
        elif len(selected_nodes) == 1:
            if n1.inputs and n1.inputs[0].is_multi_input:
                self.report({'WARNING'}, "Can't swap inputs of a multi input socket!")
                return {'FINISHED'}
            if n1.inputs:
                types = []
                i=0
                for i1 in n1.inputs:
                    if i1.is_linked and not i1.is_multi_input:
                        similar_types = 0
                        for i2 in n1.inputs:
                            if i1.type == i2.type and i2.is_linked and not i2.is_multi_input:
                                similar_types += 1
                        types.append ([i1, similar_types, i])
                    i += 1
                types.sort(key=lambda k: k[1], reverse=True)

                if types:
                    t = types[0]
                    if t[1] == 2:
                        for i2 in n1.inputs:
                            if t[0].type == i2.type == t[0].type and t[0] != i2 and i2.is_linked:
                                pair = [t[0], i2]
                        i1f = pair[0].links[0].from_socket
                        i1t = pair[0].links[0].to_socket
                        i2f = pair[1].links[0].from_socket
                        i2t = pair[1].links[0].to_socket
                        links.new(i1f, i2t)
                        links.new(i2f, i1t)
                    if t[1] == 1:
                        if len(types) == 1:
                            fs = t[0].links[0].from_socket
                            i = t[2]
                            links.remove(t[0].links[0])
                            if i+1 == len(n1.inputs):
                                i = -1
                            i += 1
                            while n1.inputs[i].is_linked:
                                i += 1
                            links.new(fs, n1.inputs[i])
                        elif len(types) == 2:
                            i1f = types[0][0].links[0].from_socket
                            i1t = types[0][0].links[0].to_socket
                            i2f = types[1][0].links[0].from_socket
                            i2t = types[1][0].links[0].to_socket
                            links.new(i1f, i2t)
                            links.new(i2f, i1t)

                else:
                    self.report({'WARNING'}, "This node has no input connections to swap!")
            else:
                self.report({'WARNING'}, "This node has no inputs to swap!")

        force_update(context)
        return {'FINISHED'}


class NWResetBG(Operator, NWBase):
    """Reset the zoom and position of the background image"""
    bl_idname = 'node.nw_bg_reset'
    bl_label = 'Reset Backdrop'
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context):
            snode = context.space_data
            valid = snode.tree_type == 'CompositorNodeTree'
        return valid

    def execute(self, context):
        context.space_data.backdrop_zoom = 1
        context.space_data.backdrop_offset[0] = 0
        context.space_data.backdrop_offset[1] = 0
        return {'FINISHED'}


class NWAddAttrNode(Operator, NWBase):
    """Add an Attribute node with this name"""
    bl_idname = 'node.nw_add_attr_node'
    bl_label = 'Add UV map'
    bl_options = {'REGISTER', 'UNDO'}

    attr_name: StringProperty()

    def execute(self, context):
        bpy.ops.node.add_node('INVOKE_DEFAULT', use_transform=True, type="ShaderNodeAttribute")
        nodes, links = get_nodes_links(context)
        nodes.active.attribute_name = self.attr_name
        return {'FINISHED'}

class NWPreviewNode(Operator, NWBase):
    bl_idname = "node.nw_preview_node"
    bl_label = "Preview Node"
    bl_description = "Connect active node to the Node Group output or the Material Output"
    bl_options = {'REGISTER', 'UNDO'}

    # If false, the operator is not executed if the current node group happens to be a geometry nodes group.
    # This is needed because geometry nodes has its own viewer node that uses the same shortcut as in the compositor.
    # Geometry Nodes support can be removed here once the viewer node is supported in the viewport.
    run_in_geometry_nodes: BoolProperty(default=True)

    def __init__(self):
        self.shader_output_type = ""
        self.shader_output_ident = ""

    @classmethod
    def poll(cls, context):
        if nw_check(context):
            space = context.space_data
            if space.tree_type == 'ShaderNodeTree' or space.tree_type == 'GeometryNodeTree':
                if context.active_node:
                    if context.active_node.type != "OUTPUT_MATERIAL" or context.active_node.type != "OUTPUT_WORLD":
                        return True
                else:
                    return True
        return False

    def ensure_viewer_socket(self, node, socket_type, connect_socket=None):
        #check if a viewer output already exists in a node group otherwise create
        if hasattr(node, "node_tree"):
            index = None
            if len(node.node_tree.outputs):
                free_socket = None
                for i, socket in enumerate(node.node_tree.outputs):
                    if is_viewer_socket(socket) and is_visible_socket(node.outputs[i]) and socket.type == socket_type:
                        #if viewer output is already used but leads to the same socket we can still use it
                        is_used = self.is_socket_used_other_mats(socket)
                        if is_used:
                            if connect_socket == None:
                                continue
                            groupout = get_group_output_node(node.node_tree)
                            groupout_input = groupout.inputs[i]
                            links = groupout_input.links
                            if connect_socket not in [link.from_socket for link in links]:
                                continue
                            index=i
                            break
                        if not free_socket:
                            free_socket = i
                if not index and free_socket:
                    index = free_socket

            if not index:
                #create viewer socket
                node.node_tree.outputs.new(socket_type, viewer_socket_name)
                index = len(node.node_tree.outputs) - 1
                node.node_tree.outputs[index].NWViewerSocket = True
            return index

    def init_shader_variables(self, space, shader_type):
        if shader_type == 'OBJECT':
            if space.id not in [light for light in bpy.data.lights]:  # cannot use bpy.data.lights directly as iterable
                self.shader_output_type = "OUTPUT_MATERIAL"
                self.shader_output_ident = "ShaderNodeOutputMaterial"
            else:
                self.shader_output_type = "OUTPUT_LIGHT"
                self.shader_output_ident = "ShaderNodeOutputLight"

        elif shader_type == 'WORLD':
            self.shader_output_type = "OUTPUT_WORLD"
            self.shader_output_ident = "ShaderNodeOutputWorld"

    def get_shader_output_node(self, tree):
        for node in tree.nodes:
            if node.type == self.shader_output_type and node.is_active_output == True:
                return node

    @classmethod
    def ensure_group_output(cls, tree):
        #check if a group output node exists otherwise create
        groupout = get_group_output_node(tree)
        if not groupout:
            groupout = tree.nodes.new('NodeGroupOutput')
            loc_x, loc_y = get_output_location(tree)
            groupout.location.x = loc_x
            groupout.location.y = loc_y
            groupout.select = False
            # So that we don't keep on adding new group outputs
            groupout.is_active_output = True
        return groupout

    @classmethod
    def search_sockets(cls, node, sockets, index=None):
        # recursively scan nodes for viewer sockets and store in list
        for i, input_socket in enumerate(node.inputs):
            if index and i != index:
                continue
            if len(input_socket.links):
                link = input_socket.links[0]
                next_node = link.from_node
                external_socket = link.from_socket
                if hasattr(next_node, "node_tree"):
                    for socket_index, s in enumerate(next_node.outputs):
                        if s == external_socket:
                            break
                    socket = next_node.node_tree.outputs[socket_index]
                    if is_viewer_socket(socket) and socket not in sockets:
                        sockets.append(socket)
                        #continue search inside of node group but restrict socket to where we came from
                        groupout = get_group_output_node(next_node.node_tree)
                        cls.search_sockets(groupout, sockets, index=socket_index)

    @classmethod
    def scan_nodes(cls, tree, sockets):
        # get all viewer sockets in a material tree
        for node in tree.nodes:
            if hasattr(node, "node_tree"):
                for socket in node.node_tree.outputs:
                    if is_viewer_socket(socket) and (socket not in sockets):
                        sockets.append(socket)
                cls.scan_nodes(node.node_tree, sockets)

    def link_leads_to_used_socket(self, link):
        #return True if link leads to a socket that is already used in this material
        socket = get_internal_socket(link.to_socket)
        return (socket and self.is_socket_used_active_mat(socket))

    def is_socket_used_active_mat(self, socket):
        #ensure used sockets in active material is calculated and check given socket
        if not hasattr(self, "used_viewer_sockets_active_mat"):
            self.used_viewer_sockets_active_mat = []
            materialout = self.get_shader_output_node(bpy.context.space_data.node_tree)
            if materialout:
                self.search_sockets(materialout, self.used_viewer_sockets_active_mat)
        return socket in self.used_viewer_sockets_active_mat

    def is_socket_used_other_mats(self, socket):
        #ensure used sockets in other materials are calculated and check given socket
        if not hasattr(self, "used_viewer_sockets_other_mats"):
            self.used_viewer_sockets_other_mats = []
            for mat in bpy.data.materials:
                if mat.node_tree == bpy.context.space_data.node_tree or not hasattr(mat.node_tree, "nodes"):
                    continue
                # get viewer node
                materialout = self.get_shader_output_node(mat.node_tree)
                if materialout:
                    self.search_sockets(materialout, self.used_viewer_sockets_other_mats)
        return socket in self.used_viewer_sockets_other_mats

    def invoke(self, context, event):
        space = context.space_data
        # Ignore operator when running in wrong context.
        if self.run_in_geometry_nodes != (space.tree_type == "GeometryNodeTree"):
            return {'PASS_THROUGH'}

        shader_type = space.shader_type
        self.init_shader_variables(space, shader_type)
        mlocx = event.mouse_region_x
        mlocy = event.mouse_region_y
        select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False)
        if 'FINISHED' in select_node:  # only run if mouse click is on a node
            active_tree, path_to_tree = get_active_tree(context)
            nodes, links = active_tree.nodes, active_tree.links
            base_node_tree = space.node_tree
            active = nodes.active

            # For geometry node trees we just connect to the group output
            if space.tree_type == "GeometryNodeTree":
                valid = False
                if active:
                    for out in active.outputs:
                        if is_visible_socket(out):
                            valid = True
                            break
                # Exit early
                if not valid:
                    return {'FINISHED'}

                delete_sockets = []

                # Scan through all nodes in tree including nodes inside of groups to find viewer sockets
                self.scan_nodes(base_node_tree, delete_sockets)

                # Find (or create if needed) the output of this node tree
                geometryoutput = self.ensure_group_output(base_node_tree)

                # Analyze outputs, make links
                out_i = None
                valid_outputs = []
                for i, out in enumerate(active.outputs):
                    if is_visible_socket(out) and out.type == 'GEOMETRY':
                        valid_outputs.append(i)
                if valid_outputs:
                    out_i = valid_outputs[0]  # Start index of node's outputs
                for i, valid_i in enumerate(valid_outputs):
                    for out_link in active.outputs[valid_i].links:
                        if is_viewer_link(out_link, geometryoutput):
                            if nodes == base_node_tree.nodes or self.link_leads_to_used_socket(out_link):
                                if i < len(valid_outputs) - 1:
                                    out_i = valid_outputs[i + 1]
                                else:
                                    out_i = valid_outputs[0]

                make_links = []  # store sockets for new links
                if active.outputs:
                    # If there is no 'GEOMETRY' output type - We can't preview the node
                    if out_i is None:
                        return {'FINISHED'}
                    socket_type = 'GEOMETRY'
                    # Find an input socket of the output of type geometry
                    geometryoutindex = None
                    for i,inp in enumerate(geometryoutput.inputs):
                        if inp.type == socket_type:
                            geometryoutindex = i
                            break
                    if geometryoutindex is None:
                        # Create geometry socket
                        geometryoutput.inputs.new(socket_type, 'Geometry')
                        geometryoutindex = len(geometryoutput.inputs) - 1

                    make_links.append((active.outputs[out_i], geometryoutput.inputs[geometryoutindex]))
                    output_socket = geometryoutput.inputs[geometryoutindex]
                    for li_from, li_to in make_links:
                        base_node_tree.links.new(li_from, li_to)
                    tree = base_node_tree
                    link_end = output_socket
                    while tree.nodes.active != active:
                        node = tree.nodes.active
                        index = self.ensure_viewer_socket(node,'NodeSocketGeometry', connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None)
                        link_start = node.outputs[index]
                        node_socket = node.node_tree.outputs[index]
                        if node_socket in delete_sockets:
                            delete_sockets.remove(node_socket)
                        tree.links.new(link_start, link_end)
                        # Iterate
                        link_end = self.ensure_group_output(node.node_tree).inputs[index]
                        tree = tree.nodes.active.node_tree
                    tree.links.new(active.outputs[out_i], link_end)

                # Delete sockets
                for socket in delete_sockets:
                    tree = socket.id_data
                    tree.outputs.remove(socket)

                nodes.active = active
                active.select = True
                force_update(context)
                return {'FINISHED'}


            # What follows is code for the shader editor
            output_types = [x.nodetype for x in
                            get_nodes_from_category('Output', context)]
            valid = False
            if active:
                if active.rna_type.identifier not in output_types:
                    for out in active.outputs:
                        if is_visible_socket(out):
                            valid = True
                            break
            if valid:
                # get material_output node
                materialout = None  # placeholder node
                delete_sockets = []

                #scan through all nodes in tree including nodes inside of groups to find viewer sockets
                self.scan_nodes(base_node_tree, delete_sockets)

                materialout = self.get_shader_output_node(base_node_tree)
                if not materialout:
                    materialout = base_node_tree.nodes.new(self.shader_output_ident)
                    materialout.location = get_output_location(base_node_tree)
                    materialout.select = False
                # Analyze outputs
                out_i = None
                valid_outputs = []
                for i, out in enumerate(active.outputs):
                    if is_visible_socket(out):
                        valid_outputs.append(i)
                if valid_outputs:
                    out_i = valid_outputs[0]  # Start index of node's outputs
                for i, valid_i in enumerate(valid_outputs):
                    for out_link in active.outputs[valid_i].links:
                        if is_viewer_link(out_link, materialout):
                            if nodes == base_node_tree.nodes or self.link_leads_to_used_socket(out_link):
                                if i < len(valid_outputs) - 1:
                                    out_i = valid_outputs[i + 1]
                                else:
                                    out_i = valid_outputs[0]

                make_links = []  # store sockets for new links
                if active.outputs:
                    socket_type = 'NodeSocketShader'
                    materialout_index = 1 if active.outputs[out_i].name == "Volume" else 0
                    make_links.append((active.outputs[out_i], materialout.inputs[materialout_index]))
                    output_socket = materialout.inputs[materialout_index]
                    for li_from, li_to in make_links:
                        base_node_tree.links.new(li_from, li_to)

                    # Create links through node groups until we reach the active node
                    tree = base_node_tree
                    link_end = output_socket
                    while tree.nodes.active != active:
                        node = tree.nodes.active
                        index = self.ensure_viewer_socket(node, socket_type, connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None)
                        link_start = node.outputs[index]
                        node_socket = node.node_tree.outputs[index]
                        if node_socket in delete_sockets:
                            delete_sockets.remove(node_socket)
                        tree.links.new(link_start, link_end)
                        # Iterate
                        link_end = self.ensure_group_output(node.node_tree).inputs[index]
                        tree = tree.nodes.active.node_tree
                    tree.links.new(active.outputs[out_i], link_end)

                # Delete sockets
                for socket in delete_sockets:
                    if not self.is_socket_used_other_mats(socket):
                        tree = socket.id_data
                        tree.outputs.remove(socket)

                nodes.active = active
                active.select = True

                force_update(context)

            return {'FINISHED'}
        else:
            return {'CANCELLED'}


class NWFrameSelected(Operator, NWBase):
    bl_idname = "node.nw_frame_selected"
    bl_label = "Frame Selected"
    bl_description = "Add a frame node and parent the selected nodes to it"
    bl_options = {'REGISTER', 'UNDO'}

    label_prop: StringProperty(
        name='Label',
        description='The visual name of the frame node',
        default=' '
    )
    use_custom_color_prop: BoolProperty(
        name="Custom Color",
        description="Use custom color for the frame node",
        default=False
    )
    color_prop: FloatVectorProperty(
        name="Color",
        description="The color of the frame node",
        default=(0.604, 0.604, 0.604),
        min=0, max=1, step=1, precision=3,
        subtype='COLOR_GAMMA', size=3
    )

    def draw(self, context):
        layout = self.layout
        layout.prop(self, 'label_prop')
        layout.prop(self, 'use_custom_color_prop')
        col = layout.column()
        col.active = self.use_custom_color_prop
        col.prop(self, 'color_prop', text="")

