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 Menu, Panel, UIList
  from rna_prop_ui import PropertyPanel
  
  
  class MESH_MT_vertex_group_context_menu(Menu):
      bl_label = "Vertex Group Specials"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator(
              "object.vertex_group_sort",
              icon='SORTALPHA',
              text="Sort by Name",
          ).sort_type = 'NAME'
          layout.operator(
              "object.vertex_group_sort",
              icon='BONE_DATA',
              text="Sort by Bone Hierarchy",
          ).sort_type = 'BONE_HIERARCHY'
          layout.separator()
          layout.operator("object.vertex_group_copy", icon='DUPLICATE')
          layout.operator("object.vertex_group_copy_to_linked")
          layout.operator("object.vertex_group_copy_to_selected")
          layout.separator()
          layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
          layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)").use_topology = True
          layout.separator()
          layout.operator(
              "object.vertex_group_remove_from",
              icon='X',
              text="Remove from All Groups",
          ).use_all_groups = True
          layout.operator("object.vertex_group_remove_from", text="Clear Active Group").use_all_verts = True
          layout.operator("object.vertex_group_remove", text="Delete All Unlocked Groups").all_unlocked = True
          layout.operator("object.vertex_group_remove", text="Delete All Groups").all = True
          layout.separator()
          props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
          props.action, props.mask = 'LOCK', 'ALL'
          props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="UnLock All")
          props.action, props.mask = 'UNLOCK', 'ALL'
          props = layout.operator("object.vertex_group_lock", text="Lock Invert All")
          props.action, props.mask = 'INVERT', 'ALL'
  
  
  class MESH_MT_shape_key_context_menu(Menu):
      bl_label = "Shape Key Specials"
  
      def draw(self, _context):
          layout = self.layout
  
          layout.operator("object.shape_key_add", icon='ADD', text="New Shape from Mix").from_mix = True
          layout.separator()
          layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
          layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)").use_topology = True
          layout.separator()
          layout.operator("object.join_shapes")
          layout.operator("object.shape_key_transfer")
          layout.separator()
          layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys").all = True
          layout.separator()
          layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move to Top").type = 'TOP'
          layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move to Bottom").type = 'BOTTOM'
  
  
  class MESH_UL_vgroups(UIList):
      def draw_item(self, _context, layout, _data, item, icon, _active_data_, _active_propname, _index):
          # assert(isinstance(item, bpy.types.VertexGroup))
          vgroup = item
          if self.layout_type in {'DEFAULT', 'COMPACT'}:
              layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
              icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
              layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
          elif self.layout_type == 'GRID':
              layout.alignment = 'CENTER'
              layout.label(text="", icon_value=icon)
  
  
  class MESH_UL_fmaps(UIList):
      def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
          # assert(isinstance(item, bpy.types.FaceMap))
          fmap = item
          if self.layout_type in {'DEFAULT', 'COMPACT'}:
              layout.prop(fmap, "name", text="", emboss=False, icon='FACE_MAPS')
          elif self.layout_type == 'GRID':
              layout.alignment = 'CENTER'
              layout.label(text="", icon_value=icon)
  
  
  class MESH_UL_shape_keys(UIList):
      def draw_item(self, _context, layout, _data, item, icon, active_data, _active_propname, index):
          # assert(isinstance(item, bpy.types.ShapeKey))
          obj = active_data
          # key = data
          key_block = item
          if self.layout_type in {'DEFAULT', 'COMPACT'}:
              split = layout.split(factor=0.66, align=False)
              split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
              row = split.row(align=True)
              if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
                  row.active = False
              if not item.id_data.use_relative:
                  row.prop(key_block, "frame", text="", emboss=False)
              elif index > 0:
                  row.prop(key_block, "value", text="", emboss=False)
              else:
                  row.label(text="")
              row.prop(key_block, "mute", text="", emboss=False)
          elif self.layout_type == 'GRID':
              layout.alignment = 'CENTER'
              layout.label(text="", icon_value=icon)
  
