text: ##########################################################################
  #
  #  Copyright (c) 2014, Image Engine Design Inc. All rights reserved.
  #
  #  Redistribution and use in source and binary forms, with or without
  #  modification, are permitted provided that the following conditions are
  #  met:
  #
  #      * Redistributions of source code must retain the above
  #        copyright notice, this list of conditions and the following
  #        disclaimer.
  #
  #      * Redistributions in binary form must reproduce the above
  #        copyright notice, this list of conditions and the following
  #        disclaimer in the documentation and/or other materials provided with
  #        the distribution.
  #
  #      * Neither the name of John Haddon nor the names of
  #        any other contributors to this software may be used to endorse or
  #        promote products derived from this software without specific prior
  #        written permission.
  #
  #  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
  #  IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
  #  THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  #  PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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  #  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  #
  ##########################################################################
  
  import IECore
  
  import GafferScene
  
  ## A little wrapper sufficient to load old Displays nodes
  # and cause them to be turned into Outputs nodes on the
  # next save.
  class Displays( GafferScene.Outputs ) :
  
  	def __init__( self, name = "Displays" ) :
  
  		GafferScene.Outputs.__init__( self, name )
  
  	def __getitem__( self, key ) :
  
  		key = "outputs" if key == "displays" else key
  		return GafferScene.Outputs.__getitem__( self, key )
  
  IECore.registerRunTimeTyped( Displays, typeName = "GafferScene::Displays" )
  
  GafferScene.Displays = Displays
  