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blender-archive/release/scripts/startup/bl_ui/space_node.py
Hans Goudey 837144b457 Nodes: Use plain menus for geometry nodes add menu
At the cost of slightly more boilerplate code, we can avoid the `NodeItem`
and `NodeCategory` abstractions used to build the node add menu.
This makes the menus more flexible and more obvious, which will
make them easier to extend with assets.

The identifiers for the new menu types are inconsistent with regular
class naming for backwards compatibility with the old "category"
menu naming.

Also adds an item for the "Self Object" node missed in dd5131bd70.

Differential Revision: https://developer.blender.org/D15973
2022-09-26 13:10:42 -05:00

919 lines
29 KiB
Python

# 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.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)