# SPDX-License-Identifier: GPL-2.0-or-later import bpy from bpy.types import Header, Menu, Panel from bpy.app.translations import ( pgettext_iface as iface_, contexts as i18n_contexts, ) from bl_ui.utils import PresetPanel from bl_ui.properties_grease_pencil_common import ( AnnotationDataPanel, ) from bl_ui.space_toolsystem_common import ( ToolActivePanelHelper, ) from bl_ui.properties_material import ( EEVEE_MATERIAL_PT_settings, MATERIAL_PT_viewport ) from bl_ui.properties_world import ( WORLD_PT_viewport_display ) from bl_ui.properties_data_light import ( DATA_PT_light, DATA_PT_EEVEE_light, ) class NODE_HT_header(Header): bl_space_type = 'NODE_EDITOR' def draw(self, context): layout = self.layout scene = context.scene snode = context.space_data overlay = snode.overlay snode_id = snode.id id_from = snode.id_from tool_settings = context.tool_settings is_compositor = snode.tree_type == 'CompositorNodeTree' layout.template_header() # Now expanded via the 'ui_type' # layout.prop(snode, "tree_type", text="") if snode.tree_type == 'ShaderNodeTree': layout.prop(snode, "shader_type", text="") ob = context.object if snode.shader_type == 'OBJECT' and ob: ob_type = ob.type NODE_MT_editor_menus.draw_collapsible(context, layout) # No shader nodes for Eevee lights if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob_type == 'LIGHT'): row = layout.row() row.prop(snode_id, "use_nodes") layout.separator_spacer() types_that_support_material = {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'GPENCIL', 'VOLUME', 'CURVES', 'POINTCLOUD'} # disable material slot buttons when pinned, cannot find correct slot within id_from (T36589) # disable also when the selected object does not support materials has_material_slots = not snode.pin and ob_type in types_that_support_material if ob_type != 'LIGHT': row = layout.row() row.enabled = has_material_slots row.ui_units_x = 4 row.popover(panel="NODE_PT_material_slots") row = layout.row() row.enabled = has_material_slots # Show material.new when no active ID/slot exists if not id_from and ob_type in types_that_support_material: row.template_ID(ob, "active_material", new="material.new") # Material ID, but not for Lights if id_from and ob_type != 'LIGHT': row.template_ID(id_from, "active_material", new="material.new") if snode.shader_type == 'WORLD': NODE_MT_editor_menus.draw_collapsible(context, layout) if snode_id: row = layout.row() row.prop(snode_id, "use_nodes") layout.separator_spacer() row = layout.row() row.enabled = not snode.pin row.template_ID(scene, "world", new="world.new") if snode.shader_type == 'LINESTYLE': view_layer = context.view_layer lineset = view_layer.freestyle_settings.linesets.active if lineset is not None: NODE_MT_editor_menus.draw_collapsible(context, layout) if snode_id: row = layout.row() row.prop(snode_id, "use_nodes") layout.separator_spacer() row = layout.row() row.enabled = not snode.pin row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new") elif snode.tree_type == 'TextureNodeTree': layout.prop(snode, "texture_type", text="") NODE_MT_editor_menus.draw_collapsible(context, layout) if snode_id: layout.prop(snode_id, "use_nodes") layout.separator_spacer() 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") elif snode.tree_type == 'CompositorNodeTree': NODE_MT_editor_menus.draw_collapsible(context, layout) if snode_id: layout.prop(snode_id, "use_nodes") elif snode.tree_type == 'GeometryNodeTree': NODE_MT_editor_menus.draw_collapsible(context, layout) layout.separator_spacer() ob = context.object row = layout.row() if snode.pin: row.enabled = False row.template_ID(snode, "node_tree", new="node.new_geometry_node_group_assign") elif ob: active_modifier = ob.modifiers.active if active_modifier and active_modifier.type == 'NODES': if active_modifier.node_group: row.template_ID(active_modifier, "node_group", new="object.geometry_node_tree_copy_assign") else: row.template_ID(active_modifier, "node_group", new="node.new_geometry_node_group_assign") else: row.template_ID(snode, "node_tree", new="node.new_geometry_nodes_modifier") else: # Custom node tree is edited as independent ID block NODE_MT_editor_menus.draw_collapsible(context, layout) layout.separator_spacer() layout.template_ID(snode, "node_tree", new="node.new_node_tree") # Put pin next to ID block if not is_compositor: layout.prop(snode, "pin", text="", emboss=False) layout.separator_spacer() # Put pin on the right for Compositing if is_compositor: layout.prop(snode, "pin", text="", emboss=False) layout.operator("node.tree_path_parent", text="", icon='FILE_PARENT') # Backdrop if is_compositor: row = layout.row(align=True) row.prop(snode, "show_backdrop", toggle=True) sub = row.row(align=True) sub.active = snode.show_backdrop sub.prop(snode, "backdrop_channels", icon_only=True, text="", expand=True) # Snap row = layout.row(align=True) row.prop(tool_settings, "use_snap_node", text="") row.prop(tool_settings, "snap_node_element", icon_only=True) if tool_settings.snap_node_element != 'GRID': row.prop(tool_settings, "snap_target", text="") # Overlay toggle & popover row = layout.row(align=True) row.prop(overlay, "show_overlays", icon='OVERLAY', text="") sub = row.row(align=True) sub.active = overlay.show_overlays sub.popover(panel="NODE_PT_overlay", text="") class NODE_MT_editor_menus(Menu): bl_idname = "NODE_MT_editor_menus" bl_label = "" def draw(self, _context): layout = self.layout layout.menu("NODE_MT_view") layout.menu("NODE_MT_select") layout.menu("NODE_MT_add") layout.menu("NODE_MT_node") class NODE_MT_add(bpy.types.Menu): bl_space_type = 'NODE_EDITOR' bl_label = "Add" bl_translation_context = i18n_contexts.operator_default def draw(self, context): import nodeitems_utils layout = self.layout layout.operator_context = 'INVOKE_DEFAULT' snode = context.space_data if snode.tree_type == 'GeometryNodeTree': props = layout.operator("node.add_search", text="Search...", icon='VIEWZOOM') layout.separator() layout.menu_contents("NODE_MT_geometry_node_add_all") elif nodeitems_utils.has_node_categories(context): props = layout.operator("node.add_search", text="Search...", icon='VIEWZOOM') props.use_transform = True layout.separator() # actual node submenus are defined by draw functions from node categories nodeitems_utils.draw_node_categories_menu(self, context) class NODE_MT_view(Menu): bl_label = "View" def draw(self, context): layout = self.layout snode = context.space_data layout.prop(snode, "show_region_toolbar") layout.prop(snode, "show_region_ui") layout.separator() # Auto-offset nodes (called "insert_offset" in code) layout.prop(snode, "use_insert_offset") layout.separator() sub = layout.column() sub.operator_context = 'EXEC_REGION_WIN' sub.operator("view2d.zoom_in") sub.operator("view2d.zoom_out") layout.separator() layout.operator("node.view_selected") layout.operator("node.view_all") if context.space_data.show_backdrop: layout.separator() layout.operator("node.backimage_move", text="Backdrop Move") layout.operator("node.backimage_zoom", text="Backdrop Zoom In").factor = 1.2 layout.operator("node.backimage_zoom", text="Backdrop Zoom Out").factor = 1.0 / 1.2 layout.operator("node.backimage_fit", text="Fit Backdrop to Available Space") layout.separator() layout.menu("INFO_MT_area") class NODE_MT_select(Menu): bl_label = "Select" def draw(self, _context): layout = self.layout layout.operator("node.select_box").tweak = False layout.operator("node.select_circle") layout.operator_menu_enum("node.select_lasso", "mode") layout.separator() layout.operator("node.select_all").action = 'TOGGLE' layout.operator("node.select_all", text="Invert").action = 'INVERT' layout.operator("node.select_linked_from") layout.operator("node.select_linked_to") layout.separator() layout.operator("node.select_grouped").extend = False layout.operator("node.select_same_type_step", text="Activate Same Type Previous").prev = True layout.operator("node.select_same_type_step", text="Activate Same Type Next").prev = False layout.separator() layout.operator("node.find_node") class NODE_MT_node(Menu): bl_label = "Node" def draw(self, _context): layout = self.layout layout.operator("transform.translate") layout.operator("transform.rotate") layout.operator("transform.resize") layout.separator() layout.operator("node.clipboard_copy", text="Copy") layout.operator("node.clipboard_paste", text="Paste") layout.operator("node.duplicate_move") layout.operator("node.duplicate_move_linked") layout.operator("node.delete") layout.operator("node.delete_reconnect") layout.separator() layout.operator("node.join", text="Join in New Frame") layout.operator("node.detach", text="Remove from Frame") layout.separator() layout.operator("node.link_make").replace = False layout.operator("node.link_make", text="Make and Replace Links").replace = True layout.operator("node.links_cut") layout.operator("node.links_detach") layout.operator("node.links_mute") layout.separator() layout.operator("node.group_edit").exit = False layout.operator("node.group_ungroup") layout.operator("node.group_make") layout.operator("node.group_insert") layout.separator() layout.operator("node.hide_toggle") layout.operator("node.mute_toggle") layout.operator("node.preview_toggle") layout.operator("node.hide_socket_toggle") layout.operator("node.options_toggle") layout.operator("node.collapse_hide_unused_toggle") layout.separator() layout.operator("node.read_viewlayers") class