if False:
    from typing import Dict, List, Tuple, Union, Optional


def _loadUIString(strId):
    """
    # This method is meant to be used when a particular string Id is needed more than
    # once in this file.  The Maya Python pre-parser will report a warning when a
    # duplicate string Id is detected.
    """
    pass


def _createLightMenuItems(node):
    """
    Create node item marking menu items specific to light nodes
    """
    pass


def createPlugMarkingMenu(ned, node, plug):
    """
    Build plug (attribute) marking menu
    """
    pass


def _createUtilityMenuItems(ned, node):
    """
    Create node item marking menu items specific to utility nodes
    """
    pass


def changeNodeLib(ned, createNodeWin):
    """
    change to the current node library
    """
    pass


def nEd(*args, **kwargs): pass


def _isClassified(node, classification): pass


def _createPsdFileTexMenuItems(ned, node):
    """
    Create node item marking menu items specific to psd file nodes
    """
    pass


def _createFileMenuItems(ned, node):
    """
    Create node item marking menu items specific to file nodes
    """
    pass


def _syncDisplayMenu(ned, menu):
    """
    Syncs the Display menu UI control state to its editor.
    """
    pass


def _createTextureMenuItems(ned, node):
    """
    Create node item marking menu items specific to texture nodes
    """
    pass


def _addBakeSetMenuItems(ned, node):
    """
    Check for bake set node and create necessary menu items
    """
    pass


def createTabContextMenu(ned, tabIndex):
    """
    Build tab context menu (markingMenu=False)
    """
    pass


def createNodeEditorMarkingMenu(ned):
    """
    Build work area marking menu
    """
    pass


def _createTextureUtilityMenuItems(ned, node):
    """
    Create node item marking menu items common to both texture and utility nodes
    """
    pass


def _addPlace3dTextureMenuItems(ned, node):
    """
    Check for place3dTexture node and create necessary menu items
    """
    pass


def _addColorProfileMenuItems(ned, node):
    """
    Check for color profile node and create necessary menu items
    """
    pass


def createNodeItemMarkingMenu(ned, node):
    """
    Build node item marking menu
    """
    pass


def _addLightMenuItems(ned, node):
    """
    Check for light node and create necessary menu items
    """
    pass


def _syncShapeMenuState(ned, menu):
    """
    Syncs the editor to the menu state.
    """
    pass


def _addAnimClipMenuItems(ned, node):
    """
    Check for anim clip node and create necessary menu items
    """
    pass


def _createBakeSetMenuItems(node):
    """
    Create node item marking menu items specific to bake set nodes
    """
    pass


def _createColorProfileMenuItems(node):
    """
    Create node item marking menu items specific to color profile nodes
    """
    pass


def _createPlace3dTextureMenuItems(node):
    """
    Create node item marking menu items specific to shader nodes
    """
    pass


def _createShaderMenuItems(ned, node):
    """
    Create node item marking menu items specific to shader nodes
    """
    pass


def _addUtilityMenuItems(ned, node):
    """
    Check for utility node and create necessary menu items
    """
    pass


def createConnectionMarkingMenu(ned):
    """
    Build connection marking menu
    """
    pass


def _addTextureMenuItems(ned, node):
    """
    Check for texture node and create necessary menu items
    """
    pass


def _createDisplayMenu(ned, menu):
    """
    Builds the Display menu for the panel.
    """
    pass


def _addCustomNodeItemMenus(ned, node):
    """
    Add custom menu items to the node item marking menu
    """
    pass


def _addShaderMenuItems(ned, node):
    """
    Check for shader node and create necessary menu items
    """
    pass


def _createAnimClipMenuItems(node):
    """
    Create node item marking menu items specific to anim clip nodes
    """
    pass


customExclusiveNodeItemMenuCallbacks = []

customInclusiveNodeItemMenuCallbacks = []