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        selected = []
        for node in nodes:
            if node.select == True:
                selected.append(node)

        bpy.ops.node.add_node(type='NodeFrame')
        frm = nodes.active
        frm.label = self.label_prop
        frm.use_custom_color = self.use_custom_color_prop
        frm.color = self.color_prop

        for node in selected:
            node.parent = frm

        return {'FINISHED'}


class NWReloadImages(Operator):
    bl_idname = "node.nw_reload_images"
    bl_label = "Reload Images"
    bl_description = "Update all the image nodes to match their files on disk"

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context) and context.space_data.tree_type != 'GeometryNodeTree':
            if context.active_node is not None:
                for out in context.active_node.outputs:
                    if is_visible_socket(out):
                        valid = True
                        break
        return valid

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        image_types = ["IMAGE", "TEX_IMAGE", "TEX_ENVIRONMENT", "TEXTURE"]
        num_reloaded = 0
        for node in nodes:
            if node.type in image_types:
                if node.type == "TEXTURE":
                    if node.texture:  # node has texture assigned
                        if node.texture.type in ['IMAGE', 'ENVIRONMENT_MAP']:
                            if node.texture.image:  # texture has image assigned
                                node.texture.image.reload()
                                num_reloaded += 1
                else:
                    if node.image:
                        node.image.reload()
                        num_reloaded += 1

        if num_reloaded:
            self.report({'INFO'}, "Reloaded images")
            print("Reloaded " + str(num_reloaded) + " images")
            force_update(context)
            return {'FINISHED'}
        else:
            self.report({'WARNING'}, "No images found to reload in this node tree")
            return {'CANCELLED'}


class NWSwitchNodeType(Operator, NWBase):
    """Switch type of selected nodes """
    bl_idname = "node.nw_swtch_node_type"
    bl_label = "Switch Node Type"
    bl_options = {'REGISTER', 'UNDO'}

    to_type: StringProperty(
        name="Switch to type",
        default = '',
    )

    def execute(self, context):
        to_type = self.to_type
        if len(to_type) == 0:
            return {'CANCELLED'}

        nodes, links = get_nodes_links(context)
        # Those types of nodes will not swap.
        src_excludes = ('NodeFrame')
        # Those attributes of nodes will be copied if possible
        attrs_to_pass = ('color', 'hide', 'label', 'mute', 'parent',
                         'show_options', 'show_preview', 'show_texture',
                         'use_alpha', 'use_clamp', 'use_custom_color', 'location'
                         )
        selected = [n for n in nodes if n.select]
        reselect = []
        for node in [n for n in selected if
                     n.rna_type.identifier not in src_excludes and
                     n.rna_type.identifier != to_type]:
            new_node = nodes.new(to_type)
            for attr in attrs_to_pass:
                if hasattr(node, attr) and hasattr(new_node, attr):
                    setattr(new_node, attr, getattr(node, attr))
            # set image datablock of dst to image of src
            if hasattr(node, 'image') and hasattr(new_node, 'image'):
                if node.image:
                    new_node.image = node.image
            # Special cases
            if new_node.type == 'SWITCH':
                new_node.hide = True
            # Dictionaries: src_sockets and dst_sockets:
            # 'INPUTS': input sockets ordered by type (entry 'MAIN' main type of inputs).
            # 'OUTPUTS': output sockets ordered by type (entry 'MAIN' main type of outputs).
            # in 'INPUTS' and 'OUTPUTS':
            # 'SHADER', 'RGBA', 'VECTOR', 'VALUE' - sockets of those types.
            # socket entry:
            # (index_in_type, socket_index, socket_name, socket_default_value, socket_links)
            src_sockets = {
                'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
                'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
            }
            dst_sockets = {
                'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
                'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
            }
            types_order_one = 'SHADER', 'RGBA', 'VECTOR', 'VALUE'
            types_order_two = 'SHADER', 'VECTOR', 'RGBA', 'VALUE'
            # check src node to set src_sockets values and dst node to set dst_sockets dict values
            for sockets, nd in ((src_sockets, node), (dst_sockets, new_node)):
                # Check node's inputs and outputs and fill proper entries in "sockets" dict
                for in_out, in_out_name in ((nd.inputs, 'INPUTS'), (nd.outputs, 'OUTPUTS')):
                    # enumerate in inputs, then in outputs
                    # find name, default value and links of socket
                    for i, socket in enumerate(in_out):
                        the_name = socket.name
                        dval = None
                        # Not every socket, especially in outputs has "default_value"
                        if hasattr(socket, 'default_value'):
                            dval = socket.default_value
                        socket_links = []
                        for lnk in socket.links:
                            socket_links.append(lnk)
                        # check type of socket to fill proper keys.
                        for the_type in types_order_one:
                            if socket.type == the_type:
                                # create values for sockets['INPUTS'][the_type] and sockets['OUTPUTS'][the_type]
                                # entry structure: (index_in_type, socket_index, socket_name, socket_default_value, socket_links)
                                sockets[in_out_name][the_type].append((len(sockets[in_out_name][the_type]), i, the_name, dval, socket_links))
                    # Check which of the types in inputs/outputs is considered to be "main".
                    # Set values of sockets['INPUTS']['MAIN'] and sockets['OUTPUTS']['MAIN']
                    for type_check in types_order_one:
                        if sockets[in_out_name][type_check]:
                            sockets[in_out_name]['MAIN'] = type_check
                            break

            matches = {
                'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []},
                'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []},
            }

            for inout, soctype in (
                    ('INPUTS', 'MAIN',),
                    ('INPUTS', 'SHADER',),
                    ('INPUTS', 'RGBA',),
                    ('INPUTS', 'VECTOR',),
                    ('INPUTS', 'VALUE',),
                    ('OUTPUTS', 'MAIN',),
                    ('OUTPUTS', 'SHADER',),
                    ('OUTPUTS', 'RGBA',),
                    ('OUTPUTS', 'VECTOR',),
                    ('OUTPUTS', 'VALUE',),
            ):
                if src_sockets[inout][soctype] and dst_sockets[inout][soctype]:
                    if soctype == 'MAIN':
                        sc = src_sockets[inout][src_sockets[inout]['MAIN']]
                        dt = dst_sockets[inout][dst_sockets[inout]['MAIN']]
                    else:
                        sc = src_sockets[inout][soctype]
                        dt = dst_sockets[inout][soctype]
                    # start with 'dt' to determine number of possibilities.
                    for i, soc in enumerate(dt):
                        # if src main has enough entries - match them with dst main sockets by indexes.
                        if len(sc) > i:
                            matches[inout][soctype].append(((sc[i][1], sc[i][3]), (soc[1], soc[3])))
                        # add 'VALUE_NAME' criterion to inputs.
                        if inout == 'INPUTS' and soctype == 'VALUE':
                            for s in sc:
                                if s[2] == soc[2]:  # if names match
                                    # append src (index, dval), dst (index, dval)
                                    matches['INPUTS']['VALUE_NAME'].append(((s[1], s[3]), (soc[1], soc[3])))

            # When src ['INPUTS']['MAIN'] is 'VECTOR' replace 'MAIN' with matches VECTOR if possible.
            # This creates better links when relinking textures.
            if src_sockets['INPUTS']['MAIN'] == 'VECTOR' and matches['INPUTS']['VECTOR']:
                matches['INPUTS']['MAIN'] = matches['INPUTS']['VECTOR']

            # Pass default values and RELINK:
            for tp in ('MAIN', 'SHADER', 'RGBA', 'VECTOR', 'VALUE_NAME', 'VALUE'):
                # INPUTS: Base on matches in proper order.
                for (src_i, src_dval), (dst_i, dst_dval) in matches['INPUTS'][tp]:
                    # pass dvals
                    if src_dval and dst_dval and tp in {'RGBA', 'VALUE_NAME'}:
                        new_node.inputs[dst_i].default_value = src_dval
                    # Special case: switch to math
                    if node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\
                            new_node.type == 'MATH' and\
                            tp == 'MAIN':
                        new_dst_dval = max(src_dval[0], src_dval[1], src_dval[2])
                        new_node.inputs[dst_i].default_value = new_dst_dval
                        if node.type == 'MIX_RGB':
                            if node.blend_type in [o[0] for o in operations]:
                                new_node.operation = node.blend_type
                    # Special case: switch from math to some types
                    if node.type == 'MATH' and\
                            new_node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\
                            tp == 'MAIN':
                        for i in range(3):
                            new_node.inputs[dst_i].default_value[i] = src_dval
                        if new_node.type == 'MIX_RGB':
                            if node.operation in [t[0] for t in blend_types]:
                                new_node.blend_type = node.operation
                            # Set Fac of MIX_RGB to 1.0
                            new_node.inputs[0].default_value = 1.0
                    # make link only when dst matching input is not linked already.
                    if node.inputs[src_i].links and not new_node.inputs[dst_i].links:
                        in_src_link = node.inputs[src_i].links[0]
                        in_dst_socket = new_node.inputs[dst_i]
                        links.new(in_src_link.from_socket, in_dst_socket)
                        links.remove(in_src_link)
                # OUTPUTS: Base on matches in proper order.
                for (src_i, src_dval), (dst_i, dst_dval) in matches['OUTPUTS'][tp]:
                    for out_src_link in node.outputs[src_i].links:
                        out_dst_socket = new_node.outputs[dst_i]
                        links.new(out_dst_socket, out_src_link.to_socket)
            # relink rest inputs if possible, no criteria
            for src_inp in node.inputs:
                for dst_inp in new_node.inputs:
                    if src_inp.links and not dst_inp.links:
                        src_link = src_inp.links[0]
                        links.new(src_link.from_socket, dst_inp)
                        links.remove(src_link)
            # relink rest outputs if possible, base on node kind if any left.
            for src_o in node.outputs:
                for out_src_link in src_o.links:
                    for dst_o in new_node.outputs:
                        if src_o.type == dst_o.type:
                            links.new(dst_o, out_src_link.to_socket)
            # relink rest outputs no criteria if any left. Link all from first output.
            for src_o in node.outputs:
                for out_src_link in src_o.links:
                    if new_node.outputs:
                        links.new(new_node.outputs[0], out_src_link.to_socket)
            nodes.remove(node)
        force_update(context)
        return {'FINISHED'}


class NWMergeNodes(Operator, NWBase):
    bl_idname = "node.nw_merge_nodes"
    bl_label = "Merge Nodes"
    bl_description = "Merge Selected Nodes"
    bl_options = {'REGISTER', 'UNDO'}

    mode: EnumProperty(
        name="mode",
        description="All possible blend types, boolean operations and math operations",
        items= blend_types + [op for op in geo_combine_operations if op not in blend_types] + [op for op in operations if op not in blend_types],
    )
    merge_type: EnumProperty(
        name="merge type",
        description="Type of Merge to be used",
        items=(
            ('AUTO', 'Auto', 'Automatic Output Type Detection'),
            ('SHADER', 'Shader', 'Merge using ADD or MIX Shader'),
            ('GEOMETRY', 'Geometry', 'Merge using Boolean or Join Geometry Node'),
            ('MIX', 'Mix Node', 'Merge using Mix Nodes'),
            ('MATH', 'Math Node', 'Merge using Math Nodes'),
            ('ZCOMBINE', 'Z-Combine Node', 'Merge using Z-Combine Nodes'),
            ('ALPHAOVER', 'Alpha Over Node', 'Merge using Alpha Over Nodes'),
        ),
    )

    # Check if the link connects to a node that is in selected_nodes
    # If not, then check recursively for each link in the nodes outputs.
    # If yes, return True. If the recursion stops without finding a node
    # in selected_nodes, it returns False. The depth is used to prevent
    # getting stuck in a loop because of an already present cycle.
    @staticmethod
    def link_creates_cycle(link, selected_nodes, depth=0)->bool:
        if depth > 255:
            # We're stuck in a cycle, but that cycle was already present,
            # so we return False.
            # NOTE: The number 255 is arbitrary, but seems to work well.
            return False
        node = link.to_node
        if node in selected_nodes:
            return True
        if not node.outputs:
            return False
        for output in node.outputs:
            if output.is_linked:
                for olink in output.links:
                    if NWMergeNodes.link_creates_cycle(olink, selected_nodes, depth+1):
                        return True
        # None of the outputs found a node in selected_nodes, so there is no cycle.
        return False

    # Merge the nodes in `nodes_list` with a node of type `node_name` that has a multi_input socket.
    # The parameters `socket_indices` gives the indices of the node sockets in the order that they should
    # be connected. The last one is assumed to be a multi input socket.
    # For convenience the node is returned.
    @staticmethod
    def merge_with_multi_input(nodes_list, merge_position,do_hide, loc_x, links, nodes, node_name, socket_indices):
        # The y-location of the last node
        loc_y = nodes_list[-1][2]
        if merge_position == 'CENTER':
            # Average the y-location
            for i in range(len(nodes_list)-1):
                loc_y += nodes_list[i][2]
            loc_y = loc_y/len(nodes_list)
        new_node = nodes.new(node_name)
        new_node.hide = do_hide
        new_node.location.x = loc_x
        new_node.location.y = loc_y
        selected_nodes = [nodes[node_info[0]] for node_info in nodes_list]
        prev_links = []
        outputs_for_multi_input = []
        for i,node in enumerate(selected_nodes):
            node.select = False
            # Search for the first node which had output links that do not create
            # a cycle, which we can then reconnect afterwards.
            if prev_links == [] and node.outputs[0].is_linked:
                prev_links = [link for link in node.outputs[0].links if not NWMergeNodes.link_creates_cycle(link, selected_nodes)]
            # Get the index of the socket, the last one is a multi input, and is thus used repeatedly
            # To get the placement to look right we need to reverse the order in which we connect the
            # outputs to the multi input socket.
            if i < len(socket_indices) - 1:
                ind = socket_indices[i]
                links.new(node.outputs[0], new_node.inputs[ind])
            else:
                outputs_for_multi_input.insert(0, node.outputs[0])
        if outputs_for_multi_input != []:
            ind = socket_indices[-1]
            for output in outputs_for_multi_input:
                links.new(output, new_node.inputs[ind])
        if prev_links != []:
            for link in prev_links:
                links.new(new_node.outputs[0], link.to_node.inputs[0])
        return new_node

    def execute(self, context):
        settings = context.preferences.addons[__name__].preferences
        merge_hide = settings.merge_hide
        merge_position = settings.merge_position  # 'center' or 'bottom'

        do_hide = False
        do_hide_shader = False
        if merge_hide == 'ALWAYS':
            do_hide = True
            do_hide_shader = True
        elif merge_hide == 'NON_SHADER':
            do_hide = True

