[Bf-blender-cvs] [3e1b755ead4] blender2.8: UI: Center ID Blocks in Node Editor
William Reynish
noreply at git.blender.org
Thu Jun 28 00:49:26 CEST 2018
Commit: 3e1b755ead48e7d739c33fa8da5d0c5ea3bf5553
Author: William Reynish
Date: Thu Jun 28 00:30:22 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB3e1b755ead48e7d739c33fa8da5d0c5ea3bf5553
UI: Center ID Blocks in Node Editor
See T55635
===================================================================
M release/scripts/startup/bl_ui/space_node.py
===================================================================
diff --git a/release/scripts/startup/bl_ui/space_node.py b/release/scripts/startup/bl_ui/space_node.py
index 521c510ad2d..d8b06662830 100644
--- a/release/scripts/startup/bl_ui/space_node.py
+++ b/release/scripts/startup/bl_ui/space_node.py
@@ -57,6 +57,16 @@ class NODE_HT_header(Header):
ob = context.object
if snode.shader_type == 'OBJECT' and ob:
+
+ NODE_MT_editor_menus.draw_collapsible(context, layout)
+
+ # No shader nodes for Eevee lamps
+ if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob.type == 'LAMP'):
+ row = layout.row()
+ row.prop(snode_id, "use_nodes")
+
+ layout.separator_spacer()
+
row = layout.row()
# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
row.enabled = not snode.pin
@@ -67,56 +77,60 @@ class NODE_HT_header(Header):
if id_from and ob.type != 'LAMP':
row.template_ID(id_from, "active_material", new="material.new")
- # No shader nodes for Eevee lamps
- if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob.type == 'LAMP'):
- row.prop(snode_id, "use_nodes")
+ if snode.shader_type == 'WORLD':
NODE_MT_editor_menus.draw_collapsible(context, layout)
- if snode.shader_type == 'WORLD':
- row = layout.row()
- row.enabled = not snode.pin
- row.template_ID(scene, "world", new="world.new")
-
if snode_id:
+ row = layout.row()
row.prop(snode_id, "use_nodes")
- NODE_MT_editor_menus.draw_collapsible(context, layout)
+ 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:
- row = layout.row()
- row.enabled = not snode.pin
- row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
+ 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="", expand=True)
+ 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")
- if snode_id:
- layout.prop(snode_id, "use_nodes")
+ elif snode.tree_type == 'CompositorNodeTree':
NODE_MT_editor_menus.draw_collapsible(context, layout)
- elif snode.tree_type == 'CompositorNodeTree':
-
if snode_id:
layout.prop(snode_id, "use_nodes")
- NODE_MT_editor_menus.draw_collapsible(context, layout)
-
layout.prop(snode, "use_auto_render")
layout.prop(snode, "show_backdrop")
if snode.show_backdrop:
@@ -125,9 +139,11 @@ class NODE_HT_header(Header):
else:
# Custom node tree is edited as independent ID block
- layout.template_ID(snode, "node_tree", new="node.new_node_tree")
NODE_MT_editor_menus.draw_collapsible(context, layout)
+ layout.separator_spacer()
+
+ layout.template_ID(snode, "node_tree", new="node.new_node_tree")
layout.separator_spacer()
layout.prop(snode, "pin", text="")
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