  
  class MESH_UL_uvmaps(UIList):
      def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
          # assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
          if self.layout_type in {'DEFAULT', 'COMPACT'}:
              layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS')
              icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
              layout.prop(item, "active_render", text="", icon=icon, emboss=False)
          elif self.layout_type == 'GRID':
              layout.alignment = 'CENTER'
              layout.label(text="", icon_value=icon)
  
  
  class MESH_UL_vcols(UIList):
      def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
          # assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
          if self.layout_type in {'DEFAULT', 'COMPACT'}:
              layout.prop(item, "name", text="", emboss=False, icon='GROUP_VCOL')
              icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
              layout.prop(item, "active_render", text="", icon=icon, emboss=False)
          elif self.layout_type == 'GRID':
              layout.alignment = 'CENTER'
              layout.label(text="", icon_value=icon)
  
  
  class MeshButtonsPanel:
      bl_space_type = 'PROPERTIES'
      bl_region_type = 'WINDOW'
      bl_context = "data"
  
      @classmethod
      def poll(cls, context):
          engine = context.engine
          return context.mesh and (engine in cls.COMPAT_ENGINES)
  
  
  class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
      bl_label = ""
      bl_options = {'HIDE_HEADER'}
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      def draw(self, context):
          layout = self.layout
  
          ob = context.object
          mesh = context.mesh
          space = context.space_data
  
          if ob:
              layout.template_ID(ob, "data")
          elif mesh:
              layout.template_ID(space, "pin_id")
  
  
  class DATA_PT_normals(MeshButtonsPanel, Panel):
      bl_label = "Normals"
      bl_options = {'DEFAULT_CLOSED'}
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      def draw(self, context):
          layout = self.layout
          layout.use_property_split = True
  
          mesh = context.mesh
  
          col = layout.column(align=False, heading="Auto Smooth")
          col.use_property_decorate = False
          row = col.row(align=True)
          sub = row.row(align=True)
          sub.prop(mesh, "use_auto_smooth", text="")
          sub = sub.row(align=True)
          sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
          sub.prop(mesh, "auto_smooth_angle", text="")
          row.prop_decorator(mesh, "auto_smooth_angle")
  
  
  class DATA_PT_texture_space(MeshButtonsPanel, Panel):
      bl_label = "Texture Space"
      bl_options = {'DEFAULT_CLOSED'}
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      def draw(self, context):
          layout = self.layout
          layout.use_property_split = True
  
          mesh = context.mesh
  
          layout.prop(mesh, "texture_mesh")
  
          layout.separator()
  
          layout.prop(mesh, "use_auto_texspace")
  
          layout.prop(mesh, "texspace_location", text="Location")
          layout.prop(mesh, "texspace_size", text="Size")
  
  
  class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
      bl_label = "Vertex Groups"
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      @classmethod
      def poll(cls, context):
          engine = context.engine
          obj = context.object
          return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
  
      def draw(self, context):
          layout = self.layout
  
          ob = context.object
          group = ob.vertex_groups.active
  
          rows = 3
          if group:
              rows = 5
  
          row = layout.row()
          row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
  
          col = row.column(align=True)
  
          col.operator("object.vertex_group_add", icon='ADD', text="")
          props = col.operator("object.vertex_group_remove", icon='REMOVE', text="")
          props.all_unlocked = props.all = False
  
          col.separator()
  
          col.menu("MESH_MT_vertex_group_context_menu", icon='DOWNARROW_HLT', text="")
  
          if group:
              col.separator()
              col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
              col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
  
          if (
                  ob.vertex_groups and
                  (ob.mode == 'EDIT' or
                   (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex))
          ):
              row = layout.row()
  
              sub = row.row(align=True)
              sub.operator("object.vertex_group_assign", text="Assign")
              sub.operator("object.vertex_group_remove_from", text="Remove")
  
              sub = row.row(align=True)
              sub.operator("object.vertex_group_select", text="Select")
              sub.operator("object.vertex_group_deselect", text="Deselect")
  
              layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
  
  
  class DATA_PT_face_maps(MeshButtonsPanel, Panel):
      bl_label = "Face Maps"
      bl_options = {'DEFAULT_CLOSED'}
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      @classmethod
      def poll(cls, context):
          obj = context.object
          return (obj and obj.type == 'MESH')
  