        tree_type = context.space_data.node_tree.type
        if tree_type == 'GEOMETRY':
            node_type = 'GeometryNode'
        if tree_type == 'COMPOSITING':
            node_type = 'CompositorNode'
        elif tree_type == 'SHADER':
            node_type = 'ShaderNode'
        elif tree_type == 'TEXTURE':
            node_type = 'TextureNode'
        nodes, links = get_nodes_links(context)
        mode = self.mode
        merge_type = self.merge_type
        # Prevent trying to add Z-Combine in not 'COMPOSITING' node tree.
        # 'ZCOMBINE' works only if mode == 'MIX'
        # Setting mode to None prevents trying to add 'ZCOMBINE' node.
        if (merge_type == 'ZCOMBINE' or merge_type == 'ALPHAOVER') and tree_type != 'COMPOSITING':
            merge_type = 'MIX'
            mode = 'MIX'
        if (merge_type != 'MATH' and merge_type != 'GEOMETRY') and tree_type == 'GEOMETRY':
            merge_type = 'AUTO'
        # The MixRGB node and math nodes used for geometry nodes are of type 'ShaderNode'
        if (merge_type == 'MATH' or merge_type == 'MIX') and tree_type == 'GEOMETRY':
            node_type = 'ShaderNode'
        selected_mix = []  # entry = [index, loc]
        selected_shader = []  # entry = [index, loc]
        selected_geometry = [] # entry = [index, loc]
        selected_math = []  # entry = [index, loc]
        selected_vector = [] # entry = [index, loc]
        selected_z = []  # entry = [index, loc]
        selected_alphaover = []  # entry = [index, loc]

        for i, node in enumerate(nodes):
            if node.select and node.outputs:
                if merge_type == 'AUTO':
                    for (type, types_list, dst) in (
                            ('SHADER', ('MIX', 'ADD'), selected_shader),
                            ('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry),
                            ('RGBA', [t[0] for t in blend_types], selected_mix),
                            ('VALUE', [t[0] for t in operations], selected_math),
                            ('VECTOR', [], selected_vector),
                    ):
                        output = get_first_enabled_output(node)
                        output_type = output.type
                        valid_mode = mode in types_list
                        # When mode is 'MIX' we have to cheat since the mix node is not used in
                        # geometry nodes.
                        if tree_type == 'GEOMETRY':
                            if mode == 'MIX':
                                if output_type == 'VALUE' and type == 'VALUE':
                                    valid_mode = True
                                elif output_type == 'VECTOR' and type == 'VECTOR':
                                    valid_mode = True
                                elif type == 'GEOMETRY':
                                    valid_mode = True
                        # When mode is 'MIX' use mix node for both 'RGBA' and 'VALUE' output types.
                        # Cheat that output type is 'RGBA',
                        # and that 'MIX' exists in math operations list.
                        # This way when selected_mix list is analyzed:
                        # Node data will be appended even though it doesn't meet requirements.
                        elif output_type != 'SHADER' and mode == 'MIX':
                            output_type = 'RGBA'
                            valid_mode = True
                        if output_type == type and valid_mode:
                            dst.append([i, node.location.x, node.location.y, node.dimensions.x, node.hide])
                else:
                    for (type, types_list, dst) in (
                            ('SHADER', ('MIX', 'ADD'), selected_shader),
                            ('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry),
                            ('MIX', [t[0] for t in blend_types], selected_mix),
                            ('MATH', [t[0] for t in operations], selected_math),
                            ('ZCOMBINE', ('MIX', ), selected_z),
                            ('ALPHAOVER', ('MIX', ), selected_alphaover),
                    ):
                        if merge_type == type and mode in types_list:
                            dst.append([i, node.location.x, node.location.y, node.dimensions.x, node.hide])
        # When nodes with output kinds 'RGBA' and 'VALUE' are selected at the same time
        # use only 'Mix' nodes for merging.
        # For that we add selected_math list to selected_mix list and clear selected_math.
        if selected_mix and selected_math and merge_type == 'AUTO':
            selected_mix += selected_math
            selected_math = []
        for nodes_list in [selected_mix, selected_shader, selected_geometry, selected_math, selected_vector, selected_z, selected_alphaover]:
            if not nodes_list:
                continue
            count_before = len(nodes)
            # sort list by loc_x - reversed
            nodes_list.sort(key=lambda k: k[1], reverse=True)
            # get maximum loc_x
            loc_x = nodes_list[0][1] + nodes_list[0][3] + 70
            nodes_list.sort(key=lambda k: k[2], reverse=True)

            # Change the node type for math nodes in a geometry node tree.
            if tree_type == 'GEOMETRY':
                if nodes_list is selected_math or nodes_list is selected_vector or nodes_list is selected_mix:
                    node_type = 'ShaderNode'
                    if mode == 'MIX':
                        mode = 'ADD'
                else:
                    node_type = 'GeometryNode'
            if merge_position == 'CENTER':
                loc_y = ((nodes_list[len(nodes_list) - 1][2]) + (nodes_list[len(nodes_list) - 2][2])) / 2  # average yloc of last two nodes (lowest two)
                if nodes_list[len(nodes_list) - 1][-1] == True:  # if last node is hidden, mix should be shifted up a bit
                    if do_hide:
                        loc_y += 40
                    else:
                        loc_y += 80
            else:
                loc_y = nodes_list[len(nodes_list) - 1][2]
            offset_y = 100
            if not do_hide:
                offset_y = 200
            if nodes_list == selected_shader and not do_hide_shader:
                offset_y = 150.0
            the_range = len(nodes_list) - 1
            if len(nodes_list) == 1:
                the_range = 1
            was_multi = False
            for i in range(the_range):
                if nodes_list == selected_mix:
                    add_type = node_type + 'MixRGB'
                    add = nodes.new(add_type)
                    add.blend_type = mode
                    if mode != 'MIX':
                        add.inputs[0].default_value = 1.0
                    add.show_preview = False
                    add.hide = do_hide
                    if do_hide:
                        loc_y = loc_y - 50
                    first = 1
                    second = 2
                    add.width_hidden = 100.0
                elif nodes_list == selected_math:
                    add_type = node_type + 'Math'
                    add = nodes.new(add_type)
                    add.operation = mode
                    add.hide = do_hide
                    if do_hide:
                        loc_y = loc_y - 50
                    first = 0
                    second = 1
                    add.width_hidden = 100.0
                elif nodes_list == selected_shader:
                    if mode == 'MIX':
                        add_type = node_type + 'MixShader'
                        add = nodes.new(add_type)
                        add.hide = do_hide_shader
                        if do_hide_shader:
                            loc_y = loc_y - 50
                        first = 1
                        second = 2
                        add.width_hidden = 100.0
                    elif mode == 'ADD':
                        add_type = node_type + 'AddShader'
                        add = nodes.new(add_type)
                        add.hide = do_hide_shader
                        if do_hide_shader:
                            loc_y = loc_y - 50
                        first = 0
                        second = 1
                        add.width_hidden = 100.0
                elif nodes_list == selected_geometry:
                    if mode in ('JOIN', 'MIX'):
                        add_type = node_type + 'JoinGeometry'
                        add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,[0])
                    else:
                        add_type = node_type + 'Boolean'
                        indices = [0,1] if mode == 'DIFFERENCE' else [1]
                        add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,indices)
                        add.operation = mode
                    was_multi = True
                    break
                elif nodes_list == selected_vector:
                    add_type = node_type + 'VectorMath'
                    add = nodes.new(add_type)
                    add.operation = mode
                    add.hide = do_hide
                    if do_hide:
                        loc_y = loc_y - 50
                    first = 0
                    second = 1
                    add.width_hidden = 100.0
                elif nodes_list == selected_z:
                    add = nodes.new('CompositorNodeZcombine')
                    add.show_preview = False
                    add.hide = do_hide
                    if do_hide:
                        loc_y = loc_y - 50
                    first = 0
                    second = 2
                    add.width_hidden = 100.0
                elif nodes_list == selected_alphaover:
                    add = nodes.new('CompositorNodeAlphaOver')
                    add.show_preview = False
                    add.hide = do_hide
                    if do_hide:
                        loc_y = loc_y - 50
                    first = 1
                    second = 2
                    add.width_hidden = 100.0
                add.location = loc_x, loc_y
                loc_y += offset_y
                add.select = True

            # This has already been handled separately
            if was_multi:
                continue
            count_adds = i + 1
            count_after = len(nodes)
            index = count_after - 1
            first_selected = nodes[nodes_list[0][0]]
            # "last" node has been added as first, so its index is count_before.
            last_add = nodes[count_before]
            # Create list of invalid indexes.
            invalid_nodes = [nodes[n[0]] for n in (selected_mix + selected_math + selected_shader + selected_z + selected_geometry)]

            # Special case:
            # Two nodes were selected and first selected has no output links, second selected has output links.
            # Then add links from last add to all links 'to_socket' of out links of second selected.
            first_selected_output = get_first_enabled_output(first_selected)
            if len(nodes_list) == 2:
                if not first_selected_output.links:
                    second_selected = nodes[nodes_list[1][0]]
                    for ss_link in second_selected.outputs[0].links:
                        # Prevent cyclic dependencies when nodes to be merged are linked to one another.
                        # Link only if "to_node" index not in invalid indexes list.
                        if not self.link_creates_cycle(ss_link, invalid_nodes):
                            links.new(last_add.outputs[0], ss_link.to_socket)
            # add links from last_add to all links 'to_socket' of out links of first selected.
            for fs_link in first_selected_output.links:
                # Link only if "to_node" index not in invalid indexes list.
                if not self.link_creates_cycle(fs_link, invalid_nodes):
                    links.new(last_add.outputs[0], fs_link.to_socket)
            # add link from "first" selected and "first" add node
            node_to = nodes[count_after - 1]
            links.new(first_selected_output, node_to.inputs[first])
            if node_to.type == 'ZCOMBINE':
                for fs_out in first_selected.outputs:
                    if fs_out != first_selected_output and fs_out.name in ('Z', 'Depth'):
                        links.new(fs_out, node_to.inputs[1])
                        break
            # add links between added ADD nodes and between selected and ADD nodes
            for i in range(count_adds):
                if i < count_adds - 1:
                    node_from = nodes[index]
                    node_to = nodes[index - 1]
                    node_to_input_i = first
                    node_to_z_i = 1  # if z combine - link z to first z input
                    links.new(get_first_enabled_output(node_from), node_to.inputs[node_to_input_i])
                    if node_to.type == 'ZCOMBINE':
                        for from_out in node_from.outputs:
                            if from_out != get_first_enabled_output(node_from) and from_out.name in ('Z', 'Depth'):
                                links.new(from_out, node_to.inputs[node_to_z_i])
                if len(nodes_list) > 1:
                    node_from = nodes[nodes_list[i + 1][0]]
                    node_to = nodes[index]
                    node_to_input_i = second
                    node_to_z_i = 3  # if z combine - link z to second z input
                    links.new(get_first_enabled_output(node_from), node_to.inputs[node_to_input_i])
                    if node_to.type == 'ZCOMBINE':
                        for from_out in node_from.outputs:
                            if from_out != get_first_enabled_output(node_from) and from_out.name in ('Z', 'Depth'):
                                links.new(from_out, node_to.inputs[node_to_z_i])
                index -= 1
            # set "last" of added nodes as active
            nodes.active = last_add
            for i, x, y, dx, h in nodes_list:
                nodes[i].select = False

        return {'FINISHED'}


class NWBatchChangeNodes(Operator, NWBase):
    bl_idname = "node.nw_batch_change"
    bl_label = "Batch Change"
    bl_description = "Batch Change Blend Type and Math Operation"
    bl_options = {'REGISTER', 'UNDO'}

    blend_type: EnumProperty(
        name="Blend Type",
        items=blend_types + navs,
    )
    operation: EnumProperty(
        name="Operation",
        items=operations + navs,
    )

    def execute(self, context):
        blend_type = self.blend_type
        operation = self.operation
        for node in context.selected_nodes:
            if node.type == 'MIX_RGB' or node.bl_idname == 'GeometryNodeAttributeMix':
                if not blend_type in [nav[0] for nav in navs]:
                    node.blend_type = blend_type
                else:
                    if blend_type == 'NEXT':
                        index = [i for i, entry in enumerate(blend_types) if node.blend_type in entry][0]
                        #index = blend_types.index(node.blend_type)
                        if index == len(blend_types) - 1:
                            node.blend_type = blend_types[0][0]
                        else:
                            node.blend_type = blend_types[index + 1][0]

                    if blend_type == 'PREV':
                        index = [i for i, entry in enumerate(blend_types) if node.blend_type in entry][0]
                        if index == 0:
                            node.blend_type = blend_types[len(blend_types) - 1][0]
                        else:
                            node.blend_type = blend_types[index - 1][0]

            if node.type == 'MATH' or node.bl_idname == 'GeometryNodeAttributeMath':
                if not operation in [nav[0] for nav in navs]:
                    node.operation = operation
                else:
                    if operation == 'NEXT':
                        index = [i for i, entry in enumerate(operations) if node.operation in entry][0]
                        #index = operations.index(node.operation)
                        if index == len(operations) - 1:
                            node.operation = operations[0][0]
                        else:
                            node.operation = operations[index + 1][0]

                    if operation == 'PREV':
                        index = [i for i, entry in enumerate(operations) if node.operation in entry][0]
                        #index = operations.index(node.operation)
                        if index == 0:
                            node.operation = operations[len(operations) - 1][0]
                        else:
                            node.operation = operations[index - 1][0]

        return {'FINISHED'}


class NWChangeMixFactor(Operator, NWBase):
    bl_idname = "node.nw_factor"
    bl_label = "Change Factor"
    bl_description = "Change Factors of Mix Nodes and Mix Shader Nodes"
    bl_options = {'REGISTER', 'UNDO'}

    # option: Change factor.
    # If option is 1.0 or 0.0 - set to 1.0 or 0.0
    # Else - change factor by option value.
    option: FloatProperty()

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        option = self.option
        selected = []  # entry = index
        for si, node in enumerate(nodes):
            if node.select:
                if node.type in {'MIX_RGB', 'MIX_SHADER'}:
                    selected.append(si)

        for si in selected:
            fac = nodes[si].inputs[0]
            nodes[si].hide = False
            if option in {0.0, 1.0}:
                fac.default_value = option
            else:
                fac.default_value += option

        return {'FINISHED'}


class NWCopySettings(Operator, NWBase):
    bl_idname = "node.nw_copy_settings"
    bl_label = "Copy Settings"
    bl_description = "Copy Settings of Active Node to Selected Nodes"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context):
            if (
                    context.active_node is not None and
                    context.active_node.type != 'FRAME'
            ):
                valid = True
        return valid

    def execute(self, context):
        node_active = context.active_node
        node_selected = context.selected_nodes

        # Error handling
        if not (len(node_selected) > 1):
            self.report({'ERROR'}, "2 nodes must be selected at least")
            return {'CANCELLED'}

        # Check if active node is in the selection
        selected_node_names = [n.name for n in node_selected]
        if node_active.name not in selected_node_names:
            self.report({'ERROR'}, "No active node")
            return {'CANCELLED'}

        # Get nodes in selection by type
        valid_nodes = [n for n in node_selected if n.type == node_active.type]

        if not (len(valid_nodes) > 1) and node_active:
            self.report({'ERROR'}, "Selected nodes are not of the same type as {}".format(node_active.name))
            return {'CANCELLED'}

        if len(valid_nodes) != len(node_selected):
            # Report nodes that are not valid
            valid_node_names = [n.name for n in valid_nodes]
            not_valid_names = list(set(selected_node_names) - set(valid_node_names))
            self.report({'INFO'}, "Ignored {} (not of the same type as {})".format(", ".join(not_valid_names), node_active.name))

        # Reference original
        orig = node_active
        #node_selected_names = [n.name for n in node_selected]

        # Output list
        success_names = []

        # Deselect all nodes
        for i in node_selected:
            i.select = False

        # Code by zeffii from http://blender.stackexchange.com/a/42338/3710
        # Run through all other nodes
        for node in valid_nodes[1:]:

            # Check for frame node
            parent = node.parent if node.parent else None
            node_loc = [node.location.x, node.location.y]

