Sun Kim
b26caabe52
Remove Switch Type operator as it is no longer operational in all node editors, and "the fix" may be a native implementation anyway (see #101514). When the shortcut `Shift + S` is pressed, the notice of removal with the future plan of native implementation is displayed. The native implementation might use the shortcut. Pull Request: #104957
496 lines
17 KiB
Python
496 lines
17 KiB
Python
# SPDX-FileCopyrightText: 2023 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Panel, Menu
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from bpy.props import StringProperty
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from nodeitems_utils import node_categories_iter, NodeItemCustom
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from . import operators
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from .utils.constants import blend_types, geo_combine_operations, operations
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from .utils.nodes import get_nodes_links, nw_check, NWBase
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def drawlayout(context, layout, mode='non-panel'):
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tree_type = context.space_data.tree_type
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col = layout.column(align=True)
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col.menu(NWMergeNodesMenu.bl_idname)
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col.separator()
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if tree_type == 'ShaderNodeTree':
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col = layout.column(align=True)
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col.operator(operators.NWAddTextureSetup.bl_idname, text="Add Texture Setup", icon='NODE_SEL')
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col.operator(operators.NWAddPrincipledSetup.bl_idname, text="Add Principled Setup", icon='NODE_SEL')
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col.separator()
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col = layout.column(align=True)
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col.operator(operators.NWDetachOutputs.bl_idname, icon='UNLINKED')
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col.operator(operators.NWSwapLinks.bl_idname)
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col.menu(NWAddReroutesMenu.bl_idname, text="Add Reroutes", icon='LAYER_USED')
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col.separator()
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col = layout.column(align=True)
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col.menu(NWLinkActiveToSelectedMenu.bl_idname, text="Link Active To Selected", icon='LINKED')
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if tree_type != 'GeometryNodeTree':
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col.operator(operators.NWLinkToOutputNode.bl_idname, icon='DRIVER')
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col.separator()
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col = layout.column(align=True)
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if mode == 'panel':
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row = col.row(align=True)
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row.operator(operators.NWClearLabel.bl_idname).option = True
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row.operator(operators.NWModifyLabels.bl_idname)
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else:
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col.operator(operators.NWClearLabel.bl_idname).option = True
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col.operator(operators.NWModifyLabels.bl_idname)
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col.menu(NWBatchChangeNodesMenu.bl_idname, text="Batch Change")
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col.separator()
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col.menu(NWCopyToSelectedMenu.bl_idname, text="Copy to Selected")
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col.separator()
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col = layout.column(align=True)
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if tree_type == 'CompositorNodeTree':
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col.operator(operators.NWResetBG.bl_idname, icon='ZOOM_PREVIOUS')
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if tree_type != 'GeometryNodeTree':
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col.operator(operators.NWReloadImages.bl_idname, icon='FILE_REFRESH')
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col.separator()
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col = layout.column(align=True)
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col.operator(operators.NWFrameSelected.bl_idname, icon='STICKY_UVS_LOC')
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col.separator()
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col = layout.column(align=True)
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col.operator(operators.NWAlignNodes.bl_idname, icon='CENTER_ONLY')
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col.separator()
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col = layout.column(align=True)
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col.operator(operators.NWDeleteUnused.bl_idname, icon='CANCEL')
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col.separator()
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class NodeWranglerPanel(Panel, NWBase):
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bl_idname = "NODE_PT_nw_node_wrangler"
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bl_space_type = 'NODE_EDITOR'
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bl_label = "Node Wrangler"
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bl_region_type = "UI"
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bl_category = "Node Wrangler"
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prepend: StringProperty(
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name='prepend',
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)
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append: StringProperty()
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remove: StringProperty()
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def draw(self, context):
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self.layout.label(text="(Quick access: Shift+W)")
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drawlayout(context, self.layout, mode='panel')
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#
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# M E N U S
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#
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class NodeWranglerMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_node_wrangler_menu"
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bl_label = "Node Wrangler"
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def draw(self, context):
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self.layout.operator_context = 'INVOKE_DEFAULT'
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drawlayout(context, self.layout)
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class NWMergeNodesMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_merge_nodes_menu"
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bl_label = "Merge Selected Nodes"
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def draw(self, context):
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type = context.space_data.tree_type
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layout = self.layout
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if type == 'ShaderNodeTree':
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layout.menu(NWMergeShadersMenu.bl_idname, text="Use Shaders")
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if type == 'GeometryNodeTree':
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layout.menu(NWMergeGeometryMenu.bl_idname, text="Use Geometry Nodes")
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layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes")
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else:
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layout.menu(NWMergeMixMenu.bl_idname, text="Use Mix Nodes")
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layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes")
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props = layout.operator(operators.NWMergeNodes.bl_idname, text="Use Z-Combine Nodes")
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props.mode = 'MIX'
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props.merge_type = 'ZCOMBINE'
