text: # ##### BEGIN GPL LICENSE BLOCK #####
  #
  #  This program is free software; you can redistribute it and/or
  #  modify it under the terms of the GNU General Public License
  #  as published by the Free Software Foundation; either version 2
  #  of the License, or (at your option) any later version.
  #
  #  This program is distributed in the hope that it will be useful,
  #  but WITHOUT ANY WARRANTY; without even the implied warranty of
  #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  #  GNU General Public License for more details.
  #
  #  You should have received a copy of the GNU General Public License
  #  along with this program; if not, write to the Free Software Foundation,
  #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  #
  # ##### END GPL LICENSE BLOCK #####
  
  # <pep8 compliant>
  import bpy
  from bpy.types import (
      Header,
      Menu,
      Panel,
  )
  from .properties_paint_common import (
      UnifiedPaintPanel,
  )
  from .properties_grease_pencil_common import (
      AnnotationDataPanel,
      AnnotationOnionSkin,
      GreasePencilMaterialsPanel,
  )
  from .space_toolsystem_common import (
      ToolActivePanelHelper,
  )
  from bpy.app.translations import contexts as i18n_contexts
  
  
  class VIEW3D_HT_tool_header(Header):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'TOOL_HEADER'
  
      def draw(self, context):
          layout = self.layout
  
          layout.row(align=True).template_header()
  
          self.draw_tool_settings(context)
  
          layout.separator_spacer()
  
          VIEW3D_HT_header.draw_xform_template(layout, context)
  
          layout.separator_spacer()
  
          self.draw_mode_settings(context)
  
      def draw_tool_settings(self, context):
          layout = self.layout
          tool_mode = context.mode
  
          # Active Tool
          # -----------
          from .space_toolsystem_common import ToolSelectPanelHelper
          tool = ToolSelectPanelHelper.draw_active_tool_header(
              context, layout,
              tool_key=('VIEW_3D', tool_mode),
          )
  
          # Object Mode Options
          # -------------------
  
          # Example of how tool_settings can be accessed as pop-overs.
  
          # TODO(campbell): editing options should be after active tool options
          # (obviously separated for from the users POV)
          draw_fn = getattr(_draw_tool_settings_context_mode, tool_mode, None)
          if draw_fn is not None:
              draw_fn(context, layout, tool)
  
          popover_kw = {"space_type": 'VIEW_3D', "region_type": 'UI', "category": "Tool"}
  
          # Note: general mode options should be added to 'draw_mode_settings'.
          if tool_mode == 'SCULPT':
              if (tool is not None) and tool.has_datablock:
                  layout.popover_group(context=".paint_common", **popover_kw)
          elif tool_mode == 'PAINT_VERTEX':
              if (tool is not None) and tool.has_datablock:
                  layout.popover_group(context=".paint_common", **popover_kw)
          elif tool_mode == 'PAINT_WEIGHT':
              if (tool is not None) and tool.has_datablock:
                  layout.popover_group(context=".paint_common", **popover_kw)
          elif tool_mode == 'PAINT_TEXTURE':
              if (tool is not None) and tool.has_datablock:
                  layout.popover_group(context=".paint_common", **popover_kw)
          elif tool_mode == 'EDIT_ARMATURE':
              pass
          elif tool_mode == 'EDIT_CURVE':
              pass
          elif tool_mode == 'EDIT_MESH':
              pass
          elif tool_mode == 'POSE':
              pass
          elif tool_mode == 'PARTICLE':
              # Disable, only shows "Brush" panel, which is already in the top-bar.
              # if tool.has_datablock:
              #     layout.popover_group(context=".paint_common", **popover_kw)
              pass
          elif tool_mode == 'PAINT_GPENCIL':
              if (tool is not None) and tool.has_datablock:
                  layout.popover_group(context=".greasepencil_paint", **popover_kw)
          elif tool_mode == 'SCULPT_GPENCIL':
              layout.popover_group(context=".greasepencil_sculpt", **popover_kw)
          elif tool_mode == 'WEIGHT_GPENCIL':
              layout.popover_group(context=".greasepencil_weight", **popover_kw)
  
      def draw_mode_settings(self, context):
          layout = self.layout
          mode_string = context.mode
  
          def row_for_mirror():
              row = layout.row(align=True)
              row.label(icon='MOD_MIRROR')
              sub = row.row(align=True)
              sub.scale_x = 0.6
              return row, sub
  
          if mode_string == 'EDIT_MESH':
              _row, sub = row_for_mirror()
              sub.prop(context.object.data, "use_mirror_x", text="X", toggle=True)
              tool_settings = context.tool_settings
              layout.prop(tool_settings, "use_mesh_automerge", text="")
          elif mode_string == 'EDIT_ARMATURE':
              _row, sub = row_for_mirror()
              sub.prop(context.object.data, "use_mirror_x", text="X", toggle=True)
          elif mode_string == 'POSE':
              _row, sub = row_for_mirror()
              sub.prop(context.object.pose, "use_mirror_x", text="X", toggle=True)
          elif mode_string == 'PAINT_WEIGHT':
              row, sub = row_for_mirror()
              sub.prop(context.object.data, "use_mirror_x", text="X", toggle=True)
              row.popover(panel="VIEW3D_PT_tools_weightpaint_symmetry_for_topbar", text="")
          elif mode_string == 'SCULPT':
              row, sub = row_for_mirror()
              sculpt = context.tool_settings.sculpt
              sub.prop(sculpt, "use_symmetry_x", text="X", toggle=True)
              sub.prop(sculpt, "use_symmetry_y", text="Y", toggle=True)
              sub.prop(sculpt, "use_symmetry_z", text="Z", toggle=True)
              row.popover(panel="VIEW3D_PT_sculpt_symmetry_for_topbar", text="")
          elif mode_string == 'PAINT_TEXTURE':
              _row, sub = row_for_mirror()
              ipaint = context.tool_settings.image_paint
              sub.prop(ipaint, "use_symmetry_x", text="X", toggle=True)
              sub.prop(ipaint, "use_symmetry_y", text="Y", toggle=True)
              sub.prop(ipaint, "use_symmetry_z", text="Z", toggle=True)
              # No need for a popover, the panel only has these options.
          elif mode_string == 'PAINT_VERTEX':
              row, sub = row_for_mirror()
              vpaint = context.tool_settings.vertex_paint
              sub.prop(vpaint, "use_symmetry_x", text="X", toggle=True)
              sub.prop(vpaint, "use_symmetry_y", text="Y", toggle=True)
              sub.prop(vpaint, "use_symmetry_z", text="Z", toggle=True)
              row.popover(panel="VIEW3D_PT_tools_vertexpaint_symmetry_for_topbar", text="")
  
          # Expand panels from the side-bar as popovers.
          popover_kw = {"space_type": 'VIEW_3D', "region_type": 'UI', "category": "Tool"}
  
          if mode_string == 'SCULPT':
              layout.popover_group(context=".sculpt_mode", **popover_kw)
          elif mode_string == 'PAINT_VERTEX':
              layout.popover_group(context=".vertexpaint", **popover_kw)
          elif mode_string == 'PAINT_WEIGHT':
              layout.popover_group(context=".weightpaint", **popover_kw)
          elif mode_string == 'PAINT_TEXTURE':
              layout.popover_group(context=".imagepaint", **popover_kw)
          elif mode_string == 'EDIT_TEXT':
              layout.popover_group(context=".text_edit", **popover_kw)
          elif mode_string == 'EDIT_ARMATURE':
              layout.popover_group(context=".armature_edit", **popover_kw)
          elif mode_string == 'EDIT_METABALL':
              layout.popover_group(context=".mball_edit", **popover_kw)
          elif mode_string == 'EDIT_LATTICE':
              layout.popover_group(context=".lattice_edit", **popover_kw)
          elif mode_string == 'EDIT_CURVE':
              layout.popover_group(context=".curve_edit", **popover_kw)
          elif mode_string == 'EDIT_MESH':
              layout.popover_group(context=".mesh_edit", **popover_kw)
          elif mode_string == 'POSE':
              layout.popover_group(context=".posemode", **popover_kw)
          elif mode_string == 'PARTICLE':
              layout.popover_group(context=".particlemode", **popover_kw)
          elif mode_string == 'OBJECT':
              layout.popover_group(context=".objectmode", **popover_kw)
          elif mode_string in {'PAINT_GPENCIL', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL'}:
              # Grease pencil layer.
              gpl = context.active_gpencil_layer
              if gpl and gpl.info is not None:
                  text = gpl.info
                  maxw = 25
                  if len(text) > maxw:
                      text = text[:maxw - 5] + '..' + text[-3:]
              else:
                  text = ""
  
              layout.label(text="Layer:")
              sub = layout.row()
              sub.ui_units_x = 8
              sub.popover(
                  panel="TOPBAR_PT_gpencil_layers",
                  text=text,
              )
  
  
  class _draw_tool_settings_context_mode:
      @staticmethod
      def SCULPT(context, layout, tool):
          if (tool is None) or (not tool.has_datablock):
              return
  
          paint = context.tool_settings.sculpt
          layout.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
  
          brush = paint.brush
          if brush is None:
              return
  
          from .properties_paint_common import (
              brush_basic_sculpt_settings,
          )
          brush_basic_sculpt_settings(layout, context, brush, compact=True)
  
      @staticmethod
      def PAINT_TEXTURE(context, layout, tool):
          if (tool is None) or (not tool.has_datablock):
              return
  
          paint = context.tool_settings.image_paint
          layout.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
  
          brush = paint.brush
          if brush is None:
              return
  
          from .properties_paint_common import (
              UnifiedPaintPanel,
              brush_basic_texpaint_settings,
          )
          capabilities = brush.image_paint_capabilities
          if capabilities.has_color:
              UnifiedPaintPanel.prop_unified_color(layout, context, brush, "color", text="")
          brush_basic_texpaint_settings(layout, context, brush, compact=True)
  
      @staticmethod
      def PAINT_VERTEX(context, layout, tool):
          if (tool is None) or (not tool.has_datablock):
              return
  
          paint = context.tool_settings.vertex_paint
          layout.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
  
          brush = paint.brush
          if brush is None:
              return
  
          from .properties_paint_common import (
              UnifiedPaintPanel,
              brush_basic_vpaint_settings,
          )
          capabilities = brush.vertex_paint_capabilities
          if capabilities.has_color:
              UnifiedPaintPanel.prop_unified_color(layout, context, brush, "color", text="")
          brush_basic_vpaint_settings(layout, context, brush, compact=True)
  
      @staticmethod
      def PAINT_WEIGHT(context, layout, tool):
          if (tool is None) or (not tool.has_datablock):
              return
  
          paint = context.tool_settings.weight_paint
          layout.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
          brush = paint.brush
          if brush is None:
              return
  
          from .properties_paint_common import brush_basic_wpaint_settings
          brush_basic_wpaint_settings(layout, context, brush, compact=True)
  
      @staticmethod
      def PAINT_GPENCIL(context, layout, tool):
          if tool is None:
              return
  
          # is_paint = True
          # FIXME: tools must use their own UI drawing!
          if tool.idname in {"builtin.line", "builtin.box", "builtin.circle", "builtin.arc", "builtin.curve"}:
              # is_paint = False
              pass
          elif tool.idname == "Cutter":
              row = layout.row(align=True)
              row.prop(context.tool_settings.gpencil_sculpt, "intersection_threshold")
              return
          elif not tool.has_datablock:
              return
  
          paint = context.tool_settings.gpencil_paint
          brush = paint.brush
          if brush is None:
              return
  
          gp_settings = brush.gpencil_settings
  
          def draw_color_selector():
              ma = gp_settings.material
              row = layout.row(align=True)
              if not gp_settings.use_material_pin:
                  ma = context.object.active_material
              icon_id = 0
              if ma:
                  icon_id = ma.id_data.preview.icon_id
                  txt_ma = ma.name
                  maxw = 25
                  if len(txt_ma) > maxw:
                      txt_ma = txt_ma[:maxw - 5] + '..' + txt_ma[-3:]
              else:
                  txt_ma = ""
  
              sub = row.row()
              sub.ui_units_x = 8
              sub.popover(
                  panel="TOPBAR_PT_gpencil_materials",
                  text=txt_ma,
                  icon_value=icon_id,
              )
  
              row.prop(gp_settings, "use_material_pin", text="")
  
          row = layout.row(align=True)
          tool_settings = context.scene.tool_settings
          settings = tool_settings.gpencil_paint
          row.template_ID_preview(settings, "brush", rows=3, cols=8, hide_buttons=True)
  
          if context.object and brush.gpencil_tool in {'FILL', 'DRAW'}:
              draw_color_selector()
  
          from .properties_paint_common import (
              brush_basic_gpencil_paint_settings,
          )
          brush_basic_gpencil_paint_settings(layout, context, brush, compact=True)
  
          # FIXME: tools must use their own UI drawing!
          if tool.idname in {"builtin.arc", "builtin.curve", "builtin.line", "builtin.box", "builtin.circle"}:
              settings = context.tool_settings.gpencil_sculpt
              row = layout.row(align=True)
              row.prop(settings, "use_thickness_curve", text="", icon='CURVE_DATA')
              sub = row.row(align=True)
              sub.active = settings.use_thickness_curve
              sub.popover(
                  panel="TOPBAR_PT_gpencil_primitive",
                  text="Thickness Profile",
              )
  
          if brush.gpencil_tool == 'FILL':
              settings = context.tool_settings.gpencil_sculpt
              row = layout.row(align=True)
              sub = row.row(align=True)
              sub.popover(
                  panel="TOPBAR_PT_gpencil_fill",
                  text="Fill Options",
              )
  
      @staticmethod
      def SCULPT_GPENCIL(context, layout, tool):
          if (tool is None) or (not tool.has_datablock):
              return
          tool_settings = context.tool_settings
          settings = tool_settings.gpencil_sculpt
          brush = settings.brush
  
          from .properties_paint_common import (
              brush_basic_gpencil_sculpt_settings,
          )
          brush_basic_gpencil_sculpt_settings(layout, context, brush, compact=True)
  
      @staticmethod
      def WEIGHT_GPENCIL(context, layout, tool):
          if (tool is None) or (not tool.has_datablock):
              return
          tool_settings = context.tool_settings
          settings = tool_settings.gpencil_sculpt
          brush = settings.brush
  
          from .properties_paint_common import (
              brush_basic_gpencil_weight_settings,
          )
          brush_basic_gpencil_weight_settings(layout, context, brush, compact=True)
  
      @staticmethod
      def PARTICLE(context, layout, tool):
          if (tool is None) or (not tool.has_datablock):
              return
  
          # See: 'VIEW3D_PT_tools_brush', basically a duplicate
          settings = context.tool_settings.particle_edit
          brush = settings.brush
          tool = settings.tool
          if tool != 'NONE':
              layout.prop(brush, "size", slider=True)
              if tool == 'ADD':
                  layout.prop(brush, "count")
  
                  layout.prop(settings, "use_default_interpolate")
                  layout.prop(brush, "steps", slider=True)
                  layout.prop(settings, "default_key_count", slider=True)
              else:
                  layout.prop(brush, "strength", slider=True)
  
                  if tool == 'LENGTH':
                      layout.row().prop(brush, "length_mode", expand=True)
                  elif tool == 'PUFF':
                      layout.row().prop(brush, "puff_mode", expand=True)
                      layout.prop(brush, "use_puff_volume")
                  elif tool == 'COMB':
                      row = layout.row()
                      row.active = settings.is_editable
                      row.prop(settings, "use_emitter_deflect", text="Deflect Emitter")
                      sub = row.row(align=True)
                      sub.active = settings.use_emitter_deflect
                      sub.prop(settings, "emitter_distance", text="Distance")
  
  
  class VIEW3D_HT_header(Header):
      bl_space_type = 'VIEW_3D'
  
      @staticmethod
      def draw_xform_template(layout, context):
          obj = context.active_object
          object_mode = 'OBJECT' if obj is None else obj.mode
          has_pose_mode = (
              (object_mode == 'POSE') or
              (object_mode == 'WEIGHT_PAINT' and context.pose_object is not None)
          )
  
          tool_settings = context.tool_settings
  
          # Mode & Transform Settings
          scene = context.scene
  
          # Orientation
          if object_mode in {'OBJECT', 'EDIT', 'EDIT_GPENCIL'} or has_pose_mode:
              orient_slot = scene.transform_orientation_slots[0]
              row = layout.row(align=True)
  
              sub = row.row()
              sub.ui_units_x = 4
              sub.prop_with_popover(
                  orient_slot,
                  "type",
                  text="",
                  panel="VIEW3D_PT_transform_orientations",
              )
  
          # Pivot
          if object_mode in {'OBJECT', 'EDIT', 'EDIT_GPENCIL', 'SCULPT_GPENCIL'} or has_pose_mode:
              layout.prop_with_popover(
                  tool_settings,
                  "transform_pivot_point",
                  text="",
                  icon_only=True,
                  panel="VIEW3D_PT_pivot_point",
              )
  
          # Snap
          show_snap = False
          if obj is None:
              show_snap = True
          else:
              if (object_mode not in {
                      'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT',
                      'PAINT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL'
              }) or has_pose_mode:
                  show_snap = True
              else:
  
                  from .properties_paint_common import UnifiedPaintPanel
                  paint_settings = UnifiedPaintPanel.paint_settings(context)
  
                  if paint_settings:
                      brush = paint_settings.brush
                      if brush and brush.stroke_method == 'CURVE':
                          show_snap = True
  
          if show_snap:
              snap_items = bpy.types.ToolSettings.bl_rna.properties["snap_elements"].enum_items
              snap_elements = tool_settings.snap_elements
              if len(snap_elements) == 1:
                  text = ""
                  for elem in snap_elements:
                      icon = snap_items[elem].icon
                      break
              else:
                  text = "Mix"
                  icon = 'NONE'
              del snap_items, snap_elements
  
              row = layout.row(align=True)
              row.prop(tool_settings, "use_snap", text="")
  
              sub = row.row(align=True)
              sub.popover(
                  panel="VIEW3D_PT_snapping",
                  icon=icon,
                  text=text,
              )
  
          # Proportional editing
          if object_mode in {'EDIT', 'PARTICLE_EDIT', 'SCULPT_GPENCIL', 'EDIT_GPENCIL', 'OBJECT'}:
              row = layout.row(align=True)
              kw = {}
              if object_mode == 'OBJECT':
                  attr = "use_proportional_edit_objects"
              else:
                  attr = "use_proportional_edit"
  
                  if tool_settings.use_proportional_edit:
                      if tool_settings.use_proportional_connected:
                          kw["icon"] = 'PROP_CON'
                      elif tool_settings.use_proportional_projected:
                          kw["icon"] = 'PROP_PROJECTED'
                      else:
                          kw["icon"] = 'PROP_ON'
                  else:
                      kw["icon"] = 'PROP_OFF'
  
              row.prop(tool_settings, attr, icon_only=True, **kw)
              sub = row.row(align=True)
              sub.active = getattr(tool_settings, attr)
              sub.prop_with_popover(
                  tool_settings,
                  "proportional_edit_falloff",
                  text="",
                  icon_only=True,
                  panel="VIEW3D_PT_proportional_edit",
              )
  
      def draw(self, context):
          layout = self.layout
  
          tool_settings = context.tool_settings
          view = context.space_data
          shading = view.shading
          # mode_string = context.mode
          obj = context.active_object
          show_region_tool_header = view.show_region_tool_header
  
          if not show_region_tool_header:
              layout.row(align=True).template_header()
  
          row = layout.row(align=True)
          object_mode = 'OBJECT' if obj is None else obj.mode
  
          # Note: This is actually deadly in case enum_items have to be dynamically generated
          #       (because internal RNA array iterator will free everything immediately...).
          # XXX This is an RNA internal issue, not sure how to fix it.
          # Note: Tried to add an accessor to get translated UI strings instead of manual call
          #       to pgettext_iface below, but this fails because translated enumitems
          #       are always dynamically allocated.
          act_mode_item = bpy.types.Object.bl_rna.properties["mode"].enum_items[object_mode]
          act_mode_i18n_context = bpy.types.Object.bl_rna.properties["mode"].translation_context
  
          sub = row.row(align=True)
          sub.ui_units_x = 5.5
          sub.operator_menu_enum(
              "object.mode_set", "mode",
              text=bpy.app.translations.pgettext_iface(act_mode_item.name, act_mode_i18n_context),
              icon=act_mode_item.icon,
          )
          del act_mode_item
  
          layout.template_header_3D_mode()
  
          # Contains buttons like Mode, Pivot, Layer, Mesh Select Mode...
          if obj:
              # Particle edit
              if object_mode == 'PARTICLE_EDIT':
                  row = layout.row()
                  row.prop(tool_settings.particle_edit, "select_mode", text="", expand=True)
  
          # Grease Pencil
          if obj and obj.type == 'GPENCIL' and context.gpencil_data:
              gpd = context.gpencil_data
  
              if gpd.is_stroke_paint_mode:
                  row = layout.row()
                  sub = row.row(align=True)
                  sub.prop(tool_settings, "use_gpencil_draw_onback", text="", icon='MOD_OPACITY')
                  sub.separator(factor=0.4)
                  sub.prop(tool_settings, "use_gpencil_weight_data_add", text="", icon='WPAINT_HLT')
                  sub.separator(factor=0.4)
                  sub.prop(tool_settings, "use_gpencil_draw_additive", text="", icon='FREEZE')
  
              if gpd.use_stroke_edit_mode:
                  row = layout.row(align=True)
                  row.prop(tool_settings, "gpencil_selectmode", text="", expand=True)
  
              if gpd.use_stroke_edit_mode or gpd.is_stroke_sculpt_mode or gpd.is_stroke_weight_mode:
                  row = layout.row(align=True)
  
                  if gpd.is_stroke_sculpt_mode:
                      row.prop(tool_settings.gpencil_sculpt, "use_select_mask", text="")
                      row.separator()
  
                  row.prop(gpd, "use_multiedit", text="", icon='GP_MULTIFRAME_EDITING')
  
                  sub = row.row(align=True)
                  sub.active = gpd.use_multiedit
                  sub.popover(
                      panel="VIEW3D_PT_gpencil_multi_frame",
                      text="Multiframe",
                  )
  
              if gpd.use_stroke_edit_mode:
                  row = layout.row(align=True)
                  row.prop(tool_settings.gpencil_sculpt, "use_select_mask", text="")
  
                  row.popover(
                      panel="VIEW3D_PT_tools_grease_pencil_interpolate",
                      text="Interpolate",
                  )
  
          overlay = view.overlay
  
          VIEW3D_MT_editor_menus.draw_collapsible(context, layout)
  
          layout.separator_spacer()
  
          if object_mode in {'PAINT_GPENCIL', 'SCULPT_GPENCIL'}:
              # Grease pencil
              if object_mode == 'PAINT_GPENCIL':
                  layout.prop_with_popover(
                      tool_settings,
                      "gpencil_stroke_placement_view3d",
                      text="",
                      panel="VIEW3D_PT_gpencil_origin",
                  )
  
              if object_mode in {'PAINT_GPENCIL', 'SCULPT_GPENCIL'}:
                  layout.prop_with_popover(
                      tool_settings.gpencil_sculpt,
                      "lock_axis",
                      text="",
                      panel="VIEW3D_PT_gpencil_lock",
                  )
  
              if object_mode == 'PAINT_GPENCIL':
                  # FIXME: this is bad practice!
                  # Tool options are to be displayed in the topbar.
                  if context.workspace.tools.from_space_view3d_mode(object_mode).idname == "builtin_brush.Draw":
                      settings = tool_settings.gpencil_sculpt.guide
                      row = layout.row(align=True)
                      row.prop(settings, "use_guide", text="", icon='GRID')
                      sub = row.row(align=True)
                      sub.active = settings.use_guide
                      sub.popover(
                          panel="VIEW3D_PT_gpencil_guide",
                          text="Guides",
                      )
  
              layout.separator_spacer()
          elif not show_region_tool_header:
              # Transform settings depending on tool header visibility
              VIEW3D_HT_header.draw_xform_template(layout, context)
  
              layout.separator_spacer()
  
          # Viewport Settings
          layout.popover(
              panel="VIEW3D_PT_object_type_visibility",
              icon_value=view.icon_from_show_object_viewport,
              text="",
          )
  
          # Gizmo toggle & popover.
          row = layout.row(align=True)
          # FIXME: place-holder icon.
          row.prop(view, "show_gizmo", text="", toggle=True, icon='GIZMO')
          sub = row.row(align=True)
          sub.active = view.show_gizmo
          sub.popover(
              panel="VIEW3D_PT_gizmo_display",
              text="",
          )
  
          # Overlay toggle & popover.
          row = layout.row(align=True)
          row.prop(overlay, "show_overlays", icon='OVERLAY', text="")
          sub = row.row(align=True)
          sub.active = overlay.show_overlays
          sub.popover(panel="VIEW3D_PT_overlay", text="")
  
          row = layout.row()
          row.active = (shading.type in {'WIREFRAME', 'SOLID'}) or object_mode in {'EDIT'}
  
          if shading.type == 'WIREFRAME':
              row.prop(shading, "show_xray_wireframe", text="", icon='XRAY')
          else:
              row.prop(shading, "show_xray", text="", icon='XRAY')
  
          row = layout.row(align=True)
          row.prop(shading, "type", text="", expand=True)
          sub = row.row(align=True)
          # TODO, currently render shading type ignores mesh two-side, until it's supported
          # show the shading popover which shows double-sided option.
  