NODE_MT_view_pie(Menu): bl_label = "View" def draw(self, _context): layout = self.layout pie = layout.menu_pie() pie.operator("node.view_all") pie.operator("node.view_selected", icon='ZOOM_SELECTED') class NODE_PT_active_tool(ToolActivePanelHelper, Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "Tool" class NODE_PT_material_slots(Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'HEADER' bl_label = "Slot" bl_ui_units_x = 12 def draw_header(self, context): ob = context.object self.bl_label = ( iface_("Slot %d") % (ob.active_material_index + 1) if ob.material_slots else iface_("Slot") ) # Duplicate part of 'EEVEE_MATERIAL_PT_context_material'. def draw(self, context): layout = self.layout row = layout.row() col = row.column() ob = context.object col.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index") col = row.column(align=True) col.operator("object.material_slot_add", icon='ADD', text="") col.operator("object.material_slot_remove", icon='REMOVE', text="") col.separator() col.menu("MATERIAL_MT_context_menu", icon='DOWNARROW_HLT', text="") if len(ob.material_slots) > 1: col.separator() col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP' col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN' if ob.mode == 'EDIT': row = layout.row(align=True) row.operator("object.material_slot_assign", text="Assign") row.operator("object.material_slot_select", text="Select") row.operator("object.material_slot_deselect", text="Deselect") class NODE_PT_node_color_presets(PresetPanel, Panel): """Predefined node color""" bl_label = "Color Presets" preset_subdir = "node_color" preset_operator = "script.execute_preset" preset_add_operator = "node.node_color_preset_add" class NODE_MT_node_color_context_menu(Menu): bl_label = "Node Color Specials" def draw(self, _context): layout = self.layout layout.operator("node.node_copy_color", icon='COPY_ID') class NODE_MT_context_menu(Menu): bl_label = "Node Context Menu" def draw(self, context): layout = self.layout selected_nodes_len = len(context.selected_nodes) # If nothing is selected # (disabled for now until it can be made more useful). ''' if selected_nodes_len == 0: layout.operator_context = 'INVOKE_DEFAULT' layout.menu("NODE_MT_add") layout.operator("node.clipboard_paste", text="Paste") return ''' # If something is selected layout.operator_context = 'INVOKE_DEFAULT' layout.operator("node.duplicate_move") props = layout.operator("wm.call_panel", text="Rename...") props.name = "TOPBAR_PT_name" props.keep_open = False layout.operator("node.delete") layout.operator("node.clipboard_copy", text="Copy") layout.operator("node.clipboard_paste", text="Paste") layout.operator_context = 'EXEC_REGION_WIN' layout.operator("node.delete_reconnect") if selected_nodes_len > 1: layout.separator() layout.operator("node.link_make").replace = False layout.operator("node.link_make", text="Make and Replace Links").replace = True layout.operator("node.links_detach") layout.separator() layout.operator("node.group_make", text="Group") layout.operator("node.group_ungroup", text="Ungroup") layout.operator("node.group_edit").exit = False layout.separator() layout.operator("node.hide_toggle") layout.operator("node.mute_toggle") layout.operator("node.preview_toggle") layout.operator("node.hide_socket_toggle") layout.operator("node.options_toggle") layout.operator("node.collapse_hide_unused_toggle") class NODE_PT_active_node_generic(Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "Node" bl_label = "Node" @classmethod def poll(cls, context): return context.active_node is not None def draw(self, context): layout = self.layout node = context.active_node layout.prop(node, "name", icon='NODE') layout.prop(node, "label", icon='NODE') class NODE_PT_active_node_color(Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "Node" bl_label = "Color" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = 'NODE_PT_active_node_generic' @classmethod def poll(cls, context): return context.active_node is not None def draw_header(self, context): node = context.active_node self.layout.prop(node, "use_custom_color", text="") def draw_header_preset(self, _context): NODE_PT_node_color_presets.draw_panel_header(self.layout) def draw(self, context): layout = self.layout node = context.active_node layout.enabled = node.use_custom_color row = layout.row() row.prop(node, "color", text="") row.menu("NODE_MT_node_color_context_menu", text="", icon='DOWNARROW_HLT') class NODE_PT_active_node_properties(Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "Node" bl_label = "Properties" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return context.active_node is not None def draw(self, context): layout = self.layout node = context.active_node # set "node" context pointer for the panel layout layout.context_pointer_set("node", node) if hasattr(node, "draw_buttons_ext"): node.draw_buttons_ext(context, layout) elif hasattr(node, "draw_buttons"): node.draw_buttons(context, layout) # XXX this could be filtered further to exclude socket types # which don't have meaningful input values (e.g. cycles shader) value_inputs = [socket for socket in node.inputs if self.show_socket_input(socket)] if value_inputs: layout.separator() layout.label(text="Inputs:") for socket in value_inputs: row = layout.row() socket.draw( context, row, node, iface_(socket.label if socket.label else socket.name, socket.bl_rna.translation_context), ) def show_socket_input(self, socket): return hasattr(socket, 'draw') and socket.enabled and not socket.is_linked class NODE_PT_texture_mapping(Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "Node" bl_label = "Texture Mapping" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): node = context.active_node return node and hasattr(node, "texture_mapping") and (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False # No animation. node = context.active_node mapping = node.texture_mapping layout.prop(mapping, "vector_type") layout.separator() col = layout.column(align=True) col.prop(mapping, "mapping_x", text="Projection X") col.prop(mapping, "mapping_y", text="Y") col.prop(mapping, "mapping_z", text="Z") layout.separator() layout.prop(mapping, "translation") layout.prop(mapping, "rotation") layout.prop(mapping, "scale") # Node Backdrop options class NODE_PT_backdrop(Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "View" bl_label = "Backdrop" @classmethod def poll(cls, context): snode = context.space_data return snode.tree_type == 'CompositorNodeTree' def draw_header(self, context): snode = context.space_data self.layout.prop(snode, "show_backdrop", text="") def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False snode = context.space_data layout.active = snode.show_backdrop col = layout.column() col.prop(snode, "backdrop_channels", text="Channels") col.prop(snode, "backdrop_zoom", text="Zoom") col.prop(snode, "backdrop_offset", text="Offset") col.separator() col.operator("node.backimage_move", text="Move") col.operator("node.backimage_fit", text="Fit") class NODE_PT_quality(bpy.types.Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "Options" bl_label = "Performance" @classmethod def poll(cls, context): snode = context.space_data return snode.tree_type == 'CompositorNodeTree' and snode.node_tree is not None def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False snode = context.space_data tree = snode.node_tree prefs = bpy.context.preferences col = layout.column() if prefs.experimental.use_full_frame_compositor: col.prop(tree, "execution_mode") col.prop(tree, "render_quality", text="Render") col.prop(tree, "edit_quality", text="Edit") col.prop(tree, "chunk_size") col = layout.column() col.prop(tree, "use_opencl") col.prop(tree, "use_groupnode_buffer") col.prop(tree, "use_two_pass") col.prop(tree, "use_viewer_border") col.separator() col.prop(snode, "use_auto_render") class NODE_PT_overlay(Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'HEADER' bl_label = "Overlays" bl_ui_units_x = 7 def draw(self, context): layout = self.layout layout.label(text="Node Editor Overlays") snode = context.space_data overlay = snode.overlay layout.active = overlay.show_overlays col = layout.column() col.prop(overlay, "show_wire_color", text="Wire Colors") col.separator() col.prop(overlay, "show_context_path", text="Context Path") col.prop(snode, "show_annotation", text="Annotations") if snode.tree_type == 'GeometryNodeTree': col.separator() col.prop(overlay, "show_timing", text="Timings") col.prop(overlay, "show_named_attributes", text="Named Attributes") class NODE_UL_interface_sockets(bpy.types.UIList): def draw_item(self, context, layout, _data, item, icon, _active_data, _active_propname, _index): socket = item color = socket.draw_color(context) if self.layout_type in {'DEFAULT', 'COMPACT'}: row = layout.row(align=True) row.template_node_socket(color=color) row.prop(socket, "name", text="", emboss=False, icon_value=icon) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.template_node_socket(color=color) class NodeTreeInterfacePanel(Panel): @classmethod def poll(cls, context): snode = context.space_data if snode is None: return False tree = snode.edit_tree if tree is None: return False if tree.is_embedded_data: return False return True def draw_socket_list(self, context, in_out, sockets_propname, active_socket_propname): layout = self.layout snode = context.space_data tree = snode.edit_tree sockets = getattr(tree, sockets_propname) active_socket_index = getattr(tree, active_socket_propname) active_socket = sockets[active_socket_index] if active_socket_index >= 0 else None split = layout.row() split.template_list("NODE_UL_interface_sockets", in_out, tree, sockets_propname, tree, active_socket_propname) ops_col = split.column() add_remove_col = ops_col.column(align=True) props = add_remove_col.operator("node.tree_socket_add", icon='ADD', text="") props.in_out = in_out props = add_remove_col.operator("node.tree_socket_remove", icon='REMOVE', text="") props.in_out = in_out ops_col.separator() up_down_col = ops_col.column(align=True) props = up_down_col.operator("node.tree_socket_move", icon='TRIA_UP', text="") props.in_out = in_out props.direction = 'UP' props = up_down_col.operator("node.tree_socket_move", icon='TRIA_DOWN', text="") props.in_out = in_out props.direction = 'DOWN' if active_socket is not None: # Mimicking property split. layout.use_property_split = False layout.use_property_decorate = False layout_row = layout.row(align=True) layout_split = layout_row.split(factor=0.4, align=True) label_column = layout_split.column(align=True) label_column.alignment = 'RIGHT' # Menu to change the socket type. label_column.label(text="Type") property_row = layout_split.row(align=True) props = property_row.operator_menu_enum( "node.tree_socket_change_type", "socket_type", text=active_socket.bl_label if active_socket.bl_label else active_socket.bl_idname ) props.in_out = in_out layout.use_property_split = True layout.use_property_decorate = False layout.prop(active_socket, "name") # Display descriptions only for Geometry Nodes, since it's only used in the modifier panel. if tree.type == 'GEOMETRY': layout.prop(active_socket, "description") field_socket_prefixes = { "NodeSocketInt", "NodeSocketColor", "NodeSocketVector", "NodeSocketBool", "NodeSocketFloat", } is_field_type = any( active_socket.bl_socket_idname.startswith(prefix) for prefix in field_socket_prefixes ) if is_field_type: if in_out == 'OUT': layout.prop(active_socket, "attribute_domain") layout.prop(active_socket, "default_attribute_name") active_socket.draw(context, layout) class NODE_PT_node_tree_interface_inputs(NodeTreeInterfacePanel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "Group" bl_label = "Inputs" def draw(self, context): self.draw_socket_list(context, "IN", "inputs", "active_input") class NODE_PT_node_tree_interface_outputs(NodeTreeInterfacePanel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "Group" bl_label = "Outputs" def draw(self, context): self.draw_socket_list(context, "OUT", "outputs", "active_output") # Grease Pencil properties class NODE_PT_annotation(AnnotationDataPanel, Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'UI' bl_category = "View" bl_options = {'DEFAULT_CLOSED'} # NOTE: this is just a wrapper around the generic GP Panel @classmethod def poll(cls, context): snode = context.space_data return snode is not None and snode.node_tree is not None def node_draw_tree_view(_layout, _context): pass # Adapt properties editor panel to display in node editor. We have to # copy the class rather than inherit due to the way bpy registration works. def node_panel(cls): node_cls_dict = cls.__dict__.copy() # Needed for re-registration. node_cls_dict.pop("bl_rna", None) node_cls = type('NODE_' + cls.__name__, cls.__bases__, node_cls_dict) node_cls.bl_space_type = 'NODE_EDITOR' node_cls.bl_region_type = 'UI' node_cls.bl_category = "Options" if hasattr(node_cls, 'bl_parent_id'): node_cls.bl_parent_id = 'NODE_' + node_cls.bl_parent_id return node_cls classes = ( NODE_HT_header, NODE_MT_editor_menus, NODE_MT_add, NODE_MT_view, NODE_MT_select, NODE_MT_node, NODE_MT_node_color_context_menu, NODE_MT_context_menu, NODE_MT_view_pie, NODE_PT_material_slots, NODE_PT_node_color_presets, NODE_PT_active_node_generic, NODE_PT_active_node_color, NODE_PT_active_node_properties, NODE_PT_texture_mapping, NODE_PT_active_tool, NODE_PT_backdrop, NODE_PT_quality, NODE_PT_annotation, NODE_PT_overlay, NODE_UL_interface_sockets, NODE_PT_node_tree_interface_inputs, NODE_PT_node_tree_interface_outputs, node_panel(EEVEE_MATERIAL_PT_settings), node_panel(MATERIAL_PT_viewport), node_panel(WORLD_PT_viewport_display), node_panel(DATA_PT_light), node_panel(DATA_PT_EEVEE_light), ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)