            # Select original to duplicate
            orig.select = True

            # Duplicate selected node
            bpy.ops.node.duplicate()
            new_node = context.selected_nodes[0]

            # Deselect copy
            new_node.select = False

            # Properties to copy
            node_tree = node.id_data
            props_to_copy = 'bl_idname name location height width'.split(' ')

            # Input and outputs
            reconnections = []
            mappings = chain.from_iterable([node.inputs, node.outputs])
            for i in (i for i in mappings if i.is_linked):
                for L in i.links:
                    reconnections.append([L.from_socket.path_from_id(), L.to_socket.path_from_id()])

            # Properties
            props = {j: getattr(node, j) for j in props_to_copy}
            props_to_copy.pop(0)

            for prop in props_to_copy:
                setattr(new_node, prop, props[prop])

            # Get the node tree to remove the old node
            nodes = node_tree.nodes
            nodes.remove(node)
            new_node.name = props['name']

            if parent:
                new_node.parent = parent
                new_node.location = node_loc

            for str_from, str_to in reconnections:
                node_tree.links.new(eval(str_from), eval(str_to))

            success_names.append(new_node.name)

        orig.select = True
        node_tree.nodes.active = orig
        self.report({'INFO'}, "Successfully copied attributes from {} to: {}".format(orig.name, ", ".join(success_names)))
        return {'FINISHED'}


class NWCopyLabel(Operator, NWBase):
    bl_idname = "node.nw_copy_label"
    bl_label = "Copy Label"
    bl_options = {'REGISTER', 'UNDO'}

    option: EnumProperty(
        name="option",
        description="Source of name of label",
        items=(
            ('FROM_ACTIVE', 'from active', 'from active node',),
            ('FROM_NODE', 'from node', 'from node linked to selected node'),
            ('FROM_SOCKET', 'from socket', 'from socket linked to selected node'),
        )
    )

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        option = self.option
        active = nodes.active
        if option == 'FROM_ACTIVE':
            if active:
                src_label = active.label
                for node in [n for n in nodes if n.select and nodes.active != n]:
                    node.label = src_label
        elif option == 'FROM_NODE':
            selected = [n for n in nodes if n.select]
            for node in selected:
                for input in node.inputs:
                    if input.links:
                        src = input.links[0].from_node
                        node.label = src.label
                        break
        elif option == 'FROM_SOCKET':
            selected = [n for n in nodes if n.select]
            for node in selected:
                for input in node.inputs:
                    if input.links:
                        src = input.links[0].from_socket
                        node.label = src.name
                        break

        return {'FINISHED'}


class NWClearLabel(Operator, NWBase):
    bl_idname = "node.nw_clear_label"
    bl_label = "Clear Label"
    bl_options = {'REGISTER', 'UNDO'}

    option: BoolProperty()

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        for node in [n for n in nodes if n.select]:
            node.label = ''

        return {'FINISHED'}

    def invoke(self, context, event):
        if self.option:
            return self.execute(context)
        else:
            return context.window_manager.invoke_confirm(self, event)


class NWModifyLabels(Operator, NWBase):
    """Modify Labels of all selected nodes"""
    bl_idname = "node.nw_modify_labels"
    bl_label = "Modify Labels"
    bl_options = {'REGISTER', 'UNDO'}

    prepend: StringProperty(
        name="Add to Beginning"
    )
    append: StringProperty(
        name="Add to End"
    )
    replace_from: StringProperty(
        name="Text to Replace"
    )
    replace_to: StringProperty(
        name="Replace with"
    )

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        for node in [n for n in nodes if n.select]:
            node.label = self.prepend + node.label.replace(self.replace_from, self.replace_to) + self.append

        return {'FINISHED'}

    def invoke(self, context, event):
        self.prepend = ""
        self.append = ""
        self.remove = ""
        return context.window_manager.invoke_props_dialog(self)


class NWAddTextureSetup(Operator, NWBase):
    bl_idname = "node.nw_add_texture"
    bl_label = "Texture Setup"
    bl_description = "Add Texture Node Setup to Selected Shaders"
    bl_options = {'REGISTER', 'UNDO'}

    add_mapping: BoolProperty(name="Add Mapping Nodes", description="Create coordinate and mapping nodes for the texture (ignored for selected texture nodes)", default=True)

    @classmethod
    def poll(cls, context):
        if nw_check(context):
            space = context.space_data
            if space.tree_type == 'ShaderNodeTree':
                return True
        return False

    def execute(self, context):
        nodes, links = get_nodes_links(context)

        texture_types = [x.nodetype for x in
                         get_nodes_from_category('Texture', context)]
        selected_nodes = [n for n in nodes if n.select]

        for node in selected_nodes:
            if not node.inputs:
                continue

            input_index = 0
            target_input = node.inputs[0]
            for input in node.inputs:
                if input.enabled:
                    input_index += 1
                    if not input.is_linked:
                        target_input = input
                        break
            else:
                self.report({'WARNING'}, "No free inputs for node: " + node.name)
                continue

            x_offset = 0
            padding = 40.0
            locx = node.location.x
            locy = node.location.y - (input_index * padding)

            is_texture_node = node.rna_type.identifier in texture_types
            use_environment_texture = node.type == 'BACKGROUND'

            # Add an image texture before normal shader nodes.
            if not is_texture_node:
                image_texture_type = 'ShaderNodeTexEnvironment' if use_environment_texture else 'ShaderNodeTexImage'
                image_texture_node = nodes.new(image_texture_type)
                x_offset = x_offset + image_texture_node.width + padding
                image_texture_node.location = [locx - x_offset, locy]
                nodes.active = image_texture_node
                links.new(image_texture_node.outputs[0], target_input)

                # The mapping setup following this will connect to the firrst input of this image texture.
                target_input = image_texture_node.inputs[0]

            node.select = False

            if is_texture_node or self.add_mapping:
                # Add Mapping node.
                mapping_node = nodes.new('ShaderNodeMapping')
                x_offset = x_offset + mapping_node.width + padding
                mapping_node.location = [locx - x_offset, locy]
                links.new(mapping_node.outputs[0], target_input)

                # Add Texture Coordinates node.
                tex_coord_node = nodes.new('ShaderNodeTexCoord')
                x_offset = x_offset + tex_coord_node.width + padding
                tex_coord_node.location = [locx - x_offset, locy]

                is_procedural_texture = is_texture_node and node.type != 'TEX_IMAGE'
                use_generated_coordinates = is_procedural_texture or use_environment_texture
                tex_coord_output = tex_coord_node.outputs[0 if use_generated_coordinates else 2]
                links.new(tex_coord_output, mapping_node.inputs[0])

        return {'FINISHED'}


class NWAddPrincipledSetup(Operator, NWBase, ImportHelper):
    bl_idname = "node.nw_add_textures_for_principled"
    bl_label = "Principled Texture Setup"
    bl_description = "Add Texture Node Setup for Principled BSDF"
    bl_options = {'REGISTER', 'UNDO'}

    directory: StringProperty(
        name='Directory',
        subtype='DIR_PATH',
        default='',
        description='Folder to search in for image files'
    )
    files: CollectionProperty(
        type=bpy.types.OperatorFileListElement,
        options={'HIDDEN', 'SKIP_SAVE'}
    )

    relative_path: BoolProperty(
        name='Relative Path',
        description='Set the file path relative to the blend file, when possible',
        default=True
    )

    order = [
        "filepath",
        "files",
    ]

    def draw(self, context):
        layout = self.layout
        layout.alignment = 'LEFT'

        layout.prop(self, 'relative_path')

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context):
            space = context.space_data
            if space.tree_type == 'ShaderNodeTree':
                valid = True
        return valid

    def execute(self, context):
        # Check if everything is ok
        if not self.directory:
            self.report({'INFO'}, 'No Folder Selected')
            return {'CANCELLED'}
        if not self.files[:]:
            self.report({'INFO'}, 'No Files Selected')
            return {'CANCELLED'}

        nodes, links = get_nodes_links(context)
        active_node = nodes.active
        if not (active_node and active_node.bl_idname == 'ShaderNodeBsdfPrincipled'):
            self.report({'INFO'}, 'Select Principled BSDF')
            return {'CANCELLED'}

        # Helper_functions
        def split_into__components(fname):
            # Split filename into components
            # 'WallTexture_diff_2k.002.jpg' -> ['Wall', 'Texture', 'diff', 'k']
            # Remove extension
            fname = path.splitext(fname)[0]
            # Remove digits
            fname = ''.join(i for i in fname if not i.isdigit())
            # Separate CamelCase by space
            fname = re.sub(r"([a-z])([A-Z])", r"\g<1> \g<2>",fname)
            # Replace common separators with SPACE
            separators = ['_', '.', '-', '__', '--', '#']
            for sep in separators:
                fname = fname.replace(sep, ' ')

            components = fname.split(' ')
            components = [c.lower() for c in components]
            return components

        # Filter textures names for texturetypes in filenames
        # [Socket Name, [abbreviations and keyword list], Filename placeholder]
        tags = context.preferences.addons[__name__].preferences.principled_tags
        normal_abbr = tags.normal.split(' ')
        bump_abbr = tags.bump.split(' ')
        gloss_abbr = tags.gloss.split(' ')
        rough_abbr = tags.rough.split(' ')
        socketnames = [
        ['Displacement', tags.displacement.split(' '), None],
        ['Base Color', tags.base_color.split(' '), None],
        ['Subsurface Color', tags.sss_color.split(' '), None],
        ['Metallic', tags.metallic.split(' '), None],
        ['Specular', tags.specular.split(' '), None],
        ['Roughness', rough_abbr + gloss_abbr, None],
        ['Normal', normal_abbr + bump_abbr, None],
        ['Transmission', tags.transmission.split(' '), None],
        ['Emission', tags.emission.split(' '), None],
        ['Alpha', tags.alpha.split(' '), None],
        ['Ambient Occlusion', tags.ambient_occlusion.split(' '), None],
        ]

        # Look through texture_types and set value as filename of first matched file
        def match_files_to_socket_names():
            for sname in socketnames:
                for file in self.files:
                    fname = file.name
                    filenamecomponents = split_into__components(fname)
                    matches = set(sname[1]).intersection(set(filenamecomponents))
                    # TODO: ignore basename (if texture is named "fancy_metal_nor", it will be detected as metallic map, not normal map)
                    if matches:
                        sname[2] = fname
                        break

        match_files_to_socket_names()
        # Remove socketnames without found files
        socketnames = [s for s in socketnames if s[2]
                       and path.exists(self.directory+s[2])]
        if not socketnames:
            self.report({'INFO'}, 'No matching images found')
            print('No matching images found')
            return {'CANCELLED'}

        # Don't override path earlier as os.path is used to check the absolute path
        import_path = self.directory
        if self.relative_path:
            if bpy.data.filepath:
                try:
                    import_path = bpy.path.relpath(self.directory)
                except ValueError:
                    pass

        # Add found images
        print('\nMatched Textures:')
        texture_nodes = []
        disp_texture = None
        ao_texture = None
        normal_node = None
        roughness_node = None
        for i, sname in enumerate(socketnames):
            print(i, sname[0], sname[2])

            # DISPLACEMENT NODES
            if sname[0] == 'Displacement':
                disp_texture = nodes.new(type='ShaderNodeTexImage')
                img = bpy.data.images.load(path.join(import_path, sname[2]))
                disp_texture.image = img
                disp_texture.label = 'Displacement'
                if disp_texture.image:
                    disp_texture.image.colorspace_settings.is_data = True

                # Add displacement offset nodes
                disp_node = nodes.new(type='ShaderNodeDisplacement')
                # Align the Displacement node under the active Principled BSDF node
                disp_node.location = active_node.location + Vector((100, -700))
                link = links.new(disp_node.inputs[0], disp_texture.outputs[0])

                # TODO Turn on true displacement in the material
                # Too complicated for now

                # Find output node
                output_node = [n for n in nodes if n.bl_idname == 'ShaderNodeOutputMaterial']
                if output_node:
                    if not output_node[0].inputs[2].is_linked:
                        link = links.new(output_node[0].inputs[2], disp_node.outputs[0])

                continue

            # AMBIENT OCCLUSION TEXTURE
            if sname[0] == 'Ambient Occlusion':
                ao_texture = nodes.new(type='ShaderNodeTexImage')
                img = bpy.data.images.load(path.join(import_path, sname[2]))
                ao_texture.image = img
                ao_texture.label = sname[0]
                if ao_texture.image:
                    ao_texture.image.colorspace_settings.is_data = True

                continue

            if not active_node.inputs[sname[0]].is_linked:
                # No texture node connected -> add texture node with new image
                texture_node = nodes.new(type='ShaderNodeTexImage')
                img = bpy.data.images.load(path.join(import_path, sname[2]))
                texture_node.image = img

                # NORMAL NODES
                if sname[0] == 'Normal':
                    # Test if new texture node is normal or bump map
                    fname_components = split_into__components(sname[2])
                    match_normal = set(normal_abbr).intersection(set(fname_components))
                    match_bump = set(bump_abbr).intersection(set(fname_components))
                    if match_normal:
                        # If Normal add normal node in between
                        normal_node = nodes.new(type='ShaderNodeNormalMap')
                        link = links.new(normal_node.inputs[1], texture_node.outputs[0])
                    elif match_bump:
                        # If Bump add bump node in between
                        normal_node = nodes.new(type='ShaderNodeBump')
                        link = links.new(normal_node.inputs[2], texture_node.outputs[0])

                    link = links.new(active_node.inputs[sname[0]], normal_node.outputs[0])
                    normal_node_texture = texture_node

                elif sname[0] == 'Roughness':
                    # Test if glossy or roughness map
                    fname_components = split_into__components(sname[2])
                    match_rough = set(rough_abbr).intersection(set(fname_components))
                    match_gloss = set(gloss_abbr).intersection(set(fname_components))

                    if match_rough:
                        # If Roughness nothing to to
                        link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0])

                    elif match_gloss:
                        # If Gloss Map add invert node
                        invert_node = nodes.new(type='ShaderNodeInvert')
                        link = links.new(invert_node.inputs[1], texture_node.outputs[0])

                        link = links.new(active_node.inputs[sname[0]], invert_node.outputs[0])
                        roughness_node = texture_node

                else:
                    # This is a simple connection Texture --> Input slot
                    link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0])

                # Use non-color for all but 'Base Color' Textures
                if not sname[0] in ['Base Color', 'Emission'] and texture_node.image:
                    texture_node.image.colorspace_settings.is_data = True

            else:
                # If already texture connected. add to node list for alignment
                texture_node = active_node.inputs[sname[0]].links[0].from_node

            # This are all connected texture nodes
            texture_nodes.append(texture_node)
            texture_node.label = sname[0]

        if disp_texture:
            texture_nodes.append(disp_texture)

        if ao_texture:
            # We want the ambient occlusion texture to be the top most texture node
            texture_nodes.insert(0, ao_texture)

        # Alignment
        for i, texture_node in enumerate(texture_nodes):
            offset = Vector((-550, (i * -280) + 200))
            texture_node.location = active_node.location + offset

        if normal_node:
            # Extra alignment if normal node was added
            normal_node.location = normal_node_texture.location + Vector((300, 0))

        if roughness_node:
            # Alignment of invert node if glossy map
            invert_node.location = roughness_node.location + Vector((300, 0))

        # Add texture input + mapping
        mapping = nodes.new(type='ShaderNodeMapping')
        mapping.location = active_node.location + Vector((-1050, 0))
        if len(texture_nodes) > 1:
            # If more than one texture add reroute node in between
            reroute = nodes.new(type='NodeReroute')
            texture_nodes.append(reroute)
            tex_coords = Vector((texture_nodes[0].location.x, sum(n.location.y for n in texture_nodes)/len(texture_nodes)))
            reroute.location = tex_coords + Vector((-50, -120))
            for texture_node in texture_nodes:
                link = links.new(texture_node.inputs[0], reroute.outputs[0])
            link = links.new(reroute.inputs[0], mapping.outputs[0])
        else:
            link = links.new(texture_nodes[0].inputs[0], mapping.outputs[0])