          # sub.enabled = shading.type != 'RENDERED'
          sub.popover(panel="VIEW3D_PT_shading", text="")
  
  
  class VIEW3D_MT_editor_menus(Menu):
      bl_label = ""
  
      def draw(self, context):
          layout = self.layout
          obj = context.active_object
          mode_string = context.mode
          edit_object = context.edit_object
          gp_edit = obj and obj.mode in {'EDIT_GPENCIL', 'PAINT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL'}
  
          layout.menu("VIEW3D_MT_view")
  
          # Select Menu
          if gp_edit:
              if mode_string not in {'PAINT_GPENCIL', 'WEIGHT_GPENCIL'}:
                  layout.menu("VIEW3D_MT_select_gpencil")
          elif mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
              mesh = obj.data
              if mesh.use_paint_mask:
                  layout.menu("VIEW3D_MT_select_paint_mask")
              elif mesh.use_paint_mask_vertex and mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX'}:
                  layout.menu("VIEW3D_MT_select_paint_mask_vertex")
          elif mode_string != 'SCULPT':
              layout.menu("VIEW3D_MT_select_%s" % mode_string.lower())
  
          if gp_edit:
              pass
          elif mode_string == 'OBJECT':
              layout.menu("VIEW3D_MT_add", text="Add", text_ctxt=i18n_contexts.operator_default)
          elif mode_string == 'EDIT_MESH':
              layout.menu("VIEW3D_MT_mesh_add", text="Add", text_ctxt=i18n_contexts.operator_default)
          elif mode_string == 'EDIT_CURVE':
              layout.menu("VIEW3D_MT_curve_add", text="Add", text_ctxt=i18n_contexts.operator_default)
          elif mode_string == 'EDIT_SURFACE':
              layout.menu("VIEW3D_MT_surface_add", text="Add", text_ctxt=i18n_contexts.operator_default)
          elif mode_string == 'EDIT_METABALL':
              layout.menu("VIEW3D_MT_metaball_add", text="Add", text_ctxt=i18n_contexts.operator_default)
          elif mode_string == 'EDIT_ARMATURE':
              layout.menu("TOPBAR_MT_edit_armature_add", text="Add", text_ctxt=i18n_contexts.operator_default)
  
          if gp_edit:
              if obj and obj.mode == 'PAINT_GPENCIL':
                  layout.menu("VIEW3D_MT_paint_gpencil")
              elif obj and obj.mode == 'EDIT_GPENCIL':
                  layout.menu("VIEW3D_MT_edit_gpencil")
              elif obj and obj.mode == 'WEIGHT_GPENCIL':
                  layout.menu("VIEW3D_MT_weight_gpencil")
  
          elif edit_object:
              layout.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower())
  
              if mode_string == 'EDIT_MESH':
                  layout.menu("VIEW3D_MT_edit_mesh_vertices")
                  layout.menu("VIEW3D_MT_edit_mesh_edges")
                  layout.menu("VIEW3D_MT_edit_mesh_faces")
                  layout.menu("VIEW3D_MT_uv_map", text="UV")
              elif mode_string in {'EDIT_CURVE', 'EDIT_SURFACE'}:
                  layout.menu("VIEW3D_MT_edit_curve_ctrlpoints")
                  layout.menu("VIEW3D_MT_edit_curve_segments")
  
          elif obj:
              if mode_string != 'PAINT_TEXTURE':
                  layout.menu("VIEW3D_MT_%s" % mode_string.lower())
              if mode_string in {'SCULPT', 'PAINT_VERTEX', 'PAINT_WEIGHT', 'PAINT_TEXTURE'}:
                  layout.menu("VIEW3D_MT_brush")
              if mode_string == 'SCULPT':
                  layout.menu("VIEW3D_MT_hide_mask")
          else:
              layout.menu("VIEW3D_MT_object")
  
  
  # ********** Menu **********
  
  
  # ********** Utilities **********
  
  
  class ShowHideMenu:
      bl_label = "Show/Hide"
      _operator_name = ""
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("%s.reveal" % self._operator_name)
          layout.operator("%s.hide" % self._operator_name, text="Hide Selected").unselected = False
          layout.operator("%s.hide" % self._operator_name, text="Hide Unselected").unselected = True
  
  
  # Standard transforms which apply to all cases
  # NOTE: this doesn't seem to be able to be used directly
  class VIEW3D_MT_transform_base(Menu):
      bl_label = "Transform"
      bl_category = "View"
  
      # TODO: get rid of the custom text strings?
      def draw(self, context):
          layout = self.layout
  
          layout.operator("transform.translate")
          layout.operator("transform.rotate")
          layout.operator("transform.resize", text="Scale")
  
          layout.separator()
  
          layout.operator("transform.tosphere", text="To Sphere")
          layout.operator("transform.shear", text="Shear")
          layout.operator("transform.bend", text="Bend")
          layout.operator("transform.push_pull", text="Push/Pull")
  
          if context.mode != 'OBJECT':
              layout.operator("transform.vertex_warp", text="Warp")
              layout.operator("transform.vertex_random", text="Randomize")
  
  
  # Generic transform menu - geometry types
  class VIEW3D_MT_transform(VIEW3D_MT_transform_base):
      def draw(self, context):
          # base menu
          VIEW3D_MT_transform_base.draw(self, context)
  
          # generic...
          layout = self.layout
          if context.mode == 'EDIT_MESH':
              layout.operator("transform.shrink_fatten", text="Shrink Fatten")
          elif context.mode == 'EDIT_CURVE':
              layout.operator("transform.transform", text="Radius").mode = 'CURVE_SHRINKFATTEN'
  
          layout.separator()
  
          layout.operator("transform.translate", text="Move Texture Space").texture_space = True
          layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
  
  
  # Object-specific extensions to Transform menu
  class VIEW3D_MT_transform_object(VIEW3D_MT_transform_base):
      def draw(self, context):
          layout = self.layout
  
          # base menu
          VIEW3D_MT_transform_base.draw(self, context)
  
          # object-specific option follow...
          layout.separator()
  
          layout.operator("transform.translate", text="Move Texture Space").texture_space = True
          layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
  
          layout.separator()
  
          layout.operator_context = 'EXEC_REGION_WIN'
          # XXX see alignmenu() in edit.c of b2.4x to get this working
          layout.operator("transform.transform", text="Align to Transform Orientation").mode = 'ALIGN'
  
          layout.separator()
  
          layout.operator("object.randomize_transform")
          layout.operator("object.align")
  
          # TODO: there is a strange context bug here.
          """
          layout.operator_context = 'INVOKE_REGION_WIN'
          layout.operator("object.transform_axis_target")
          """
  
  
  # Armature EditMode extensions to Transform menu
  class VIEW3D_MT_transform_armature(VIEW3D_MT_transform_base):
      def draw(self, context):
          layout = self.layout
  
          # base menu
          VIEW3D_MT_transform_base.draw(self, context)
  
          # armature specific extensions follow...
          obj = context.object
          if obj.type == 'ARMATURE' and obj.mode in {'EDIT', 'POSE'}:
              if obj.data.display_type == 'BBONE':
                  layout.separator()
  
                  layout.operator("transform.transform", text="Scale BBone").mode = 'BONE_SIZE'
              elif obj.data.display_type == 'ENVELOPE':
                  layout.separator()
  
                  layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONE_SIZE'
                  layout.operator("transform.transform", text="Scale Radius").mode = 'BONE_ENVELOPE'
  
          if context.edit_object and context.edit_object.type == 'ARMATURE':
              layout.separator()
  
              layout.operator("armature.align")
  
  
  class VIEW3D_MT_mirror(Menu):
      bl_label = "Mirror"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("transform.mirror", text="Interactive Mirror")
  
          layout.separator()
  
          layout.operator_context = 'EXEC_REGION_WIN'
  
          for (space_name, space_id) in (("Global", 'GLOBAL'), ("Local", 'LOCAL')):
              for axis_index, axis_name in enumerate("XYZ"):
                  props = layout.operator("transform.mirror", text=f"{axis_name!s} {space_name!s}")
                  props.constraint_axis[axis_index] = True
                  props.orient_type = 'GLOBAL'
  
              if space_id == 'GLOBAL':
                  layout.separator()
  
  
  class VIEW3D_MT_snap(Menu):
      bl_label = "Snap"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("view3d.snap_selected_to_grid", text="Selection to Grid")
          layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor").use_offset = False
          layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor (Keep Offset)").use_offset = True
          layout.operator("view3d.snap_selected_to_active", text="Selection to Active")
  
          layout.separator()
  
          layout.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected")
          layout.operator("view3d.snap_cursor_to_center", text="Cursor to World Origin")
          layout.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid")
          layout.operator("view3d.snap_cursor_to_active", text="Cursor to Active")
  
  
  class VIEW3D_MT_uv_map(Menu):
      bl_label = "UV Mapping"
  
      def draw(self, context):
          layout = self.layout
  
          tool_settings = context.tool_settings
  
          layout.operator("uv.unwrap")
          layout.prop(tool_settings, "use_edge_path_live_unwrap")
  
          layout.separator()
  
          layout.operator_context = 'INVOKE_DEFAULT'
          layout.operator("uv.smart_project")
          layout.operator("uv.lightmap_pack")
          layout.operator("uv.follow_active_quads")
  
          layout.separator()
  
          layout.operator_context = 'EXEC_REGION_WIN'
          layout.operator("uv.cube_project")
          layout.operator("uv.cylinder_project")
          layout.operator("uv.sphere_project")
  
          layout.separator()
  
          layout.operator_context = 'INVOKE_REGION_WIN'
          layout.operator("uv.project_from_view").scale_to_bounds = False
          layout.operator("uv.project_from_view", text="Project from View (Bounds)").scale_to_bounds = True
  
          layout.separator()
  
          layout.operator("mesh.mark_seam").clear = False
          layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
  
          layout.separator()
  
          layout.operator("uv.reset")
  
  
  # ********** View menus **********
  
  
  class VIEW3D_MT_view(Menu):
      bl_label = "View"
  
      def draw(self, context):
          layout = self.layout
          view = context.space_data
  
          layout.prop(view, "show_region_toolbar")
          layout.prop(view, "show_region_ui")
          layout.prop(view, "show_region_tool_header")
          layout.prop(view, "show_region_hud")
  
          layout.separator()
  
          layout.operator("view3d.view_selected", text="Frame Selected").use_all_regions = False
          if view.region_quadviews:
              layout.operator("view3d.view_selected", text="Frame Selected (Quad View)").use_all_regions = True
  
          layout.operator("view3d.view_all", text="Frame All").center = False
          layout.operator("view3d.view_persportho", text="Perspective/Orthographic")
          layout.menu("VIEW3D_MT_view_local")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_view_cameras", text="Cameras")
  
          layout.separator()
          layout.menu("VIEW3D_MT_view_viewpoint")
          layout.menu("VIEW3D_MT_view_navigation")
          layout.menu("VIEW3D_MT_view_align")
  
          layout.separator()
  
          layout.operator_context = 'INVOKE_REGION_WIN'
          layout.menu("VIEW3D_MT_view_regions", text="View Regions")
  
          layout.separator()
  
          layout.operator("screen.animation_play", text="Play Animation")
  
          layout.separator()
  
          layout.operator("render.opengl", text="Viewport Render Image", icon='RENDER_STILL')
          layout.operator("render.opengl", text="Viewport Render Animation", icon='RENDER_ANIMATION').animation = True
  
          layout.separator()
  
          layout.menu("INFO_MT_area")
  
  
  class VIEW3D_MT_view_local(Menu):
      bl_label = "Local View"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("view3d.localview", text="Toggle Local View")
          layout.operator("view3d.localview_remove_from")
  
  
  class VIEW3D_MT_view_cameras(Menu):
      bl_label = "Cameras"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("view3d.object_as_camera")
          layout.operator("view3d.view_camera", text="Active Camera")
  
  
  class VIEW3D_MT_view_viewpoint(Menu):
      bl_label = "Viewpoint"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("view3d.view_camera", text="Camera")
  
          layout.separator()
  
          layout.operator("view3d.view_axis", text="Top").type = 'TOP'
          layout.operator("view3d.view_axis", text="Bottom").type = 'BOTTOM'
  
          layout.separator()
  
          layout.operator("view3d.view_axis", text="Front").type = 'FRONT'
          layout.operator("view3d.view_axis", text="Back").type = 'BACK'
  
          layout.separator()
  
          layout.operator("view3d.view_axis", text="Right").type = 'RIGHT'
          layout.operator("view3d.view_axis", text="Left").type = 'LEFT'
  
  
  class VIEW3D_MT_view_navigation(Menu):
      bl_label = "Navigation"
  
      def draw(self, _context):
          from math import pi
          layout = self.layout
  
          layout.operator_enum("view3d.view_orbit", "type")
          props = layout.operator("view3d.view_orbit", text="Orbit Opposite")
          props.type = 'ORBITRIGHT'
          props.angle = pi
  
          layout.separator()
  
          layout.operator("view3d.view_roll", text="Roll Left").type = 'LEFT'
          layout.operator("view3d.view_roll", text="Roll Right").type = 'RIGHT'
  
          layout.separator()
  
          layout.operator_enum("view3d.view_pan", "type")
  
          layout.separator()
  
          layout.operator("view3d.zoom", text="Zoom In").delta = 1
          layout.operator("view3d.zoom", text="Zoom Out").delta = -1
          layout.operator("view3d.zoom_border", text="Zoom Border...")
          layout.operator("view3d.zoom_camera_1_to_1", text="Zoom Camera 1:1")
  
          layout.separator()
  
          layout.operator("view3d.fly")
          layout.operator("view3d.walk")
  
  
  class VIEW3D_MT_view_align(Menu):
      bl_label = "Align View"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.menu("VIEW3D_MT_view_align_selected")
  
          layout.separator()
  
          layout.operator("view3d.camera_to_view", text="Align Active Camera to View")
          layout.operator("view3d.camera_to_view_selected", text="Align Active Camera to Selected")
  
          layout.separator()
  
          layout.operator("view3d.view_all", text="Center Cursor and View All").center = True
          layout.operator("view3d.view_center_cursor")
  
          layout.separator()
  
          layout.operator("view3d.view_lock_to_active")
          layout.operator("view3d.view_lock_clear")
  
  
  class VIEW3D_MT_view_align_selected(Menu):
      bl_label = "Align View to Active"
  
      def draw(self, _context):
          layout = self.layout
  
          props = layout.operator("view3d.view_axis", text="Top")
          props.align_active = True
          props.type = 'TOP'
  
          props = layout.operator("view3d.view_axis", text="Bottom")
          props.align_active = True
          props.type = 'BOTTOM'
  
          layout.separator()
  
          props = layout.operator("view3d.view_axis", text="Front")
          props.align_active = True
          props.type = 'FRONT'
  
          props = layout.operator("view3d.view_axis", text="Back")
          props.align_active = True
          props.type = 'BACK'
  
          layout.separator()
  
          props = layout.operator("view3d.view_axis", text="Right")
          props.align_active = True
          props.type = 'RIGHT'
  
          props = layout.operator("view3d.view_axis", text="Left")
          props.align_active = True
          props.type = 'LEFT'
  
  
  class VIEW3D_MT_view_regions(Menu):
      bl_label = "View Regions"
  
      def draw(self, _context):
          layout = self.layout
          layout.operator("view3d.clip_border", text="Clipping Region...")
          layout.operator("view3d.render_border", text="Render Region...")
  
          layout.separator()
  
          layout.operator("view3d.clear_render_border")
  
  
  # ********** Select menus, suffix from context.mode **********
  
  class VIEW3D_MT_select_object_more_less(Menu):
      bl_label = "Select More/Less"
  
      def draw(self, _context):
          layout = self.layout
  
          layout = self.layout
  
          layout.operator("object.select_more", text="More")
          layout.operator("object.select_less", text="Less")
  
          layout.separator()
  
          props = layout.operator("object.select_hierarchy", text="Parent")
          props.extend = False
          props.direction = 'PARENT'
  
          props = layout.operator("object.select_hierarchy", text="Child")
          props.extend = False
          props.direction = 'CHILD'
  
          layout.separator()
  
          props = layout.operator("object.select_hierarchy", text="Extend Parent")
          props.extend = True
          props.direction = 'PARENT'
  
          props = layout.operator("object.select_hierarchy", text="Extend Child")
          props.extend = True
          props.direction = 'CHILD'
  
  
  class VIEW3D_MT_select_object(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("object.select_all", text="All").action = 'SELECT'
          layout.operator("object.select_all", text="None").action = 'DESELECT'
          layout.operator("object.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type...")
          layout.operator("object.select_camera", text="Select Active Camera")
          layout.operator("object.select_mirror", text="Mirror Selection")
          layout.operator("object.select_random", text="Select Random")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_select_object_more_less")
  
          layout.separator()
  
          layout.operator_menu_enum("object.select_grouped", "type", text="Select Grouped")
          layout.operator_menu_enum("object.select_linked", "type", text="Select Linked")
          layout.operator("object.select_pattern", text="Select Pattern...")
  
  
  class VIEW3D_MT_select_pose_more_less(Menu):
      bl_label = "Select More/Less"
  
      def draw(self, _context):
          layout = self.layout
  
          layout = self.layout
  
          props = layout.operator("pose.select_hierarchy", text="Parent")
          props.extend = False
          props.direction = 'PARENT'
  
          props = layout.operator("pose.select_hierarchy", text="Child")
          props.extend = False
          props.direction = 'CHILD'
  
          layout.separator()
  
          props = layout.operator("pose.select_hierarchy", text="Extend Parent")
          props.extend = True
          props.direction = 'PARENT'
  
          props = layout.operator("pose.select_hierarchy", text="Extend Child")
          props.extend = True
          props.direction = 'CHILD'
  
  
  class VIEW3D_MT_select_pose(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("pose.select_all", text="All").action = 'SELECT'
          layout.operator("pose.select_all", text="None").action = 'DESELECT'
          layout.operator("pose.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator("pose.select_mirror", text="Flip Active")
  
          layout.separator()
  
          layout.operator("pose.select_constraint_target", text="Constraint Target")
          layout.operator("pose.select_linked", text="Linked")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_select_pose_more_less")
  
          layout.separator()
  
          layout.operator_menu_enum("pose.select_grouped", "type", text="Grouped")
          layout.operator("object.select_pattern", text="Select Pattern...")
  
  
  class VIEW3D_MT_select_particle(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("particle.select_all", text="All").action = 'SELECT'
          layout.operator("particle.select_all", text="None").action = 'DESELECT'
          layout.operator("particle.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator("particle.select_linked")
  
          layout.separator()
  
          layout.operator("particle.select_more")
          layout.operator("particle.select_less")
  
          layout.separator()
  
          layout.operator("particle.select_random")
  
          layout.separator()
  
          layout.operator("particle.select_roots", text="Roots")
          layout.operator("particle.select_tips", text="Tips")
  
  
  class VIEW3D_MT_edit_mesh_select_similar(Menu):
      bl_label = "Select Similar"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_enum("mesh.select_similar", "type")
  
          layout.separator()
  
          layout.operator("mesh.select_similar_region", text="Face Regions")
  
  
  class VIEW3D_MT_edit_mesh_select_by_trait(Menu):
      bl_label = "Select All by Trait"
  
      def draw(self, context):
          layout = self.layout
          tool_settings = context.tool_settings
          if tool_settings.mesh_select_mode[2] is False:
              layout.operator("mesh.select_non_manifold", text="Non Manifold")
          layout.operator("mesh.select_loose", text="Loose Geometry")
          layout.operator("mesh.select_interior_faces", text="Interior Faces")
          layout.operator("mesh.select_face_by_sides", text="Faces by Sides")
  
          layout.separator()
  
          layout.operator("mesh.select_ungrouped", text="Ungrouped Verts")
  
  
  class VIEW3D_MT_edit_mesh_select_more_less(Menu):
      bl_label = "Select More/Less"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("mesh.select_more", text="More")
          layout.operator("mesh.select_less", text="Less")
  
          layout.separator()
  
          layout.operator("mesh.select_next_item", text="Next Active")
          layout.operator("mesh.select_prev_item", text="Previous Active")
  
  
  class VIEW3D_MT_edit_mesh_select_linked(Menu):
      bl_label = "Select Linked"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("mesh.select_linked", text="Linked")
          layout.operator("mesh.shortest_path_select", text="Shortest Path")
          layout.operator("mesh.faces_select_linked_flat", text="Linked Flat Faces")
  
  
  class VIEW3D_MT_edit_mesh_select_loops(Menu):
      bl_label = "Select Loops"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("mesh.loop_multi_select", text="Edge Loops").ring = False
          layout.operator("mesh.loop_multi_select", text="Edge Rings").ring = True
  
          layout.separator()
  
          layout.operator("mesh.loop_to_region")
          layout.operator("mesh.region_to_loop")
  
  
  class VIEW3D_MT_select_edit_mesh(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          # primitive
          layout.operator("mesh.select_all", text="All").action = 'SELECT'
          layout.operator("mesh.select_all", text="None").action = 'DESELECT'
          layout.operator("mesh.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          # numeric
          layout.operator("mesh.select_random", text="Select Random")
          layout.operator("mesh.select_nth")
  
          layout.separator()
  
          # geometric
          layout.operator("mesh.edges_select_sharp", text="Select Sharp Edges")
  
          layout.separator()
  
          # other ...
          layout.menu("VIEW3D_MT_edit_mesh_select_similar")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_select_by_trait")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_select_more_less")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_select_loops")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_select_linked")
  
          layout.separator()
  
          layout.operator("mesh.select_axis", text="Side of Active")
          layout.operator("mesh.select_mirror", text="Mirror Selection")
  
  
  class VIEW3D_MT_select_edit_curve(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("curve.select_all", text="All").action = 'SELECT'
          layout.operator("curve.select_all", text="None").action = 'DESELECT'
          layout.operator("curve.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator("curve.select_random")
          layout.operator("curve.select_nth")
          layout.operator("curve.select_linked", text="Select Linked")
          layout.operator("curve.select_similar", text="Select Similar")
  
          layout.separator()
  
          layout.operator("curve.de_select_first")
          layout.operator("curve.de_select_last")
          layout.operator("curve.select_next")
          layout.operator("curve.select_previous")
  
          layout.separator()
  
          layout.operator("curve.select_more")
          layout.operator("curve.select_less")
  
  
  class VIEW3D_MT_select_edit_surface(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("curve.select_all", text="All").action = 'SELECT'
          layout.operator("curve.select_all", text="None").action = 'DESELECT'
          layout.operator("curve.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator("curve.select_random")
          layout.operator("curve.select_nth")
          layout.operator("curve.select_linked", text="Select Linked")
          layout.operator("curve.select_similar", text="Select Similar")
  
          layout.separator()
  
          layout.operator("curve.select_row")
  
          layout.separator()
  
          layout.operator("curve.select_more")
          layout.operator("curve.select_less")
  
  
  class VIEW3D_MT_edit_text_context_menu(Menu):
      bl_label = "Text Context Menu"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_DEFAULT'
  
          layout.operator("font.text_cut", text="Cut")
          layout.operator("font.text_copy", text="Copy", icon='COPYDOWN')
          layout.operator("font.text_paste", text="Paste", icon='PASTEDOWN')
  
          layout.separator()
  
          layout.operator("font.select_all")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_font")
  
  
  class VIEW3D_MT_select_edit_text(Menu):
      # intentional name mismatch
      # select menu for 3d-text doesn't make sense
      bl_label = "Edit"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("ed.undo")
          layout.operator("ed.redo")
  
          layout.separator()
  
          layout.operator("font.text_cut", text="Cut")
          layout.operator("font.text_copy", text="Copy", icon='COPYDOWN')
          layout.operator("font.text_paste", text="Paste", icon='PASTEDOWN')
  
          layout.separator()
  
          layout.operator("font.text_paste_from_file")
  
          layout.separator()
  
          layout.operator("font.select_all")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_text_chars")
  
  
  class VIEW3D_MT_select_edit_metaball(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("mball.select_all", text="All").action = 'SELECT'
          layout.operator("mball.select_all", text="None").action = 'DESELECT'
          layout.operator("mball.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator("mball.select_random_metaelems")
  
          layout.separator()
  
          layout.operator_menu_enum("mball.select_similar", "type", text="Similar")
  
  
  class VIEW3D_MT_edit_lattice_context_menu(Menu):
      bl_label = "Lattice Context Menu"
  
      def draw(self, _context):
          layout = self.layout
  
          layout = self.layout
  
          layout.menu("VIEW3D_MT_mirror")
          layout.operator_menu_enum("lattice.flip", "axis")
          layout.menu("VIEW3D_MT_snap")
  
          layout.separator()
  
          layout.operator("lattice.make_regular")
  
  
  class VIEW3D_MT_select_edit_lattice(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("lattice.select_all", text="All").action = 'SELECT'
          layout.operator("lattice.select_all", text="None").action = 'DESELECT'
          layout.operator("lattice.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator("lattice.select_mirror")
          layout.operator("lattice.select_random")
  
          layout.separator()
  
          layout.operator("lattice.select_more")
          layout.operator("lattice.select_less")
  
          layout.separator()
  
          layout.operator("lattice.select_ungrouped", text="Ungrouped Verts")
  
  
  class VIEW3D_MT_select_edit_armature(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("armature.select_all", text="All").action = 'SELECT'
          layout.operator("armature.select_all", text="None").action = 'DESELECT'
          layout.operator("armature.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator("armature.select_mirror", text="Mirror").extend = False
  
          layout.separator()
  
          layout.operator("armature.select_more", text="More")
          layout.operator("armature.select_less", text="Less")
  
          layout.separator()
  
          props = layout.operator("armature.select_hierarchy", text="Parent")
          props.extend = False
          props.direction = 'PARENT'
  
          props = layout.operator("armature.select_hierarchy", text="Child")
          props.extend = False
          props.direction = 'CHILD'
  
          layout.separator()
  
          props = layout.operator("armature.select_hierarchy", text="Extend Parent")
          props.extend = True
          props.direction = 'PARENT'
  
          props = layout.operator("armature.select_hierarchy", text="Extend Child")
          props.extend = True
          props.direction = 'CHILD'
  
          layout.operator_menu_enum("armature.select_similar", "type", text="Similar")
          layout.operator("object.select_pattern", text="Select Pattern...")
  
