- De-duplicate code used by color management panel drawing, moved this panel to utility file in bl_ui - Added support of per-window color management control which means view transform. exposure and gamma could be set per window and all spaces would use this settings. This is default behavior for older files now. - Added support of color management display of movie clips in clip editor. Supported both texture buffer and fallback draw methods. - Fixed default values for exposure and gamma
264 lines
8.4 KiB
Python
264 lines
8.4 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Header, Menu, Panel
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from bl_ui.properties_color_management import ColorManagedViewSettingsPanel
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class NODE_HT_header(Header):
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bl_space_type = 'NODE_EDITOR'
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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ob = context.object
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snode = context.space_data
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snode_id = snode.id
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id_from = snode.id_from
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toolsettings = context.tool_settings
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row = layout.row(align=True)
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row.template_header()
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if context.area.show_menus:
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row.menu("NODE_MT_view")
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row.menu("NODE_MT_select")
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row.menu("NODE_MT_add")
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row.menu("NODE_MT_node")
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layout.prop(snode, "tree_type", text="", expand=True)
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if snode.tree_type == 'SHADER':
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if scene.render.use_shading_nodes:
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layout.prop(snode, "shader_type", text="", expand=True)
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if (not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT') and ob:
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# Show material.new when no active ID/slot exists
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if not id_from and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}:
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layout.template_ID(ob, "active_material", new="material.new")
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# Material ID, but not for Lamps
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if id_from and ob.type != 'LAMP':
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layout.template_ID(id_from, "active_material", new="material.new")
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# Don't show "Use Nodes" Button when Engine is BI for Lamps
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if snode_id and not (scene.render.use_shading_nodes == 0 and ob.type == 'LAMP'):
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layout.prop(snode_id, "use_nodes")
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if snode.shader_type == 'WORLD':
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layout.template_ID(scene, "world", new="world.new")
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if snode_id:
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layout.prop(snode_id, "use_nodes")
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elif snode.tree_type == 'TEXTURE':
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layout.prop(snode, "texture_type", text="", expand=True)
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if id_from:
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if snode.texture_type == 'BRUSH':
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layout.template_ID(id_from, "texture", new="texture.new")
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else:
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layout.template_ID(id_from, "active_texture", new="texture.new")
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if snode_id:
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layout.prop(snode_id, "use_nodes")
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elif snode.tree_type == 'COMPOSITING':
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layout.prop(snode_id, "use_nodes")
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layout.prop(snode_id.render, "use_free_unused_nodes", text="Free Unused")
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layout.prop(snode, "show_backdrop")
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if snode.show_backdrop:
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row = layout.row(align=True)
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row.prop(snode, "backdrop_channels", text="", expand=True)
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layout.prop(snode, "use_auto_render")
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layout.separator()
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# Snap
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row = layout.row(align=True)
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row.prop(toolsettings, "use_snap", text="")
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row.prop(toolsettings, "snap_node_element", text="", icon_only=True)
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if toolsettings.snap_node_element != 'INCREMENT':
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row.prop(toolsettings, "snap_target", text="")
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layout.template_running_jobs()
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class NODE_MT_view(Menu):
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bl_label = "View"
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def draw(self, context):
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layout = self.layout
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layout.operator("node.properties", icon='MENU_PANEL')
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layout.separator()
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layout.operator("view2d.zoom_in")
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layout.operator("view2d.zoom_out")
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layout.separator()
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layout.operator("node.view_all")
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if context.space_data.show_backdrop:
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layout.separator()
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layout.operator("node.backimage_move", text="Backdrop move")
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layout.operator("node.backimage_zoom", text="Backdrop zoom in").factor = 1.2
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layout.operator("node.backimage_zoom", text="Backdrop zoom out").factor = 0.833
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layout.separator()
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layout.operator("screen.area_dupli")
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layout.operator("screen.screen_full_area")
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class NODE_MT_select(Menu):
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bl_label = "Select"
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def draw(self, context):
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layout = self.layout
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layout.operator("node.select_border")
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layout.separator()
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layout.operator("node.select_all")
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layout.operator("node.select_linked_from")
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layout.operator("node.select_linked_to")
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layout.operator("node.select_same_type")
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layout.operator("node.select_same_type_next")
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layout.operator("node.select_same_type_prev")
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class NODE_MT_node(Menu):
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bl_label = "Node"
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def draw(self, context):
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layout = self.layout
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layout.operator("transform.translate")
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layout.operator("transform.rotate")
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layout.operator("transform.resize")
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layout.separator()
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layout.operator("node.duplicate_move")
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layout.operator("node.delete")
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layout.operator("node.delete_reconnect")
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layout.separator()
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layout.operator("node.link_make")
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layout.operator("node.link_make", text="Make and Replace Links").replace = True
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layout.operator("node.links_cut")
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layout.separator()
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layout.operator("node.group_edit")
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layout.operator("node.group_ungroup")
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layout.operator("node.group_make")
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layout.separator()
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layout.operator("node.hide_toggle")
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layout.operator("node.mute_toggle")
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layout.operator("node.preview_toggle")
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layout.operator("node.hide_socket_toggle")
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layout.operator("node.options_toggle")
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layout.separator()
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layout.operator("node.show_cyclic_dependencies")
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layout.operator("node.read_renderlayers")
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layout.operator("node.read_fullsamplelayers")
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class NODE_PT_display_properties(Panel, ColorManagedViewSettingsPanel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Display Properties"
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# Node Backdrop options
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class NODE_PT_properties(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Backdrop"
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode.tree_type == 'COMPOSITING'
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def draw_header(self, context):
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snode = context.space_data
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self.layout.prop(snode, "show_backdrop", text="")
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def draw(self, context):
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layout = self.layout
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snode = context.space_data
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layout.active = snode.show_backdrop
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layout.prop(snode, "backdrop_channels", text="")
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layout.prop(snode, "backdrop_zoom", text="Zoom")
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col = layout.column(align=True)
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col.label(text="Offset:")
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col.prop(snode, "backdrop_x", text="X")
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col.prop(snode, "backdrop_y", text="Y")
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col.operator("node.backimage_move", text="Move")
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class NODE_PT_quality(bpy.types.Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Quality"
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode.tree_type == 'COMPOSITING' and snode.node_tree is not None
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def draw(self, context):
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layout = self.layout
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snode = context.space_data
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tree = snode.node_tree
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layout.prop(tree, "render_quality", text="Render")
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layout.prop(tree, "edit_quality", text="Edit")
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layout.prop(tree, "chunk_size")
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layout.prop(tree, "use_opencl")
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class NODE_MT_node_color_presets(Menu):
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"""Predefined node color"""
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bl_label = "Color Presets"
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preset_subdir = "node_color"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class NODE_MT_node_color_specials(Menu):
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bl_label = "Node Color Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("node.node_copy_color", icon='COPY_ID')
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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