        # Connect texture_coordiantes to mapping node
        texture_input = nodes.new(type='ShaderNodeTexCoord')
        texture_input.location = mapping.location + Vector((-200, 0))
        link = links.new(mapping.inputs[0], texture_input.outputs[2])

        # Create frame around tex coords and mapping
        frame = nodes.new(type='NodeFrame')
        frame.label = 'Mapping'
        mapping.parent = frame
        texture_input.parent = frame
        frame.update()

        # Create frame around texture nodes
        frame = nodes.new(type='NodeFrame')
        frame.label = 'Textures'
        for tnode in texture_nodes:
            tnode.parent = frame
        frame.update()

        # Just to be sure
        active_node.select = False
        nodes.update()
        links.update()
        force_update(context)
        return {'FINISHED'}


class NWAddReroutes(Operator, NWBase):
    """Add Reroute Nodes and link them to outputs of selected nodes"""
    bl_idname = "node.nw_add_reroutes"
    bl_label = "Add Reroutes"
    bl_description = "Add Reroutes to Outputs"
    bl_options = {'REGISTER', 'UNDO'}

    option: EnumProperty(
        name="option",
        items=[
            ('ALL', 'to all', 'Add to all outputs'),
            ('LOOSE', 'to loose', 'Add only to loose outputs'),
            ('LINKED', 'to linked', 'Add only to linked outputs'),
        ]
    )

    def execute(self, context):
        tree_type = context.space_data.node_tree.type
        option = self.option
        nodes, links = get_nodes_links(context)
        # output valid when option is 'all' or when 'loose' output has no links
        valid = False
        post_select = []  # nodes to be selected after execution
        # create reroutes and recreate links
        for node in [n for n in nodes if n.select]:
            if node.outputs:
                x = node.location.x
                y = node.location.y
                width = node.width
                # unhide 'REROUTE' nodes to avoid issues with location.y
                if node.type == 'REROUTE':
                    node.hide = False
                # When node is hidden - width_hidden not usable.
                # Hack needed to calculate real width
                if node.hide:
                    bpy.ops.node.select_all(action='DESELECT')
                    helper = nodes.new('NodeReroute')
                    helper.select = True
                    node.select = True
                    # resize node and helper to zero. Then check locations to calculate width
                    bpy.ops.transform.resize(value=(0.0, 0.0, 0.0))
                    width = 2.0 * (helper.location.x - node.location.x)
                    # restore node location
                    node.location = x, y
                    # delete helper
                    node.select = False
                    # only helper is selected now
                    bpy.ops.node.delete()
                x = node.location.x + width + 20.0
                if node.type != 'REROUTE':
                    y -= 35.0
                y_offset = -22.0
                loc = x, y
            reroutes_count = 0  # will be used when aligning reroutes added to hidden nodes
            for out_i, output in enumerate(node.outputs):
                pass_used = False  # initial value to be analyzed if 'R_LAYERS'
                # if node != 'R_LAYERS' - "pass_used" not needed, so set it to True
                if node.type != 'R_LAYERS':
                    pass_used = True
                else:  # if 'R_LAYERS' check if output represent used render pass
                    node_scene = node.scene
                    node_layer = node.layer
                    # If output - "Alpha" is analyzed - assume it's used. Not represented in passes.
                    if output.name == 'Alpha':
                        pass_used = True
                    else:
                        # check entries in global 'rl_outputs' variable
                        for rlo in rl_outputs:
                            if output.name in {rlo.output_name, rlo.exr_output_name}:
                                pass_used = getattr(node_scene.view_layers[node_layer], rlo.render_pass)
                                break
                if pass_used:
                    valid = ((option == 'ALL') or
                             (option == 'LOOSE' and not output.links) or
                             (option == 'LINKED' and output.links))
                    # Add reroutes only if valid, but offset location in all cases.
                    if valid:
                        n = nodes.new('NodeReroute')
                        nodes.active = n
                        for link in output.links:
                            links.new(n.outputs[0], link.to_socket)
                        links.new(output, n.inputs[0])
                        n.location = loc
                        post_select.append(n)
                    reroutes_count += 1
                    y += y_offset
                    loc = x, y
            # disselect the node so that after execution of script only newly created nodes are selected
            node.select = False
            # nicer reroutes distribution along y when node.hide
            if node.hide:
                y_translate = reroutes_count * y_offset / 2.0 - y_offset - 35.0
                for reroute in [r for r in nodes if r.select]:
                    reroute.location.y -= y_translate
            for node in post_select:
                node.select = True

        return {'FINISHED'}


class NWLinkActiveToSelected(Operator, NWBase):
    """Link active node to selected nodes basing on various criteria"""
    bl_idname = "node.nw_link_active_to_selected"
    bl_label = "Link Active Node to Selected"
    bl_options = {'REGISTER', 'UNDO'}

    replace: BoolProperty()
    use_node_name: BoolProperty()
    use_outputs_names: BoolProperty()

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context):
            if context.active_node is not None:
                if context.active_node.select:
                    valid = True
        return valid

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        replace = self.replace
        use_node_name = self.use_node_name
        use_outputs_names = self.use_outputs_names
        active = nodes.active
        selected = [node for node in nodes if node.select and node != active]
        outputs = []  # Only usable outputs of active nodes will be stored here.
        for out in active.outputs:
            if active.type != 'R_LAYERS':
                outputs.append(out)
            else:
                # 'R_LAYERS' node type needs special handling.
                # outputs of 'R_LAYERS' are callable even if not seen in UI.
                # Only outputs that represent used passes should be taken into account
                # Check if pass represented by output is used.
                # global 'rl_outputs' list will be used for that
                for rlo in rl_outputs:
                    pass_used = False  # initial value. Will be set to True if pass is used
                    if out.name == 'Alpha':
                        # Alpha output is always present. Doesn't have representation in render pass. Assume it's used.
                        pass_used = True
                    elif out.name in {rlo.output_name, rlo.exr_output_name}:
                        # example 'render_pass' entry: 'use_pass_uv' Check if True in scene render layers
                        pass_used = getattr(active.scene.view_layers[active.layer], rlo.render_pass)
                        break
                if pass_used:
                    outputs.append(out)
        doit = True  # Will be changed to False when links successfully added to previous output.
        for out in outputs:
            if doit:
                for node in selected:
                    dst_name = node.name  # Will be compared with src_name if needed.
                    # When node has label - use it as dst_name
                    if node.label:
                        dst_name = node.label
                    valid = True  # Initial value. Will be changed to False if names don't match.
                    src_name = dst_name  # If names not used - this assignment will keep valid = True.
                    if use_node_name:
                        # Set src_name to source node name or label
                        src_name = active.name
                        if active.label:
                            src_name = active.label
                    elif use_outputs_names:
                        src_name = (out.name, )
                        for rlo in rl_outputs:
                            if out.name in {rlo.output_name, rlo.exr_output_name}:
                                src_name = (rlo.output_name, rlo.exr_output_name)
                    if dst_name not in src_name:
                        valid = False
                    if valid:
                        for input in node.inputs:
                            if input.type == out.type or node.type == 'REROUTE':
                                if replace or not input.is_linked:
                                    links.new(out, input)
                                    if not use_node_name and not use_outputs_names:
                                        doit = False
                                    break

        return {'FINISHED'}


class NWAlignNodes(Operator, NWBase):
    '''Align the selected nodes neatly in a row/column'''
    bl_idname = "node.nw_align_nodes"
    bl_label = "Align Nodes"
    bl_options = {'REGISTER', 'UNDO'}
    margin: IntProperty(name='Margin', default=50, description='The amount of space between nodes')

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        margin = self.margin

        selection = []
        for node in nodes:
            if node.select and node.type != 'FRAME':
                selection.append(node)

        # If no nodes are selected, align all nodes
        active_loc = None
        if not selection:
            selection = nodes
        elif nodes.active in selection:
            active_loc = copy(nodes.active.location)  # make a copy, not a reference

        # Check if nodes should be laid out horizontally or vertically
        x_locs = [n.location.x + (n.dimensions.x / 2) for n in selection]  # use dimension to get center of node, not corner
        y_locs = [n.location.y - (n.dimensions.y / 2) for n in selection]
        x_range = max(x_locs) - min(x_locs)
        y_range = max(y_locs) - min(y_locs)
        mid_x = (max(x_locs) + min(x_locs)) / 2
        mid_y = (max(y_locs) + min(y_locs)) / 2
        horizontal = x_range > y_range

        # Sort selection by location of node mid-point
        if horizontal:
            selection = sorted(selection, key=lambda n: n.location.x + (n.dimensions.x / 2))
        else:
            selection = sorted(selection, key=lambda n: n.location.y - (n.dimensions.y / 2), reverse=True)

        # Alignment
        current_pos = 0
        for node in selection:
            current_margin = margin
            current_margin = current_margin * 0.5 if node.hide else current_margin  # use a smaller margin for hidden nodes

            if horizontal:
                node.location.x = current_pos
                current_pos += current_margin + node.dimensions.x
                node.location.y = mid_y + (node.dimensions.y / 2)
            else:
                node.location.y = current_pos
                current_pos -= (current_margin * 0.3) + node.dimensions.y  # use half-margin for vertical alignment
                node.location.x = mid_x - (node.dimensions.x / 2)

        # If active node is selected, center nodes around it
        if active_loc is not None:
            active_loc_diff = active_loc - nodes.active.location
            for node in selection:
                node.location += active_loc_diff
        else:  # Position nodes centered around where they used to be
            locs = ([n.location.x + (n.dimensions.x / 2) for n in selection]) if horizontal else ([n.location.y - (n.dimensions.y / 2) for n in selection])
            new_mid = (max(locs) + min(locs)) / 2
            for node in selection:
                if horizontal:
                    node.location.x += (mid_x - new_mid)
                else:
                    node.location.y += (mid_y - new_mid)

        return {'FINISHED'}


class NWSelectParentChildren(Operator, NWBase):
    bl_idname = "node.nw_select_parent_child"
    bl_label = "Select Parent or Children"
    bl_options = {'REGISTER', 'UNDO'}

    option: EnumProperty(
        name="option",
        items=(
            ('PARENT', 'Select Parent', 'Select Parent Frame'),
            ('CHILD', 'Select Children', 'Select members of selected frame'),
        )
    )

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        option = self.option
        selected = [node for node in nodes if node.select]
        if option == 'PARENT':
            for sel in selected:
                parent = sel.parent
                if parent:
                    parent.select = True
        else:  # option == 'CHILD'
            for sel in selected:
                children = [node for node in nodes if node.parent == sel]
                for kid in children:
                    kid.select = True

        return {'FINISHED'}


class NWDetachOutputs(Operator, NWBase):
    """Detach outputs of selected node leaving inputs linked"""
    bl_idname = "node.nw_detach_outputs"
    bl_label = "Detach Outputs"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        selected = context.selected_nodes
        bpy.ops.node.duplicate_move_keep_inputs()
        new_nodes = context.selected_nodes
        bpy.ops.node.select_all(action="DESELECT")
        for node in selected:
            node.select = True
        bpy.ops.node.delete_reconnect()
        for new_node in new_nodes:
            new_node.select = True
        bpy.ops.transform.translate('INVOKE_DEFAULT')

        return {'FINISHED'}


class NWLinkToOutputNode(Operator):
    """Link to Composite node or Material Output node"""
    bl_idname = "node.nw_link_out"
    bl_label = "Connect to Output"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context):
            if context.active_node is not None:
                for out in context.active_node.outputs:
                    if is_visible_socket(out):
                        valid = True
                        break
        return valid

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        active = nodes.active
        output_index = None
        tree_type = context.space_data.tree_type
        shader_outputs = {'OBJECT':    'ShaderNodeOutputMaterial',
                          'WORLD':     'ShaderNodeOutputWorld',
                          'LINESTYLE': 'ShaderNodeOutputLineStyle'}
        output_type = {
            'ShaderNodeTree': shader_outputs[context.space_data.shader_type],
            'CompositorNodeTree': 'CompositorNodeComposite',
            'TextureNodeTree': 'TextureNodeOutput',
            'GeometryNodeTree': 'NodeGroupOutput',
        }[tree_type]
        for node in nodes:
            # check whether the node is an output node and,
            # if supported, whether it's the active one
            if node.rna_type.identifier == output_type \
               and (node.is_active_output if hasattr(node, 'is_active_output')
                    else True):
                output_node = node
                break
        else:  # No output node exists
            bpy.ops.node.select_all(action="DESELECT")
            output_node = nodes.new(output_type)
            output_node.location.x = active.location.x + active.dimensions.x + 80
            output_node.location.y = active.location.y

        if active.outputs:
            for i, output in enumerate(active.outputs):
                if is_visible_socket(output):
                    output_index = i
                    break
            for i, output in enumerate(active.outputs):
                if output.type == output_node.inputs[0].type and is_visible_socket(output):
                    output_index = i
                    break

            out_input_index = 0
            if tree_type == 'ShaderNodeTree':
                if active.outputs[output_index].name == 'Volume':
                    out_input_index = 1
                elif active.outputs[output_index].name == 'Displacement':
                    out_input_index = 2
            elif tree_type == 'GeometryNodeTree':
                if active.outputs[output_index].type != 'GEOMETRY':
                    return {'CANCELLED'}
            links.new(active.outputs[output_index], output_node.inputs[out_input_index])

        force_update(context)  # viewport render does not update

        return {'FINISHED'}


class NWMakeLink(Operator, NWBase):
    """Make a link from one socket to another"""
    bl_idname = 'node.nw_make_link'
    bl_label = 'Make Link'
    bl_options = {'REGISTER', 'UNDO'}
    from_socket: IntProperty()
    to_socket: IntProperty()

    def execute(self, context):
        nodes, links = get_nodes_links(context)

        n1 = nodes[context.scene.NWLazySource]
        n2 = nodes[context.scene.NWLazyTarget]

        links.new(n1.outputs[self.from_socket], n2.inputs[self.to_socket])

        force_update(context)

        return {'FINISHED'}


class NWCallInputsMenu(Operator, NWBase):
    """Link from this output"""
    bl_idname = 'node.nw_call_inputs_menu'
    bl_label = 'Make Link'
    bl_options = {'REGISTER', 'UNDO'}
    from_socket: IntProperty()

    def execute(self, context):
        nodes, links = get_nodes_links(context)

        context.scene.NWSourceSocket = self.from_socket

        n1 = nodes[context.scene.NWLazySource]
        n2 = nodes[context.scene.NWLazyTarget]
        if len(n2.inputs) > 1:
            bpy.ops.wm.call_menu("INVOKE_DEFAULT", name=NWConnectionListInputs.bl_idname)
        elif len(n2.inputs) == 1:
            links.new(n1.outputs[self.from_socket], n2.inputs[0])
        return {'FINISHED'}


class NWAddSequence(Operator, NWBase, ImportHelper):
    """Add an Image Sequence"""
    bl_idname = 'node.nw_add_sequence'
    bl_label = 'Import Image Sequence'
    bl_options = {'REGISTER', 'UNDO'}

    directory: StringProperty(
        subtype="DIR_PATH"
    )
    filename: StringProperty(
        subtype="FILE_NAME"
    )
    files: CollectionProperty(
        type=bpy.types.OperatorFileListElement,
        options={'HIDDEN', 'SKIP_SAVE'}
    )
    relative_path: BoolProperty(
        name='Relative Path',
        description='Set the file path relative to the blend file, when possible',
        default=True
    )

    def draw(self, context):
        layout = self.layout
        layout.alignment = 'LEFT'

        layout.prop(self, 'relative_path')

    def execute(self, context):
        nodes, links = get_nodes_links(context)
        directory = self.directory
        filename = self.filename
        files = self.files
        tree = context.space_data.node_tree