  
  class VIEW3D_MT_select_gpencil(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("gpencil.select_all", text="All").action = 'SELECT'
          layout.operator("gpencil.select_all", text="None").action = 'DESELECT'
          layout.operator("gpencil.select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("gpencil.select_box")
          layout.operator("gpencil.select_circle")
  
          layout.separator()
  
          layout.operator("gpencil.select_linked", text="Linked")
          layout.operator("gpencil.select_alternate")
          layout.operator_menu_enum("gpencil.select_grouped", "type", text="Grouped")
  
          layout.separator()
  
          layout.operator("gpencil.select_first")
          layout.operator("gpencil.select_last")
  
          layout.separator()
  
          layout.operator("gpencil.select_more")
          layout.operator("gpencil.select_less")
  
  
  class VIEW3D_MT_select_paint_mask(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("paint.face_select_all", text="All").action = 'SELECT'
          layout.operator("paint.face_select_all", text="None").action = 'DESELECT'
          layout.operator("paint.face_select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator("paint.face_select_linked", text="Linked")
  
  
  class VIEW3D_MT_select_paint_mask_vertex(Menu):
      bl_label = "Select"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("paint.vert_select_all", text="All").action = 'SELECT'
          layout.operator("paint.vert_select_all", text="None").action = 'DESELECT'
          layout.operator("paint.vert_select_all", text="Invert").action = 'INVERT'
  
          layout.separator()
  
          layout.operator("view3d.select_box")
          layout.operator("view3d.select_circle")
  
          layout.separator()
  
          layout.operator("paint.vert_select_ungrouped", text="Ungrouped Verts")
  
  
  class VIEW3D_MT_angle_control(Menu):
      bl_label = "Angle Control"
  
      @classmethod
      def poll(cls, context):
          settings = UnifiedPaintPanel.paint_settings(context)
          if not settings:
              return False
  
          brush = settings.brush
          tex_slot = brush.texture_slot
  
          return tex_slot.has_texture_angle and tex_slot.has_texture_angle_source
  
      def draw(self, context):
          layout = self.layout
  
          settings = UnifiedPaintPanel.paint_settings(context)
          brush = settings.brush
  
          sculpt = (context.sculpt_object is not None)
  
          tex_slot = brush.texture_slot
  
          layout.prop(tex_slot, "use_rake", text="Rake")
  
          if brush.brush_capabilities.has_random_texture_angle and tex_slot.has_random_texture_angle:
              if sculpt:
                  if brush.sculpt_capabilities.has_random_texture_angle:
                      layout.prop(tex_slot, "use_random", text="Random")
              else:
                  layout.prop(tex_slot, "use_random", text="Random")
  
  
  class VIEW3D_MT_mesh_add(Menu):
      bl_idname = "VIEW3D_MT_mesh_add"
      bl_label = "Mesh"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("mesh.primitive_plane_add", text="Plane", icon='MESH_PLANE')
          layout.operator("mesh.primitive_cube_add", text="Cube", icon='MESH_CUBE')
          layout.operator("mesh.primitive_circle_add", text="Circle", icon='MESH_CIRCLE')
          layout.operator("mesh.primitive_uv_sphere_add", text="UV Sphere", icon='MESH_UVSPHERE')
          layout.operator("mesh.primitive_ico_sphere_add", text="Ico Sphere", icon='MESH_ICOSPHERE')
          layout.operator("mesh.primitive_cylinder_add", text="Cylinder", icon='MESH_CYLINDER')
          layout.operator("mesh.primitive_cone_add", text="Cone", icon='MESH_CONE')
          layout.operator("mesh.primitive_torus_add", text="Torus", icon='MESH_TORUS')
  
          layout.separator()
  
          layout.operator("mesh.primitive_grid_add", text="Grid", icon='MESH_GRID')
          layout.operator("mesh.primitive_monkey_add", text="Monkey", icon='MESH_MONKEY')
  
  
  class VIEW3D_MT_curve_add(Menu):
      bl_idname = "VIEW3D_MT_curve_add"
      bl_label = "Curve"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("curve.primitive_bezier_curve_add", text="Bezier", icon='CURVE_BEZCURVE')
          layout.operator("curve.primitive_bezier_circle_add", text="Circle", icon='CURVE_BEZCIRCLE')
  
          layout.separator()
  
          layout.operator("curve.primitive_nurbs_curve_add", text="Nurbs Curve", icon='CURVE_NCURVE')
          layout.operator("curve.primitive_nurbs_circle_add", text="Nurbs Circle", icon='CURVE_NCIRCLE')
          layout.operator("curve.primitive_nurbs_path_add", text="Path", icon='CURVE_PATH')
  
  
  class VIEW3D_MT_surface_add(Menu):
      bl_idname = "VIEW3D_MT_surface_add"
      bl_label = "Surface"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("surface.primitive_nurbs_surface_curve_add", text="Nurbs Curve", icon='SURFACE_NCURVE')
          layout.operator("surface.primitive_nurbs_surface_circle_add", text="Nurbs Circle", icon='SURFACE_NCIRCLE')
          layout.operator("surface.primitive_nurbs_surface_surface_add", text="Nurbs Surface", icon='SURFACE_NSURFACE')
          layout.operator("surface.primitive_nurbs_surface_cylinder_add",
                          text="Nurbs Cylinder", icon='SURFACE_NCYLINDER')
          layout.operator("surface.primitive_nurbs_surface_sphere_add", text="Nurbs Sphere", icon='SURFACE_NSPHERE')
          layout.operator("surface.primitive_nurbs_surface_torus_add", text="Nurbs Torus", icon='SURFACE_NTORUS')
  
  
  class VIEW3D_MT_edit_metaball_context_menu(Menu):
      bl_label = "Metaball Context Menu"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          # Add
          layout.operator("mball.duplicate_move")
  
          layout.separator()
  
          # Modify
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_snap")
  
          layout.separator()
  
          # Remove
          layout.operator_context = 'EXEC_DEFAULT'
          layout.operator("mball.delete_metaelems", text="Delete")
  
  
  class VIEW3D_MT_metaball_add(Menu):
      bl_idname = "VIEW3D_MT_metaball_add"
      bl_label = "Metaball"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
          layout.operator_enum("object.metaball_add", "type")
  
  
  class TOPBAR_MT_edit_curve_add(Menu):
      bl_idname = "TOPBAR_MT_edit_curve_add"
      bl_label = "Add"
      bl_translation_context = i18n_contexts.operator_default
  
      def draw(self, context):
          is_surf = context.active_object.type == 'SURFACE'
  
          layout = self.layout
          layout.operator_context = 'EXEC_REGION_WIN'
  
          if is_surf:
              VIEW3D_MT_surface_add.draw(self, context)
          else:
              VIEW3D_MT_curve_add.draw(self, context)
  
  
  class TOPBAR_MT_edit_armature_add(Menu):
      bl_idname = "TOPBAR_MT_edit_armature_add"
      bl_label = "Armature"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'EXEC_REGION_WIN'
          layout.operator("armature.bone_primitive_add", text="Single Bone", icon='BONE_DATA')
  
  
  class VIEW3D_MT_armature_add(Menu):
      bl_idname = "VIEW3D_MT_armature_add"
      bl_label = "Armature"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'EXEC_REGION_WIN'
          layout.operator("object.armature_add", text="Single Bone", icon='BONE_DATA')
  
  
  class VIEW3D_MT_light_add(Menu):
      bl_idname = "VIEW3D_MT_light_add"
      bl_label = "Light"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
          layout.operator_enum("object.light_add", "type")
  
  
  class VIEW3D_MT_lightprobe_add(Menu):
      bl_idname = "VIEW3D_MT_lightprobe_add"
      bl_label = "Light Probe"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
          layout.operator_enum("object.lightprobe_add", "type")
  
  
  class VIEW3D_MT_camera_add(Menu):
      bl_idname = "VIEW3D_MT_camera_add"
      bl_label = "Camera"
  
      def draw(self, _context):
          layout = self.layout
          layout.operator_context = 'EXEC_REGION_WIN'
          layout.operator("object.camera_add", text="Camera", icon='OUTLINER_OB_CAMERA')
  
  
  class VIEW3D_MT_add(Menu):
      bl_label = "Add"
      bl_translation_context = i18n_contexts.operator_default
  
      def draw(self, context):
          layout = self.layout
  
          # note, don't use 'EXEC_SCREEN' or operators won't get the 'v3d' context.
  
          # Note: was EXEC_AREA, but this context does not have the 'rv3d', which prevents
          #       "align_view" to work on first call (see [#32719]).
          layout.operator_context = 'EXEC_REGION_WIN'
  
          # layout.operator_menu_enum("object.mesh_add", "type", text="Mesh", icon='OUTLINER_OB_MESH')
          layout.menu("VIEW3D_MT_mesh_add", icon='OUTLINER_OB_MESH')
  
          # layout.operator_menu_enum("object.curve_add", "type", text="Curve", icon='OUTLINER_OB_CURVE')
          layout.menu("VIEW3D_MT_curve_add", icon='OUTLINER_OB_CURVE')
          # layout.operator_menu_enum("object.surface_add", "type", text="Surface", icon='OUTLINER_OB_SURFACE')
          layout.menu("VIEW3D_MT_surface_add", icon='OUTLINER_OB_SURFACE')
          layout.menu("VIEW3D_MT_metaball_add", text="Metaball", icon='OUTLINER_OB_META')
          layout.operator("object.text_add", text="Text", icon='OUTLINER_OB_FONT')
          layout.operator_menu_enum("object.gpencil_add", "type", text="Grease Pencil", icon='OUTLINER_OB_GREASEPENCIL')
  
          layout.separator()
  
          if VIEW3D_MT_armature_add.is_extended():
              layout.menu("VIEW3D_MT_armature_add", icon='OUTLINER_OB_ARMATURE')
          else:
              layout.operator("object.armature_add", text="Armature", icon='OUTLINER_OB_ARMATURE')
  
          layout.operator("object.add", text="Lattice", icon='OUTLINER_OB_LATTICE').type = 'LATTICE'
  
          layout.separator()
  
          layout.operator_menu_enum("object.empty_add", "type", text="Empty", icon='OUTLINER_OB_EMPTY')
          layout.menu("VIEW3D_MT_image_add", text="Image", icon='OUTLINER_OB_IMAGE')
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_light_add", icon='OUTLINER_OB_LIGHT')
          layout.menu("VIEW3D_MT_lightprobe_add", icon='OUTLINER_OB_LIGHTPROBE')
  
          layout.separator()
  
          if VIEW3D_MT_camera_add.is_extended():
              layout.menu("VIEW3D_MT_camera_add", icon='OUTLINER_OB_CAMERA')
          else:
              VIEW3D_MT_camera_add.draw(self, context)
  
          layout.separator()
  
          layout.operator("object.speaker_add", text="Speaker", icon='OUTLINER_OB_SPEAKER')
  
          layout.separator()
  
          layout.operator_menu_enum("object.effector_add", "type", text="Force Field", icon='OUTLINER_OB_FORCE_FIELD')
  
          layout.separator()
  
          has_collections = bool(bpy.data.collections)
          col = layout.column()
          col.enabled = has_collections
  
          if not has_collections or len(bpy.data.collections) > 10:
              col.operator_context = 'INVOKE_REGION_WIN'
              col.operator(
                  "object.collection_instance_add",
                  text="Collection Instance..." if has_collections else "No Collections to Instance",
                  icon='OUTLINER_OB_GROUP_INSTANCE',
              )
          else:
              col.operator_menu_enum(
                  "object.collection_instance_add",
                  "collection",
                  text="Collection Instance",
                  icon='OUTLINER_OB_GROUP_INSTANCE',
              )
  
  
  class VIEW3D_MT_image_add(Menu):
      bl_label = "Add Image"
  
      def draw(self, _context):
          layout = self.layout
          layout.operator("object.load_reference_image", text="Reference", icon='IMAGE_REFERENCE')
          layout.operator("object.load_background_image", text="Background", icon='IMAGE_BACKGROUND')
  
  
  class VIEW3D_MT_object_relations(Menu):
      bl_label = "Relations"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("object.proxy_make", text="Make Proxy...")
  
          layout.operator("object.make_dupli_face")
  
          layout.separator()
  
          layout.operator_menu_enum("object.make_local", "type", text="Make Local...")
          layout.menu("VIEW3D_MT_make_single_user")
  
          layout.separator()
  
          layout.operator("object.data_transfer")
          layout.operator("object.datalayout_transfer")
  
  
  class VIEW3D_MT_object(Menu):
      bl_context = "objectmode"
      bl_label = "Object"
  
      def draw(self, context):
          layout = self.layout
  
          layout.menu("VIEW3D_MT_transform_object")
          layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_object_clear")
          layout.menu("VIEW3D_MT_object_apply")
          layout.menu("VIEW3D_MT_snap")
  
          layout.separator()
  
          layout.operator("object.duplicate_move")
          layout.operator("object.duplicate_move_linked")
          layout.operator("object.join")
  
          layout.separator()
  
          layout.operator("view3d.copybuffer", text="Copy Objects", icon='COPYDOWN')
          layout.operator("view3d.pastebuffer", text="Paste Objects", icon='PASTEDOWN')
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_object_parent")
          layout.menu("VIEW3D_MT_object_collection")
          layout.menu("VIEW3D_MT_object_relations")
          layout.menu("VIEW3D_MT_object_constraints")
          layout.menu("VIEW3D_MT_object_track")
          layout.menu("VIEW3D_MT_make_links", text="Make Links")
  
          layout.separator()
  
          layout.operator("object.shade_smooth")
          layout.operator("object.shade_flat")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_object_animation")
          layout.menu("VIEW3D_MT_object_rigid_body")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_object_quick_effects")
  
          layout.separator()
  
          ob = context.active_object
          if ob and ob.type == 'GPENCIL' and context.gpencil_data:
              layout.operator_menu_enum("gpencil.convert", "type", text="Convert to")
          else:
              layout.operator_menu_enum("object.convert", "target")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_object_showhide")
  
          layout.separator()
  
          layout.operator_context = 'EXEC_DEFAULT'
          layout.operator("object.delete", text="Delete").use_global = False
          layout.operator("object.delete", text="Delete Global").use_global = True
  
  
  class VIEW3D_MT_object_animation(Menu):
      bl_label = "Animation"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
          layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframes...")
          layout.operator("anim.keyframe_clear_v3d", text="Clear Keyframes...")
          layout.operator("anim.keying_set_active_set", text="Change Keying Set...")
  
          layout.separator()
  
          layout.operator("nla.bake", text="Bake Action...")
  
  
  class VIEW3D_MT_object_rigid_body(Menu):
      bl_label = "Rigid Body"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("rigidbody.objects_add", text="Add Active").type = 'ACTIVE'
          layout.operator("rigidbody.objects_add", text="Add Passive").type = 'PASSIVE'
  
          layout.separator()
  
          layout.operator("rigidbody.objects_remove", text="Remove")
  
          layout.separator()
  
          layout.operator("rigidbody.shape_change", text="Change Shape")
          layout.operator("rigidbody.mass_calculate", text="Calculate Mass")
          layout.operator("rigidbody.object_settings_copy", text="Copy from Active")
          layout.operator("object.visual_transform_apply", text="Apply Transformation")
          layout.operator("rigidbody.bake_to_keyframes", text="Bake To Keyframes")
  
          layout.separator()
  
          layout.operator("rigidbody.connect", text="Connect")
  
  
  class VIEW3D_MT_object_clear(Menu):
      bl_label = "Clear"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("object.location_clear", text="Location").clear_delta = False
          layout.operator("object.rotation_clear", text="Rotation").clear_delta = False
          layout.operator("object.scale_clear", text="Scale").clear_delta = False
  
          layout.separator()
  
          layout.operator("object.origin_clear", text="Origin")
  
  
  class VIEW3D_MT_object_context_menu(Menu):
      bl_label = "Object Context Menu"
  
      def draw(self, context):
  
          layout = self.layout
          view = context.space_data
  
          obj = context.object
          is_eevee = context.scene.render.engine == 'BLENDER_EEVEE'
  
          selected_objects_len = len(context.selected_objects)
  
          # If nothing is selected
          # (disabled for now until it can be made more useful).
          '''
          if selected_objects_len == 0:
  
              layout.menu("VIEW3D_MT_add", text="Add", text_ctxt=i18n_contexts.operator_default)
              layout.operator("view3d.pastebuffer", text="Paste Objects", icon='PASTEDOWN')
  
              return
          '''
  
          # If something is selected
          if obj is not None and obj.type in {'MESH', 'CURVE', 'SURFACE'}:
              layout.operator("object.shade_smooth", text="Shade Smooth")
              layout.operator("object.shade_flat", text="Shade Flat")
  
              layout.separator()
  
          if obj is None:
              pass
          elif obj.type == 'MESH':
              layout.operator_context = 'INVOKE_REGION_WIN'
              layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
  
              layout.operator_context = 'INVOKE_DEFAULT'
              # If more than one object is selected
              if selected_objects_len > 1:
                  layout.operator("object.join")
  
              layout.separator()
  
          elif obj.type == 'CAMERA':
              layout.operator_context = 'INVOKE_REGION_WIN'
  
              if obj.data.type == 'PERSP':
                  props = layout.operator("wm.context_modal_mouse", text="Camera Lens Angle")
                  props.data_path_iter = "selected_editable_objects"
                  props.data_path_item = "data.lens"
                  props.input_scale = 0.1
                  if obj.data.lens_unit == 'MILLIMETERS':
                      props.header_text = "Camera Lens Angle: %.1fmm"
                  else:
                      props.header_text = "Camera Lens Angle: %.1f\u00B0"
  
              else:
                  props = layout.operator("wm.context_modal_mouse", text="Camera Lens Scale")
                  props.data_path_iter = "selected_editable_objects"
                  props.data_path_item = "data.ortho_scale"
                  props.input_scale = 0.01
                  props.header_text = "Camera Lens Scale: %.3f"
  
              if not obj.data.dof.focus_object:
                  if view and view.camera == obj and view.region_3d.view_perspective == 'CAMERA':
                      props = layout.operator("ui.eyedropper_depth", text="DOF Distance (Pick)")
                  else:
                      props = layout.operator("wm.context_modal_mouse", text="DOF Distance")
                      props.data_path_iter = "selected_editable_objects"
                      props.data_path_item = "data.dof.focus_distance"
                      props.input_scale = 0.02
                      props.header_text = "DOF Distance: %.3f"
  
              layout.separator()
  
          elif obj.type in {'CURVE', 'FONT'}:
              layout.operator_context = 'INVOKE_REGION_WIN'
  
              props = layout.operator("wm.context_modal_mouse", text="Extrude Size")
              props.data_path_iter = "selected_editable_objects"
              props.data_path_item = "data.extrude"
              props.input_scale = 0.01
              props.header_text = "Extrude Size: %.3f"
  
              props = layout.operator("wm.context_modal_mouse", text="Width Size")
              props.data_path_iter = "selected_editable_objects"
              props.data_path_item = "data.offset"
              props.input_scale = 0.01
              props.header_text = "Width Size: %.3f"
  
              layout.separator()
  
              layout.operator("object.convert", text="Convert to Mesh").target = 'MESH'
              layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
  
              layout.separator()
  
          elif obj.type == 'GPENCIL':
              layout.operator("gpencil.convert", text="Convert to Path").type = 'PATH'
              layout.operator("gpencil.convert", text="Convert to Bezier Curves").type = 'CURVE'
              layout.operator("gpencil.convert", text="Convert to Mesh").type = 'POLY'
  
              layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
  
              layout.separator()
  
          elif obj.type == 'EMPTY':
              layout.operator_context = 'INVOKE_REGION_WIN'
  
              props = layout.operator("wm.context_modal_mouse", text="Empty Draw Size")
              props.data_path_iter = "selected_editable_objects"
              props.data_path_item = "empty_display_size"
              props.input_scale = 0.01
              props.header_text = "Empty Draw Size: %.3f"
  
              layout.separator()
  
          elif obj.type == 'LIGHT':
              light = obj.data
  
              layout.operator_context = 'INVOKE_REGION_WIN'
  
              props = layout.operator("wm.context_modal_mouse", text="Energy")
              props.data_path_iter = "selected_editable_objects"
              props.data_path_item = "data.energy"
              props.header_text = "Light Energy: %.3f"
  
              if light.type == 'AREA':
                  props = layout.operator("wm.context_modal_mouse", text="Size X")
                  props.data_path_iter = "selected_editable_objects"
                  props.data_path_item = "data.size"
                  props.header_text = "Light Size X: %.3f"
  
                  if light.shape in {'RECTANGLE', 'ELLIPSE'}:
                      props = layout.operator("wm.context_modal_mouse", text="Size Y")
                      props.data_path_iter = "selected_editable_objects"
                      props.data_path_item = "data.size_y"
                      props.header_text = "Light Size Y: %.3f"
  
              elif light.type in {'SPOT', 'POINT'}:
                  props = layout.operator("wm.context_modal_mouse", text="Radius")
                  props.data_path_iter = "selected_editable_objects"
                  props.data_path_item = "data.shadow_soft_size"
                  props.header_text = "Light Radius: %.3f"
  
              elif light.type == 'SUN':
                  props = layout.operator("wm.context_modal_mouse", text="Angle")
                  props.data_path_iter = "selected_editable_objects"
                  props.data_path_item = "data.angle"
                  props.header_text = "Light Angle: %.3f"
  
              if light.type == 'SPOT':
                  layout.separator()
  
                  props = layout.operator("wm.context_modal_mouse", text="Spot Size")
                  props.data_path_iter = "selected_editable_objects"
                  props.data_path_item = "data.spot_size"
                  props.input_scale = 0.01
                  props.header_text = "Spot Size: %.2f"
  
                  props = layout.operator("wm.context_modal_mouse", text="Spot Blend")
                  props.data_path_iter = "selected_editable_objects"
                  props.data_path_item = "data.spot_blend"
                  props.input_scale = -0.01
                  props.header_text = "Spot Blend: %.2f"
  
              layout.separator()
  
          layout.operator("view3d.copybuffer", text="Copy Objects", icon='COPYDOWN')
          layout.operator("view3d.pastebuffer", text="Paste Objects", icon='PASTEDOWN')
  
          layout.separator()
  
          layout.operator("object.duplicate_move", icon='DUPLICATE')
          layout.operator("object.duplicate_move_linked")
  
          layout.separator()
  
          props = layout.operator("wm.call_panel", text="Rename Active Object...")
          props.name = "TOPBAR_PT_name"
          props.keep_open = False
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_snap")
          layout.menu("VIEW3D_MT_object_parent")
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          if view and view.local_view:
              layout.operator("view3d.localview_remove_from")
          else:
              layout.operator("object.move_to_collection")
  
          layout.separator()
  
          layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
  
          layout.separator()
  
          layout.operator_context = 'EXEC_DEFAULT'
          layout.operator("object.delete", text="Delete").use_global = False
  
  
  class VIEW3D_MT_object_shading(Menu):
      # XXX, this menu is a place to store shading operator in object mode
      bl_label = "Shading"
  
      def draw(self, _context):
          layout = self.layout
          layout.operator("object.shade_smooth", text="Smooth")
          layout.operator("object.shade_flat", text="Flat")
  
  
  class VIEW3D_MT_object_apply(Menu):
      bl_label = "Apply"
  
      def draw(self, _context):
          layout = self.layout
  
          props = layout.operator("object.transform_apply", text="Location", text_ctxt=i18n_contexts.default)
          props.location, props.rotation, props.scale = True, False, False
  
          props = layout.operator("object.transform_apply", text="Rotation", text_ctxt=i18n_contexts.default)
          props.location, props.rotation, props.scale = False, True, False
  