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props = layout.operator(operators.NWMergeNodes.bl_idname, text="Use Alpha Over Nodes")
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props.mode = 'MIX'
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props.merge_type = 'ALPHAOVER'
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class NWMergeGeometryMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_merge_geometry_menu"
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bl_label = "Merge Selected Nodes using Geometry Nodes"
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def draw(self, context):
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layout = self.layout
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# The boolean node + Join Geometry node
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for type, name, description in geo_combine_operations:
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props = layout.operator(operators.NWMergeNodes.bl_idname, text=name)
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props.mode = type
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props.merge_type = 'GEOMETRY'
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class NWMergeShadersMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_merge_shaders_menu"
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bl_label = "Merge Selected Nodes using Shaders"
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def draw(self, context):
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layout = self.layout
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for type in ('MIX', 'ADD'):
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name = f'{type.capitalize()} Shader'
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props = layout.operator(operators.NWMergeNodes.bl_idname, text=name)
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props.mode = type
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props.merge_type = 'SHADER'
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class NWMergeMixMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_merge_mix_menu"
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bl_label = "Merge Selected Nodes using Mix"
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def draw(self, context):
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layout = self.layout
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for type, name, description in blend_types:
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props = layout.operator(operators.NWMergeNodes.bl_idname, text=name)
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props.mode = type
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props.merge_type = 'MIX'
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class NWConnectionListOutputs(Menu, NWBase):
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bl_idname = "NODE_MT_nw_connection_list_out"
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bl_label = "From:"
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def draw(self, context):
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layout = self.layout
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nodes, links = get_nodes_links(context)
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n1 = nodes[context.scene.NWLazySource]
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for index, output in enumerate(n1.outputs):
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# Only show sockets that are exposed.
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if output.enabled:
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layout.operator(
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operators.NWCallInputsMenu.bl_idname,
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text=output.name,
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icon="RADIOBUT_OFF").from_socket = index
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class NWConnectionListInputs(Menu, NWBase):
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bl_idname = "NODE_MT_nw_connection_list_in"
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bl_label = "To:"
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def draw(self, context):
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layout = self.layout
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nodes, links = get_nodes_links(context)
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n2 = nodes[context.scene.NWLazyTarget]
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for index, input in enumerate(n2.inputs):
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# Only show sockets that are exposed.
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# This prevents, for example, the scale value socket
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# of the vector math node being added to the list when
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# the mode is not 'SCALE'.
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if input.enabled:
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op = layout.operator(operators.NWMakeLink.bl_idname, text=input.name, icon="FORWARD")
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op.from_socket = context.scene.NWSourceSocket
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op.to_socket = index
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class NWMergeMathMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_merge_math_menu"
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bl_label = "Merge Selected Nodes using Math"
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def draw(self, context):
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layout = self.layout
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for type, name, description in operations:
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props = layout.operator(operators.NWMergeNodes.bl_idname, text=name)
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props.mode = type
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props.merge_type = 'MATH'
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class NWBatchChangeNodesMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_batch_change_nodes_menu"
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bl_label = "Batch Change Selected Nodes"
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def draw(self, context):
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layout = self.layout
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layout.menu(NWBatchChangeBlendTypeMenu.bl_idname)
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layout.menu(NWBatchChangeOperationMenu.bl_idname)
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class NWBatchChangeBlendTypeMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_batch_change_blend_type_menu"
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bl_label = "Batch Change Blend Type"
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def draw(self, context):
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layout = self.layout
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for type, name, description in blend_types:
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props = layout.operator(operators.NWBatchChangeNodes.bl_idname, text=name)
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props.blend_type = type
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props.operation = 'CURRENT'
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class NWBatchChangeOperationMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_batch_change_operation_menu"
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bl_label = "Batch Change Math Operation"
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def draw(self, context):
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layout = self.layout
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for type, name, description in operations:
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props = layout.operator(operators.NWBatchChangeNodes.bl_idname, text=name)
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props.blend_type = 'CURRENT'
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props.operation = type
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class NWCopyToSelectedMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_copy_node_properties_menu"
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bl_label = "Copy to Selected"
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def draw(self, context):
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layout = self.layout
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layout.operator(operators.NWCopySettings.bl_idname, text="Settings from Active")
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layout.menu(NWCopyLabelMenu.bl_idname)