        # DEBUG
        # print ("\nDIR:", directory)
        # print ("FN:", filename)
        # print ("Fs:", list(f.name for f in files), '\n')

        if tree.type == 'SHADER':
            node_type = "ShaderNodeTexImage"
        elif tree.type == 'COMPOSITING':
            node_type = "CompositorNodeImage"
        else:
            self.report({'ERROR'}, "Unsupported Node Tree type!")
            return {'CANCELLED'}

        if not files[0].name and not filename:
            self.report({'ERROR'}, "No file chosen")
            return {'CANCELLED'}
        elif files[0].name and (not filename or not path.exists(directory+filename)):
            # User has selected multiple files without an active one, or the active one is non-existant
            filename = files[0].name

        if not path.exists(directory+filename):
            self.report({'ERROR'}, filename+" does not exist!")
            return {'CANCELLED'}

        without_ext = '.'.join(filename.split('.')[:-1])

        # if last digit isn't a number, it's not a sequence
        if not without_ext[-1].isdigit():
            self.report({'ERROR'}, filename+" does not seem to be part of a sequence")
            return {'CANCELLED'}


        extension = filename.split('.')[-1]
        reverse = without_ext[::-1] # reverse string

        count_numbers = 0
        for char in reverse:
            if char.isdigit():
                count_numbers += 1
            else:
                break

        without_num = without_ext[:count_numbers*-1]

        files = sorted(glob(directory + without_num + "[0-9]"*count_numbers + "." + extension))

        num_frames = len(files)

        nodes_list = [node for node in nodes]
        if nodes_list:
            nodes_list.sort(key=lambda k: k.location.x)
            xloc = nodes_list[0].location.x - 220  # place new nodes at far left
            yloc = 0
            for node in nodes:
                node.select = False
                yloc += node_mid_pt(node, 'y')
            yloc = yloc/len(nodes)
        else:
            xloc = 0
            yloc = 0

        name_with_hashes = without_num + "#"*count_numbers + '.' + extension

        bpy.ops.node.add_node('INVOKE_DEFAULT', use_transform=True, type=node_type)
        node = nodes.active
        node.label = name_with_hashes

        filepath = directory+(without_ext+'.'+extension)
        if self.relative_path:
            if bpy.data.filepath:
                try:
                    filepath = bpy.path.relpath(filepath)
                except ValueError:
                    pass

        img = bpy.data.images.load(filepath)
        img.source = 'SEQUENCE'
        img.name = name_with_hashes
        node.image = img
        image_user = node.image_user if tree.type == 'SHADER' else node
        image_user.frame_offset = int(files[0][len(without_num)+len(directory):-1*(len(extension)+1)]) - 1  # separate the number from the file name of the first  file
        image_user.frame_duration = num_frames

        return {'FINISHED'}


class NWAddMultipleImages(Operator, NWBase, ImportHelper):
    """Add multiple images at once"""
    bl_idname = 'node.nw_add_multiple_images'
    bl_label = 'Open Selected Images'
    bl_options = {'REGISTER', 'UNDO'}
    directory: StringProperty(
        subtype="DIR_PATH"
    )
    files: CollectionProperty(
        type=bpy.types.OperatorFileListElement,
        options={'HIDDEN', 'SKIP_SAVE'}
    )

    def execute(self, context):
        nodes, links = get_nodes_links(context)

        xloc, yloc = context.region.view2d.region_to_view(context.area.width/2, context.area.height/2)

        if context.space_data.node_tree.type == 'SHADER':
            node_type = "ShaderNodeTexImage"
        elif context.space_data.node_tree.type == 'COMPOSITING':
            node_type = "CompositorNodeImage"
        else:
            self.report({'ERROR'}, "Unsupported Node Tree type!")
            return {'CANCELLED'}

        new_nodes = []
        for f in self.files:
            fname = f.name

            node = nodes.new(node_type)
            new_nodes.append(node)
            node.label = fname
            node.hide = True
            node.width_hidden = 100
            node.location.x = xloc
            node.location.y = yloc
            yloc -= 40

            img = bpy.data.images.load(self.directory+fname)
            node.image = img

        # shift new nodes up to center of tree
        list_size = new_nodes[0].location.y - new_nodes[-1].location.y
        for node in nodes:
            if node in new_nodes:
                node.select = True
                node.location.y += (list_size/2)
            else:
                node.select = False
        return {'FINISHED'}


class NWViewerFocus(bpy.types.Operator):
    """Set the viewer tile center to the mouse position"""
    bl_idname = "node.nw_viewer_focus"
    bl_label = "Viewer Focus"

    x: bpy.props.IntProperty()
    y: bpy.props.IntProperty()

    @classmethod
    def poll(cls, context):
        return nw_check(context) and context.space_data.tree_type == 'CompositorNodeTree'

    def execute(self, context):
        return {'FINISHED'}

    def invoke(self, context, event):
        render = context.scene.render
        space = context.space_data
        percent = render.resolution_percentage*0.01

        nodes, links = get_nodes_links(context)
        viewers = [n for n in nodes if n.type == 'VIEWER']

        if viewers:
            mlocx = event.mouse_region_x
            mlocy = event.mouse_region_y
            select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False)

            if not 'FINISHED' in select_node:  # only run if we're not clicking on a node
                region_x = context.region.width
                region_y = context.region.height

                region_center_x = context.region.width  / 2
                region_center_y = context.region.height / 2

                bd_x = render.resolution_x * percent * space.backdrop_zoom
                bd_y = render.resolution_y * percent * space.backdrop_zoom

                backdrop_center_x = (bd_x / 2) - space.backdrop_offset[0]
                backdrop_center_y = (bd_y / 2) - space.backdrop_offset[1]

                margin_x = region_center_x - backdrop_center_x
                margin_y = region_center_y - backdrop_center_y

                abs_mouse_x = (mlocx - margin_x) / bd_x
                abs_mouse_y = (mlocy - margin_y) / bd_y

                for node in viewers:
                    node.center_x = abs_mouse_x
                    node.center_y = abs_mouse_y
            else:
                return {'PASS_THROUGH'}

        return self.execute(context)


class NWSaveViewer(bpy.types.Operator, ExportHelper):
    """Save the current viewer node to an image file"""
    bl_idname = "node.nw_save_viewer"
    bl_label = "Save This Image"
    filepath: StringProperty(subtype="FILE_PATH")
    filename_ext: EnumProperty(
            name="Format",
            description="Choose the file format to save to",
            items=(('.bmp', "BMP", ""),
                   ('.rgb', 'IRIS', ""),
                   ('.png', 'PNG', ""),
                   ('.jpg', 'JPEG', ""),
                   ('.jp2', 'JPEG2000', ""),
                   ('.tga', 'TARGA', ""),
                   ('.cin', 'CINEON', ""),
                   ('.dpx', 'DPX', ""),
                   ('.exr', 'OPEN_EXR', ""),
                   ('.hdr', 'HDR', ""),
                   ('.tif', 'TIFF', "")),
            default='.png',
            )

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context):
            if context.space_data.tree_type == 'CompositorNodeTree':
                if "Viewer Node" in [i.name for i in bpy.data.images]:
                    if sum(bpy.data.images["Viewer Node"].size) > 0:  # False if not connected or connected but no image
                        valid = True
        return valid

    def execute(self, context):
        fp = self.filepath
        if fp:
            formats = {
                       '.bmp': 'BMP',
                       '.rgb': 'IRIS',
                       '.png': 'PNG',
                       '.jpg': 'JPEG',
                       '.jpeg': 'JPEG',
                       '.jp2': 'JPEG2000',
                       '.tga': 'TARGA',
                       '.cin': 'CINEON',
                       '.dpx': 'DPX',
                       '.exr': 'OPEN_EXR',
                       '.hdr': 'HDR',
                       '.tiff': 'TIFF',
                       '.tif': 'TIFF'}
            basename, ext = path.splitext(fp)
            old_render_format = context.scene.render.image_settings.file_format
            context.scene.render.image_settings.file_format = formats[self.filename_ext]
            context.area.type = "IMAGE_EDITOR"
            context.area.spaces[0].image = bpy.data.images['Viewer Node']
            context.area.spaces[0].image.save_render(fp)
            context.area.type = "NODE_EDITOR"
            context.scene.render.image_settings.file_format = old_render_format
            return {'FINISHED'}


class NWResetNodes(bpy.types.Operator):
    """Reset Nodes in Selection"""
    bl_idname = "node.nw_reset_nodes"
    bl_label = "Reset Nodes"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        space = context.space_data
        return space.type == 'NODE_EDITOR'

    def execute(self, context):
        node_active = context.active_node
        node_selected = context.selected_nodes
        node_ignore = ["FRAME","REROUTE", "GROUP"]

        # Check if one node is selected at least
        if not (len(node_selected) > 0):
            self.report({'ERROR'}, "1 node must be selected at least")
            return {'CANCELLED'}

        active_node_name = node_active.name if node_active.select else None
        valid_nodes = [n for n in node_selected if n.type not in node_ignore]

        # Create output lists
        selected_node_names = [n.name for n in node_selected]
        success_names = []

        # Reset all valid children in a frame
        node_active_is_frame = False
        if len(node_selected) == 1 and node_active.type == "FRAME":
            node_tree = node_active.id_data
            children = [n for n in node_tree.nodes if n.parent == node_active]
            if children:
                valid_nodes = [n for n in children if n.type not in node_ignore]
                selected_node_names = [n.name for n in children if n.type not in node_ignore]
                node_active_is_frame = True

        # Check if valid nodes in selection
        if not (len(valid_nodes) > 0):
            # Check for frames only
            frames_selected = [n for n in node_selected if n.type == "FRAME"]
            if (len(frames_selected) > 1 and len(frames_selected) == len(node_selected)):
                self.report({'ERROR'}, "Please select only 1 frame to reset")
            else:
                self.report({'ERROR'}, "No valid node(s) in selection")
            return {'CANCELLED'}

        # Report nodes that are not valid
        if len(valid_nodes) != len(node_selected) and node_active_is_frame is False:
            valid_node_names = [n.name for n in valid_nodes]
            not_valid_names = list(set(selected_node_names) - set(valid_node_names))
            self.report({'INFO'}, "Ignored {}".format(", ".join(not_valid_names)))

        # Deselect all nodes
        for i in node_selected:
            i.select = False

        # Run through all valid nodes
        for node in valid_nodes:

            parent = node.parent if node.parent else None
            node_loc = [node.location.x, node.location.y]

            node_tree = node.id_data
            props_to_copy = 'bl_idname name location height width'.split(' ')

            reconnections = []
            mappings = chain.from_iterable([node.inputs, node.outputs])
            for i in (i for i in mappings if i.is_linked):
                for L in i.links:
                    reconnections.append([L.from_socket.path_from_id(), L.to_socket.path_from_id()])

            props = {j: getattr(node, j) for j in props_to_copy}

            new_node = node_tree.nodes.new(props['bl_idname'])
            props_to_copy.pop(0)

            for prop in props_to_copy:
                setattr(new_node, prop, props[prop])

            nodes = node_tree.nodes
            nodes.remove(node)
            new_node.name = props['name']

            if parent:
                new_node.parent = parent
                new_node.location = node_loc

            for str_from, str_to in reconnections:
                node_tree.links.new(eval(str_from), eval(str_to))

            new_node.select = False
            success_names.append(new_node.name)

        # Reselect all nodes
        if selected_node_names and node_active_is_frame is False:
            for i in selected_node_names:
                node_tree.nodes[i].select = True

        if active_node_name is not None:
            node_tree.nodes[active_node_name].select = True
            node_tree.nodes.active = node_tree.nodes[active_node_name]

        self.report({'INFO'}, "Successfully reset {}".format(", ".join(success_names)))
        return {'FINISHED'}


#
#  P A N E L
#

def drawlayout(context, layout, mode='non-panel'):
    tree_type = context.space_data.tree_type

    col = layout.column(align=True)
    col.menu(NWMergeNodesMenu.bl_idname)
    col.separator()

    col = layout.column(align=True)
    col.menu(NWSwitchNodeTypeMenu.bl_idname, text="Switch Node Type")
    col.separator()

    if tree_type == 'ShaderNodeTree':
        col = layout.column(align=True)
        col.operator(NWAddTextureSetup.bl_idname, text="Add Texture Setup", icon='NODE_SEL')
        col.operator(NWAddPrincipledSetup.bl_idname, text="Add Principled Setup", icon='NODE_SEL')
        col.separator()

    col = layout.column(align=True)
    col.operator(NWDetachOutputs.bl_idname, icon='UNLINKED')
    col.operator(NWSwapLinks.bl_idname)
    col.menu(NWAddReroutesMenu.bl_idname, text="Add Reroutes", icon='LAYER_USED')
    col.separator()

    col = layout.column(align=True)
    col.menu(NWLinkActiveToSelectedMenu.bl_idname, text="Link Active To Selected", icon='LINKED')
    if tree_type != 'GeometryNodeTree':
        col.operator(NWLinkToOutputNode.bl_idname, icon='DRIVER')
    col.separator()

    col = layout.column(align=True)
    if mode == 'panel':
        row = col.row(align=True)
        row.operator(NWClearLabel.bl_idname).option = True
        row.operator(NWModifyLabels.bl_idname)
    else:
        col.operator(NWClearLabel.bl_idname).option = True
        col.operator(NWModifyLabels.bl_idname)
    col.menu(NWBatchChangeNodesMenu.bl_idname, text="Batch Change")
    col.separator()
    col.menu(NWCopyToSelectedMenu.bl_idname, text="Copy to Selected")
    col.separator()

    col = layout.column(align=True)
    if tree_type == 'CompositorNodeTree':
        col.operator(NWResetBG.bl_idname, icon='ZOOM_PREVIOUS')
    if tree_type != 'GeometryNodeTree':
        col.operator(NWReloadImages.bl_idname, icon='FILE_REFRESH')
    col.separator()

    col = layout.column(align=True)
    col.operator(NWFrameSelected.bl_idname, icon='STICKY_UVS_LOC')
    col.separator()

    col = layout.column(align=True)
    col.operator(NWAlignNodes.bl_idname, icon='CENTER_ONLY')
    col.separator()

    col = layout.column(align=True)
    col.operator(NWDeleteUnused.bl_idname, icon='CANCEL')
    col.separator()


class NodeWranglerPanel(Panel, NWBase):
    bl_idname = "NODE_PT_nw_node_wrangler"
    bl_space_type = 'NODE_EDITOR'
    bl_label = "Node Wrangler"
    bl_region_type = "UI"
    bl_category = "Node Wrangler"

    prepend: StringProperty(
        name='prepend',
    )
    append: StringProperty()
    remove: StringProperty()

    def draw(self, context):
        self.layout.label(text="(Quick access: Shift+W)")
        drawlayout(context, self.layout, mode='panel')