          props = layout.operator("object.transform_apply", text="Scale", text_ctxt=i18n_contexts.default)
          props.location, props.rotation, props.scale = False, False, True
  
          props = layout.operator("object.transform_apply", text="All Transforms", text_ctxt=i18n_contexts.default)
          props.location, props.rotation, props.scale = True, True, True
  
          props = layout.operator("object.transform_apply", text="Rotation & Scale", text_ctxt=i18n_contexts.default)
          props.location, props.rotation, props.scale = False, True, True
  
          layout.separator()
  
          layout.operator(
              "object.transforms_to_deltas",
              text="Location to Deltas",
              text_ctxt=i18n_contexts.default,
          ).mode = 'LOC'
          layout.operator(
              "object.transforms_to_deltas",
              text="Rotation to Deltas",
              text_ctxt=i18n_contexts.default,
          ).mode = 'ROT'
          layout.operator(
              "object.transforms_to_deltas",
              text="Scale to Deltas",
              text_ctxt=i18n_contexts.default,
          ).mode = 'SCALE'
  
          layout.operator(
              "object.transforms_to_deltas",
              text="All Transforms to Deltas",
              text_ctxt=i18n_contexts.default,
          ).mode = 'ALL'
          layout.operator("object.anim_transforms_to_deltas")
  
          layout.separator()
  
          layout.operator(
              "object.visual_transform_apply",
              text="Visual Transform",
              text_ctxt=i18n_contexts.default,
          )
          layout.operator(
              "object.convert",
              text="Visual Geometry to Mesh",
              text_ctxt=i18n_contexts.default,
          ).target = 'MESH'
          layout.operator("object.duplicates_make_real")
  
  
  class VIEW3D_MT_object_parent(Menu):
      bl_label = "Parent"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_enum("object.parent_set", "type")
  
          layout.separator()
  
          layout.operator_enum("object.parent_clear", "type")
  
  
  class VIEW3D_MT_object_track(Menu):
      bl_label = "Track"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_enum("object.track_set", "type")
  
          layout.separator()
  
          layout.operator_enum("object.track_clear", "type")
  
  
  class VIEW3D_MT_object_collection(Menu):
      bl_label = "Collection"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("object.move_to_collection")
          layout.operator("object.link_to_collection")
  
          layout.separator()
  
          layout.operator("collection.create")
          # layout.operator_menu_enum("collection.objects_remove", "collection")  # BUGGY
          layout.operator("collection.objects_remove")
          layout.operator("collection.objects_remove_all")
  
          layout.separator()
  
          layout.operator("collection.objects_add_active")
          layout.operator("collection.objects_remove_active")
  
  
  class VIEW3D_MT_object_constraints(Menu):
      bl_label = "Constraints"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("object.constraint_add_with_targets")
          layout.operator("object.constraints_copy")
  
          layout.separator()
  
          layout.operator("object.constraints_clear")
  
  
  class VIEW3D_MT_object_quick_effects(Menu):
      bl_label = "Quick Effects"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("object.quick_fur")
          layout.operator("object.quick_explode")
          layout.operator("object.quick_smoke")
          layout.operator("object.quick_fluid")
  
  
  class VIEW3D_MT_object_showhide(Menu):
      bl_label = "Show/Hide"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("object.hide_view_clear")
  
          layout.separator()
  
          layout.operator("object.hide_view_set", text="Hide Selected").unselected = False
          layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True
  
  
  class VIEW3D_MT_make_single_user(Menu):
      bl_label = "Make Single User"
  
      def draw(self, _context):
          layout = self.layout
  
          props = layout.operator("object.make_single_user", text="Object")
          props.object = True
          props.obdata = props.material = props.animation = False
  
          props = layout.operator("object.make_single_user", text="Object & Data")
          props.object = props.obdata = True
          props.material = props.animation = False
  
          props = layout.operator("object.make_single_user", text="Object & Data & Materials")
          props.object = props.obdata = props.material = True
          props.animation = False
  
          props = layout.operator("object.make_single_user", text="Materials")
          props.material = True
          props.object = props.obdata = props.animation = False
  
          props = layout.operator("object.make_single_user", text="Object Animation")
          props.animation = True
          props.object = props.obdata = props.material = False
  
  
  class VIEW3D_MT_make_links(Menu):
      bl_label = "Make Links"
  
      def draw(self, _context):
          layout = self.layout
          operator_context_default = layout.operator_context
  
          if len(bpy.data.scenes) > 10:
              layout.operator_context = 'INVOKE_REGION_WIN'
              layout.operator("object.make_links_scene", text="Objects to Scene...", icon='OUTLINER_OB_EMPTY')
          else:
              layout.operator_context = 'EXEC_REGION_WIN'
              layout.operator_menu_enum("object.make_links_scene", "scene", text="Objects to Scene")
  
          layout.separator()
  
          layout.operator_context = operator_context_default
  
          layout.operator_enum("object.make_links_data", "type")  # inline
  
          layout.operator("object.join_uvs")  # stupid place to add this!
  
  
  class VIEW3D_MT_brush(Menu):
      bl_label = "Brush"
  
      def draw(self, context):
          layout = self.layout
  
          tool_settings = context.tool_settings
          settings = UnifiedPaintPanel.paint_settings(context)
          brush = getattr(settings, "brush", None)
  
          ups = tool_settings.unified_paint_settings
          layout.prop(ups, "use_unified_size", text="Unified Size")
          layout.prop(ups, "use_unified_strength", text="Unified Strength")
          if context.image_paint_object or context.vertex_paint_object:
              layout.prop(ups, "use_unified_color", text="Unified Color")
          layout.separator()
  
          # skip if no active brush
          if not brush:
              layout.label(text="No Brushes currently available", icon='INFO')
              return
  
          # brush paint modes
          layout.menu("VIEW3D_MT_brush_paint_modes")
  
          # brush tool
          if context.sculpt_object:
              layout.operator("brush.reset")
              layout.prop_menu_enum(brush, "sculpt_tool")
          elif context.image_paint_object:
              layout.prop_menu_enum(brush, "image_tool")
          elif context.vertex_paint_object:
              layout.prop_menu_enum(brush, "vertex_tool")
          elif context.weight_paint_object:
              layout.prop_menu_enum(brush, "weight_tool")
  
          # TODO: still missing a lot of brush options here
  
          # sculpt options
          if context.sculpt_object:
  
              sculpt_tool = brush.sculpt_tool
  
              layout.separator()
              layout.operator_menu_enum("brush.curve_preset", "shape", text="Curve Preset")
              layout.separator()
  
              if sculpt_tool != 'GRAB':
                  layout.prop_menu_enum(brush, "stroke_method")
  
                  if sculpt_tool in {'DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'}:
                      layout.prop_menu_enum(brush, "direction")
  
                  if sculpt_tool == 'LAYER':
                      layout.prop(brush, "use_persistent")
                      layout.operator("sculpt.set_persistent_base")
  
  
  class VIEW3D_MT_brush_paint_modes(Menu):
      bl_label = "Enabled Modes"
  
      def draw(self, context):
          layout = self.layout
  
          settings = UnifiedPaintPanel.paint_settings(context)
          brush = settings.brush
  
          layout.prop(brush, "use_paint_sculpt", text="Sculpt")
          layout.prop(brush, "use_paint_uv_sculpt", text="UV Sculpt")
          layout.prop(brush, "use_paint_vertex", text="Vertex Paint")
          layout.prop(brush, "use_paint_weight", text="Weight Paint")
          layout.prop(brush, "use_paint_image", text="Texture Paint")
  
  
  class VIEW3D_MT_paint_vertex(Menu):
      bl_label = "Paint"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("paint.vertex_color_set")
          layout.operator("paint.vertex_color_smooth")
          layout.operator("paint.vertex_color_dirt")
          layout.operator("paint.vertex_color_from_weight")
  
          layout.separator()
  
          layout.operator("paint.vertex_color_invert", text="Invert")
          layout.operator("paint.vertex_color_levels", text="Levels")
          layout.operator("paint.vertex_color_hsv", text="Hue Saturation Value")
          layout.operator("paint.vertex_color_brightness_contrast", text="Bright/Contrast")
  
  
  class VIEW3D_MT_hook(Menu):
      bl_label = "Hooks"
  
      def draw(self, context):
          layout = self.layout
          layout.operator_context = 'EXEC_AREA'
          layout.operator("object.hook_add_newob")
          layout.operator("object.hook_add_selob").use_bone = False
          layout.operator("object.hook_add_selob", text="Hook to Selected Object Bone").use_bone = True
  
          if [mod.type == 'HOOK' for mod in context.active_object.modifiers]:
              layout.separator()
  
              layout.operator_menu_enum("object.hook_assign", "modifier")
              layout.operator_menu_enum("object.hook_remove", "modifier")
  
              layout.separator()
  
              layout.operator_menu_enum("object.hook_select", "modifier")
              layout.operator_menu_enum("object.hook_reset", "modifier")
              layout.operator_menu_enum("object.hook_recenter", "modifier")
  
  
  class VIEW3D_MT_vertex_group(Menu):
      bl_label = "Vertex Groups"
  
      def draw(self, context):
          layout = self.layout
  
          layout.operator_context = 'EXEC_AREA'
          layout.operator("object.vertex_group_assign_new")
  
          ob = context.active_object
          if ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex):
              if ob.vertex_groups.active:
                  layout.separator()
  
                  layout.operator("object.vertex_group_assign", text="Assign to Active Group")
                  layout.operator(
                      "object.vertex_group_remove_from",
                      text="Remove from Active Group",
                  ).use_all_groups = False
                  layout.operator("object.vertex_group_remove_from", text="Remove from All").use_all_groups = True
  
          if ob.vertex_groups.active:
              layout.separator()
  
              layout.operator_menu_enum("object.vertex_group_set_active", "group", text="Set Active Group")
              layout.operator("object.vertex_group_remove", text="Remove Active Group").all = False
              layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True
  
  
  class VIEW3D_MT_paint_weight(Menu):
      bl_label = "Weights"
  
      @staticmethod
      def draw_generic(layout, is_editmode=False):
  
          if not is_editmode:
  
              layout.operator("paint.weight_from_bones", text="Assign Automatic From Bones").type = 'AUTOMATIC'
              layout.operator("paint.weight_from_bones", text="Assign From Bone Envelopes").type = 'ENVELOPES'
  
              layout.separator()
  
          layout.operator("object.vertex_group_normalize_all", text="Normalize All")
          layout.operator("object.vertex_group_normalize", text="Normalize")
  
          layout.separator()
  
          layout.operator("object.vertex_group_mirror", text="Mirror")
          layout.operator("object.vertex_group_invert", text="Invert")
          layout.operator("object.vertex_group_clean", text="Clean")
  
          layout.separator()
  
          layout.operator("object.vertex_group_quantize", text="Quantize")
          layout.operator("object.vertex_group_levels", text="Levels")
          layout.operator("object.vertex_group_smooth", text="Smooth")
  
          if not is_editmode:
              props = layout.operator("object.data_transfer", text="Transfer Weights")
              props.use_reverse_transfer = True
              props.data_type = 'VGROUP_WEIGHTS'
  
          layout.operator("object.vertex_group_limit_total", text="Limit Total")
          layout.operator("object.vertex_group_fix", text="Fix Deforms")
  
          if not is_editmode:
              layout.separator()
  
              layout.operator("paint.weight_set")
  
      def draw(self, _context):
          self.draw_generic(self.layout, is_editmode=False)
  
  
  class VIEW3D_MT_sculpt(Menu):
      bl_label = "Sculpt"
  
      def draw(self, context):
          layout = self.layout
  
          tool_settings = context.tool_settings
          sculpt = tool_settings.sculpt
  
          layout.operator("sculpt.dynamic_topology_toggle", text="Toggle Dynamic Topology")
  
          layout.separator()
  
          layout.prop(sculpt, "use_symmetry_x")
          layout.prop(sculpt, "use_symmetry_y")
          layout.prop(sculpt, "use_symmetry_z")
  
          layout.separator()
  
          layout.prop(sculpt, "lock_x")
          layout.prop(sculpt, "lock_y")
          layout.prop(sculpt, "lock_z")
  
          layout.separator()
  
          layout.prop(sculpt, "use_threaded", text="Threaded Sculpt")
          layout.prop(sculpt, "show_low_resolution")
          layout.prop(sculpt, "show_brush")
          layout.prop(sculpt, "use_deform_only")
          layout.prop(sculpt, "show_diffuse_color")
          layout.prop(sculpt, "show_mask")
  
  
  class VIEW3D_MT_hide_mask(Menu):
      bl_label = "Hide/Mask"
  
      def draw(self, _context):
          layout = self.layout
  
          props = layout.operator("paint.hide_show", text="Show All")
          props.action = 'SHOW'
          props.area = 'ALL'
  
          props = layout.operator("paint.hide_show", text="Hide Bounding Box")
          props.action = 'HIDE'
          props.area = 'INSIDE'
  
          props = layout.operator("paint.hide_show", text="Show Bounding Box")
          props.action = 'SHOW'
          props.area = 'INSIDE'
  
          props = layout.operator("paint.hide_show", text="Hide Masked")
          props.area = 'MASKED'
          props.action = 'HIDE'
  
          layout.separator()
  
          props = layout.operator("paint.mask_flood_fill", text="Invert Mask")
          props.mode = 'INVERT'
  
          props = layout.operator("paint.mask_flood_fill", text="Fill Mask")
          props.mode = 'VALUE'
          props.value = 1
  
          props = layout.operator("paint.mask_flood_fill", text="Clear Mask")
          props.mode = 'VALUE'
          props.value = 0
  
          props = layout.operator("view3d.select_box", text="Box Mask")
          props = layout.operator("paint.mask_lasso_gesture", text="Lasso Mask")
  
  
  class VIEW3D_MT_particle(Menu):
      bl_label = "Particle"
  
      def draw(self, context):
          layout = self.layout
          tool_settings = context.tool_settings
  
          particle_edit = tool_settings.particle_edit
  
          layout.operator("particle.mirror")
  
          layout.operator("particle.remove_doubles")
  
          layout.separator()
  
          if particle_edit.select_mode == 'POINT':
              layout.operator("particle.subdivide")
  
          layout.operator("particle.unify_length")
          layout.operator("particle.rekey")
          layout.operator("particle.weight_set")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_particle_showhide")
  
          layout.separator()
  
          layout.operator("particle.delete")
  
  
  class VIEW3D_MT_particle_context_menu(Menu):
      bl_label = "Particle Context Menu"
  
      def draw(self, context):
          layout = self.layout
          tool_settings = context.tool_settings
  
          particle_edit = tool_settings.particle_edit
  
          layout.operator("particle.rekey")
  
          layout.separator()
  
          layout.operator("particle.delete")
  
          layout.separator()
  
          layout.operator("particle.remove_doubles")
          layout.operator("particle.unify_length")
  
          if particle_edit.select_mode == 'POINT':
              layout.operator("particle.subdivide")
  
          layout.operator("particle.weight_set")
  
          layout.separator()
  
          layout.operator("particle.mirror")
  
          if particle_edit.select_mode == 'POINT':
              layout.separator()
  
              layout.operator("particle.select_all", text="All").action = 'SELECT'
              layout.operator("particle.select_all", text="None").action = 'DESELECT'
              layout.operator("particle.select_all", text="Invert").action = 'INVERT'
  
              layout.separator()
  
              layout.operator("particle.select_roots")
              layout.operator("particle.select_tips")
  
              layout.separator()
  
              layout.operator("particle.select_random")
  
              layout.separator()
  
              layout.operator("particle.select_more")
              layout.operator("particle.select_less")
  
              layout.separator()
  
              layout.operator("particle.select_linked")
  
  
  class VIEW3D_MT_particle_showhide(ShowHideMenu, Menu):
      _operator_name = "particle"
  
  
  class VIEW3D_MT_pose(Menu):
      bl_label = "Pose"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.menu("VIEW3D_MT_transform_armature")
  
          layout.menu("VIEW3D_MT_pose_transform")
          layout.menu("VIEW3D_MT_pose_apply")
  
          layout.menu("VIEW3D_MT_snap")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_object_animation")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_pose_slide")
          layout.menu("VIEW3D_MT_pose_propagate")
  
          layout.separator()
  
          layout.operator("pose.copy", icon='COPYDOWN')
          layout.operator("pose.paste", icon='PASTEDOWN').flipped = False
          layout.operator("pose.paste", icon='PASTEFLIPDOWN', text="Paste Pose Flipped").flipped = True
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_pose_library")
          layout.menu("VIEW3D_MT_pose_motion")
          layout.menu("VIEW3D_MT_pose_group")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_object_parent")
          layout.menu("VIEW3D_MT_pose_ik")
          layout.menu("VIEW3D_MT_pose_constraints")
  
          layout.separator()
  
          layout.operator_context = 'EXEC_AREA'
          layout.operator("pose.autoside_names", text="AutoName Left/Right").axis = 'XAXIS'
          layout.operator("pose.autoside_names", text="AutoName Front/Back").axis = 'YAXIS'
          layout.operator("pose.autoside_names", text="AutoName Top/Bottom").axis = 'ZAXIS'
  
          layout.operator("pose.flip_names")
  
          layout.operator("pose.quaternions_flip")
  
          layout.separator()
  
          layout.operator_context = 'INVOKE_AREA'
          layout.operator("armature.armature_layers", text="Change Armature Layers...")
          layout.operator("pose.bone_layers", text="Change Bone Layers...")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_pose_showhide")
          layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
  
  
  class VIEW3D_MT_pose_transform(Menu):
      bl_label = "Clear Transform"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("pose.transforms_clear", text="All")
  
          layout.separator()
  
          layout.operator("pose.loc_clear", text="Location")
          layout.operator("pose.rot_clear", text="Rotation")
          layout.operator("pose.scale_clear", text="Scale")
  
          layout.separator()
  
          layout.operator("pose.user_transforms_clear", text="Reset Unkeyed")
  
  
  class VIEW3D_MT_pose_slide(Menu):
      bl_label = "In-Betweens"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("pose.push_rest")
          layout.operator("pose.relax_rest")
          layout.operator("pose.push")
          layout.operator("pose.relax")
          layout.operator("pose.breakdown")
  
  
  class VIEW3D_MT_pose_propagate(Menu):
      bl_label = "Propagate"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("pose.propagate").mode = 'WHILE_HELD'
  
          layout.separator()
  
          layout.operator("pose.propagate", text="To Next Keyframe").mode = 'NEXT_KEY'
          layout.operator("pose.propagate", text="To Last Keyframe (Make Cyclic)").mode = 'LAST_KEY'
  
          layout.separator()
  
          layout.operator("pose.propagate", text="On Selected Keyframes").mode = 'SELECTED_KEYS'
  
          layout.separator()
  
          layout.operator("pose.propagate", text="On Selected Markers").mode = 'SELECTED_MARKERS'
  
  
  class VIEW3D_MT_pose_library(Menu):
      bl_label = "Pose Library"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("poselib.browse_interactive", text="Browse Poses...")
  
          layout.separator()
  
          layout.operator("poselib.pose_add", text="Add Pose...")
          layout.operator("poselib.pose_rename", text="Rename Pose...")
          layout.operator("poselib.pose_remove", text="Remove Pose...")
  
  
  class VIEW3D_MT_pose_motion(Menu):
      bl_label = "Motion Paths"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("pose.paths_calculate", text="Calculate")
          layout.operator("pose.paths_clear", text="Clear")
  
  
  class VIEW3D_MT_pose_group(Menu):
      bl_label = "Bone Groups"
  
      def draw(self, context):
          layout = self.layout
  
          pose = context.active_object.pose
  
          layout.operator_context = 'EXEC_AREA'
          layout.operator("pose.group_assign", text="Assign to New Group").type = 0
  
          if pose.bone_groups:
              active_group = pose.bone_groups.active_index + 1
              layout.operator("pose.group_assign", text="Assign to Group").type = active_group
  
              layout.separator()
  
              # layout.operator_context = 'INVOKE_AREA'
              layout.operator("pose.group_unassign")
              layout.operator("pose.group_remove")
  
  
  class VIEW3D_MT_pose_ik(Menu):
      bl_label = "Inverse Kinematics"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("pose.ik_add")
          layout.operator("pose.ik_clear")
  
  
  class VIEW3D_MT_pose_constraints(Menu):
      bl_label = "Constraints"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("pose.constraint_add_with_targets", text="Add (With Targets)...")
          layout.operator("pose.constraints_copy")
          layout.operator("pose.constraints_clear")
  
  
  class VIEW3D_MT_pose_showhide(ShowHideMenu, Menu):
      _operator_name = "pose"
  
  
  class VIEW3D_MT_pose_apply(Menu):
      bl_label = "Apply"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("pose.armature_apply").selected = False
          layout.operator("pose.armature_apply", text="Apply Selected as Rest Pose").selected = True
          layout.operator("pose.visual_transform_apply")
  
          layout.separator()
  
          props = layout.operator("object.assign_property_defaults")
          props.process_bones = True
  
  
  class VIEW3D_MT_pose_context_menu(Menu):
      bl_label = "Pose Context Menu"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
  
          layout.separator()
  
          layout.operator("pose.copy", icon='COPYDOWN')
          layout.operator("pose.paste", icon='PASTEDOWN').flipped = False
          layout.operator("pose.paste", icon='PASTEFLIPDOWN', text="Paste X-Flipped Pose").flipped = True
  
          layout.separator()
  
          props = layout.operator("wm.call_panel", text="Rename Active Bone...")
          props.name = "TOPBAR_PT_name"
          props.keep_open = False
  
          layout.separator()
  
          layout.operator("pose.paths_calculate", text="Calculate")
          layout.operator("pose.paths_clear", text="Clear")
  
          layout.separator()
  
          layout.operator("pose.push")
          layout.operator("pose.relax")
          layout.operator("pose.breakdown")
  
          layout.separator()
  
          layout.operator("pose.paths_calculate", text="Calculate Motion Paths")
          layout.operator("pose.paths_clear", text="Clear Motion Paths")
  
          layout.separator()
  
          layout.operator("pose.hide").unselected = False
          layout.operator("pose.reveal")
  
          layout.separator()
  
          layout.operator("pose.user_transforms_clear")
  
  
  class BoneOptions:
      def draw(self, context):
          layout = self.layout
  
          options = [
              "show_wire",
              "use_deform",
              "use_envelope_multiply",
              "use_inherit_rotation",
              "use_inherit_scale",
          ]
  
          if context.mode == 'EDIT_ARMATURE':
              bone_props = bpy.types.EditBone.bl_rna.properties
              data_path_iter = "selected_bones"
              opt_suffix = ""
              options.append("lock")
          else:  # pose-mode
              bone_props = bpy.types.Bone.bl_rna.properties
              data_path_iter = "selected_pose_bones"
              opt_suffix = "bone."
  
          for opt in options:
              props = layout.operator("wm.context_collection_boolean_set", text=bone_props[opt].name,
                                      text_ctxt=i18n_contexts.default)
              props.data_path_iter = data_path_iter
              props.data_path_item = opt_suffix + opt
              props.type = self.type
  
  
  class VIEW3D_MT_bone_options_toggle(Menu, BoneOptions):
      bl_label = "Toggle Bone Options"
      type = 'TOGGLE'
  
  
  class VIEW3D_MT_bone_options_enable(Menu, BoneOptions):
      bl_label = "Enable Bone Options"
      type = 'ENABLE'
  
  
  class VIEW3D_MT_bone_options_disable(Menu, BoneOptions):
      bl_label = "Disable Bone Options"
      type = 'DISABLE'
  
  
  # ********** Edit Menus, suffix from ob.type **********
  
  
  class VIEW3D_MT_edit_mesh(Menu):
      bl_label = "Mesh"
  
      def draw(self, _context):
          layout = self.layout
  
          with_bullet = bpy.app.build_options.bullet
  
          layout.menu("VIEW3D_MT_transform")
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_snap")
  
          layout.separator()
  
          layout.operator("mesh.duplicate_move", text="Duplicate")
          layout.menu("VIEW3D_MT_edit_mesh_extrude")
          layout.operator("mesh.split")
          layout.operator("mesh.bisect")
          layout.operator("mesh.knife_project")
  
          if with_bullet:
              layout.operator("mesh.convex_hull")
  
          layout.separator()
  
          layout.operator("mesh.symmetrize")
          layout.operator("mesh.symmetry_snap")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_normals")
          layout.menu("VIEW3D_MT_edit_mesh_shading")
          layout.menu("VIEW3D_MT_edit_mesh_weights")
          layout.operator_menu_enum("mesh.sort_elements", "type", text="Sort Elements...")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_showhide")
          layout.operator_menu_enum("mesh.separate", "type")
          layout.menu("VIEW3D_MT_edit_mesh_clean")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_delete")
  
  
  class VIEW3D_MT_edit_mesh_context_menu(Menu):
      bl_label = ""
  
      def draw(self, context):
  
          def count_selected_items_for_objects_in_mode():
              selected_verts_len = 0
              selected_edges_len = 0
              selected_faces_len = 0
              for ob in context.objects_in_mode_unique_data:
                  v, e, f = ob.data.count_selected_items()
                  selected_verts_len += v
                  selected_edges_len += e
                  selected_faces_len += f
              return (selected_verts_len, selected_edges_len, selected_faces_len)
  
          is_vert_mode, is_edge_mode, is_face_mode = context.tool_settings.mesh_select_mode
          selected_verts_len, selected_edges_len, selected_faces_len = count_selected_items_for_objects_in_mode()
  
          del count_selected_items_for_objects_in_mode
  
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          # If nothing is selected
          # (disabled for now until it can be made more useful).
          '''
          # If nothing is selected
          if not (selected_verts_len or selected_edges_len or selected_faces_len):
              layout.menu("VIEW3D_MT_mesh_add", text="Add", text_ctxt=i18n_contexts.operator_default)
  
              return
          '''
  