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class NWCopyLabelMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_copy_label_menu"
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bl_label = "Copy Label"
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def draw(self, context):
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layout = self.layout
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layout.operator(operators.NWCopyLabel.bl_idname, text="from Active Node's Label").option = 'FROM_ACTIVE'
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layout.operator(operators.NWCopyLabel.bl_idname, text="from Linked Node's Label").option = 'FROM_NODE'
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layout.operator(operators.NWCopyLabel.bl_idname, text="from Linked Output's Name").option = 'FROM_SOCKET'
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class NWAddReroutesMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_add_reroutes_menu"
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bl_label = "Add Reroutes"
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bl_description = "Add Reroute Nodes to Selected Nodes' Outputs"
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def draw(self, context):
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layout = self.layout
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layout.operator(operators.NWAddReroutes.bl_idname, text="to All Outputs").option = 'ALL'
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layout.operator(operators.NWAddReroutes.bl_idname, text="to Loose Outputs").option = 'LOOSE'
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layout.operator(operators.NWAddReroutes.bl_idname, text="to Linked Outputs").option = 'LINKED'
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class NWLinkActiveToSelectedMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_link_active_to_selected_menu"
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bl_label = "Link Active to Selected"
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def draw(self, context):
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layout = self.layout
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layout.menu(NWLinkStandardMenu.bl_idname)
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layout.menu(NWLinkUseNodeNameMenu.bl_idname)
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layout.menu(NWLinkUseOutputsNamesMenu.bl_idname)
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class NWLinkStandardMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_link_standard_menu"
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bl_label = "To All Selected"
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def draw(self, context):
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layout = self.layout
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props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Don't Replace Links")
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props.replace = False
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props.use_node_name = False
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props.use_outputs_names = False
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props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Replace Links")
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props.replace = True
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props.use_node_name = False
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props.use_outputs_names = False
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class NWLinkUseNodeNameMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_link_use_node_name_menu"
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bl_label = "Use Node Name/Label"
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def draw(self, context):
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layout = self.layout
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props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Don't Replace Links")
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props.replace = False
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props.use_node_name = True
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props.use_outputs_names = False
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props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Replace Links")
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props.replace = True
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props.use_node_name = True
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props.use_outputs_names = False
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class NWLinkUseOutputsNamesMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_link_use_outputs_names_menu"
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bl_label = "Use Outputs Names"
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def draw(self, context):
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layout = self.layout
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props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Don't Replace Links")
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props.replace = False
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props.use_node_name = False
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props.use_outputs_names = True
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props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Replace Links")
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props.replace = True
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props.use_node_name = False
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props.use_outputs_names = True
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class NWAttributeMenu(bpy.types.Menu):
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bl_idname = "NODE_MT_nw_node_attribute_menu"
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bl_label = "Attributes"
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@classmethod
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def poll(cls, context):
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valid = False
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if nw_check(context):
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snode = context.space_data
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valid = snode.tree_type == 'ShaderNodeTree'
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return valid
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def draw(self, context):
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l = self.layout
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nodes, links = get_nodes_links(context)
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mat = context.object.active_material
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objs = []
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for obj in bpy.data.objects:
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for slot in obj.material_slots:
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if slot.material == mat:
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objs.append(obj)
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attrs = []
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for obj in objs:
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if obj.data.attributes:
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for attr in obj.data.attributes:
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attrs.append(attr.name)
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attrs = list(set(attrs)) # get a unique list
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if attrs:
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for attr in attrs:
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l.operator(operators.NWAddAttrNode.bl_idname, text=attr).attr_name = attr
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else:
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l.label(text="No attributes on objects with this material")
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class NWSwitchNodeTypeMenu(Menu, NWBase):
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bl_idname = "NODE_MT_nw_switch_node_type_menu"
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bl_label = "Switch Type to..."
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def draw(self, context):
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layout = self.layout
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layout.label(text="This operator is removed due to the changes of node menus.", icon='ERROR')
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layout.label(text="A native implementation of the function is expected in the future.")
