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blender-archive/release/scripts/startup/bl_ui/properties_data_shaderfx.py
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

38 lines
831 B
Python

# SPDX-License-Identifier: GPL-2.0-or-later
# <pep8 compliant>
from bpy.types import Panel
class ShaderFxButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "shaderfx"
class DATA_PT_shader_fx(ShaderFxButtonsPanel, Panel):
bl_label = "Effects"
bl_options = {'HIDE_HEADER'}
# Unused: always show for now.
# @classmethod
# def poll(cls, context):
# ob = context.object
# return ob and ob.type == 'GPENCIL'
def draw(self, _context):
layout = self.layout
layout.operator_menu_enum("object.shaderfx_add", "type")
layout.template_shaderfx()
classes = (
DATA_PT_shader_fx,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)