          # Else something is selected
  
          row = layout.row()
  
          if is_vert_mode:
              col = row.column()
  
              col.label(text="Vertex Context Menu", icon='VERTEXSEL')
              col.separator()
  
              # Additive Operators
              col.operator("mesh.subdivide", text="Subdivide")
  
              col.separator()
  
              col.operator("mesh.extrude_vertices_move", text="Extrude Vertices")
              col.operator("mesh.bevel", text="Bevel Vertices").vertex_only = True
  
              if selected_verts_len > 1:
                  col.separator()
                  col.operator("mesh.edge_face_add", text="New Edge/Face from Vertices")
                  col.operator("mesh.vert_connect_path", text="Connect Vertex Path")
                  col.operator("mesh.vert_connect", text="Connect Vertex Pairs")
  
              col.separator()
  
              # Deform Operators
              col.operator("transform.push_pull", text="Push/Pull")
              col.operator("transform.shrink_fatten", text="Shrink/Fatten")
              col.operator("transform.shear", text="Shear")
              col.operator("transform.vert_slide", text="Slide Vertices")
              col.operator("transform.vertex_random", text="Randomize Vertices")
              col.operator("mesh.vertices_smooth", text="Smooth Vertices")
              col.operator("mesh.vertices_smooth_laplacian", text="Smooth Laplacian")
  
              col.separator()
  
              col.menu("VIEW3D_MT_mirror", text="Mirror Vertices")
              col.menu("VIEW3D_MT_snap", text="Snap Vertices")
  
              col.separator()
  
              # Removal Operators
              if selected_verts_len > 1:
                  col.menu("VIEW3D_MT_edit_mesh_merge", text="Merge Vertices")
              col.operator("mesh.split")
              col.operator_menu_enum("mesh.separate", "type")
              col.operator("mesh.dissolve_verts")
              col.operator("mesh.delete", text="Delete Vertices").type = 'VERT'
  
          if is_edge_mode:
              render = context.scene.render
  
              col = row.column()
              col.label(text="Edge Context Menu", icon='EDGESEL')
              col.separator()
  
              # Additive Operators
              col.operator("mesh.subdivide", text="Subdivide")
  
              col.separator()
  
              col.operator("mesh.extrude_edges_move", text="Extrude Edges")
              col.operator("mesh.bevel", text="Bevel Edges").vertex_only = False
              if selected_edges_len >= 2:
                  col.operator("mesh.bridge_edge_loops")
              if selected_edges_len >= 1:
                  col.operator("mesh.edge_face_add", text="New Face from Edges")
              if selected_edges_len >= 2:
                  col.operator("mesh.fill")
  
              col.separator()
  
              col.operator("mesh.loopcut_slide")
              col.operator("mesh.offset_edge_loops_slide")
              col.operator("mesh.knife_tool")
              col.operator("mesh.bisect")
              col.operator("mesh.bridge_edge_loops", text="Bridge Edge Loops")
  
              col.separator()
  
              # Deform Operators
              col.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
              col.operator("transform.edge_slide")
              col.operator("mesh.edge_split")
  
              col.separator()
  
              # Edge Flags
              col.operator("transform.edge_crease")
              col.operator("transform.edge_bevelweight")
  
              col.separator()
  
              col.operator("mesh.mark_seam").clear = False
              col.operator("mesh.mark_seam", text="Clear Seam").clear = True
  
              col.separator()
  
              col.operator("mesh.mark_sharp")
              col.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
  
              if render.use_freestyle:
                  col.separator()
  
                  col.operator("mesh.mark_freestyle_edge").clear = False
                  col.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
  
              col.separator()
  
              # Removal Operators
              col.operator("mesh.unsubdivide")
              col.operator("mesh.split")
              col.operator_menu_enum("mesh.separate", "type")
              col.operator("mesh.dissolve_edges")
              col.operator("mesh.delete", text="Delete Edges").type = 'EDGE'
  
          if is_face_mode:
              col = row.column()
  
              col.label(text="Face Context Menu", icon='FACESEL')
              col.separator()
  
              # Additive Operators
              col.operator("mesh.subdivide", text="Subdivide")
  
              col.separator()
  
              col.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Faces")
              col.operator("view3d.edit_mesh_extrude_move_shrink_fatten", text="Extrude Faces Along Normals")
              col.operator("mesh.extrude_faces_move", text="Extrude Individual Faces")
  
              col.operator("mesh.inset")
              col.operator("mesh.poke")
  
              if selected_faces_len >= 2:
                  col.operator("mesh.bridge_edge_loops", text="Bridge Faces")
  
              col.separator()
  
              # Modify Operators
              col.menu("VIEW3D_MT_uv_map", text="UV Unwrap Faces")
  
              col.separator()
  
              props = col.operator("mesh.quads_convert_to_tris")
              props.quad_method = props.ngon_method = 'BEAUTY'
              col.operator("mesh.tris_convert_to_quads")
  
              col.separator()
  
              col.operator("mesh.faces_shade_smooth")
              col.operator("mesh.faces_shade_flat")
  
              col.separator()
  
              # Removal Operators
              col.operator("mesh.unsubdivide")
              col.operator("mesh.split")
              col.operator_menu_enum("mesh.separate", "type")
              col.operator("mesh.dissolve_faces")
              col.operator("mesh.delete", text="Delete Faces").type = 'FACE'
  
  
  class VIEW3D_MT_edit_mesh_select_mode(Menu):
      bl_label = "Mesh Select Mode"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
          layout.operator("mesh.select_mode", text="Vertex", icon='VERTEXSEL').type = 'VERT'
          layout.operator("mesh.select_mode", text="Edge", icon='EDGESEL').type = 'EDGE'
          layout.operator("mesh.select_mode", text="Face", icon='FACESEL').type = 'FACE'
  
  
  class VIEW3D_MT_edit_mesh_extrude(Menu):
      bl_label = "Extrude"
  
      _extrude_funcs = {
          'VERT': lambda layout:
          layout.operator("mesh.extrude_vertices_move", text="Extrude Vertices"),
          'EDGE': lambda layout:
          layout.operator("mesh.extrude_edges_move", text="Extrude Edges"),
          'REGION': lambda layout:
          layout.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Faces"),
          'REGION_VERT_NORMAL': lambda layout:
          layout.operator("view3d.edit_mesh_extrude_move_shrink_fatten", text="Extrude Faces Along Normals"),
          'FACE': lambda layout:
          layout.operator("mesh.extrude_faces_move", text="Extrude Individual Faces"),
      }
  
      @staticmethod
      def extrude_options(context):
          tool_settings = context.tool_settings
          select_mode = tool_settings.mesh_select_mode
          mesh = context.object.data
  
          menu = []
          if mesh.total_face_sel:
              menu += ['REGION', 'REGION_VERT_NORMAL', 'FACE']
          if mesh.total_edge_sel and (select_mode[0] or select_mode[1]):
              menu += ['EDGE']
          if mesh.total_vert_sel and select_mode[0]:
              menu += ['VERT']
  
          # should never get here
          return menu
  
      def draw(self, context):
          layout = self.layout
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          for menu_id in self.extrude_options(context):
              self._extrude_funcs[menu_id](layout)
  
  
  class VIEW3D_MT_edit_mesh_vertices(Menu):
      bl_label = "Vertex"
  
      def draw(self, _context):
          layout = self.layout
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("mesh.extrude_vertices_move", text="Extrude Vertices")
          layout.operator("mesh.bevel", text="Bevel Vertices").vertex_only = True
  
          layout.separator()
  
          layout.operator("mesh.edge_face_add", text="New Edge/Face from Vertices")
          layout.operator("mesh.vert_connect_path", text="Connect Vertex Path")
          layout.operator("mesh.vert_connect", text="Connect Vertex Pairs")
  
          layout.separator()
  
          props = layout.operator("mesh.rip_move", text="Rip Vertices")
          props.MESH_OT_rip.use_fill = False
          props = layout.operator("mesh.rip_move", text="Rip Vertices and Fill")
          props.MESH_OT_rip.use_fill = True
          layout.operator("mesh.rip_edge_move", text="Rip Vertices and Extend")
  
          layout.separator()
  
          layout.operator("transform.vert_slide", text="Slide Vertices")
          layout.operator("mesh.vertices_smooth", text="Smooth Vertices")
  
          layout.separator()
  
          layout.operator("mesh.blend_from_shape")
          layout.operator("mesh.shape_propagate_to_all", text="Propagate to Shapes")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_merge", text="Merge Vertices")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_vertex_group")
          layout.menu("VIEW3D_MT_hook")
  
          layout.separator()
  
          layout.operator("object.vertex_parent_set")
  
  
  class VIEW3D_MT_edit_mesh_edges_data(Menu):
      bl_label = "Edge Data"
  
      def draw(self, context):
          layout = self.layout
  
          render = context.scene.render
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("transform.edge_crease")
          layout.operator("transform.edge_bevelweight")
  
          layout.separator()
  
          layout.operator("mesh.mark_seam").clear = False
          layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
  
          layout.separator()
  
          layout.operator("mesh.mark_sharp")
          layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
  
          layout.operator("mesh.mark_sharp", text="Mark Sharp from Vertices").use_verts = True
          props = layout.operator("mesh.mark_sharp", text="Clear Sharp from Vertices")
          props.use_verts = True
          props.clear = True
  
          if render.use_freestyle:
              layout.separator()
  
              layout.operator("mesh.mark_freestyle_edge").clear = False
              layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
  
  
  class VIEW3D_MT_edit_mesh_edges(Menu):
      bl_label = "Edge"
  
      def draw(self, _context):
          layout = self.layout
  
          with_freestyle = bpy.app.build_options.freestyle
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("mesh.extrude_edges_move", text="Extrude Edges")
          layout.operator("mesh.bevel", text="Bevel Edges").vertex_only = False
          layout.operator("mesh.bridge_edge_loops")
  
          layout.separator()
  
          layout.operator("mesh.subdivide")
          layout.operator("mesh.subdivide_edgering")
          layout.operator("mesh.unsubdivide")
  
          layout.separator()
  
          layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
          layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").use_ccw = True
  
          layout.separator()
  
          layout.operator("transform.edge_slide")
          layout.operator("mesh.edge_split")
  
          layout.separator()
  
          layout.operator("transform.edge_crease")
          layout.operator("transform.edge_bevelweight")
  
          layout.separator()
  
          layout.operator("mesh.mark_seam").clear = False
          layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
  
          layout.separator()
  
          layout.operator("mesh.mark_sharp")
          layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
  
          layout.operator("mesh.mark_sharp", text="Mark Sharp from Vertices").use_verts = True
          props = layout.operator("mesh.mark_sharp", text="Clear Sharp from Vertices")
          props.use_verts = True
          props.clear = True
  
          if with_freestyle:
              layout.separator()
  
              layout.operator("mesh.mark_freestyle_edge").clear = False
              layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
  
  
  class VIEW3D_MT_edit_mesh_faces_data(Menu):
      bl_label = "Face Data"
  
      def draw(self, _context):
          layout = self.layout
  
          with_freestyle = bpy.app.build_options.freestyle
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("mesh.colors_rotate")
          layout.operator("mesh.colors_reverse")
  
          layout.separator()
  
          layout.operator("mesh.uvs_rotate")
          layout.operator("mesh.uvs_reverse")
  
          layout.separator()
  
          if with_freestyle:
              layout.operator("mesh.mark_freestyle_face").clear = False
              layout.operator("mesh.mark_freestyle_face", text="Clear Freestyle Face").clear = True
  
  
  class VIEW3D_MT_edit_mesh_faces(Menu):
      bl_label = "Face"
      bl_idname = "VIEW3D_MT_edit_mesh_faces"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Faces")
          layout.operator("view3d.edit_mesh_extrude_move_shrink_fatten", text="Extrude Faces Along Normals")
          layout.operator("mesh.extrude_faces_move", text="Extrude Individual Faces")
  
          layout.separator()
  
          layout.operator("mesh.inset")
          layout.operator("mesh.poke")
          props = layout.operator("mesh.quads_convert_to_tris")
          props.quad_method = props.ngon_method = 'BEAUTY'
          layout.operator("mesh.tris_convert_to_quads")
          layout.operator("mesh.solidify", text="Solidify Faces")
          layout.operator("mesh.wireframe")
  
          layout.separator()
  
          layout.operator("mesh.fill")
          layout.operator("mesh.fill_grid")
          layout.operator("mesh.beautify_fill")
  
          layout.separator()
  
          layout.operator("mesh.intersect")
          layout.operator("mesh.intersect_boolean")
  
          layout.separator()
  
          layout.operator("mesh.face_split_by_edges")
  
          layout.separator()
  
          layout.operator("mesh.faces_shade_smooth")
          layout.operator("mesh.faces_shade_flat")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_faces_data")
  
  
  class VIEW3D_MT_edit_mesh_normals_select_strength(Menu):
      bl_label = "Select by Face Strength"
  
      def draw(self, _context):
          layout = self.layout
  
          op = layout.operator("mesh.mod_weighted_strength", text="Weak")
          op.set = False
          op.face_strength = 'WEAK'
  
          op = layout.operator("mesh.mod_weighted_strength", text="Medium")
          op.set = False
          op.face_strength = 'MEDIUM'
  
          op = layout.operator("mesh.mod_weighted_strength", text="Strong")
          op.set = False
          op.face_strength = 'STRONG'
  
  
  class VIEW3D_MT_edit_mesh_normals_set_strength(Menu):
      bl_label = "Select by Face Strength"
  
      def draw(self, _context):
          layout = self.layout
  
          op = layout.operator("mesh.mod_weighted_strength", text="Weak")
          op.set = True
          op.face_strength = 'WEAK'
  
          op = layout.operator("mesh.mod_weighted_strength", text="Medium")
          op.set = True
          op.face_strength = 'MEDIUM'
  
          op = layout.operator("mesh.mod_weighted_strength", text="Strong")
          op.set = True
          op.face_strength = 'STRONG'
  
  
  class VIEW3D_MT_edit_mesh_normals_average(Menu):
      bl_label = "Average"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("mesh.average_normals", text="Custom Normal").average_type = 'CUSTOM_NORMAL'
          layout.operator("mesh.average_normals", text="Face Area").average_type = 'FACE_AREA'
          layout.operator("mesh.average_normals", text="Corner Angle").average_type = 'CORNER_ANGLE'
  
  
  class VIEW3D_MT_edit_mesh_normals(Menu):
      bl_label = "Normals"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("mesh.flip_normals", text="Flip")
          layout.operator("mesh.normals_make_consistent", text="Recalculate Outside").inside = False
          layout.operator("mesh.normals_make_consistent", text="Recalculate Inside").inside = True
  
          layout.separator()
  
          layout.operator("mesh.set_normals_from_faces", text="Set From Faces")
          layout.operator("transform.rotate_normal", text="Rotate")
          layout.operator("mesh.point_normals", text="Point to Target")
          layout.operator("mesh.merge_normals", text="Merge")
          layout.operator("mesh.split_normals", text="Split")
          layout.menu("VIEW3D_MT_edit_mesh_normals_average", text="Average")
  
          layout.separator()
  
          layout.operator("mesh.normals_tools", text="Copy Vectors").mode = 'COPY'
          layout.operator("mesh.normals_tools", text="Paste Vectors").mode = 'PASTE'
  
          layout.operator("mesh.smoothen_normals", text="Smoothen Vectors")
          layout.operator("mesh.normals_tools", text="Reset Vectors").mode = 'RESET'
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_mesh_normals_select_strength", text="Select by Face Strength")
          layout.menu("VIEW3D_MT_edit_mesh_normals_set_strength", text="Set Face Strength")
  
  
  class VIEW3D_MT_edit_mesh_shading(Menu):
      bl_label = "Shading"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("mesh.faces_shade_smooth", text="Smooth Faces")
          layout.operator("mesh.faces_shade_flat", text="Flat Faces")
  
          layout.separator()
  
          layout.operator("mesh.mark_sharp", text="Smooth Edges").clear = True
          layout.operator("mesh.mark_sharp", text="Sharp Edges")
  
          layout.separator()
  
          props = layout.operator("mesh.mark_sharp", text="Smooth Vertices")
          props.use_verts = True
          props.clear = True
  
          layout.operator("mesh.mark_sharp", text="Sharp Vertices").use_verts = True
  
  
  class VIEW3D_MT_edit_mesh_weights(Menu):
      bl_label = "Weights"
  
      def draw(self, _context):
          VIEW3D_MT_paint_weight.draw_generic(self.layout, is_editmode=True)
  
  
  class VIEW3D_MT_edit_mesh_clean(Menu):
      bl_label = "Clean Up"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("mesh.delete_loose")
  
          layout.separator()
  
          layout.operator("mesh.decimate")
          layout.operator("mesh.dissolve_degenerate")
          layout.operator("mesh.dissolve_limited")
          layout.operator("mesh.face_make_planar")
  
          layout.separator()
  
          layout.operator("mesh.vert_connect_nonplanar")
          layout.operator("mesh.vert_connect_concave")
          layout.operator("mesh.remove_doubles")
          layout.operator("mesh.fill_holes")
  
  
  class VIEW3D_MT_edit_mesh_delete(Menu):
      bl_label = "Delete"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_enum("mesh.delete", "type")
  
          layout.separator()
  
          layout.operator("mesh.dissolve_verts")
          layout.operator("mesh.dissolve_edges")
          layout.operator("mesh.dissolve_faces")
  
          layout.separator()
  
          layout.operator("mesh.dissolve_limited")
  
          layout.separator()
  
          layout.operator("mesh.edge_collapse")
          layout.operator("mesh.delete_edgeloop", text="Edge Loops")
  
  
  class VIEW3D_MT_edit_mesh_merge(Menu):
      bl_label = "Merge"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_enum("mesh.merge", "type")
  
          layout.separator()
  
          layout.operator("mesh.remove_doubles", text="By Distance")
  
  
  class VIEW3D_MT_edit_mesh_showhide(ShowHideMenu, Menu):
      _operator_name = "mesh"
  
  
  class VIEW3D_MT_edit_gpencil_delete(Menu):
      bl_label = "Delete"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_enum("gpencil.delete", "type")
  
          layout.separator()
  
          layout.operator_enum("gpencil.dissolve", "type")
  
          layout.separator()
  
          layout.operator("gpencil.active_frames_delete_all")
  # Edit Curve
  # draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface
  
  
  def draw_curve(self, _context):
      layout = self.layout
  
      layout.menu("VIEW3D_MT_transform")
      layout.menu("VIEW3D_MT_mirror")
      layout.menu("VIEW3D_MT_snap")
  
      layout.separator()
  
      layout.operator("curve.spin")
      layout.operator("curve.duplicate_move")
  
      layout.separator()
  
      layout.operator("curve.split")
      layout.operator("curve.separate")
      layout.operator("curve.cyclic_toggle")
      layout.operator_menu_enum("curve.spline_type_set", "type")
  
      layout.separator()
  
      layout.menu("VIEW3D_MT_edit_curve_showhide")
      layout.menu("VIEW3D_MT_edit_curve_clean")
      layout.menu("VIEW3D_MT_edit_curve_delete")
  
  
  class VIEW3D_MT_edit_curve(Menu):
      bl_label = "Curve"
  
      draw = draw_curve
  
  
  class VIEW3D_MT_edit_curve_ctrlpoints(Menu):
      bl_label = "Control Points"
  
      def draw(self, context):
          layout = self.layout
  
          edit_object = context.edit_object
  
          if edit_object.type in {'CURVE', 'SURFACE'}:
              layout.operator("curve.extrude_move")
  
              layout.separator()
  
              layout.operator("curve.make_segment")
  
              layout.separator()
  
              if edit_object.type == 'CURVE':
                  layout.operator("transform.tilt")
                  layout.operator("curve.tilt_clear")
  
                  layout.separator()
  
                  layout.operator_menu_enum("curve.handle_type_set", "type")
                  layout.operator("curve.normals_make_consistent")
  
                  layout.separator()
  
              layout.operator("curve.smooth")
              if edit_object.type == 'CURVE':
                  layout.operator("curve.smooth_tilt")
                  layout.operator("curve.smooth_radius")
                  layout.operator("curve.smooth_weight")
  
              layout.separator()
  
          layout.menu("VIEW3D_MT_hook")
  
          layout.separator()
  
          layout.operator("object.vertex_parent_set")
  
  
  class VIEW3D_MT_edit_curve_segments(Menu):
      bl_label = "Segments"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("curve.subdivide")
          layout.operator("curve.switch_direction")
  
  
  class VIEW3D_MT_edit_curve_clean(Menu):
      bl_label = "Clean Up"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("curve.decimate")
  
  
  class VIEW3D_MT_edit_curve_context_menu(Menu):
      bl_label = "Curve Context Menu"
  
      def draw(self, _context):
          # TODO(campbell): match mesh vertex menu.
  
          layout = self.layout
  
          layout.operator_context = 'INVOKE_DEFAULT'
  
          # Add
          layout.operator("curve.subdivide")
          layout.operator("curve.extrude_move")
          layout.operator("curve.make_segment")
          layout.operator("curve.duplicate_move")
  
          layout.separator()
  
          # Transform
          layout.operator("transform.transform", text="Radius").mode = 'CURVE_SHRINKFATTEN'
          layout.operator("transform.tilt")
          layout.operator("curve.tilt_clear")
          layout.operator("curve.smooth")
          layout.operator("curve.smooth_tilt")
          layout.operator("curve.smooth_radius")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_snap")
  
          layout.separator()
  
          # Modify
          layout.operator_menu_enum("curve.spline_type_set", "type")
          layout.operator_menu_enum("curve.handle_type_set", "type")
          layout.operator("curve.cyclic_toggle")
          layout.operator("curve.switch_direction")
  
          layout.separator()
  
          layout.operator("curve.normals_make_consistent")
          layout.operator("curve.spline_weight_set")
          layout.operator("curve.radius_set")
  
          layout.separator()
  
