blender/release/scripts/startup/bl_ui/properties_scene.py
Campbell Barton 19d493ee10 Moving classes to separate listing broke panel order
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.

Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
2017-03-20 02:37:55 +11:00

468 lines
14 KiB
Python

# ##### 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
from bl_ui.properties_physics_common import (
point_cache_ui,
effector_weights_ui,
)
class SCENE_MT_units_length_presets(Menu):
"""Unit of measure for properties that use length values"""
bl_label = "Unit Presets"
preset_subdir = "units_length"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class SCENE_UL_keying_set_paths(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.KeyingSetPath)
kspath = item
icon = layout.enum_item_icon(kspath, "id_type", kspath.id_type)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# Do not make this one editable in uiList for now...
layout.label(text=kspath.data_path, translate=False, icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class SceneButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
@classmethod
def poll(cls, context):
rd = context.scene.render
return context.scene and (rd.engine in cls.COMPAT_ENGINES)
class SCENE_PT_scene(SceneButtonsPanel, Panel):
bl_label = "Scene"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
layout.prop(scene, "camera")
layout.prop(scene, "background_set", text="Background")
if context.scene.render.engine != 'BLENDER_GAME':
layout.prop(scene, "active_clip", text="Active Clip")
class SCENE_PT_unit(SceneButtonsPanel, Panel):
bl_label = "Units"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
row = layout.row(align=True)
row.menu("SCENE_MT_units_length_presets", text=SCENE_MT_units_length_presets.bl_label)
row.operator("scene.units_length_preset_add", text="", icon='ZOOMIN')
row.operator("scene.units_length_preset_add", text="", icon='ZOOMOUT').remove_active = True
layout.separator()
split = layout.split(percentage=0.35)
split.label("Length:")
split.prop(unit, "system", text="")
split = layout.split(percentage=0.35)
split.label("Angle:")
split.prop(unit, "system_rotation", text="")
col = layout.column()
col.enabled = unit.system != 'NONE'
split = col.split(percentage=0.35)
split.label("Unit Scale:")
split.prop(unit, "scale_length", text="")
split = col.split(percentage=0.35)
split.row()
split.prop(unit, "use_separate")
class SceneKeyingSetsPanel:
@staticmethod
def draw_keyframing_settings(context, layout, ks, ksp):
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, "Needed",
"use_insertkey_override_needed", "use_insertkey_needed",
userpref_fallback="use_keyframe_insert_needed")
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, "Visual",
"use_insertkey_override_visual", "use_insertkey_visual",
userpref_fallback="use_visual_keying")
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, "XYZ to RGB",
"use_insertkey_override_xyz_to_rgb", "use_insertkey_xyz_to_rgb")
@staticmethod
def _draw_keyframing_setting(context, layout, ks, ksp, label, toggle_prop, prop, userpref_fallback=None):
if ksp:
item = ksp
if getattr(ks, toggle_prop):
owner = ks
propname = prop
else:
owner = context.user_preferences.edit
if userpref_fallback:
propname = userpref_fallback
else:
propname = prop
else:
item = ks
owner = context.user_preferences.edit
if userpref_fallback:
propname = userpref_fallback
else:
propname = prop
row = layout.row(align=True)
row.prop(item, toggle_prop, text="", icon='STYLUS_PRESSURE', toggle=True) # XXX: needs dedicated icon
subrow = row.row()
subrow.active = getattr(item, toggle_prop)
if subrow.active:
subrow.prop(item, prop, text=label)
else:
subrow.prop(owner, propname, text=label)
class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Keying Sets"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
row = layout.row()
col = row.column()
col.template_list("UI_UL_list", "keying_sets", scene, "keying_sets", scene.keying_sets, "active_index", rows=1)
col = row.column(align=True)
col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
ks = scene.keying_sets.active
if ks and ks.is_path_absolute:
row = layout.row()
col = row.column()
col.prop(ks, "bl_description")
subcol = col.column()
subcol.operator_context = 'INVOKE_DEFAULT'
subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
col = row.column()
col.label(text="Keyframing Settings:")
self.draw_keyframing_settings(context, col, ks, None)
class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Active Keying Set"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
ks = context.scene.keying_sets.active
return (ks and ks.is_path_absolute)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.keying_sets.active
row = layout.row()
row.label(text="Paths:")
row = layout.row()
col = row.column()
col.template_list("SCENE_UL_keying_set_paths", "", ks, "paths", ks.paths, "active_index", rows=1)
col = row.column(align=True)
col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