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#
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# APPENDAGES TO EXISTING UI
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#
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def select_parent_children_buttons(self, context):
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layout = self.layout
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layout.operator(operators.NWSelectParentChildren.bl_idname,
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text="Select frame's members (children)").option = 'CHILD'
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layout.operator(operators.NWSelectParentChildren.bl_idname, text="Select parent frame").option = 'PARENT'
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def attr_nodes_menu_func(self, context):
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col = self.layout.column(align=True)
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col.menu("NODE_MT_nw_node_attribute_menu")
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col.separator()
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def multipleimages_menu_func(self, context):
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col = self.layout.column(align=True)
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col.operator(operators.NWAddMultipleImages.bl_idname, text="Multiple Images")
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col.operator(operators.NWAddSequence.bl_idname, text="Image Sequence")
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col.separator()
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def bgreset_menu_func(self, context):
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self.layout.operator(operators.NWResetBG.bl_idname)
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def save_viewer_menu_func(self, context):
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if nw_check(context):
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if context.space_data.tree_type == 'CompositorNodeTree':
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if context.scene.node_tree.nodes.active:
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if context.scene.node_tree.nodes.active.type == "VIEWER":
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self.layout.operator(operators.NWSaveViewer.bl_idname, icon='FILE_IMAGE')
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def reset_nodes_button(self, context):
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node_active = context.active_node
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node_selected = context.selected_nodes
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node_ignore = ["FRAME", "REROUTE", "GROUP"]
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# Check if active node is in the selection and respective type
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if (len(node_selected) == 1) and node_active and node_active.select and node_active.type not in node_ignore:
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row = self.layout.row()
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row.operator(operators.NWResetNodes.bl_idname, text="Reset Node", icon="FILE_REFRESH")
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self.layout.separator()
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elif (len(node_selected) == 1) and node_active and node_active.select and node_active.type == "FRAME":
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row = self.layout.row()
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row.operator(operators.NWResetNodes.bl_idname, text="Reset Nodes in Frame", icon="FILE_REFRESH")
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self.layout.separator()
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classes = (
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NodeWranglerPanel,
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NodeWranglerMenu,
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NWMergeNodesMenu,
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NWMergeGeometryMenu,
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NWMergeShadersMenu,
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NWMergeMixMenu,
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NWConnectionListOutputs,
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NWConnectionListInputs,
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NWMergeMathMenu,
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NWBatchChangeNodesMenu,
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NWBatchChangeBlendTypeMenu,
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NWBatchChangeOperationMenu,
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NWCopyToSelectedMenu,
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NWCopyLabelMenu,
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NWAddReroutesMenu,
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NWLinkActiveToSelectedMenu,
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NWLinkStandardMenu,
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NWLinkUseNodeNameMenu,
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NWLinkUseOutputsNamesMenu,
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NWAttributeMenu,
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NWSwitchNodeTypeMenu,
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)
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def register():
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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# menu items
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bpy.types.NODE_MT_select.append(select_parent_children_buttons)
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bpy.types.NODE_MT_category_shader_input.prepend(attr_nodes_menu_func)
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bpy.types.NODE_PT_backdrop.append(bgreset_menu_func)
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bpy.types.NODE_PT_active_node_generic.append(save_viewer_menu_func)
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bpy.types.NODE_MT_category_shader_texture.prepend(multipleimages_menu_func)
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bpy.types.NODE_MT_category_compositor_input.prepend(multipleimages_menu_func)
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bpy.types.NODE_PT_active_node_generic.prepend(reset_nodes_button)
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bpy.types.NODE_MT_node.prepend(reset_nodes_button)
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def unregister():
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# menu items
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bpy.types.NODE_MT_select.remove(select_parent_children_buttons)
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bpy.types.NODE_MT_category_shader_input.remove(attr_nodes_menu_func)
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bpy.types.NODE_PT_backdrop.remove(bgreset_menu_func)
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bpy.types.NODE_PT_active_node_generic.remove(save_viewer_menu_func)
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bpy.types.NODE_MT_category_shader_texture.remove(multipleimages_menu_func)
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bpy.types.NODE_MT_category_compositor_input.remove(multipleimages_menu_func)
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bpy.types.NODE_PT_active_node_generic.remove(reset_nodes_button)
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bpy.types.NODE_MT_node.remove(reset_nodes_button)
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from bpy.utils import unregister_class
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for cls in classes:
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unregister_class(cls)
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