# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from bpy.types import Header, Menu, Panel class NODE_HT_header(Header): bl_space_type = 'NODE_EDITOR' def draw(self, context): layout = self.layout scene = context.scene ob = context.object snode = context.space_data snode_id = snode.id id_from = snode.id_from row = layout.row(align=True) row.template_header() if context.area.show_menus: row.menu("NODE_MT_view") row.menu("NODE_MT_select") row.menu("NODE_MT_add") row.menu("NODE_MT_node") layout.prop(snode, "tree_type", text="", expand=True) if snode.tree_type == 'SHADER': if scene.render.use_shading_nodes: layout.prop(snode, "shader_type", text="", expand=True) if (not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT') and ob: # Show material.new when no active ID/slot exists if not id_from and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}: layout.template_ID(ob, "active_material", new="material.new") # Material ID, but not for Lamps if id_from and ob.type != 'LAMP': layout.template_ID(id_from, "active_material", new="material.new") # Don't show "Use Nodes" Button when Engine is BI for Lamps if snode_id and not (scene.render.use_shading_nodes == 0 and ob.type == 'LAMP'): layout.prop(snode_id, "use_nodes") if snode.shader_type == 'WORLD': layout.template_ID(scene, "world", new="world.new") if snode_id: layout.prop(snode_id, "use_nodes") elif snode.tree_type == 'TEXTURE': layout.prop(snode, "texture_type", text="", expand=True) if id_from: if snode.texture_type == 'BRUSH': layout.template_ID(id_from, "texture", new="texture.new") else: layout.template_ID(id_from, "active_texture", new="texture.new") if snode_id: layout.prop(snode_id, "use_nodes") elif snode.tree_type == 'COMPOSITING': layout.prop(snode_id, "use_nodes") layout.prop(snode_id.render, "use_free_unused_nodes", text="Free Unused") layout.prop(snode, "show_backdrop") if snode.show_backdrop: row = layout.row(align=True) row.prop(snode, "backdrop_channels", text="", expand=True) layout.prop(snode, "use_auto_render") layout.separator() layout.template_running_jobs() class NODE_MT_view(Menu): bl_label = "View" def draw(self, context): layout = self.layout layout.operator("node.properties", icon='MENU_PANEL') layout.separator() layout.operator("view2d.zoom_in") layout.operator("view2d.zoom_out") layout.separator() layout.operator("node.view_all") if context.space_data.show_backdrop: layout.separator() layout.operator("node.backimage_move", text="Backdrop move") layout.operator("node.backimage_zoom", text="Backdrop zoom in").factor = 1.2 layout.operator("node.backimage_zoom", text="Backdrop zoom out").factor = 0.833 layout.separator() layout.operator("screen.area_dupli") layout.operator("screen.screen_full_area") class NODE_MT_select(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("node.select_border") layout.separator() layout.operator("node.select_all") layout.operator("node.select_linked_from") layout.operator("node.select_linked_to") layout.operator("node.select_same_type") layout.operator("node.select_same_type_next") layout.operator("node.select_same_type_prev") class NODE_MT_node(Menu): bl_label = "Node" def draw(self, context): layout = self.layout layout.operator("transform.translate") layout.operator("transform.rotate") layout.operator("transform.resize") layout.separator() layout.operator("node.duplicate_move") layout.operator("node.delete") layout.operator("node.delete_reconnect") layout.separator() layout.operator("node.link_make") layout.operator("node.link_make", text="Make and Replace Links").replace = True layout.operator("node.links_cut") layout.separator() layout.operator("node.group_edit") layout.operator("node.group_ungroup") layout.operator("node.group_make") layout.separator() layout.operator("node.hide_toggle") layout.operator("node.mute_toggle") layout.operator("node.preview_toggle") layout.operator("node.hide_socket_toggle") layout.operator("node.options_toggle") layout.separator() layout.operator("node.show_cyclic_dependencies") layout.operator("node.read_renderlayers") layout.operator("node.read_fullsamplelayers") # Node Backdrop options class NODE_PT_properties(Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_label = "Backdrop" @classmethod def poll(cls, context): snode = context.space_data return snode.tree_type == 'COMPOSITING' def draw_header(self, context): snode = context.space_data self.layout.prop(snode, "show_backdrop", text="") def draw(self, context): layout = self.layout snode = context.space_data layout.active = snode.show_backdrop layout.prop(snode, "backdrop_channels", text="") layout.prop(snode, "backdrop_zoom", text="Zoom") col = layout.column(align=True) col.label(text="Offset:") col.prop(snode, "backdrop_x", text="X") col.prop(snode, "backdrop_y", text="Y") col.operator("node.backimage_move", text="Move") class NODE_PT_quality(bpy.types.Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_label = "Quality" @classmethod def poll(cls, context): snode = context.space_data return snode.tree_type == 'COMPOSITING' and snode.node_tree is not None def draw(self, context): layout = self.layout snode = context.space_data tree = snode.node_tree layout.prop(tree, "render_quality", text="Render") layout.prop(tree, "edit_quality", text="Edit") layout.prop(tree, "chunk_size") layout.prop(tree, "use_opencl") class NODE_MT_node_color_presets(Menu): """Predefined node color""" bl_label = "Color Presets" preset_subdir = "node_color" preset_operator = "script.execute_preset" draw = Menu.draw_preset class NODE_MT_node_color_specials(Menu): bl_label = "Node Color Specials" def draw(self, context): layout = self.layout layout.operator('node.node_copy_color', icon='COPY_ID') if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)