blender/release/scripts/ui/properties_animviz.py
Campbell Barton 7c0d2ffb64 pep8 cleanup
2010-03-06 01:40:29 +00:00

219 lines
6.3 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
narrowui = 180
################################################
# Generic Panels (Independent of DataType)
class MotionPathButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = "Motion Paths"
bl_default_closed = True
def draw_settings(self, context, avs, wide_ui, bones=False):
layout = self.layout
mps = avs.motion_paths
if wide_ui:
layout.prop(mps, "type", expand=True)
else:
layout.prop(mps, "type", text="")
split = layout.split()
col = split.column()
sub = col.column(align=True)
if (mps.type == 'CURRENT_FRAME'):
sub.prop(mps, "before_current", text="Before")
sub.prop(mps, "after_current", text="After")
elif (mps.type == 'RANGE'):
sub.prop(mps, "start_frame", text="Start")
sub.prop(mps, "end_frame", text="End")
sub.prop(mps, "frame_step", text="Step")
if bones:
col.row().prop(mps, "bake_location", expand=True)
if wide_ui:
col = split.column()
col.label(text="Display:")
col.prop(mps, "show_frame_numbers", text="Frame Numbers")
col.prop(mps, "highlight_keyframes", text="Keyframes")
col.prop(mps, "show_keyframe_numbers", text="Keyframe Numbers")
# FIXME: this panel still needs to be ported so that it will work correctly with animviz
class OnionSkinButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = "Onion Skinning"
bl_default_closed = True
def draw(self, context):
layout = self.layout
arm = context.armature
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(arm, "ghost_type", expand=True)
else:
layout.prop(arm, "ghost_type", text="")
split = layout.split()
col = split.column()
sub = col.column(align=True)
if arm.ghost_type == 'RANGE':
sub.prop(arm, "ghost_start_frame", text="Start")
sub.prop(arm, "ghost_end_frame", text="End")
sub.prop(arm, "ghost_size", text="Step")
elif arm.ghost_type == 'CURRENT_FRAME':
sub.prop(arm, "ghost_step", text="Range")
sub.prop(arm, "ghost_size", text="Step")
if wide_ui:
col = split.column()
col.label(text="Display:")
col.prop(arm, "ghost_only_selected", text="Selected Only")
################################################
# Specific Panels for DataTypes
class OBJECT_PT_motion_paths(MotionPathButtonsPanel):
#bl_label = "Object Motion Paths"
bl_context = "object"
def poll(self, context):
return (context.object)
def draw(self, context):
layout = self.layout
ob = context.object
wide_ui = context.region.width > narrowui
self.draw_settings(context, ob.animation_visualisation, wide_ui)
layout.separator()
split = layout.split()
col = split.column()
col.operator("object.paths_calculate", text="Calculate Paths")
if wide_ui:
col = split.column()
col.operator("object.paths_clear", text="Clear Paths")
class OBJECT_PT_onion_skinning(OnionSkinButtonsPanel):
#bl_label = "Object Onion Skinning"
bl_context = "object"
def poll(self, context):
return (context.object)
def draw(self, context):
layout = self.layout
ob = context.object
wide_ui = context.region.width > narrowui
self.draw_settings(context, ob.animation_visualisation, wide_ui)
class DATA_PT_motion_paths(MotionPathButtonsPanel):
#bl_label = "Bones Motion Paths"
bl_context = "data"
def poll(self, context):
# XXX: include posemode check?
return (context.object) and (context.armature)
def draw(self, context):
layout = self.layout
ob = context.object
wide_ui = context.region.width > narrowui
self.draw_settings(context, ob.pose.animation_visualisation, wide_ui, bones=True)
layout.separator()
split = layout.split()
col = split.column()
col.operator("pose.paths_calculate", text="Calculate Paths")
if wide_ui:
col = split.column()
col.operator("pose.paths_clear", text="Clear Paths")
class DATA_PT_onion_skinning(OnionSkinButtonsPanel):
#bl_label = "Bones Onion Skinning"
bl_context = "data"
def poll(self, context):
# XXX: include posemode check?
return (context.object) and (context.armature)
def draw(self, context):
layout = self.layout
ob = context.object
wide_ui = context.region.width > narrowui
self.draw_settings(context, ob.pose.animation_visualisation, wide_ui, bones=True)
# NOTE:
# The specialised panel types defined here (i.e. OBJECT_PT_*, etc.)
# aren't registered here, but are rather imported to (and registered)
# in the files defining the contexts where they reside. Otherwise,
# these panels appear at the top of the lists by default.
#
# However, we keep these empty register funcs here just in case
# something will need them again one day, and also to make
# it easier to maintain these scripts.
classes = []
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()