          # Remove
          layout.operator("curve.split")
          layout.operator("curve.decimate")
          layout.operator("curve.dissolve_verts")
          layout.operator("curve.delete", text="Delete Segment").type = 'SEGMENT'
          layout.operator("curve.delete", text="Delete Point").type = 'VERT'
  
  
  class VIEW3D_MT_edit_curve_delete(Menu):
      bl_label = "Delete"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_enum("curve.delete", "type")
  
          layout.separator()
  
          layout.operator("curve.dissolve_verts")
  
  
  class VIEW3D_MT_edit_curve_showhide(ShowHideMenu, Menu):
      _operator_name = "curve"
  
  
  class VIEW3D_MT_edit_surface(Menu):
      bl_label = "Surface"
  
      draw = draw_curve
  
  
  class VIEW3D_MT_edit_font(Menu):
      bl_label = "Font"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("font.style_toggle", text="Toggle Bold", icon='BOLD').style = 'BOLD'
          layout.operator("font.style_toggle", text="Toggle Italic", icon='ITALIC').style = 'ITALIC'
          layout.operator("font.style_toggle", text="Toggle Underline", icon='UNDERLINE').style = 'UNDERLINE'
          layout.operator("font.style_toggle", text="Toggle Small Caps", icon='SMALL_CAPS').style = 'SMALL_CAPS'
  
  
  class VIEW3D_MT_edit_text_chars(Menu):
      bl_label = "Special Characters"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("font.text_insert", text="Copyright").text = "\u00A9"
          layout.operator("font.text_insert", text="Registered Trademark").text = "\u00AE"
  
          layout.separator()
  
          layout.operator("font.text_insert", text="Degree Sign").text = "\u00B0"
          layout.operator("font.text_insert", text="Multiplication Sign").text = "\u00D7"
          layout.operator("font.text_insert", text="Circle").text = "\u008A"
  
          layout.separator()
  
          layout.operator("font.text_insert", text="Superscript 1").text = "\u00B9"
          layout.operator("font.text_insert", text="Superscript 2").text = "\u00B2"
          layout.operator("font.text_insert", text="Superscript 3").text = "\u00B3"
  
          layout.separator()
  
          layout.operator("font.text_insert", text="Double >>").text = "\u00BB"
          layout.operator("font.text_insert", text="Double <<").text = "\u00AB"
          layout.operator("font.text_insert", text="Promillage").text = "\u2030"
  
          layout.separator()
  
          layout.operator("font.text_insert", text="Dutch Florin").text = "\u00A4"
          layout.operator("font.text_insert", text="British Pound").text = "\u00A3"
          layout.operator("font.text_insert", text="Japanese Yen").text = "\u00A5"
  
          layout.separator()
  
          layout.operator("font.text_insert", text="German S").text = "\u00DF"
          layout.operator("font.text_insert", text="Spanish Question Mark").text = "\u00BF"
          layout.operator("font.text_insert", text="Spanish Exclamation Mark").text = "\u00A1"
  
  
  class VIEW3D_MT_edit_meta(Menu):
      bl_label = "Metaball"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.menu("VIEW3D_MT_transform")
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_snap")
  
          layout.separator()
  
          layout.operator("mball.duplicate_metaelems")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_meta_showhide")
  
          layout.operator_context = 'EXEC_DEFAULT'
          layout.operator("mball.delete_metaelems", text="Delete")
  
  
  class VIEW3D_MT_edit_meta_showhide(Menu):
      bl_label = "Show/Hide"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("mball.reveal_metaelems")
          layout.operator("mball.hide_metaelems", text="Hide Selected").unselected = False
          layout.operator("mball.hide_metaelems", text="Hide Unselected").unselected = True
  
  
  class VIEW3D_MT_edit_lattice(Menu):
      bl_label = "Lattice"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_transform")
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_snap")
          layout.operator_menu_enum("lattice.flip", "axis")
  
          layout.separator()
  
          layout.operator("lattice.make_regular")
  
          layout.separator()
  
          layout.operator("object.vertex_parent_set")
  
  
  class VIEW3D_MT_edit_armature(Menu):
      bl_label = "Armature"
  
      def draw(self, context):
          layout = self.layout
  
          edit_object = context.edit_object
          arm = edit_object.data
  
          layout.menu("VIEW3D_MT_transform_armature")
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_snap")
          layout.menu("VIEW3D_MT_edit_armature_roll")
  
          layout.separator()
  
          layout.operator("armature.extrude_move")
  
          if arm.use_mirror_x:
              layout.operator("armature.extrude_forked")
  
          layout.operator("armature.duplicate_move")
          layout.operator("armature.merge")
          layout.operator("armature.fill")
          layout.operator("armature.split")
          layout.operator("armature.separate")
  
          layout.separator()
  
          layout.operator("armature.subdivide", text="Subdivide")
          layout.operator("armature.switch_direction", text="Switch Direction")
  
          layout.separator()
  
          layout.operator("armature.symmetrize")
          layout.menu("VIEW3D_MT_edit_armature_names")
  
          layout.separator()
  
          layout.operator_context = 'INVOKE_DEFAULT'
          layout.operator("armature.armature_layers")
          layout.operator("armature.bone_layers")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_armature_parent")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_armature_delete")
  
  
  class VIEW3D_MT_armature_context_menu(Menu):
      bl_label = "Armature Context Menu"
  
      def draw(self, context):
          layout = self.layout
  
          edit_object = context.edit_object
          arm = edit_object.data
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          # Add
          layout.operator("armature.subdivide", text="Subdivide")
          layout.operator("armature.duplicate_move", text="Duplicate")
          layout.operator("armature.extrude_move")
          if arm.use_mirror_x:
              layout.operator("armature.extrude_forked")
  
          layout.separator()
  
          layout.operator("armature.fill")
  
          layout.separator()
  
          # Modify
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_snap")
          layout.operator("armature.symmetrize")
          layout.operator("armature.switch_direction", text="Switch Direction")
          layout.menu("VIEW3D_MT_edit_armature_names")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_edit_armature_parent")
  
          layout.separator()
  
          # Remove
          layout.operator("armature.split")
          layout.operator("armature.merge")
          layout.operator("armature.dissolve")
          layout.operator("armature.delete")
  
  
  class VIEW3D_MT_edit_armature_names(Menu):
      bl_label = "Names"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_context = 'EXEC_REGION_WIN'
          layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS'
          layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS'
          layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS'
          layout.operator("armature.flip_names", text="Flip Names")
  
  
  class VIEW3D_MT_edit_armature_parent(Menu):
      bl_label = "Parent"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("armature.parent_set", text="Make")
          layout.operator("armature.parent_clear", text="Clear")
  
  
  class VIEW3D_MT_edit_armature_roll(Menu):
      bl_label = "Bone Roll"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator_menu_enum("armature.calculate_roll", "type")
  
          layout.separator()
  
          layout.operator("transform.transform", text="Set Roll").mode = 'BONE_ROLL'
          layout.operator("armature.roll_clear")
  
  
  class VIEW3D_MT_edit_armature_delete(Menu):
      bl_label = "Delete"
  
      def draw(self, _context):
          layout = self.layout
          layout.operator_context = 'EXEC_AREA'
  
          layout.operator("armature.delete", text="Bones")
  
          layout.separator()
  
          layout.operator("armature.dissolve", text="Dissolve Bones")
  
  
  # ********** Grease Pencil Stroke menus **********
  class VIEW3D_MT_gpencil_autoweights(Menu):
      bl_label = "Generate Weights"
  
      def draw(self, _context):
          layout = self.layout
          layout.operator("gpencil.generate_weights", text="With Empty Groups").mode = 'NAME'
          layout.operator("gpencil.generate_weights", text="With Automatic Weights").mode = 'AUTO'
  
  
  class VIEW3D_MT_gpencil_simplify(Menu):
      bl_label = "Simplify"
  
      def draw(self, _context):
          layout = self.layout
          layout.operator("gpencil.stroke_simplify_fixed", text="Fixed")
          layout.operator("gpencil.stroke_simplify", text="Adaptive")
  
  
  class VIEW3D_MT_paint_gpencil(Menu):
      bl_label = "Strokes"
  
      def draw(self, _context):
  
          layout = self.layout
  
          layout.menu("VIEW3D_MT_gpencil_animation")
          layout.menu("VIEW3D_MT_edit_gpencil_interpolate")
  
          layout.separator()
  
          layout.operator("gpencil.delete", text="Delete Frame").type = 'FRAME'
          layout.operator("gpencil.active_frames_delete_all")
  
  
  class VIEW3D_MT_assign_material(Menu):
      bl_label = "Assign Material"
  
      def draw(self, context):
          layout = self.layout
          ob = context.active_object
  
          for slot in ob.material_slots:
              mat = slot.material
              if mat:
                  layout.operator("gpencil.stroke_change_color", text=mat.name).material = mat.name
  
  
  class VIEW3D_MT_gpencil_copy_layer(Menu):
      bl_label = "Copy Layer to Object"
  
      def draw(self, context):
          layout = self.layout
          view_layer = context.view_layer
          obact = context.active_object
          gpl = context.active_gpencil_layer
  
          done = False
          if gpl is not None:
              for ob in view_layer.objects:
                  if ob.type == 'GPENCIL' and ob != obact:
                      layout.operator("gpencil.layer_duplicate_object", text=ob.name).object = ob.name
                      done = True
  
              if done is False:
                  layout.label(text="No destination object", icon='ERROR')
          else:
              layout.label(text="No layer to copy", icon='ERROR')
  
  
  class VIEW3D_MT_edit_gpencil(Menu):
      bl_label = "Strokes"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.menu("VIEW3D_MT_edit_gpencil_transform")
  
          layout.separator()
          layout.menu("GPENCIL_MT_snap")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_gpencil_animation")
          layout.menu("VIEW3D_MT_edit_gpencil_interpolate")
  
          layout.separator()
  
          # Cut, Copy, Paste
          layout.operator("gpencil.duplicate_move", text="Duplicate")
          layout.operator("gpencil.copy", text="Copy", icon='COPYDOWN')
          layout.operator("gpencil.paste", text="Paste", icon='PASTEDOWN').type = 'COPY'
          layout.operator("gpencil.paste", text="Paste & Merge").type = 'MERGE'
  
          layout.separator()
  
          layout.operator("gpencil.stroke_smooth", text="Smooth")
          layout.operator("gpencil.stroke_subdivide", text="Subdivide")
          layout.menu("VIEW3D_MT_gpencil_simplify")
          layout.operator("gpencil.stroke_trim", text="Trim")
  
          layout.separator()
  
          layout.operator_menu_enum("gpencil.stroke_separate", "mode", text="Separate...")
          layout.operator("gpencil.stroke_split", text="Split")
          layout.operator("gpencil.stroke_merge", text="Merge")
          layout.operator_menu_enum("gpencil.stroke_join", "type", text="Join...")
          layout.operator("gpencil.stroke_flip", text="Flip Direction")
  
          layout.separator()
  
          layout.operator_menu_enum("gpencil.move_to_layer", "layer", text="Move to Layer")
          layout.menu("VIEW3D_MT_assign_material")
          layout.operator_menu_enum("gpencil.stroke_arrange", "direction", text="Arrange Strokes...")
  
          layout.separator()
  
          # Convert
          layout.operator("gpencil.stroke_cyclical_set", text="Toggle Cyclic").type = 'TOGGLE'
          layout.operator_menu_enum("gpencil.stroke_caps_set", text="Toggle Caps...", property="type")
  
          layout.separator()
  
          # Remove
          layout.menu("GPENCIL_MT_cleanup")
          layout.menu("VIEW3D_MT_edit_gpencil_delete")
  
  
  class VIEW3D_MT_weight_gpencil(Menu):
      bl_label = "Weights"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("gpencil.vertex_group_normalize_all", text="Normalize All")
          layout.operator("gpencil.vertex_group_normalize", text="Normalize")
  
          layout.separator()
          layout.operator("gpencil.vertex_group_invert", text="Invert")
          layout.operator("gpencil.vertex_group_smooth", text="Smooth")
  
          layout.separator()
          layout.menu("VIEW3D_MT_gpencil_autoweights")
  
  
  class VIEW3D_MT_gpencil_animation(Menu):
      bl_label = "Animation"
  
      @classmethod
      def poll(cls, context):
          ob = context.active_object
          return ob and ob.type == 'GPENCIL' and ob.mode != 'OBJECT'
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("gpencil.blank_frame_add")
          layout.operator("gpencil.active_frames_delete_all", text="Delete Frame(s)")
  
          layout.separator()
          layout.operator("gpencil.frame_duplicate", text="Duplicate Active Frame")
          layout.operator("gpencil.frame_duplicate", text="Duplicate All Layers").mode = 'ALL'
  
  
  class VIEW3D_MT_edit_gpencil_transform(Menu):
      bl_label = "Transform"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("transform.translate")
          layout.operator("transform.rotate")
          layout.operator("transform.resize", text="Scale")
  
          layout.separator()
  
          layout.operator("transform.bend", text="Bend")
          layout.operator("transform.shear", text="Shear")
          layout.operator("transform.tosphere", text="To Sphere")
          layout.operator("transform.transform", text="Shrink Fatten").mode = 'GPENCIL_SHRINKFATTEN'
  
          layout.separator()
  
          layout.operator("gpencil.reproject")
  
  
  class VIEW3D_MT_edit_gpencil_interpolate(Menu):
      bl_label = "Interpolate"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("gpencil.interpolate", text="Interpolate")
          layout.operator("gpencil.interpolate_sequence", text="Sequence")
  
  
  class VIEW3D_MT_object_mode_pie(Menu):
      bl_label = "Mode"
  
      def draw(self, _context):
          layout = self.layout
  
          pie = layout.menu_pie()
          pie.operator_enum("object.mode_set", "mode")
  
  
  class VIEW3D_MT_view_pie(Menu):
      bl_label = "View"
      bl_idname = "VIEW3D_MT_view_pie"
  
      def draw(self, _context):
          layout = self.layout
  
          pie = layout.menu_pie()
          pie.operator_enum("view3d.view_axis", "type")
          pie.operator("view3d.view_camera", text="View Camera", icon='CAMERA_DATA')
          pie.operator("view3d.view_selected", text="View Selected", icon='ZOOM_SELECTED')
  
  
  class VIEW3D_MT_transform_gizmo_pie(Menu):
      bl_label = "View"
  
      def draw(self, context):
          layout = self.layout
  
          pie = layout.menu_pie()
          # 1: Left
          pie.operator("view3d.transform_gizmo_set", text="Move").type = {'TRANSLATE'}
          # 2: Right
          pie.operator("view3d.transform_gizmo_set", text="Rotate").type = {'ROTATE'}
          # 3: Down
          pie.operator("view3d.transform_gizmo_set", text="Scale").type = {'SCALE'}
          # 4: Up
          pie.prop(context.space_data, "show_gizmo", text="Show Gizmos", icon='GIZMO')
          # 5: Up/Left
          pie.operator("view3d.transform_gizmo_set", text="All").type = {'TRANSLATE', 'ROTATE', 'SCALE'}
  
  
  class VIEW3D_MT_shading_pie(Menu):
      bl_label = "Shading"
  
      def draw(self, context):
          layout = self.layout
          pie = layout.menu_pie()
  
          view = context.space_data
  
          pie.prop(view.shading, "type", expand=True)
  
  
  class VIEW3D_MT_shading_ex_pie(Menu):
      bl_label = "Shading"
  
      def draw(self, context):
          layout = self.layout
          pie = layout.menu_pie()
  
          view = context.space_data
  
          pie.prop_enum(view.shading, "type", value='WIREFRAME')
          pie.prop_enum(view.shading, "type", value='SOLID')
  
          # Note this duplicates "view3d.toggle_xray" logic, so we can see the active item: T58661.
          if context.pose_object:
              pie.prop(view.overlay, "show_xray_bone", icon='XRAY')
          else:
              xray_active = (
                  (context.mode == 'EDIT_MESH') or
                  (view.shading.type in {'SOLID', 'WIREFRAME'})
              )
              if xray_active:
                  sub = pie
              else:
                  sub = pie.row()
                  sub.active = False
              sub.prop(
                  view.shading,
                  "show_xray_wireframe" if (view.shading.type == 'WIREFRAME') else "show_xray",
                  text="Toggle X-Ray",
                  icon='XRAY',
              )
  
          pie.prop(view.overlay, "show_overlays", text="Toggle Overlays", icon='OVERLAY')
  
          pie.prop_enum(view.shading, "type", value='MATERIAL')
          pie.prop_enum(view.shading, "type", value='RENDERED')
  
  
  class VIEW3D_MT_pivot_pie(Menu):
      bl_label = "Pivot Point"
  
      def draw(self, context):
          layout = self.layout
          pie = layout.menu_pie()
          obj = context.active_object
          mode = context.mode
  
          pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='BOUNDING_BOX_CENTER')
          pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='CURSOR')
          pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='INDIVIDUAL_ORIGINS')
          pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='MEDIAN_POINT')
          pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='ACTIVE_ELEMENT')
          if (obj is None) or (mode in {'OBJECT', 'POSE', 'WEIGHT_PAINT'}):
              pie.prop(context.scene.tool_settings, "use_transform_pivot_point_align")
  
  
  class VIEW3D_MT_orientations_pie(Menu):
      bl_label = "Orientation"
  
      def draw(self, context):
          layout = self.layout
          pie = layout.menu_pie()
          scene = context.scene
  
          pie.prop(scene.transform_orientation_slots[0], "type", expand=True)
  
  
  class VIEW3D_MT_snap_pie(Menu):
      bl_label = "Snap"
  
      def draw(self, _context):
          layout = self.layout
          pie = layout.menu_pie()
  
          pie.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid", icon='CURSOR')
          pie.operator("view3d.snap_selected_to_grid", text="Selection to Grid", icon='RESTRICT_SELECT_OFF')
          pie.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected", icon='CURSOR')
          pie.operator(
              "view3d.snap_selected_to_cursor",
              text="Selection to Cursor",
              icon='RESTRICT_SELECT_OFF',
          ).use_offset = False
          pie.operator(
              "view3d.snap_selected_to_cursor",
              text="Selection to Cursor (Keep Offset)",
              icon='RESTRICT_SELECT_OFF',
          ).use_offset = True
          pie.operator("view3d.snap_selected_to_active", text="Selection to Active", icon='RESTRICT_SELECT_OFF')
          pie.operator("view3d.snap_cursor_to_center", text="Cursor to World Origin", icon='CURSOR')
          pie.operator("view3d.snap_cursor_to_active", text="Cursor to Active", icon='CURSOR')
  
  
  class VIEW3D_MT_proportional_editing_falloff_pie(Menu):
      bl_label = "Proportional Editing Falloff"
  
      def draw(self, context):
          layout = self.layout
          pie = layout.menu_pie()
          tool_settings = context.scene.tool_settings
  
          pie.prop(tool_settings, "proportional_edit_falloff", expand=True)
  
  
  # ********** Panel **********
  
  
  class VIEW3D_PT_active_tool(Panel, ToolActivePanelHelper):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "Tool"
      # See comment below.
      # bl_options = {'HIDE_HEADER'}
  
      # Don't show in properties editor.
      @classmethod
      def poll(cls, context):
          return context.area.type == 'VIEW_3D'
  
  
  # FIXME(campbell): remove this second panel once 'HIDE_HEADER' works with category tabs,
  # Currently pinning allows ordering headerless panels below panels with headers.
  class VIEW3D_PT_active_tool_duplicate(Panel, ToolActivePanelHelper):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "Tool"
      bl_options = {'HIDE_HEADER'}
  
      # Only show in properties editor.
      @classmethod
      def poll(cls, context):
          return context.area.type != 'VIEW_3D'
  
  
  class VIEW3D_PT_view3d_properties(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "View"
      bl_label = "View"
  
      def draw(self, context):
          layout = self.layout
  
          view = context.space_data
  
          layout.use_property_split = True
          layout.use_property_decorate = False  # No animation.
  
          flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
          col = flow.column()
  
          subcol = col.column()
          subcol.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews)
          subcol.prop(view, "lens", text="Focal Length")
  
          subcol = col.column(align=True)
          subcol.prop(view, "clip_start", text="Clip Start")
          subcol.prop(view, "clip_end", text="End")
  
          subcol.separator()
  
          col = flow.column()
  
          subcol = col.column()
          subcol.prop(view, "use_local_camera")
  
          subcol = col.column()
          subcol.enabled = view.use_local_camera
          subcol.prop(view, "camera", text="Local Camera")
  
          subcol = col.column(align=True)
          subcol.prop(view, "use_render_border")
          subcol.active = view.region_3d.view_perspective != 'CAMERA'
  
  
  class VIEW3D_PT_view3d_lock(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "View"
      bl_label = "View Lock"
      bl_parent_id = "VIEW3D_PT_view3d_properties"
  
      def draw(self, context):
          layout = self.layout
  
          layout.use_property_split = True
          layout.use_property_decorate = False  # No animation.
  
          view = context.space_data
  
          col = layout.column(align=True)
          subcol = col.column()
          subcol.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews)
  
          subcol.prop(view, "lock_object")
          lock_object = view.lock_object
          if lock_object:
              if lock_object.type == 'ARMATURE':
                  subcol.prop_search(
                      view, "lock_bone", lock_object.data,
                      "edit_bones" if lock_object.mode == 'EDIT'
                      else "bones",
                      text="",
                  )
          else:
              subcol.prop(view, "lock_cursor", text="Lock to 3D Cursor")
  
          col.prop(view, "lock_camera")
  
  
  class VIEW3D_PT_view3d_cursor(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "View"
      bl_label = "3D Cursor"
  
      def draw(self, context):
          layout = self.layout
  
          cursor = context.scene.cursor
  
          layout.column().prop(cursor, "location", text="Location")
          rotation_mode = cursor.rotation_mode
          if rotation_mode == 'QUATERNION':
              layout.column().prop(cursor, "rotation_quaternion", text="Rotation")
          elif rotation_mode == 'AXIS_ANGLE':
              layout.column().prop(cursor, "rotation_axis_angle", text="Rotation")
          else:
              layout.column().prop(cursor, "rotation_euler", text="Rotation")
          layout.prop(cursor, "rotation_mode", text="")
  
  
  class VIEW3D_PT_collections(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "View"
      bl_label = "Collections"
      bl_options = {'DEFAULT_CLOSED'}
  
      def _draw_collection(self, layout, view_layer, collection, index):
          need_separator = index
          for child in collection.children:
              index += 1
  
              if child.exclude:
                  continue
  
              if child.collection.hide_viewport:
                  continue
  
              if need_separator:
                  layout.separator()
                  need_separator = False
  
              icon = 'BLANK1'
              # has_objects = True
              if child.has_selected_objects(view_layer):
                  icon = 'LAYER_ACTIVE'
              elif child.has_objects():
                  icon = 'LAYER_USED'
              else:
                  # has_objects = False
                  pass
  
              row = layout.row()
              sub = row.split(factor=0.98)
              subrow = sub.row()
              subrow.alignment = 'LEFT'
              subrow.operator(
                  "object.hide_collection", text=child.name, icon=icon, emboss=False,
              ).collection_index = index
  
              sub = row.split()
              subrow = sub.row(align=True)
              subrow.alignment = 'RIGHT'
              subrow.active = collection.is_visible  # Parent collection runtime visibility
              subrow.prop(child, "hide_viewport", text="", emboss=False)
  
          for child in collection.children:
              index = self._draw_collection(layout, view_layer, child, index)
  
          return index
  
      def draw(self, context):
          layout = self.layout
          layout.use_property_split = False
  
          view_layer = context.view_layer
          # We pass index 0 here beause the index is increased
          # so the first real index is 1
          # And we start with index as 1 because we skip the master collection
          self._draw_collection(layout, view_layer, view_layer.layer_collection, 0)
  
  
  class VIEW3D_PT_object_type_visibility(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "View Object Types"
      bl_ui_units_x = 6
  
      def draw(self, context):
          layout = self.layout
          layout.use_property_split = True
  
          view = context.space_data
  
          layout.label(text="Object Types Visibility")
          col = layout.column()
  
          attr_object_types = (
              # Geometry
              ("mesh", "Mesh"),
              ("curve", "Curve"),
              ("surf", "Surface"),
              ("meta", "Meta"),
              ("font", "Font"),
              ("grease_pencil", "Grease Pencil"),
              (None, None),
              # Other
              ("armature", "Armature"),
              ("lattice", "Lattice"),
              ("empty", "Empty"),
              ("light", "Light"),
              ("light_probe", "Light Probe"),
              ("camera", "Camera"),
              ("speaker", "Speaker"),
          )
  
          for attr, attr_name in attr_object_types:
              if attr is None:
                  col.separator()
                  continue
  
              attr_v = "show_object_viewport_" f"{attr:s}"
              attr_s = "show_object_select_" f"{attr:s}"
  
              icon_v = 'HIDE_OFF' if getattr(view, attr_v) else 'HIDE_ON'
              icon_s = 'RESTRICT_SELECT_OFF' if getattr(view, attr_s) else 'RESTRICT_SELECT_ON'
  
              row = col.row(align=True)
              row.alignment = 'RIGHT'
  
              row.label(text=attr_name)
              row.prop(view, attr_v, text="", icon=icon_v, emboss=False)
              rowsub = row.row(align=True)
              rowsub.active = getattr(view, attr_v)
              rowsub.prop(view, attr_s, text="", icon=icon_s, emboss=False)
  
  
  class VIEW3D_PT_shading(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Shading"
      bl_ui_units_x = 12
  
      @classmethod
      def get_shading(cls, context):
          # Get settings from 3D viewport or OpenGL render engine
          view = context.space_data
          if view.type == 'VIEW_3D':
              return view.shading
          else:
              return context.scene.display.shading
  
      def draw(self, _context):
          layout = self.layout
          layout.label(text="Viewport Shading")
  
  
  class VIEW3D_PT_shading_lighting(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Lighting"
      bl_parent_id = 'VIEW3D_PT_shading'
  
      @classmethod
      def poll(cls, context):
          shading = VIEW3D_PT_shading.get_shading(context)
          return shading.type in {'SOLID', 'MATERIAL'}
  
      def draw(self, context):
          layout = self.layout
          shading = VIEW3D_PT_shading.get_shading(context)
  
          col = layout.column()
          split = col.split(factor=0.9)
  
          if shading.type == 'SOLID':
              split.row().prop(shading, "light", expand=True)
              col = split.column()
  
              split = layout.split(factor=0.9)
              col = split.column()
              sub = col.row()
  
              if shading.light == 'STUDIO':
                  prefs = context.preferences
                  system = prefs.system
  
                  if not system.use_studio_light_edit:
                      sub.scale_y = 0.6  # smaller studiolight preview
                      sub.template_icon_view(shading, "studio_light", scale_popup=3.0)
                  else:
                      sub.prop(
                          system,
                          "use_studio_light_edit",
                          text="Disable Studio Light Edit",
                          icon='NONE',
                          toggle=True,
                      )
  
                  col = split.column()
                  col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
  
                  split = layout.split(factor=0.9)
                  col = split.column()
  
                  row = col.row()
                  row.prop(shading, "use_world_space_lighting", text="", icon='WORLD', toggle=True)
                  row = row.row()
                  row.active = shading.use_world_space_lighting
                  row.prop(shading, "studiolight_rotate_z", text="Rotation")
                  col = split.column()  # to align properly with above
  
              elif shading.light == 'MATCAP':
                  sub.scale_y = 0.6  # smaller matcap preview
  
                  sub.template_icon_view(shading, "studio_light", scale_popup=3.0)
  
                  col = split.column()
                  col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
                  col.operator("view3d.toggle_matcap_flip", emboss=False, text="", icon='ARROW_LEFTRIGHT')
  
          elif shading.type == 'MATERIAL':
              col.prop(shading, "use_scene_lights")
              col.prop(shading, "use_scene_world")
  
              if not shading.use_scene_world:
                  col = layout.column()
                  split = col.split(factor=0.9)
  
                  col = split.column()
                  sub = col.row()
                  sub.scale_y = 0.6
                  sub.template_icon_view(shading, "studio_light", scale_popup=3)
  
                  col = split.column()
                  col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
  
                  if shading.selected_studio_light.type == 'WORLD':
                      split = layout.split(factor=0.9)
                      col = split.column()
                      col.prop(shading, "studiolight_rotate_z", text="Rotation")
                      col.prop(shading, "studiolight_background_alpha")
                      col = split.column()  # to align properly with above
  
  
  class VIEW3D_PT_shading_color(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Color"
      bl_parent_id = 'VIEW3D_PT_shading'
  