ksp = ks.paths.active
if ksp:
col = layout.column()
col.label(text="Target:")
col.template_any_ID(ksp, "id", "id_type")
col.template_path_builder(ksp, "data_path", ksp.id)
row = col.row(align=True)
row.label(text="Array Target:")
row.prop(ksp, "use_entire_array", text="All Items")
if ksp.use_entire_array:
row.label(text=" ") # padding
else:
row.prop(ksp, "array_index", text="Index")
layout.separator()
row = layout.row()
col = row.column()
col.label(text="F-Curve Grouping:")
col.prop(ksp, "group_method", text="")
if ksp.group_method == 'NAMED':
col.prop(ksp, "group")
col = row.column()
col.label(text="Keyframing Settings:")
self.draw_keyframing_settings(context, col, ks, ksp)
class SCENE_PT_color_management(SceneButtonsPanel, Panel):
bl_label = "Color Management"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
col = layout.column()
col.label(text="Display:")
col.prop(scene.display_settings, "display_device")
col = layout.column()
col.separator()
col.label(text="Render:")
col.template_colormanaged_view_settings(scene, "view_settings")
col = layout.column()
col.separator()
col.label(text="Sequencer:")
col.prop(scene.sequencer_colorspace_settings, "name")
class SCENE_PT_audio(SceneButtonsPanel, Panel):
bl_label = "Audio"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = context.scene.render
ffmpeg = rd.ffmpeg
layout.prop(scene, "audio_volume")
layout.operator("sound.bake_animation")
split = layout.split()
col = split.column()
col.label("Distance Model:")
col.prop(scene, "audio_distance_model", text="")
sub = col.column(align=True)
sub.prop(scene, "audio_doppler_speed", text="Speed")
sub.prop(scene, "audio_doppler_factor", text="Doppler")
col = split.column()
col.label("Format:")
col.prop(ffmpeg, "audio_channels", text="")
col.prop(ffmpeg, "audio_mixrate", text="Rate")
class SCENE_PT_physics(SceneButtonsPanel, Panel):
bl_label = "Gravity"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
self.layout.prop(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
layout.active = scene.use_gravity
layout.prop(scene, "gravity", text="")
class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel):
bl_label = "Rigid Body World"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
scene = context.scene
rd = scene.render
return scene and (rd.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
rbw = scene.rigidbody_world
if rbw is not None:
self.layout.prop(rbw, "enabled", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rbw = scene.rigidbody_world
if rbw is None:
layout.operator("rigidbody.world_add")
else:
layout.operator("rigidbody.world_remove")
col = layout.column()
col.active = rbw.enabled
col = col.column()
col.prop(rbw, "group")
col.prop(rbw, "constraints")
split = col.split()
col = split.column()
col.prop(rbw, "time_scale", text="Speed")
col.prop(rbw, "use_split_impulse")
col = split.column()
col.prop(rbw, "steps_per_second", text="Steps Per Second")
col.prop(rbw, "solver_iterations", text="Solver Iterations")
class SCENE_PT_rigid_body_cache(SceneButtonsPanel, Panel):
bl_label = "Rigid Body Cache"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
scene = context.scene
return scene and scene.rigidbody_world and (rd.engine in cls.COMPAT_ENGINES)
def draw(self, context):
scene = context.scene
rbw = scene.rigidbody_world
point_cache_ui(self, context, rbw.point_cache, rbw.point_cache.is_baked is False and rbw.enabled, 'RIGID_BODY')
class SCENE_PT_rigid_body_field_weights(SceneButtonsPanel, Panel):
bl_label = "Rigid Body Field Weights"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
scene = context.scene
return scene and scene.rigidbody_world and (rd.engine in cls.COMPAT_ENGINES)
def draw(self, context):
scene = context.scene
rbw = scene.rigidbody_world
effector_weights_ui(self, context, rbw.effector_weights, 'RIGID_BODY')
class SCENE_PT_simplify(SceneButtonsPanel, Panel):
bl_label = "Simplify"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_simplify
split = layout.split()
col = split.column()
col.label(text="Viewport:")
col.prop(rd, "simplify_subdivision", text="Subdivision")
col.prop(rd, "simplify_child_particles", text="Child Particles")
col = split.column()
col.label(text="Render:")
col.prop(rd, "simplify_subdivision_render", text="Subdivision")
col.prop(rd, "simplify_child_particles_render", text="Child Particles")
col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
col.prop(rd, "simplify_ao_sss", text="AO and SSS")
col.prop(rd, "use_simplify_triangulate")
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "scene"
_property_type = bpy.types.Scene
classes = (
SCENE_MT_units_length_presets,
SCENE_UL_keying_set_paths,
SCENE_PT_scene,
SCENE_PT_unit,
SCENE_PT_keying_sets,
SCENE_PT_keying_set_paths,
SCENE_PT_color_management,
SCENE_PT_audio,
SCENE_PT_physics,
SCENE_PT_rigid_body_world,
SCENE_PT_rigid_body_cache,
SCENE_PT_rigid_body_field_weights,
SCENE_PT_simplify,
SCENE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)