      def draw(self, context):
          layout = self.layout
  
          ob = context.object
          facemap = ob.face_maps.active
  
          rows = 2
          if facemap:
              rows = 4
  
          row = layout.row()
          row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows)
  
          col = row.column(align=True)
          col.operator("object.face_map_add", icon='ADD', text="")
          col.operator("object.face_map_remove", icon='REMOVE', text="")
  
          if facemap:
              col.separator()
              col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP'
              col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
  
          if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'):
              row = layout.row()
  
              sub = row.row(align=True)
              sub.operator("object.face_map_assign", text="Assign")
              sub.operator("object.face_map_remove_from", text="Remove")
  
              sub = row.row(align=True)
              sub.operator("object.face_map_select", text="Select")
              sub.operator("object.face_map_deselect", text="Deselect")
  
  
  class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
      bl_label = "Shape Keys"
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      @classmethod
      def poll(cls, context):
          engine = context.engine
          obj = context.object
          return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
  
      def draw(self, context):
          layout = self.layout
  
          ob = context.object
          key = ob.data.shape_keys
          kb = ob.active_shape_key
  
          enable_edit = ob.mode != 'EDIT'
          enable_edit_value = False
          enable_pin = False
  
          if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'):
              enable_pin = True
              if ob.show_only_shape_key is False:
                  enable_edit_value = True
  
          row = layout.row()
  
          rows = 3
          if kb:
              rows = 5
  
          row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
  
          col = row.column(align=True)
  
          col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
          col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
  
          col.separator()
  
          col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="")
  
          if kb:
              col.separator()
  
              sub = col.column(align=True)
              sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
              sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
  
              split = layout.split(factor=0.4)
              row = split.row()
              row.enabled = enable_edit
              row.prop(key, "use_relative")
  
              row = split.row()
              row.alignment = 'RIGHT'
  
              sub = row.row(align=True)
              sub.label()  # XXX, for alignment only
              subsub = sub.row(align=True)
              subsub.active = enable_pin
              subsub.prop(ob, "show_only_shape_key", text="")
              sub.prop(ob, "use_shape_key_edit_mode", text="")
  
              sub = row.row()
              if key.use_relative:
                  sub.operator("object.shape_key_clear", icon='X', text="")
              else:
                  sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
  
              layout.use_property_split = True
              if key.use_relative:
                  if ob.active_shape_key_index != 0:
                      row = layout.row()
                      row.active = enable_edit_value
                      row.prop(kb, "value")
  
                      col = layout.column()
                      sub.active = enable_edit_value
                      sub = col.column(align=True)
                      sub.prop(kb, "slider_min", text="Range Min")
                      sub.prop(kb, "slider_max", text="Max")
  
                      col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group")
                      col.prop_search(kb, "relative_key", key, "key_blocks", text="Relative To")
  
              else:
                  layout.prop(kb, "interpolation")
                  row = layout.column()
                  row.active = enable_edit_value
                  row.prop(key, "eval_time")
  
  
  class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
      bl_label = "UV Maps"
      bl_options = {'DEFAULT_CLOSED'}
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      def draw(self, context):
          layout = self.layout
  
          me = context.mesh
  
          row = layout.row()
          col = row.column()
  
          col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=2)
  
          col = row.column(align=True)
          col.operator("mesh.uv_texture_add", icon='ADD', text="")
          col.operator("mesh.uv_texture_remove", icon='REMOVE', text="")
  
  
  class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
      bl_label = "Vertex Colors"
      bl_options = {'DEFAULT_CLOSED'}
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      def draw(self, context):
          layout = self.layout
  
          me = context.mesh
  
          row = layout.row()
          col = row.column()
  
          col.template_list("MESH_UL_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
  
          col = row.column(align=True)
          col.operator("mesh.vertex_color_add", icon='ADD', text="")
          col.operator("mesh.vertex_color_remove", icon='REMOVE', text="")
  
  
  class DATA_PT_sculpt_vertex_colors(MeshButtonsPanel, Panel):
      bl_label = "Sculpt Vertex Colors"
      bl_options = {'DEFAULT_CLOSED'}
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      @classmethod
      def poll(cls, context):
          return super().poll(context) and context.preferences.experimental.use_sculpt_vertex_colors
  