      @classmethod
      def poll(cls, context):
          shading = VIEW3D_PT_shading.get_shading(context)
          return shading.type in {'WIREFRAME', 'SOLID'}
  
      def _draw_color_type(self, context):
          layout = self.layout
          shading = VIEW3D_PT_shading.get_shading(context)
  
          layout.grid_flow(columns=3, align=True).prop(shading, "color_type", expand=True)
          if shading.color_type == 'SINGLE':
              layout.row().prop(shading, "single_color", text="")
  
      def _draw_background_color(self, context):
          layout = self.layout
          shading = VIEW3D_PT_shading.get_shading(context)
  
          layout.row().label(text="Background")
          layout.row().prop(shading, "background_type", expand=True)
          if shading.background_type == 'VIEWPORT':
              layout.row().prop(shading, "background_color", text="")
  
      def draw(self, context):
          shading = VIEW3D_PT_shading.get_shading(context)
          if shading.type == 'WIREFRAME':
              self.layout.row().prop(shading, "wireframe_color_type", expand=True)
          else:
              self._draw_color_type(context)
              self.layout.separator()
          self._draw_background_color(context)
  
  
  class VIEW3D_PT_shading_options(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Options"
      bl_parent_id = 'VIEW3D_PT_shading'
  
      @classmethod
      def poll(cls, context):
          shading = VIEW3D_PT_shading.get_shading(context)
          return shading.type in {'WIREFRAME', 'SOLID'}
  
      def draw(self, context):
          layout = self.layout
  
          shading = VIEW3D_PT_shading.get_shading(context)
  
          col = layout.column()
  
          if shading.type == 'SOLID':
              col.prop(shading, "show_backface_culling")
  
          row = col.row(align=True)
  
          if shading.type == 'WIREFRAME':
              row.prop(shading, "show_xray_wireframe", text="")
              sub = row.row()
              sub.active = shading.show_xray_wireframe
              sub.prop(shading, "xray_alpha_wireframe", text="X-Ray")
          elif shading.type == 'SOLID':
              row.prop(shading, "show_xray", text="")
              sub = row.row()
              sub.active = shading.show_xray
              sub.prop(shading, "xray_alpha", text="X-Ray")
              # X-ray mode is off when alpha is 1.0
              xray_active = shading.show_xray and shading.xray_alpha != 1
  
              row = col.row(align=True)
              row.prop(shading, "show_shadows", text="")
              row.active = not xray_active
              sub = row.row(align=True)
              sub.active = shading.show_shadows
              sub.prop(shading, "shadow_intensity", text="Shadow")
              sub.popover(
                  panel="VIEW3D_PT_shading_options_shadow",
                  icon='PREFERENCES',
                  text="",
              )
  
              col = layout.column()
  
              row = col.row()
              row.active = not xray_active
              row.prop(shading, "show_cavity")
  
              if shading.show_cavity and not xray_active:
                  row.prop(shading, "cavity_type", text="Type")
  
                  if shading.cavity_type in {'WORLD', 'BOTH'}:
                      col.label(text="World Space")
                      sub = col.row(align=True)
                      sub.prop(shading, "cavity_ridge_factor", text="Ridge")
                      sub.prop(shading, "cavity_valley_factor", text="Valley")
                      sub.popover(
                          panel="VIEW3D_PT_shading_options_ssao",
                          icon='PREFERENCES',
                          text="",
                      )
  
                  if shading.cavity_type in {'SCREEN', 'BOTH'}:
                      col.label(text="Screen Space")
                      sub = col.row(align=True)
                      sub.prop(shading, "curvature_ridge_factor", text="Ridge")
                      sub.prop(shading, "curvature_valley_factor", text="Valley")
  
              row = col.row()
              row.active = not xray_active
              row.prop(shading, "use_dof", text="Depth Of Field")
  
          if shading.type in {'WIREFRAME', 'SOLID'}:
              row = layout.split()
              row.prop(shading, "show_object_outline")
              sub = row.row()
              sub.active = shading.show_object_outline
              sub.prop(shading, "object_outline_color", text="")
  
              col = layout.column()
              if (shading.light == 'STUDIO') and (shading.type != 'WIREFRAME'):
                  col.prop(shading, "show_specular_highlight", text="Specular Lighting")
  
  
  class VIEW3D_PT_shading_options_shadow(Panel):
      bl_label = "Shadow Settings"
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
  
      def draw(self, context):
          layout = self.layout
          layout.use_property_split = True
          scene = context.scene
  
          col = layout.column()
          col.prop(scene.display, "light_direction")
          col.prop(scene.display, "shadow_shift")
          col.prop(scene.display, "shadow_focus")
  
  
  class VIEW3D_PT_shading_options_ssao(Panel):
      bl_label = "SSAO Settings"
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
  
      def draw(self, context):
          layout = self.layout
          layout.use_property_split = True
          scene = context.scene
  
          col = layout.column(align=True)
          col.prop(scene.display, "matcap_ssao_samples")
          col.prop(scene.display, "matcap_ssao_distance")
          col.prop(scene.display, "matcap_ssao_attenuation")
  
  
  class VIEW3D_PT_gizmo_display(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Gizmo"
  
      def draw(self, context):
          layout = self.layout
  
          scene = context.scene
          view = context.space_data
  
          col = layout.column()
          col.label(text="Viewport Gizmos")
  
          col.active = view.show_gizmo
          colsub = col.column()
          colsub.prop(view, "show_gizmo_navigate", text="Navigate")
          colsub.prop(view, "show_gizmo_tool", text="Active Tools")
          colsub.prop(view, "show_gizmo_context", text="Active Object")
  
          layout.separator()
  
          col = layout.column()
          col.active = view.show_gizmo_context
          col.label(text="Object Gizmos")
          col.prop(scene.transform_orientation_slots[1], "type", text="")
          col.prop(view, "show_gizmo_object_translate", text="Move")
          col.prop(view, "show_gizmo_object_rotate", text="Rotate")
          col.prop(view, "show_gizmo_object_scale", text="Scale")
  
          layout.separator()
  
          # Match order of object type visibility
          col = layout.column()
          col.label(text="Empty")
          col.prop(view, "show_gizmo_empty_image", text="Image")
          col.prop(view, "show_gizmo_empty_force_field", text="Force Field")
          col.label(text="Light")
          col.prop(view, "show_gizmo_light_size", text="Size")
          col.prop(view, "show_gizmo_light_look_at", text="Look At")
          col.label(text="Camera")
          col.prop(view, "show_gizmo_camera_lens", text="Lens")
          col.prop(view, "show_gizmo_camera_dof_distance", text="Focus Distance")
  
  
  class VIEW3D_PT_overlay(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Overlays"
      bl_ui_units_x = 13
  
      def draw(self, _context):
          layout = self.layout
          layout.label(text="Viewport Overlays")
  
  
  class VIEW3D_PT_overlay_guides(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = "Guides"
  
      def draw(self, context):
          layout = self.layout
  
          view = context.space_data
          overlay = view.overlay
          shading = view.shading
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          split = col.split()
          sub = split.column()
  
          row = sub.row()
          row_el = row.column()
          row_el.prop(overlay, "show_ortho_grid", text="Grid")
          grid_active = (
              view.region_quadviews or
              (view.region_3d.is_orthographic_side_view and not view.region_3d.is_perspective)
          )
          row_el.active = grid_active
          row.prop(overlay, "show_floor", text="Floor")
  
          if overlay.show_floor or overlay.show_ortho_grid:
              sub = col.row(align=True)
              sub.active = (
                  (overlay.show_floor and not view.region_3d.is_orthographic_side_view) or
                  (overlay.show_ortho_grid and grid_active)
              )
              sub.prop(overlay, "grid_scale", text="Scale")
              sub.prop(overlay, "grid_subdivisions", text="Subdivisions")
  
          sub = split.column()
          row = sub.row()
          row.label(text="Axes")
  
          subrow = row.row(align=True)
          subrow.prop(overlay, "show_axis_x", text="X", toggle=True)
          subrow.prop(overlay, "show_axis_y", text="Y", toggle=True)
          subrow.prop(overlay, "show_axis_z", text="Z", toggle=True)
  
          split = col.split()
          sub = split.column()
          sub.prop(overlay, "show_text", text="Text Info")
          sub = split.column()
          sub.prop(overlay, "show_cursor", text="3D Cursor")
  
          if shading.type == 'MATERIAL':
              col.prop(overlay, "show_look_dev")
  
          col.prop(overlay, "show_annotation", text="Annotations")
  
  
  class VIEW3D_PT_overlay_object(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = "Objects"
  
      def draw(self, context):
          layout = self.layout
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column(align=True)
          col.active = display_all
  
          split = col.split()
  
          sub = split.column(align=True)
          sub.prop(overlay, "show_extras", text="Extras")
          sub.prop(overlay, "show_relationship_lines")
          sub.prop(overlay, "show_outline_selected")
  
          sub = split.column(align=True)
          sub.prop(overlay, "show_bones", text="Bones")
          sub.prop(overlay, "show_motion_paths")
          sub.prop(overlay, "show_object_origins", text="Origins")
          subsub = sub.column()
          subsub.active = overlay.show_object_origins
          subsub.prop(overlay, "show_object_origins_all", text="Origins (All)")
  
  
  class VIEW3D_PT_overlay_geometry(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = "Geometry"
  
      def draw(self, context):
          layout = self.layout
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
          is_wireframes = view.shading.type == 'WIREFRAME'
  
          col = layout.column()
          col.active = display_all
  
          row = col.row(align=True)
          if not is_wireframes:
              row.prop(overlay, "show_wireframes", text="")
          sub = row.row()
          sub.active = overlay.show_wireframes or is_wireframes
          sub.prop(overlay, "wireframe_threshold", text="Wireframe")
  
          col = layout.column(align=True)
          col.active = display_all
  
          col.prop(overlay, "show_face_orientation")
  
          # sub.prop(overlay, "show_onion_skins")
  
  
  class VIEW3D_PT_overlay_motion_tracking(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = "Motion Tracking"
  
      def draw_header(self, context):
          view = context.space_data
          self.layout.prop(view, "show_reconstruction", text="")
  
      def draw(self, context):
          layout = self.layout
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          if view.show_reconstruction:
              split = col.split()
  
              sub = split.column(align=True)
              sub.active = view.show_reconstruction
              sub.prop(view, "show_camera_path", text="Camera Path")
  
              sub = split.column()
              sub.prop(view, "show_bundle_names", text="Marker Names")
  
              col = layout.column()
              col.label(text="Tracks:")
              row = col.row(align=True)
              row.prop(view, "tracks_display_type", text="")
              row.prop(view, "tracks_display_size", text="Size")
  
  
  class VIEW3D_PT_overlay_edit_mesh(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = "Mesh Edit Mode"
  
      @classmethod
      def poll(cls, context):
          return context.mode == 'EDIT_MESH'
  
      def draw(self, context):
          layout = self.layout
  
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          split = col.split()
  
          sub = split.column()
          sub.prop(overlay, "show_edges", text="Edges")
          sub = split.column()
          sub.prop(overlay, "show_faces", text="Faces")
          sub = split.column()
          sub.prop(overlay, "show_face_center", text="Center")
  
          row = col.row(align=True)
          row.prop(overlay, "show_edge_crease", text="Creases", toggle=True)
          row.prop(overlay, "show_edge_sharp", text="Sharp", text_ctxt=i18n_contexts.plural, toggle=True)
          row.prop(overlay, "show_edge_bevel_weight", text="Bevel", toggle=True)
          row.prop(overlay, "show_edge_seams", text="Seams", toggle=True)
  
  
  class VIEW3D_PT_overlay_edit_mesh_shading(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay_edit_mesh'
      bl_label = "Shading"
  
      @classmethod
      def poll(cls, context):
          return context.mode == 'EDIT_MESH'
  
      def draw(self, context):
          layout = self.layout
  
          view = context.space_data
          overlay = view.overlay
          tool_settings = context.tool_settings
          display_all = overlay.show_overlays
          statvis = tool_settings.statvis
  
          col = layout.column()
          col.active = display_all
  
          col.prop(overlay, "show_occlude_wire")
  
          col.prop(overlay, "show_weight", text="Vertex Group Weights")
          if overlay.show_weight:
              row = col.split(factor=0.33)
              row.label(text="Zero Weights")
              sub = row.row()
              sub.prop(tool_settings, "vertex_group_user", expand=True)
  
          col.prop(overlay, "show_statvis", text="Mesh Analysis")
          if overlay.show_statvis:
              col = col.column()
  
              sub = col.split()
              sub.active = overlay.show_statvis
              sub.label(text="Type")
              sub.prop(statvis, "type", text="")
  
              statvis_type = statvis.type
              if statvis_type == 'OVERHANG':
                  row = col.row(align=True)
                  row.prop(statvis, "overhang_min", text="Minimum")
                  row.prop(statvis, "overhang_max", text="Maximum")
                  col.row().prop(statvis, "overhang_axis", expand=True)
              elif statvis_type == 'THICKNESS':
                  row = col.row(align=True)
                  row.prop(statvis, "thickness_min", text="Minimum")
                  row.prop(statvis, "thickness_max", text="Maximum")
                  col.prop(statvis, "thickness_samples")
              elif statvis_type == 'INTERSECT':
                  pass
              elif statvis_type == 'DISTORT':
                  row = col.row(align=True)
                  row.prop(statvis, "distort_min", text="Minimum")
                  row.prop(statvis, "distort_max", text="Maximum")
              elif statvis_type == 'SHARP':
                  row = col.row(align=True)
                  row.prop(statvis, "sharp_min", text="Minimum")
                  row.prop(statvis, "sharp_max", text="Maximum")
  
  
  class VIEW3D_PT_overlay_edit_mesh_measurement(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay_edit_mesh'
      bl_label = "Measurement"
  
      @classmethod
      def poll(cls, context):
          return context.mode == 'EDIT_MESH'
  
      def draw(self, context):
          layout = self.layout
  
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          split = col.split()
  
          sub = split.column()
          sub.prop(overlay, "show_extra_edge_length", text="Edge Length")
          sub.prop(overlay, "show_extra_edge_angle", text="Edge Angle")
  
          sub = split.column()
          sub.prop(overlay, "show_extra_face_area", text="Face Area")
          sub.prop(overlay, "show_extra_face_angle", text="Face Angle")
  
  
  class VIEW3D_PT_overlay_edit_mesh_normals(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay_edit_mesh'
      bl_label = "Normals"
  
      @classmethod
      def poll(cls, context):
          return context.mode == 'EDIT_MESH'
  
      def draw(self, context):
          layout = self.layout
  
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          row = col.row(align=True)
          row.prop(overlay, "show_vertex_normals", text="", icon='NORMALS_VERTEX')
          row.prop(overlay, "show_split_normals", text="", icon='NORMALS_VERTEX_FACE')
          row.prop(overlay, "show_face_normals", text="", icon='NORMALS_FACE')
  
          sub = row.row(align=True)
          sub.active = overlay.show_vertex_normals or overlay.show_face_normals or overlay.show_split_normals
          sub.prop(overlay, "normals_length", text="Size")
  
  
  class VIEW3D_PT_overlay_edit_mesh_freestyle(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = "Freestyle"
  
      @classmethod
      def poll(cls, context):
          return context.mode == 'EDIT_MESH' and bpy.app.build_options.freestyle
  
      def draw(self, context):
          layout = self.layout
  
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          row = col.row()
          row.prop(overlay, "show_freestyle_edge_marks", text="Edge Marks")
          row.prop(overlay, "show_freestyle_face_marks", text="Face Marks")
  
  
  class VIEW3D_PT_overlay_edit_mesh_developer(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay_edit_mesh'
      bl_label = "Developer"
  
      @classmethod
      def poll(cls, context):
          return context.mode == 'EDIT_MESH' and context.preferences.view.show_developer_ui
  
      def draw(self, context):
          layout = self.layout
  
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          col.prop(overlay, "show_extra_indices", text="Indices")
  
  
  class VIEW3D_PT_overlay_edit_curve(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = "Curve Edit Mode"
  
      @classmethod
      def poll(cls, context):
          return context.mode == 'EDIT_CURVE'
  
      def draw(self, context):
          layout = self.layout
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          row = col.row()
          row.prop(overlay, "show_curve_handles", text="Handles")
  
          row = col.row()
          row.prop(overlay, "show_curve_normals", text="")
          sub = row.row()
          sub.active = overlay.show_curve_normals
          sub.prop(overlay, "normals_length", text="Normals")
  
  
  class VIEW3D_PT_overlay_sculpt(Panel):
      bl_space_type = 'VIEW_3D'
      bl_context = ".sculpt_mode"
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = "Sculpt"
  
      @classmethod
      def poll(cls, context):
          return (
              context.mode == 'SCULPT' and
              (context.sculpt_object and context.tool_settings.sculpt)
          )
  
      def draw(self, context):
          layout = self.layout
          tool_settings = context.tool_settings
          sculpt = tool_settings.sculpt
  
          view = context.space_data
          overlay = view.overlay
  
          layout.prop(sculpt, "show_diffuse_color")
  
          row = layout.row(align=True)
          row.prop(sculpt, "show_mask", text="")
          sub = row.row()
          sub.active = sculpt.show_mask
          sub.prop(overlay, "sculpt_mode_mask_opacity", text="Mask")
  
  
  class VIEW3D_PT_overlay_pose(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = "Pose Mode"
  
      @classmethod
      def poll(cls, context):
          mode = context.mode
          return (
              (mode == 'POSE') or
              (mode == 'PAINT_WEIGHT' and context.pose_object)
          )
  
      def draw(self, context):
          layout = self.layout
          view = context.space_data
          mode = context.mode
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          if mode == 'POSE':
              row = col.row()
              row.prop(overlay, "show_xray_bone", text="")
              sub = row.row()
              sub.active = display_all and overlay.show_xray_bone
              sub.prop(overlay, "xray_alpha_bone", text="Fade Geometry")
          else:
              row = col.row()
              row.prop(overlay, "show_xray_bone")
  
  
  class VIEW3D_PT_overlay_paint(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = ""
  
      @classmethod
      def poll(cls, context):
          return context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}
  
      def draw_header(self, context):
          layout = self.layout
          layout.label(text={
              'PAINT_TEXTURE': "Texture Paint",
              'PAINT_VERTEX': "Vertex Paint",
              'PAINT_WEIGHT': "Weight Paint",
          }[context.mode])
  
      def draw(self, context):
          layout = self.layout
          view = context.space_data
          overlay = view.overlay
          display_all = overlay.show_overlays
  
          col = layout.column()
          col.active = display_all
  
          col.prop(overlay, {
              'PAINT_TEXTURE': "texture_paint_mode_opacity",
              'PAINT_VERTEX': "vertex_paint_mode_opacity",
              'PAINT_WEIGHT': "weight_paint_mode_opacity",
          }[context.mode], text="Opacity")
  
          if context.mode == 'PAINT_WEIGHT':
              row = col.split(factor=0.33)
              row.label(text="Zero Weights")
              sub = row.row()
              sub.prop(context.tool_settings, "vertex_group_user", expand=True)
  
              col.prop(overlay, "show_wpaint_contours")
  
          if context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX'}:
              col.prop(overlay, "show_paint_wire")
  
  
  class VIEW3D_PT_pivot_point(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Pivot Point"
      bl_ui_units_x = 8
  
      def draw(self, context):
          tool_settings = context.tool_settings
          obj = context.active_object
          mode = context.mode
  
          layout = self.layout
          col = layout.column()
          col.label(text="Pivot Point")
          col.prop(tool_settings, "transform_pivot_point", expand=True)
  
          if (obj is None) or (mode in {'OBJECT', 'POSE', 'WEIGHT_PAINT'}):
              col.separator()
  
              col.prop(tool_settings, "use_transform_pivot_point_align")
  
  
  class VIEW3D_PT_snapping(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Snapping"
  
      def draw(self, context):
          tool_settings = context.tool_settings
          snap_elements = tool_settings.snap_elements
          obj = context.active_object
          object_mode = 'OBJECT' if obj is None else obj.mode
  
          layout = self.layout
          col = layout.column()
          col.label(text="Snapping")
          col.prop(tool_settings, "snap_elements", expand=True)
  
          col.separator()
          if 'INCREMENT' in snap_elements:
              col.prop(tool_settings, "use_snap_grid_absolute")
  
          if snap_elements != {'INCREMENT'}:
              col.label(text="Target")
              row = col.row(align=True)
              row.prop(tool_settings, "snap_target", expand=True)
  
              if obj:
                  if object_mode == 'EDIT':
                      col.prop(tool_settings, "use_snap_self")
                  if object_mode in {'OBJECT', 'POSE', 'EDIT', 'WEIGHT_PAINT'}:
                      col.prop(tool_settings, "use_snap_align_rotation")
  
              if 'FACE' in snap_elements:
                  col.prop(tool_settings, "use_snap_project")
  
              if 'VOLUME' in snap_elements:
                  col.prop(tool_settings, "use_snap_peel_object")
  
          col.label(text="Affect")
          row = col.row(align=True)
          row.prop(tool_settings, "use_snap_translate", text="Move", toggle=True)
          row.prop(tool_settings, "use_snap_rotate", text="Rotate", toggle=True)
          row.prop(tool_settings, "use_snap_scale", text="Scale", toggle=True)
  
  
  class VIEW3D_PT_proportional_edit(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Proportional Editing"
      bl_ui_units_x = 8
  
      def draw(self, context):
          layout = self.layout
          tool_settings = context.tool_settings
          col = layout.column()
  
          if context.mode != 'OBJECT':
              col.prop(tool_settings, "use_proportional_connected")
              sub = col.column()
              sub.active = not tool_settings.use_proportional_connected
              sub.prop(tool_settings, "use_proportional_projected")
              col.separator()
  
          col.prop(tool_settings, "proportional_edit_falloff", expand=True)
  
  
  class VIEW3D_PT_transform_orientations(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Transform Orientations"
      bl_ui_units_x = 8
  
      def draw(self, context):
          layout = self.layout
          layout.label(text="Transform Orientations")
  
          scene = context.scene
          orient_slot = scene.transform_orientation_slots[0]
          orientation = orient_slot.custom_orientation
  
          row = layout.row()
          col = row.column()
          col.prop(orient_slot, "type", expand=True)
          row.operator("transform.create_orientation", text="", icon='ADD', emboss=False).use = True
  
          if orientation:
              row = layout.row(align=False)
              row.prop(orientation, "name", text="", icon='OBJECT_ORIGIN')
              row.operator("transform.delete_orientation", text="", icon='X', emboss=False)
  
  
  class VIEW3D_PT_gpencil_origin(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Stroke Placement"
  
      def draw(self, context):
          layout = self.layout
          tool_settings = context.tool_settings
          gpd = context.gpencil_data
  
          layout.label(text="Stroke Placement")
  
          row = layout.row()
          col = row.column()
          col.prop(tool_settings, "gpencil_stroke_placement_view3d", expand=True)
  
          if tool_settings.gpencil_stroke_placement_view3d == 'SURFACE':
              row = layout.row()
              row.label(text="Offset")
              row = layout.row()
              row.prop(gpd, "zdepth_offset", text="")
  
          if tool_settings.gpencil_stroke_placement_view3d == 'STROKE':
              row = layout.row()
              row.label(text="Target")
              row = layout.row()
              row.prop(tool_settings, "gpencil_stroke_snap_mode", expand=True)
  
  
  class VIEW3D_PT_gpencil_lock(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Drawing Plane"
  
      def draw(self, context):
          layout = self.layout
          layout.label(text="Drawing Plane")
  
          row = layout.row()
          col = row.column()
          col.prop(context.tool_settings.gpencil_sculpt, "lock_axis", expand=True)
  
  
  class VIEW3D_PT_gpencil_guide(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Guides"
  
      def draw(self, context):
          settings = context.tool_settings.gpencil_sculpt.guide
  
          layout = self.layout
          layout.label(text="Guides")
  
          col = layout.column()
          col.active = settings.use_guide
          col.prop(settings, "type", expand=True)
  
          if settings.type in {'PARALLEL'}:
              col.prop(settings, "angle")
              row = col.row(align=True)
  
          col.prop(settings, "use_snapping")
          if settings.use_snapping:
  
              if settings.type in {'RADIAL'}:
                  col.prop(settings, "angle_snap")
              else:
                  col.prop(settings, "spacing")
  
          col.label(text="Reference Point")
          row = col.row(align=True)
          row.prop(settings, "reference_point", expand=True)
          if settings.reference_point in {'CUSTOM'}:
              col.prop(settings, "location", text="Custom Location")
          if settings.reference_point in {'OBJECT'}:
              col.prop(settings, "reference_object", text="Object Location")
              if not settings.reference_object:
                  col.label(text="No object selected, using cursor")
  
  
  class VIEW3D_PT_overlay_gpencil_options(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_parent_id = 'VIEW3D_PT_overlay'
      bl_label = ""
  
