blender/release/scripts/startup/bl_ui/properties_data_speaker.py

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# ##### 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
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from bpy.types import Panel
from rna_prop_ui import PropertyPanel
class DataButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return context.speaker and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_speaker(DataButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
ob = context.object
speaker = context.speaker
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
elif speaker:
split.template_ID(space, "pin_id")
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class DATA_PT_speaker(DataButtonsPanel, Panel):
bl_label = "Sound"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
speaker = context.speaker
split = layout.split(percentage=0.75)
split.template_ID(speaker, "sound", open="sound.open_mono")
split.prop(speaker, "muted")
row = layout.row()
row.prop(speaker, "volume")
row.prop(speaker, "pitch")
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class DATA_PT_distance(DataButtonsPanel, Panel):
bl_label = "Distance"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
speaker = context.speaker
split = layout.split()
col = split.column()
col.label("Volume:")
col.prop(speaker, "volume_min", text="Minimum")
col.prop(speaker, "volume_max", text="Maximum")
col.prop(speaker, "attenuation")
col = split.column()
col.label("Distance:")
col.prop(speaker, "distance_max", text="Maximum")
col.prop(speaker, "distance_reference", text="Reference")
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class DATA_PT_cone(DataButtonsPanel, Panel):
bl_label = "Cone"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
speaker = context.speaker
split = layout.split()
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col = split.column()
col.label("Angle:")
col.prop(speaker, "cone_angle_outer", text="Outer")
col.prop(speaker, "cone_angle_inner", text="Inner")
col = split.column()
col.label("Volume:")
col.prop(speaker, "cone_volume_outer", text="Outer")
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class DATA_PT_custom_props_speaker(DataButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
_property_type = bpy.types.Speaker
classes = (
DATA_PT_context_speaker,
DATA_PT_speaker,
DATA_PT_distance,
DATA_PT_cone,
DATA_PT_custom_props_speaker,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)