      def draw(self, context):
          layout = self.layout
  
          me = context.mesh
  
          row = layout.row()
          col = row.column()
  
          col.template_list(
              "MESH_UL_vcols",
              "svcols",
              me,
              "sculpt_vertex_colors",
              me.sculpt_vertex_colors,
              "active_index",
              rows=2,
          )
  
          col = row.column(align=True)
          col.operator("mesh.sculpt_vertex_color_add", icon='ADD', text="")
          col.operator("mesh.sculpt_vertex_color_remove", icon='REMOVE', text="")
  
          row = layout.row()
          col = row.column()
          col.operator("sculpt.vertex_to_loop_colors", text="Store Sculpt Vertex Color")
          col.operator("sculpt.loop_to_vertex_colors", text="Load Sculpt Vertex Color")
  
  
  class DATA_PT_remesh(MeshButtonsPanel, Panel):
      bl_label = "Remesh"
      bl_options = {'DEFAULT_CLOSED'}
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      def draw(self, context):
          layout = self.layout
          layout.use_property_split = True
          layout.use_property_decorate = False
          row = layout.row()
  
          mesh = context.mesh
          row.prop(mesh, "remesh_mode", text="Mode", expand=True)
          col = layout.column()
          if mesh.remesh_mode == 'VOXEL':
              col.prop(mesh, "remesh_voxel_size")
              col.prop(mesh, "remesh_voxel_adaptivity")
              col.prop(mesh, "use_remesh_fix_poles")
              col.prop(mesh, "use_remesh_smooth_normals")
  
              col = layout.column(heading="Preserve")
              col.prop(mesh, "use_remesh_preserve_volume", text="Volume")
              col.prop(mesh, "use_remesh_preserve_paint_mask", text="Paint Mask")
              col.prop(mesh, "use_remesh_preserve_sculpt_face_sets", text="Face Sets")
              if context.preferences.experimental.use_sculpt_vertex_colors:
                  col.prop(mesh, "use_remesh_preserve_vertex_colors", text="Vertex Colors")
  
              col.operator("object.voxel_remesh", text="Voxel Remesh")
          else:
              col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh")
  
  
  class DATA_PT_customdata(MeshButtonsPanel, Panel):
      bl_label = "Geometry Data"
      bl_options = {'DEFAULT_CLOSED'}
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
  
      def draw(self, context):
          layout = self.layout
          layout.use_property_split = True
          layout.use_property_decorate = False
  
          obj = context.object
          me = context.mesh
          col = layout.column()
  
          col.operator("mesh.customdata_mask_clear", icon='X')
          col.operator("mesh.customdata_skin_clear", icon='X')
  
          if me.has_custom_normals:
              col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
          else:
              col.operator("mesh.customdata_custom_splitnormals_add", icon='ADD')
  
          col = layout.column(heading="Store")
  
          col.enabled = obj is not None and obj.mode != 'EDIT'
          col.prop(me, "use_customdata_vertex_bevel", text="Vertex Bevel Weight")
          col.prop(me, "use_customdata_edge_bevel", text="Edge Bevel Weight")
          col.prop(me, "use_customdata_edge_crease", text="Edge Crease")
  
  
  class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
      COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
      _context_path = "object.data"
      _property_type = bpy.types.Mesh
  
  
  classes = (
      MESH_MT_vertex_group_context_menu,
      MESH_MT_shape_key_context_menu,
      MESH_UL_vgroups,
      MESH_UL_fmaps,
      MESH_UL_shape_keys,
      MESH_UL_uvmaps,
      MESH_UL_vcols,
      DATA_PT_context_mesh,
      DATA_PT_vertex_groups,
      DATA_PT_shape_keys,
      DATA_PT_uv_texture,
      DATA_PT_vertex_colors,
      DATA_PT_sculpt_vertex_colors,
      DATA_PT_face_maps,
      DATA_PT_normals,
      DATA_PT_texture_space,
      DATA_PT_remesh,
      DATA_PT_customdata,
      DATA_PT_custom_props_mesh,
  )
  
  if __name__ == "__main__":  # only for live edit.
      from bpy.utils import register_class
      for cls in classes:
          register_class(cls)
  