#
#  M E N U S
#
class NodeWranglerMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_node_wrangler_menu"
    bl_label = "Node Wrangler"

    def draw(self, context):
        self.layout.operator_context = 'INVOKE_DEFAULT'
        drawlayout(context, self.layout)


class NWMergeNodesMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_merge_nodes_menu"
    bl_label = "Merge Selected Nodes"

    def draw(self, context):
        type = context.space_data.tree_type
        layout = self.layout
        if type == 'ShaderNodeTree':
            layout.menu(NWMergeShadersMenu.bl_idname, text="Use Shaders")
        if type == 'GeometryNodeTree':
            layout.menu(NWMergeGeometryMenu.bl_idname, text="Use Geometry Nodes")
            layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes")
        else:
            layout.menu(NWMergeMixMenu.bl_idname, text="Use Mix Nodes")
            layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes")
            props = layout.operator(NWMergeNodes.bl_idname, text="Use Z-Combine Nodes")
            props.mode = 'MIX'
            props.merge_type = 'ZCOMBINE'
            props = layout.operator(NWMergeNodes.bl_idname, text="Use Alpha Over Nodes")
            props.mode = 'MIX'
            props.merge_type = 'ALPHAOVER'

class NWMergeGeometryMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_merge_geometry_menu"
    bl_label = "Merge Selected Nodes using Geometry Nodes"
    def draw(self, context):
        layout = self.layout
        # The boolean node + Join Geometry node
        for type, name, description in geo_combine_operations:
            props = layout.operator(NWMergeNodes.bl_idname, text=name)
            props.mode = type
            props.merge_type = 'GEOMETRY'

class NWMergeShadersMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_merge_shaders_menu"
    bl_label = "Merge Selected Nodes using Shaders"

    def draw(self, context):
        layout = self.layout
        for type in ('MIX', 'ADD'):
            props = layout.operator(NWMergeNodes.bl_idname, text=type)
            props.mode = type
            props.merge_type = 'SHADER'


class NWMergeMixMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_merge_mix_menu"
    bl_label = "Merge Selected Nodes using Mix"

    def draw(self, context):
        layout = self.layout
        for type, name, description in blend_types:
            props = layout.operator(NWMergeNodes.bl_idname, text=name)
            props.mode = type
            props.merge_type = 'MIX'


class NWConnectionListOutputs(Menu, NWBase):
    bl_idname = "NODE_MT_nw_connection_list_out"
    bl_label = "From:"

    def draw(self, context):
        layout = self.layout
        nodes, links = get_nodes_links(context)

        n1 = nodes[context.scene.NWLazySource]
        for index, output in enumerate(n1.outputs):
            # Only show sockets that are exposed.
            if output.enabled:
                layout.operator(NWCallInputsMenu.bl_idname, text=output.name, icon="RADIOBUT_OFF").from_socket=index


class NWConnectionListInputs(Menu, NWBase):
    bl_idname = "NODE_MT_nw_connection_list_in"
    bl_label = "To:"

    def draw(self, context):
        layout = self.layout
        nodes, links = get_nodes_links(context)

        n2 = nodes[context.scene.NWLazyTarget]

        for index, input in enumerate(n2.inputs):
            # Only show sockets that are exposed.
            # This prevents, for example, the scale value socket
            # of the vector math node being added to the list when
            # the mode is not 'SCALE'.
            if input.enabled:
                op = layout.operator(NWMakeLink.bl_idname, text=input.name, icon="FORWARD")
                op.from_socket = context.scene.NWSourceSocket
                op.to_socket = index


class NWMergeMathMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_merge_math_menu"
    bl_label = "Merge Selected Nodes using Math"

    def draw(self, context):
        layout = self.layout
        for type, name, description in operations:
            props = layout.operator(NWMergeNodes.bl_idname, text=name)
            props.mode = type
            props.merge_type = 'MATH'


class NWBatchChangeNodesMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_batch_change_nodes_menu"
    bl_label = "Batch Change Selected Nodes"

    def draw(self, context):
        layout = self.layout
        layout.menu(NWBatchChangeBlendTypeMenu.bl_idname)
        layout.menu(NWBatchChangeOperationMenu.bl_idname)


class NWBatchChangeBlendTypeMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_batch_change_blend_type_menu"
    bl_label = "Batch Change Blend Type"

    def draw(self, context):
        layout = self.layout
        for type, name, description in blend_types:
            props = layout.operator(NWBatchChangeNodes.bl_idname, text=name)
            props.blend_type = type
            props.operation = 'CURRENT'


class NWBatchChangeOperationMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_batch_change_operation_menu"
    bl_label = "Batch Change Math Operation"

    def draw(self, context):
        layout = self.layout
        for type, name, description in operations:
            props = layout.operator(NWBatchChangeNodes.bl_idname, text=name)
            props.blend_type = 'CURRENT'
            props.operation = type


class NWCopyToSelectedMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_copy_node_properties_menu"
    bl_label = "Copy to Selected"

    def draw(self, context):
        layout = self.layout
        layout.operator(NWCopySettings.bl_idname, text="Settings from Active")
        layout.menu(NWCopyLabelMenu.bl_idname)


class NWCopyLabelMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_copy_label_menu"
    bl_label = "Copy Label"

    def draw(self, context):
        layout = self.layout
        layout.operator(NWCopyLabel.bl_idname, text="from Active Node's Label").option = 'FROM_ACTIVE'
        layout.operator(NWCopyLabel.bl_idname, text="from Linked Node's Label").option = 'FROM_NODE'
        layout.operator(NWCopyLabel.bl_idname, text="from Linked Output's Name").option = 'FROM_SOCKET'


class NWAddReroutesMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_add_reroutes_menu"
    bl_label = "Add Reroutes"
    bl_description = "Add Reroute Nodes to Selected Nodes' Outputs"

    def draw(self, context):
        layout = self.layout
        layout.operator(NWAddReroutes.bl_idname, text="to All Outputs").option = 'ALL'
        layout.operator(NWAddReroutes.bl_idname, text="to Loose Outputs").option = 'LOOSE'
        layout.operator(NWAddReroutes.bl_idname, text="to Linked Outputs").option = 'LINKED'


class NWLinkActiveToSelectedMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_link_active_to_selected_menu"
    bl_label = "Link Active to Selected"

    def draw(self, context):
        layout = self.layout
        layout.menu(NWLinkStandardMenu.bl_idname)
        layout.menu(NWLinkUseNodeNameMenu.bl_idname)
        layout.menu(NWLinkUseOutputsNamesMenu.bl_idname)


class NWLinkStandardMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_link_standard_menu"
    bl_label = "To All Selected"

    def draw(self, context):
        layout = self.layout
        props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Don't Replace Links")
        props.replace = False
        props.use_node_name = False
        props.use_outputs_names = False
        props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Replace Links")
        props.replace = True
        props.use_node_name = False
        props.use_outputs_names = False


class NWLinkUseNodeNameMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_link_use_node_name_menu"
    bl_label = "Use Node Name/Label"

    def draw(self, context):
        layout = self.layout
        props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Don't Replace Links")
        props.replace = False
        props.use_node_name = True
        props.use_outputs_names = False
        props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Replace Links")
        props.replace = True
        props.use_node_name = True
        props.use_outputs_names = False


class NWLinkUseOutputsNamesMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_link_use_outputs_names_menu"
    bl_label = "Use Outputs Names"

    def draw(self, context):
        layout = self.layout
        props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Don't Replace Links")
        props.replace = False
        props.use_node_name = False
        props.use_outputs_names = True
        props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Replace Links")
        props.replace = True
        props.use_node_name = False
        props.use_outputs_names = True


class NWAttributeMenu(bpy.types.Menu):
    bl_idname = "NODE_MT_nw_node_attribute_menu"
    bl_label = "Attributes"

    @classmethod
    def poll(cls, context):
        valid = False
        if nw_check(context):
            snode = context.space_data
            valid = snode.tree_type == 'ShaderNodeTree'
        return valid

    def draw(self, context):
        l = self.layout
        nodes, links = get_nodes_links(context)
        mat = context.object.active_material

        objs = []
        for obj in bpy.data.objects:
            for slot in obj.material_slots:
                if slot.material == mat:
                    objs.append(obj)
        attrs = []
        for obj in objs:
            if obj.data.attributes:
                for attr in obj.data.attributes:
                    attrs.append(attr.name)
        attrs = list(set(attrs))  # get a unique list

        if attrs:
            for attr in attrs:
                l.operator(NWAddAttrNode.bl_idname, text=attr).attr_name = attr
        else:
            l.label(text="No attributes on objects with this material")


class NWSwitchNodeTypeMenu(Menu, NWBase):
    bl_idname = "NODE_MT_nw_switch_node_type_menu"
    bl_label = "Switch Type to..."

    def draw(self, context):
        layout = self.layout
        categories = [c for c in node_categories_iter(context)
                      if c.name not in ['Group', 'Script']]
        for cat in categories:
            idname = f"NODE_MT_nw_switch_{cat.identifier}_submenu"
            if hasattr(bpy.types, idname):
                layout.menu(idname)
            else:
                layout.label(text="Unable to load altered node lists.")
                layout.label(text="Please re-enable Node Wrangler.")
                break


def draw_switch_category_submenu(self, context):
    layout = self.layout
    if self.category.name == 'Layout':
        for node in self.category.items(context):
            if node.nodetype != 'NodeFrame':
                props = layout.operator(NWSwitchNodeType.bl_idname, text=node.label)
                props.to_type = node.nodetype
    else:
        for node in self.category.items(context):
            if isinstance(node, NodeItemCustom):
                node.draw(self, layout, context)
                continue
            props = layout.operator(NWSwitchNodeType.bl_idname, text=node.label)
            props.to_type = node.nodetype

#
#  APPENDAGES TO EXISTING UI
#


def select_parent_children_buttons(self, context):
    layout = self.layout
    layout.operator(NWSelectParentChildren.bl_idname, text="Select frame's members (children)").option = 'CHILD'
    layout.operator(NWSelectParentChildren.bl_idname, text="Select parent frame").option = 'PARENT'


def attr_nodes_menu_func(self, context):
    col = self.layout.column(align=True)
    col.menu("NODE_MT_nw_node_attribute_menu")
    col.separator()


def multipleimages_menu_func(self, context):
    col = self.layout.column(align=True)
    col.operator(NWAddMultipleImages.bl_idname, text="Multiple Images")
    col.operator(NWAddSequence.bl_idname, text="Image Sequence")
    col.separator()


def bgreset_menu_func(self, context):
    self.layout.operator(NWResetBG.bl_idname)


def save_viewer_menu_func(self, context):
    if nw_check(context):
        if context.space_data.tree_type == 'CompositorNodeTree':
            if context.scene.node_tree.nodes.active:
                if context.scene.node_tree.nodes.active.type == "VIEWER":
                    self.layout.operator(NWSaveViewer.bl_idname, icon='FILE_IMAGE')


def reset_nodes_button(self, context):
    node_active = context.active_node
    node_selected = context.selected_nodes
    node_ignore = ["FRAME","REROUTE", "GROUP"]

    # Check if active node is in the selection and respective type
    if (len(node_selected) == 1) and node_active and node_active.select and node_active.type not in node_ignore:
        row = self.layout.row()
        row.operator("node.nw_reset_nodes", text="Reset Node", icon="FILE_REFRESH")
        self.layout.separator()

    elif (len(node_selected) == 1) and node_active and node_active.select and node_active.type == "FRAME":
        row = self.layout.row()
        row.operator("node.nw_reset_nodes", text="Reset Nodes in Frame", icon="FILE_REFRESH")
        self.layout.separator()