      @classmethod
      def poll(cls, context):
          return context.object and context.object.type == 'GPENCIL'
  
      def draw_header(self, context):
          layout = self.layout
          layout.label(text={
              'PAINT_GPENCIL': "Draw Grease Pencil",
              'EDIT_GPENCIL': "Edit Grease Pencil",
              'SCULPT_GPENCIL': "Sculpt Grease Pencil",
              'WEIGHT_GPENCIL': "Weight Grease Pencil",
              'OBJECT': "Grease Pencil",
          }[context.mode])
  
      def draw(self, context):
          layout = self.layout
          view = context.space_data
          overlay = view.overlay
  
          layout.prop(overlay, "use_gpencil_onion_skin", text="Onion Skin")
  
          col = layout.column()
          row = col.row()
          row.prop(overlay, "use_gpencil_grid", text="")
          sub = row.row()
          sub.active = overlay.use_gpencil_grid
          sub.prop(overlay, "gpencil_grid_opacity", text="Canvas", slider=True)
  
          row = col.row()
          row.prop(overlay, "use_gpencil_paper", text="")
          sub = row.row()
          sub.active = overlay.use_gpencil_paper
          sub.prop(overlay, "gpencil_paper_opacity", text="Fade 3D Objects", slider=True)
  
          if context.object.mode == 'PAINT_GPENCIL':
              row = col.row()
              row.prop(overlay, "use_gpencil_fade_layers", text="")
              sub = row.row()
              sub.active = overlay.use_gpencil_fade_layers
              sub.prop(overlay, "gpencil_fade_layer", text="Fade Layers", slider=True)
  
          if context.object.mode in {'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL'}:
              layout.prop(overlay, "use_gpencil_edit_lines", text="Edit Lines")
              layout.prop(overlay, "use_gpencil_multiedit_line_only", text="Show Edit Lines only in multiframe")
              layout.prop(overlay, "vertex_opacity", text="Vertex Opacity", slider=True)
  
  
  class VIEW3D_PT_quad_view(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "View"
      bl_label = "Quad View"
      bl_options = {'DEFAULT_CLOSED'}
  
      @classmethod
      def poll(cls, context):
          view = context.space_data
          return view.region_quadviews
  
      def draw(self, context):
          layout = self.layout
  
          view = context.space_data
  
          region = view.region_quadviews[2]
          col = layout.column()
          col.prop(region, "lock_rotation")
          row = col.row()
          row.enabled = region.lock_rotation
          row.prop(region, "show_sync_view")
          row = col.row()
          row.enabled = region.lock_rotation and region.show_sync_view
          row.prop(region, "use_box_clip")
  
  
  # Annotation properties
  class VIEW3D_PT_grease_pencil(AnnotationDataPanel, Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "View"
  
      # NOTE: this is just a wrapper around the generic GP Panel
  
  
  class VIEW3D_PT_annotation_onion(AnnotationOnionSkin, Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "View"
      bl_parent_id = 'VIEW3D_PT_grease_pencil'
  
      # NOTE: this is just a wrapper around the generic GP Panel
  
  
  class TOPBAR_PT_annotation_layers(Panel, AnnotationDataPanel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Layers"
      bl_ui_units_x = 14
  
  
  class VIEW3D_PT_view3d_stereo(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "View"
      bl_label = "Stereoscopy"
      bl_options = {'DEFAULT_CLOSED'}
  
      @classmethod
      def poll(cls, context):
          scene = context.scene
  
          multiview = scene.render.use_multiview
          return multiview
  
      def draw(self, context):
          layout = self.layout
          view = context.space_data
  
          basic_stereo = context.scene.render.views_format == 'STEREO_3D'
  
          col = layout.column()
          col.row().prop(view, "stereo_3d_camera", expand=True)
  
          col.label(text="Display:")
          row = col.row()
          row.active = basic_stereo
          row.prop(view, "show_stereo_3d_cameras")
          row = col.row()
          row.active = basic_stereo
          split = row.split()
          split.prop(view, "show_stereo_3d_convergence_plane")
          split = row.split()
          split.prop(view, "stereo_3d_convergence_plane_alpha", text="Alpha")
          split.active = view.show_stereo_3d_convergence_plane
          row = col.row()
          split = row.split()
          split.prop(view, "show_stereo_3d_volume")
          split = row.split()
          split.active = view.show_stereo_3d_volume
          split.prop(view, "stereo_3d_volume_alpha", text="Alpha")
  
  
  class VIEW3D_PT_context_properties(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'UI'
      bl_category = "Item"
      bl_label = "Properties"
      bl_options = {'DEFAULT_CLOSED'}
  
      @staticmethod
      def _active_context_member(context):
          obj = context.object
          if obj:
              object_mode = obj.mode
              if object_mode == 'POSE':
                  return "active_pose_bone"
              elif object_mode == 'EDIT' and obj.type == 'ARMATURE':
                  return "active_bone"
              else:
                  return "object"
  
          return ""
  
      @classmethod
      def poll(cls, context):
          import rna_prop_ui
          member = cls._active_context_member(context)
  
          if member:
              context_member, member = rna_prop_ui.rna_idprop_context_value(context, member, object)
              return context_member and rna_prop_ui.rna_idprop_has_properties(context_member)
  
          return False
  
      def draw(self, context):
          import rna_prop_ui
          member = VIEW3D_PT_context_properties._active_context_member(context)
  
          if member:
              # Draw with no edit button
              rna_prop_ui.draw(self.layout, context, member, object, False)
  
  
  # Grease Pencil Object - Multiframe falloff tools
  class VIEW3D_PT_gpencil_multi_frame(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Multi Frame"
  
      def draw(self, context):
          gpd = context.gpencil_data
          settings = context.tool_settings.gpencil_sculpt
  
          layout = self.layout
          col = layout.column(align=True)
          col.prop(settings, "use_multiframe_falloff")
  
          # Falloff curve
          if gpd.use_multiedit and settings.use_multiframe_falloff:
              layout.template_curve_mapping(settings, "multiframe_falloff_curve", brush=True)
  
  
  class VIEW3D_MT_gpencil_edit_context_menu(Menu):
      bl_label = "Edit Context Menu"
  
      def draw(self, context):
          layout = self.layout
          is_3d_view = context.space_data.type == 'VIEW_3D'
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          # Add
          layout.operator("gpencil.stroke_subdivide", text="Subdivide")
  
          layout.separator()
  
          # Transform
          layout.operator("transform.transform", text="Shrink/Fatten").mode = 'GPENCIL_SHRINKFATTEN'
          layout.operator("gpencil.stroke_smooth", text="Smooth")
          layout.operator("gpencil.stroke_trim", text="Trim")
  
          layout.separator()
  
          # Modify
          layout.menu("VIEW3D_MT_assign_material")
          layout.operator_menu_enum("gpencil.stroke_arrange", "direction", text="Arrange Strokes")
          layout.operator("gpencil.stroke_flip", text="Flip Direction")
          layout.operator_menu_enum("gpencil.stroke_caps_set", text="Toggle Caps", property="type")
  
          layout.separator()
  
          layout.operator("gpencil.duplicate_move", text="Duplicate")
          layout.operator("gpencil.copy", text="Copy", icon='COPYDOWN')
          layout.operator("gpencil.paste", text="Paste", icon='PASTEDOWN').type = 'COPY'
          layout.operator("gpencil.paste", text="Paste & Merge").type = 'MERGE'
          layout.menu("VIEW3D_MT_gpencil_copy_layer")
          layout.operator("gpencil.frame_duplicate", text="Duplicate Active Frame")
          layout.operator("gpencil.frame_duplicate", text="Duplicate Active Frame All Layers").mode = 'ALL'
  
          layout.separator()
  
          layout.operator("gpencil.stroke_join", text="Join").type = 'JOIN'
          layout.operator("gpencil.stroke_join", text="Join & Copy").type = 'JOINCOPY'
          layout.menu("GPENCIL_MT_separate", text="Separate")
          layout.operator("gpencil.stroke_split", text="Split")
  
          layout.separator()
  
          layout.menu("VIEW3D_MT_mirror")
          layout.menu("VIEW3D_MT_snap")
  
          layout.separator()
  
          # Remove
          if is_3d_view:
              layout.menu("GPENCIL_MT_cleanup")
  
          layout.operator("gpencil.stroke_simplify_fixed", text="Simplify")
          layout.operator("gpencil.stroke_simplify", text="Simplify Adaptive")
          layout.operator("gpencil.stroke_merge", text="Merge")
          layout.menu("VIEW3D_MT_edit_gpencil_delete")
  
  
  class VIEW3D_PT_gpencil_sculpt_context_menu(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'WINDOW'
      bl_label = "Sculpt Context Menu"
  
      def draw(self, context):
          brush = context.tool_settings.gpencil_sculpt.brush
  
          layout = self.layout
  
          if context.mode == 'WEIGHT_GPENCIL':
              layout.prop(brush, "weight")
          layout.prop(brush, "size", slider=True)
          layout.prop(brush, "strength")
  
          layout.separator()
  
          # Frames
          layout.label(text="Frames:")
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("gpencil.blank_frame_add", text="Insert Blank", icon='ADD')
          layout.operator("gpencil.frame_duplicate", text="Duplicate Active", icon='DUPLICATE')
          layout.operator("gpencil.frame_duplicate", text="Duplicate for All Layers", icon='DUPLICATE').mode = 'ALL'
  
          layout.separator()
  
          layout.operator("gpencil.delete", text="Delete Active", icon='REMOVE').type = 'FRAME'
          layout.operator("gpencil.active_frames_delete_all", text="Delete All Active Layers", icon='REMOVE')
  
  
  class VIEW3D_PT_gpencil_draw_context_menu(Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'WINDOW'
      bl_label = "Draw Context Menu"
  
      def draw(self, context):
          brush = context.tool_settings.gpencil_paint.brush
          gp_settings = brush.gpencil_settings
  
          layout = self.layout
  
          if brush.gpencil_tool not in {'FILL', 'CUTTER'}:
              layout.prop(brush, "size", slider=True)
          if brush.gpencil_tool not in {'ERASE', 'FILL', 'CUTTER'}:
              layout.prop(gp_settings, "pen_strength")
  
          layout.separator()
  
          # Frames
          layout.label(text="Frames:")
  
          layout.operator_context = 'INVOKE_REGION_WIN'
  
          layout.operator("gpencil.blank_frame_add", text="Insert Blank", icon='ADD')
          layout.operator("gpencil.frame_duplicate", text="Duplicate Active", icon='DUPLICATE')
          layout.operator("gpencil.frame_duplicate", text="Duplicate for All Layers", icon='DUPLICATE').mode = 'ALL'
  
          layout.separator()
  
          layout.operator("gpencil.delete", text="Delete Active", icon='REMOVE').type = 'FRAME'
          layout.operator("gpencil.active_frames_delete_all", text="Delete All Active Layers", icon='REMOVE')
  
  
  class VIEW3D_PT_paint_vertex_context_menu(Panel):
      # Only for popover, these are dummy values.
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'WINDOW'
      bl_label = "Vertex Paint Context Menu"
  
      def draw(self, context):
          layout = self.layout
          brush = context.tool_settings.vertex_paint.brush
          capabilities = brush.vertex_paint_capabilities
  
          if capabilities.has_color:
              split = layout.split(factor=0.1)
              UnifiedPaintPanel.prop_unified_color(split, context, brush, "color", text="")
              UnifiedPaintPanel.prop_unified_color_picker(split, context, brush, "color", value_slider=True)
              layout.prop(brush, "blend", text="")
  
          UnifiedPaintPanel.prop_unified_size(layout, context, brush, "size", slider=True)
          UnifiedPaintPanel.prop_unified_strength(layout, context, brush, "strength")
  
  
  class VIEW3D_PT_paint_texture_context_menu(Panel):
      # Only for popover, these are dummy values.
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'WINDOW'
      bl_label = "Texture Paint Context Menu"
  
      def draw(self, context):
          layout = self.layout
          brush = context.tool_settings.image_paint.brush
          capabilities = brush.image_paint_capabilities
  
          if capabilities.has_color:
              split = layout.split(factor=0.1)
              UnifiedPaintPanel.prop_unified_color(split, context, brush, "color", text="")
              UnifiedPaintPanel.prop_unified_color_picker(split, context, brush, "color", value_slider=True)
              layout.prop(brush, "blend", text="")
  
          if capabilities.has_radius:
              UnifiedPaintPanel.prop_unified_size(layout, context, brush, "size", slider=True)
          UnifiedPaintPanel.prop_unified_strength(layout, context, brush, "strength")
  
  
  class VIEW3D_PT_paint_weight_context_menu(Panel):
      # Only for popover, these are dummy values.
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'WINDOW'
      bl_label = "Weights Context Menu"
  
      def draw(self, context):
          layout = self.layout
  
          brush = context.tool_settings.weight_paint.brush
          UnifiedPaintPanel.prop_unified_weight(layout, context, brush, "weight", slider=True)
          UnifiedPaintPanel.prop_unified_size(layout, context, brush, "size", slider=True)
          UnifiedPaintPanel.prop_unified_strength(layout, context, brush, "strength")
  
  
  class VIEW3D_PT_sculpt_context_menu(Panel):
      # Only for popover, these are dummy values.
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'WINDOW'
      bl_label = "Sculpt Context Menu"
  
      def draw(self, context):
          layout = self.layout
  
          brush = context.tool_settings.sculpt.brush
          capabilities = brush.sculpt_capabilities
  
          UnifiedPaintPanel.prop_unified_size(layout, context, brush, "size", slider=True)
          UnifiedPaintPanel.prop_unified_strength(layout, context, brush, "strength")
  
          if capabilities.has_auto_smooth:
              layout.prop(brush, "auto_smooth_factor", slider=True)
  
          if capabilities.has_normal_weight:
              layout.prop(brush, "normal_weight", slider=True)
  
          if capabilities.has_pinch_factor:
              layout.prop(brush, "crease_pinch_factor", slider=True, text="Pinch")
  
          if capabilities.has_rake_factor:
              layout.prop(brush, "rake_factor", slider=True)
  
          if capabilities.has_plane_offset:
              layout.prop(brush, "plane_offset", slider=True)
              layout.prop(brush, "plane_trim", slider=True, text="Distance")
  
          if capabilities.has_height:
              layout.prop(brush, "height", slider=True, text="Height")
  
  
  class TOPBAR_PT_gpencil_materials(GreasePencilMaterialsPanel, Panel):
      bl_space_type = 'VIEW_3D'
      bl_region_type = 'HEADER'
      bl_label = "Materials"
      bl_ui_units_x = 14
  
      @classmethod
      def poll(cls, context):
          ob = context.object
          return ob and ob.type == 'GPENCIL'
  
  
  classes = (
      VIEW3D_HT_header,
      VIEW3D_HT_tool_header,
      VIEW3D_MT_editor_menus,
      VIEW3D_MT_transform,
      VIEW3D_MT_transform_base,
      VIEW3D_MT_transform_object,
      VIEW3D_MT_transform_armature,
      VIEW3D_MT_mirror,
      VIEW3D_MT_snap,
      VIEW3D_MT_uv_map,
      VIEW3D_MT_view,
      VIEW3D_MT_view_local,
      VIEW3D_MT_view_cameras,
      VIEW3D_MT_view_navigation,
      VIEW3D_MT_view_align,
      VIEW3D_MT_view_align_selected,
      VIEW3D_MT_view_viewpoint,
      VIEW3D_MT_view_regions,
      VIEW3D_MT_select_object,
      VIEW3D_MT_select_object_more_less,
      VIEW3D_MT_select_pose,
      VIEW3D_MT_select_pose_more_less,
      VIEW3D_MT_select_particle,
      VIEW3D_MT_edit_mesh,
      VIEW3D_MT_edit_mesh_select_similar,
      VIEW3D_MT_edit_mesh_select_by_trait,
      VIEW3D_MT_edit_mesh_select_more_less,
      VIEW3D_MT_select_edit_mesh,
      VIEW3D_MT_select_edit_curve,
      VIEW3D_MT_select_edit_surface,
      VIEW3D_MT_edit_text_context_menu,
      VIEW3D_MT_select_edit_text,
      VIEW3D_MT_select_edit_metaball,
      VIEW3D_MT_edit_lattice_context_menu,
      VIEW3D_MT_select_edit_lattice,
      VIEW3D_MT_select_edit_armature,
      VIEW3D_MT_select_gpencil,
      VIEW3D_MT_select_paint_mask,
      VIEW3D_MT_select_paint_mask_vertex,
      VIEW3D_MT_angle_control,
      VIEW3D_MT_mesh_add,
      VIEW3D_MT_curve_add,
      VIEW3D_MT_surface_add,
      VIEW3D_MT_edit_metaball_context_menu,
      VIEW3D_MT_metaball_add,
      TOPBAR_MT_edit_curve_add,
      TOPBAR_MT_edit_armature_add,
      VIEW3D_MT_armature_add,
      VIEW3D_MT_light_add,
      VIEW3D_MT_lightprobe_add,
      VIEW3D_MT_camera_add,
      VIEW3D_MT_add,
      VIEW3D_MT_image_add,
      VIEW3D_MT_object,
      VIEW3D_MT_object_animation,
      VIEW3D_MT_object_rigid_body,
      VIEW3D_MT_object_clear,
      VIEW3D_MT_object_context_menu,
      VIEW3D_MT_object_shading,
      VIEW3D_MT_object_apply,
      VIEW3D_MT_object_relations,
      VIEW3D_MT_object_parent,
      VIEW3D_MT_object_track,
      VIEW3D_MT_object_collection,
      VIEW3D_MT_object_constraints,
      VIEW3D_MT_object_quick_effects,
      VIEW3D_MT_object_showhide,
      VIEW3D_MT_make_single_user,
      VIEW3D_MT_make_links,
      VIEW3D_MT_brush,
      VIEW3D_MT_brush_paint_modes,
      VIEW3D_MT_paint_vertex,
      VIEW3D_MT_hook,
      VIEW3D_MT_vertex_group,
      VIEW3D_MT_paint_weight,
      VIEW3D_MT_sculpt,
      VIEW3D_MT_hide_mask,
      VIEW3D_MT_particle,
      VIEW3D_MT_particle_context_menu,
      VIEW3D_MT_particle_showhide,
      VIEW3D_MT_pose,
      VIEW3D_MT_pose_transform,
      VIEW3D_MT_pose_slide,
      VIEW3D_MT_pose_propagate,
      VIEW3D_MT_pose_library,
      VIEW3D_MT_pose_motion,
      VIEW3D_MT_pose_group,
      VIEW3D_MT_pose_ik,
      VIEW3D_MT_pose_constraints,
      VIEW3D_MT_pose_showhide,
      VIEW3D_MT_pose_apply,
      VIEW3D_MT_pose_context_menu,
      VIEW3D_MT_bone_options_toggle,
      VIEW3D_MT_bone_options_enable,
      VIEW3D_MT_bone_options_disable,
      VIEW3D_MT_edit_mesh_context_menu,
      VIEW3D_MT_edit_mesh_select_mode,
      VIEW3D_MT_edit_mesh_select_linked,
      VIEW3D_MT_edit_mesh_select_loops,
      VIEW3D_MT_edit_mesh_extrude,
      VIEW3D_MT_edit_mesh_vertices,
      VIEW3D_MT_edit_mesh_edges,
      VIEW3D_MT_edit_mesh_edges_data,
      VIEW3D_MT_edit_mesh_faces,
      VIEW3D_MT_edit_mesh_faces_data,
      VIEW3D_MT_edit_mesh_normals,
      VIEW3D_MT_edit_mesh_normals_select_strength,
      VIEW3D_MT_edit_mesh_normals_set_strength,
      VIEW3D_MT_edit_mesh_normals_average,
      VIEW3D_MT_edit_mesh_shading,
      VIEW3D_MT_edit_mesh_weights,
      VIEW3D_MT_edit_mesh_clean,
      VIEW3D_MT_edit_mesh_delete,
      VIEW3D_MT_edit_mesh_merge,
      VIEW3D_MT_edit_mesh_showhide,
      VIEW3D_MT_paint_gpencil,
      VIEW3D_MT_assign_material,
      VIEW3D_MT_edit_gpencil,
      VIEW3D_MT_edit_gpencil_delete,
      VIEW3D_MT_weight_gpencil,
      VIEW3D_MT_gpencil_animation,
      VIEW3D_MT_gpencil_simplify,
      VIEW3D_MT_gpencil_copy_layer,
      VIEW3D_MT_gpencil_autoweights,
      VIEW3D_MT_gpencil_edit_context_menu,
      VIEW3D_MT_edit_curve,
      VIEW3D_MT_edit_curve_ctrlpoints,
      VIEW3D_MT_edit_curve_segments,
      VIEW3D_MT_edit_curve_clean,
      VIEW3D_MT_edit_curve_context_menu,
      VIEW3D_MT_edit_curve_delete,
      VIEW3D_MT_edit_curve_showhide,
      VIEW3D_MT_edit_surface,
      VIEW3D_MT_edit_font,
      VIEW3D_MT_edit_text_chars,
      VIEW3D_MT_edit_meta,
      VIEW3D_MT_edit_meta_showhide,
      VIEW3D_MT_edit_lattice,
      VIEW3D_MT_edit_armature,
      VIEW3D_MT_armature_context_menu,
      VIEW3D_MT_edit_armature_parent,
      VIEW3D_MT_edit_armature_roll,
      VIEW3D_MT_edit_armature_names,
      VIEW3D_MT_edit_armature_delete,
      VIEW3D_MT_edit_gpencil_transform,
      VIEW3D_MT_edit_gpencil_interpolate,
      VIEW3D_MT_object_mode_pie,
      VIEW3D_MT_view_pie,
      VIEW3D_MT_transform_gizmo_pie,
      VIEW3D_MT_shading_pie,
      VIEW3D_MT_shading_ex_pie,
      VIEW3D_MT_pivot_pie,
      VIEW3D_MT_snap_pie,
      VIEW3D_MT_orientations_pie,
      VIEW3D_MT_proportional_editing_falloff_pie,
      VIEW3D_PT_active_tool,
      VIEW3D_PT_active_tool_duplicate,
      VIEW3D_PT_view3d_properties,
      VIEW3D_PT_view3d_lock,
      VIEW3D_PT_view3d_cursor,
      VIEW3D_PT_collections,
      VIEW3D_PT_object_type_visibility,
      VIEW3D_PT_grease_pencil,
      VIEW3D_PT_annotation_onion,
      VIEW3D_PT_gpencil_multi_frame,
      VIEW3D_PT_quad_view,
      VIEW3D_PT_view3d_stereo,
      VIEW3D_PT_shading,
      VIEW3D_PT_shading_lighting,
      VIEW3D_PT_shading_color,
      VIEW3D_PT_shading_options,
      VIEW3D_PT_shading_options_shadow,
      VIEW3D_PT_shading_options_ssao,
      VIEW3D_PT_gizmo_display,
      VIEW3D_PT_overlay,
      VIEW3D_PT_overlay_guides,
      VIEW3D_PT_overlay_object,
      VIEW3D_PT_overlay_geometry,
      VIEW3D_PT_overlay_motion_tracking,
      VIEW3D_PT_overlay_edit_mesh,
      VIEW3D_PT_overlay_edit_mesh_shading,
      VIEW3D_PT_overlay_edit_mesh_measurement,
      VIEW3D_PT_overlay_edit_mesh_normals,
      VIEW3D_PT_overlay_edit_mesh_freestyle,
      VIEW3D_PT_overlay_edit_mesh_developer,
      VIEW3D_PT_overlay_edit_curve,
      VIEW3D_PT_overlay_paint,
      VIEW3D_PT_overlay_pose,
      VIEW3D_PT_overlay_sculpt,
      VIEW3D_PT_pivot_point,
      VIEW3D_PT_snapping,
      VIEW3D_PT_proportional_edit,
      VIEW3D_PT_gpencil_origin,
      VIEW3D_PT_gpencil_lock,
      VIEW3D_PT_gpencil_guide,
      VIEW3D_PT_transform_orientations,
      VIEW3D_PT_overlay_gpencil_options,
      VIEW3D_PT_context_properties,
      VIEW3D_PT_paint_vertex_context_menu,
      VIEW3D_PT_paint_texture_context_menu,
      VIEW3D_PT_paint_weight_context_menu,
      VIEW3D_PT_gpencil_sculpt_context_menu,
      VIEW3D_PT_gpencil_draw_context_menu,
      VIEW3D_PT_sculpt_context_menu,
      TOPBAR_PT_gpencil_materials,
      TOPBAR_PT_annotation_layers,
  )
  
  
  if __name__ == "__main__":  # only for live edit.
      from bpy.utils import register_class
      for cls in classes:
          register_class(cls)
  