#
#  REGISTER/UNREGISTER CLASSES AND KEYMAP ITEMS
#
switch_category_menus = []
addon_keymaps = []
# kmi_defs entry: (identifier, key, action, CTRL, SHIFT, ALT, props, nice name)
# props entry: (property name, property value)
kmi_defs = (
    # MERGE NODES
    # NWMergeNodes with Ctrl (AUTO).
    (NWMergeNodes.bl_idname, 'NUMPAD_0', 'PRESS', True, False, False,
        (('mode', 'MIX'), ('merge_type', 'AUTO'),), "Merge Nodes (Automatic)"),
    (NWMergeNodes.bl_idname, 'ZERO', 'PRESS', True, False, False,
        (('mode', 'MIX'), ('merge_type', 'AUTO'),), "Merge Nodes (Automatic)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, False, False,
        (('mode', 'ADD'), ('merge_type', 'AUTO'),), "Merge Nodes (Add)"),
    (NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, False, False,
        (('mode', 'ADD'), ('merge_type', 'AUTO'),), "Merge Nodes (Add)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, False, False,
        (('mode', 'MULTIPLY'), ('merge_type', 'AUTO'),), "Merge Nodes (Multiply)"),
    (NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, False, False,
        (('mode', 'MULTIPLY'), ('merge_type', 'AUTO'),), "Merge Nodes (Multiply)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, False, False,
        (('mode', 'SUBTRACT'), ('merge_type', 'AUTO'),), "Merge Nodes (Subtract)"),
    (NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, False, False,
        (('mode', 'SUBTRACT'), ('merge_type', 'AUTO'),), "Merge Nodes (Subtract)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, False, False,
        (('mode', 'DIVIDE'), ('merge_type', 'AUTO'),), "Merge Nodes (Divide)"),
    (NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, False, False,
        (('mode', 'DIVIDE'), ('merge_type', 'AUTO'),), "Merge Nodes (Divide)"),
    (NWMergeNodes.bl_idname, 'COMMA', 'PRESS', True, False, False,
        (('mode', 'LESS_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Less than)"),
    (NWMergeNodes.bl_idname, 'PERIOD', 'PRESS', True, False, False,
        (('mode', 'GREATER_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Greater than)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_PERIOD', 'PRESS', True, False, False,
        (('mode', 'MIX'), ('merge_type', 'ZCOMBINE'),), "Merge Nodes (Z-Combine)"),
    # NWMergeNodes with Ctrl Alt (MIX or ALPHAOVER)
    (NWMergeNodes.bl_idname, 'NUMPAD_0', 'PRESS', True, False, True,
        (('mode', 'MIX'), ('merge_type', 'ALPHAOVER'),), "Merge Nodes (Alpha Over)"),
    (NWMergeNodes.bl_idname, 'ZERO', 'PRESS', True, False, True,
        (('mode', 'MIX'), ('merge_type', 'ALPHAOVER'),), "Merge Nodes (Alpha Over)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, False, True,
        (('mode', 'ADD'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Add)"),
    (NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, False, True,
        (('mode', 'ADD'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Add)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, False, True,
        (('mode', 'MULTIPLY'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Multiply)"),
    (NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, False, True,
        (('mode', 'MULTIPLY'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Multiply)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, False, True,
        (('mode', 'SUBTRACT'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Subtract)"),
    (NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, False, True,
        (('mode', 'SUBTRACT'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Subtract)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, False, True,
        (('mode', 'DIVIDE'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Divide)"),
    (NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, False, True,
        (('mode', 'DIVIDE'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Divide)"),
    # NWMergeNodes with Ctrl Shift (MATH)
    (NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, True, False,
        (('mode', 'ADD'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Add)"),
    (NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, True, False,
        (('mode', 'ADD'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Add)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, True, False,
        (('mode', 'MULTIPLY'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Multiply)"),
    (NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, True, False,
        (('mode', 'MULTIPLY'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Multiply)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, True, False,
        (('mode', 'SUBTRACT'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Subtract)"),
    (NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, True, False,
        (('mode', 'SUBTRACT'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Subtract)"),
    (NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, True, False,
        (('mode', 'DIVIDE'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Divide)"),
    (NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, True, False,
        (('mode', 'DIVIDE'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Divide)"),
    (NWMergeNodes.bl_idname, 'COMMA', 'PRESS', True, True, False,
        (('mode', 'LESS_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Less than)"),
    (NWMergeNodes.bl_idname, 'PERIOD', 'PRESS', True, True, False,
        (('mode', 'GREATER_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Greater than)"),
    # BATCH CHANGE NODES
    # NWBatchChangeNodes with Alt
    (NWBatchChangeNodes.bl_idname, 'NUMPAD_0', 'PRESS', False, False, True,
        (('blend_type', 'MIX'), ('operation', 'CURRENT'),), "Batch change blend type (Mix)"),
    (NWBatchChangeNodes.bl_idname, 'ZERO', 'PRESS', False, False, True,
        (('blend_type', 'MIX'), ('operation', 'CURRENT'),), "Batch change blend type (Mix)"),
    (NWBatchChangeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', False, False, True,
        (('blend_type', 'ADD'), ('operation', 'ADD'),), "Batch change blend type (Add)"),
    (NWBatchChangeNodes.bl_idname, 'EQUAL', 'PRESS', False, False, True,
        (('blend_type', 'ADD'), ('operation', 'ADD'),), "Batch change blend type (Add)"),
    (NWBatchChangeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', False, False, True,
        (('blend_type', 'MULTIPLY'), ('operation', 'MULTIPLY'),), "Batch change blend type (Multiply)"),
    (NWBatchChangeNodes.bl_idname, 'EIGHT', 'PRESS', False, False, True,
        (('blend_type', 'MULTIPLY'), ('operation', 'MULTIPLY'),), "Batch change blend type (Multiply)"),
    (NWBatchChangeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', False, False, True,
        (('blend_type', 'SUBTRACT'), ('operation', 'SUBTRACT'),), "Batch change blend type (Subtract)"),
    (NWBatchChangeNodes.bl_idname, 'MINUS', 'PRESS', False, False, True,
        (('blend_type', 'SUBTRACT'), ('operation', 'SUBTRACT'),), "Batch change blend type (Subtract)"),
    (NWBatchChangeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', False, False, True,
        (('blend_type', 'DIVIDE'), ('operation', 'DIVIDE'),), "Batch change blend type (Divide)"),
    (NWBatchChangeNodes.bl_idname, 'SLASH', 'PRESS', False, False, True,
        (('blend_type', 'DIVIDE'), ('operation', 'DIVIDE'),), "Batch change blend type (Divide)"),
    (NWBatchChangeNodes.bl_idname, 'COMMA', 'PRESS', False, False, True,
        (('blend_type', 'CURRENT'), ('operation', 'LESS_THAN'),), "Batch change blend type (Current)"),
    (NWBatchChangeNodes.bl_idname, 'PERIOD', 'PRESS', False, False, True,
        (('blend_type', 'CURRENT'), ('operation', 'GREATER_THAN'),), "Batch change blend type (Current)"),
    (NWBatchChangeNodes.bl_idname, 'DOWN_ARROW', 'PRESS', False, False, True,
        (('blend_type', 'NEXT'), ('operation', 'NEXT'),), "Batch change blend type (Next)"),
    (NWBatchChangeNodes.bl_idname, 'UP_ARROW', 'PRESS', False, False, True,
        (('blend_type', 'PREV'), ('operation', 'PREV'),), "Batch change blend type (Previous)"),
    # LINK ACTIVE TO SELECTED
    # Don't use names, don't replace links (K)
    (NWLinkActiveToSelected.bl_idname, 'K', 'PRESS', False, False, False,
        (('replace', False), ('use_node_name', False), ('use_outputs_names', False),), "Link active to selected (Don't replace links)"),
    # Don't use names, replace links (Shift K)
    (NWLinkActiveToSelected.bl_idname, 'K', 'PRESS', False, True, False,
        (('replace', True), ('use_node_name', False), ('use_outputs_names', False),), "Link active to selected (Replace links)"),
    # Use node name, don't replace links (')
    (NWLinkActiveToSelected.bl_idname, 'QUOTE', 'PRESS', False, False, False,
        (('replace', False), ('use_node_name', True), ('use_outputs_names', False),), "Link active to selected (Don't replace links, node names)"),
    # Use node name, replace links (Shift ')
    (NWLinkActiveToSelected.bl_idname, 'QUOTE', 'PRESS', False, True, False,
        (('replace', True), ('use_node_name', True), ('use_outputs_names', False),), "Link active to selected (Replace links, node names)"),
    # Don't use names, don't replace links (;)
    (NWLinkActiveToSelected.bl_idname, 'SEMI_COLON', 'PRESS', False, False, False,
        (('replace', False), ('use_node_name', False), ('use_outputs_names', True),), "Link active to selected (Don't replace links, output names)"),
    # Don't use names, replace links (')
    (NWLinkActiveToSelected.bl_idname, 'SEMI_COLON', 'PRESS', False, True, False,
        (('replace', True), ('use_node_name', False), ('use_outputs_names', True),), "Link active to selected (Replace links, output names)"),
    # CHANGE MIX FACTOR
    (NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', False, False, True, (('option', -0.1),), "Reduce Mix Factor by 0.1"),
    (NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', False, False, True, (('option', 0.1),), "Increase Mix Factor by 0.1"),
    (NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', False, True, True, (('option', -0.01),), "Reduce Mix Factor by 0.01"),
    (NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', False, True, True, (('option', 0.01),), "Increase Mix Factor by 0.01"),
    (NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"),
    (NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', True, True, True, (('option', 1.0),), "Set Mix Factor to 1.0"),
    (NWChangeMixFactor.bl_idname, 'NUMPAD_0', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"),
    (NWChangeMixFactor.bl_idname, 'ZERO', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"),
    (NWChangeMixFactor.bl_idname, 'NUMPAD_1', 'PRESS', True, True, True, (('option', 1.0),), "Mix Factor to 1.0"),
    (NWChangeMixFactor.bl_idname, 'ONE', 'PRESS', True, True, True, (('option', 1.0),), "Set Mix Factor to 1.0"),
    # CLEAR LABEL (Alt L)
    (NWClearLabel.bl_idname, 'L', 'PRESS', False, False, True, (('option', False),), "Clear node labels"),
    # MODIFY LABEL (Alt Shift L)
    (NWModifyLabels.bl_idname, 'L', 'PRESS', False, True, True, None, "Modify node labels"),
    # Copy Label from active to selected
    (NWCopyLabel.bl_idname, 'V', 'PRESS', False, True, False, (('option', 'FROM_ACTIVE'),), "Copy label from active to selected"),
    # DETACH OUTPUTS (Alt Shift D)
    (NWDetachOutputs.bl_idname, 'D', 'PRESS', False, True, True, None, "Detach outputs"),
    # LINK TO OUTPUT NODE (O)
    (NWLinkToOutputNode.bl_idname, 'O', 'PRESS', False, False, False, None, "Link to output node"),
    # SELECT PARENT/CHILDREN
    # Select Children
    (NWSelectParentChildren.bl_idname, 'RIGHT_BRACKET', 'PRESS', False, False, False, (('option', 'CHILD'),), "Select children"),
    # Select Parent
    (NWSelectParentChildren.bl_idname, 'LEFT_BRACKET', 'PRESS', False, False, False, (('option', 'PARENT'),), "Select Parent"),
    # Add Texture Setup
    (NWAddTextureSetup.bl_idname, 'T', 'PRESS', True, False, False, None, "Add texture setup"),
    # Add Principled BSDF Texture Setup
    (NWAddPrincipledSetup.bl_idname, 'T', 'PRESS', True, True, False, None, "Add Principled texture setup"),
    # Reset backdrop
    (NWResetBG.bl_idname, 'Z', 'PRESS', False, False, False, None, "Reset backdrop image zoom"),
    # Delete unused
    (NWDeleteUnused.bl_idname, 'X', 'PRESS', False, False, True, None, "Delete unused nodes"),
    # Frame Selected
    (NWFrameSelected.bl_idname, 'P', 'PRESS', False, True, False, None, "Frame selected nodes"),
    # Swap Links
    (NWSwapLinks.bl_idname, 'S', 'PRESS', False, False, True, None, "Swap Links"),
    # Preview Node
    (NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', True, True, False, (('run_in_geometry_nodes', False),), "Preview node output"),
    (NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', False, True, True, (('run_in_geometry_nodes', True),), "Preview node output"),
    # Reload Images
    (NWReloadImages.bl_idname, 'R', 'PRESS', False, False, True, None, "Reload images"),
    # Lazy Mix
    (NWLazyMix.bl_idname, 'RIGHTMOUSE', 'PRESS', True, True, False, None, "Lazy Mix"),
    # Lazy Connect
    (NWLazyConnect.bl_idname, 'RIGHTMOUSE', 'PRESS', False, False, True, (('with_menu', False),), "Lazy Connect"),
    # Lazy Connect with Menu
    (NWLazyConnect.bl_idname, 'RIGHTMOUSE', 'PRESS', False, True, True, (('with_menu', True),), "Lazy Connect with Socket Menu"),
    # Viewer Tile Center
    (NWViewerFocus.bl_idname, 'LEFTMOUSE', 'DOUBLE_CLICK', False, False, False, None, "Set Viewers Tile Center"),
    # Align Nodes
    (NWAlignNodes.bl_idname, 'EQUAL', 'PRESS', False, True, False, None, "Align selected nodes neatly in a row/column"),
    # Reset Nodes (Back Space)
    (NWResetNodes.bl_idname, 'BACK_SPACE', 'PRESS', False, False, False, None, "Revert node back to default state, but keep connections"),
    # MENUS
    ('wm.call_menu', 'W', 'PRESS', False, True, False, (('name', NodeWranglerMenu.bl_idname),), "Node Wrangler menu"),
    ('wm.call_menu', 'SLASH', 'PRESS', False, False, False, (('name', NWAddReroutesMenu.bl_idname),), "Add Reroutes menu"),
    ('wm.call_menu', 'NUMPAD_SLASH', 'PRESS', False, False, False, (('name', NWAddReroutesMenu.bl_idname),), "Add Reroutes menu"),
    ('wm.call_menu', 'BACK_SLASH', 'PRESS', False, False, False, (('name', NWLinkActiveToSelectedMenu.bl_idname),), "Link active to selected (menu)"),
    ('wm.call_menu', 'C', 'PRESS', False, True, False, (('name', NWCopyToSelectedMenu.bl_idname),), "Copy to selected (menu)"),
    ('wm.call_menu', 'S', 'PRESS', False, True, False, (('name', NWSwitchNodeTypeMenu.bl_idname),), "Switch node type menu"),
)


classes = (
    NWPrincipledPreferences,
    NWNodeWrangler,
    NWLazyMix,
    NWLazyConnect,
    NWDeleteUnused,
    NWSwapLinks,
    NWResetBG,
    NWAddAttrNode,
    NWPreviewNode,
    NWFrameSelected,
    NWReloadImages,
    NWSwitchNodeType,
    NWMergeNodes,
    NWBatchChangeNodes,
    NWChangeMixFactor,
    NWCopySettings,
    NWCopyLabel,
    NWClearLabel,
    NWModifyLabels,
    NWAddTextureSetup,
    NWAddPrincipledSetup,
    NWAddReroutes,
    NWLinkActiveToSelected,
    NWAlignNodes,
    NWSelectParentChildren,
    NWDetachOutputs,
    NWLinkToOutputNode,
    NWMakeLink,
    NWCallInputsMenu,
    NWAddSequence,
    NWAddMultipleImages,
    NWViewerFocus,
    NWSaveViewer,
    NWResetNodes,
    NodeWranglerPanel,
    NodeWranglerMenu,
    NWMergeNodesMenu,
    NWMergeShadersMenu,
    NWMergeGeometryMenu,
    NWMergeMixMenu,
    NWConnectionListOutputs,
    NWConnectionListInputs,
    NWMergeMathMenu,
    NWBatchChangeNodesMenu,
    NWBatchChangeBlendTypeMenu,
    NWBatchChangeOperationMenu,
    NWCopyToSelectedMenu,
    NWCopyLabelMenu,
    NWAddReroutesMenu,
    NWLinkActiveToSelectedMenu,
    NWLinkStandardMenu,
    NWLinkUseNodeNameMenu,
    NWLinkUseOutputsNamesMenu,
    NWAttributeMenu,
    NWSwitchNodeTypeMenu,
)

def register():
    from bpy.utils import register_class

    # props
    bpy.types.Scene.NWBusyDrawing = StringProperty(
        name="Busy Drawing!",
        default="",
        description="An internal property used to store only the first mouse position")
    bpy.types.Scene.NWLazySource = StringProperty(
        name="Lazy Source!",
        default="x",
        description="An internal property used to store the first node in a Lazy Connect operation")
    bpy.types.Scene.NWLazyTarget = StringProperty(
        name="Lazy Target!",
        default="x",
        description="An internal property used to store the last node in a Lazy Connect operation")
    bpy.types.Scene.NWSourceSocket = IntProperty(
        name="Source Socket!",
        default=0,
        description="An internal property used to store the source socket in a Lazy Connect operation")
    bpy.types.NodeSocketInterface.NWViewerSocket = BoolProperty(
        name="NW Socket",
        default=False,
        description="An internal property used to determine if a socket is generated by the addon"
    )

    for cls in classes:
        register_class(cls)

    # keymaps
    addon_keymaps.clear()
    kc = bpy.context.window_manager.keyconfigs.addon
    if kc:
        km = kc.keymaps.new(name='Node Editor', space_type="NODE_EDITOR")
        for (identifier, key, action, CTRL, SHIFT, ALT, props, nicename) in kmi_defs:
            kmi = km.keymap_items.new(identifier, key, action, ctrl=CTRL, shift=SHIFT, alt=ALT)
            if props:
                for prop, value in props:
                    setattr(kmi.properties, prop, value)
            addon_keymaps.append((km, kmi))

    # menu items
    bpy.types.NODE_MT_select.append(select_parent_children_buttons)
    bpy.types.NODE_MT_category_SH_NEW_INPUT.prepend(attr_nodes_menu_func)
    bpy.types.NODE_PT_backdrop.append(bgreset_menu_func)
    bpy.types.NODE_PT_active_node_generic.append(save_viewer_menu_func)
    bpy.types.NODE_MT_category_SH_NEW_TEXTURE.prepend(multipleimages_menu_func)
    bpy.types.NODE_MT_category_CMP_INPUT.prepend(multipleimages_menu_func)
    bpy.types.NODE_PT_active_node_generic.prepend(reset_nodes_button)
    bpy.types.NODE_MT_node.prepend(reset_nodes_button)

    # switch submenus
    switch_category_menus.clear()
    for cat in node_categories_iter(None):
        if cat.name not in ['Group', 'Script']:
            idname = f"NODE_MT_nw_switch_{cat.identifier}_submenu"
            switch_category_type = type(idname, (bpy.types.Menu,), {
                "bl_space_type": 'NODE_EDITOR',
                "bl_label": cat.name,
                "category": cat,
                "poll": cat.poll,
                "draw": draw_switch_category_submenu,
            })

            switch_category_menus.append(switch_category_type)

            bpy.utils.register_class(switch_category_type)


def unregister():
    from bpy.utils import unregister_class

    # props
    del bpy.types.Scene.NWBusyDrawing
    del bpy.types.Scene.NWLazySource
    del bpy.types.Scene.NWLazyTarget
    del bpy.types.Scene.NWSourceSocket
    del bpy.types.NodeSocketInterface.NWViewerSocket

    for cat_types in switch_category_menus:
        bpy.utils.unregister_class(cat_types)
    switch_category_menus.clear()

    # keymaps
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

    # menuitems
    bpy.types.NODE_MT_select.remove(select_parent_children_buttons)
    bpy.types.NODE_MT_category_SH_NEW_INPUT.remove(attr_nodes_menu_func)
    bpy.types.NODE_PT_backdrop.remove(bgreset_menu_func)
    bpy.types.NODE_PT_active_node_generic.remove(save_viewer_menu_func)
    bpy.types.NODE_MT_category_SH_NEW_TEXTURE.remove(multipleimages_menu_func)
    bpy.types.NODE_MT_category_CMP_INPUT.remove(multipleimages_menu_func)
    bpy.types.NODE_PT_active_node_generic.remove(reset_nodes_button)
    bpy.types.NODE_MT_node.remove(reset_nodes_button)

    for cls in classes:
        unregister_class(cls)

if __name__ == "__main__":
    register()