7504cf34b4
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
282 lines
8.4 KiB
Python
282 lines
8.4 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, UIList
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from rna_prop_ui import PropertyPanel
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class SCENE_UL_keying_set_paths(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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if not isinstance(item, bpy.types.KeyingSetPath):
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return
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kspath = item
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icon = layout.enum_item_icon(kspath, "id_type", kspath.id_type)
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.label(kspath.data_path, icon_value=icon)
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon)
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class SceneButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return context.scene and (rd.engine in cls.COMPAT_ENGINES)
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class SCENE_PT_scene(SceneButtonsPanel, Panel):
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bl_label = "Scene"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.prop(scene, "camera")
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layout.prop(scene, "background_set", text="Background")
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layout.prop(scene, "active_clip", text="Active Clip")
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class SCENE_PT_audio(SceneButtonsPanel, Panel):
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bl_label = "Audio"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = context.scene.render
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ffmpeg = rd.ffmpeg
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layout.prop(scene, "audio_volume")
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layout.operator("sound.bake_animation")
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split = layout.split()
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col = split.column()
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col.label("Listener:")
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col.prop(scene, "audio_distance_model", text="")
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col.prop(scene, "audio_doppler_speed", text="Speed")
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col.prop(scene, "audio_doppler_factor", text="Doppler")
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col = split.column()
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col.label("Format:")
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col.prop(ffmpeg, "audio_channels", text="")
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col.prop(ffmpeg, "audio_mixrate", text="Rate")
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layout.operator("sound.mixdown")
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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bl_label = "Units"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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unit = context.scene.unit_settings
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col = layout.column()
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col.row().prop(unit, "system", expand=True)
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col.row().prop(unit, "system_rotation", expand=True)
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row = layout.row()
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row.active = (unit.system != 'NONE')
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row.prop(unit, "scale_length", text="Scale")
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row.prop(unit, "use_separate")
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class SCENE_PT_keying_sets(SceneButtonsPanel, Panel):
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bl_label = "Keying Sets"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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row = layout.row()
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col = row.column()
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col.template_list("UI_UL_list", "", scene, "keying_sets", scene.keying_sets, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
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ks = scene.keying_sets.active
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if ks and ks.is_path_absolute:
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row = layout.row()
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col = row.column()
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col.prop(ks, "bl_label")
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col.prop(ks, "bl_description")
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subcol = col.column()
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subcol.operator_context = 'INVOKE_DEFAULT'
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subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
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col = row.column(align=True)
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col.label(text="Keyframing Settings:")
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col.prop(ks, "bl_options")
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class SCENE_PT_keying_set_paths(SceneButtonsPanel, Panel):
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bl_label = "Active Keying Set"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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ks = context.scene.keying_sets.active
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return (ks and ks.is_path_absolute)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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ks = scene.keying_sets.active
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row = layout.row()
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row.label(text="Paths:")
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row = layout.row()
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col = row.column()
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col.template_list("SCENE_UL_keying_set_paths", "", ks, "paths", ks.paths, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
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ksp = ks.paths.active
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if ksp:
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col = layout.column()
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col.label(text="Target:")
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col.template_any_ID(ksp, "id", "id_type")
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col.template_path_builder(ksp, "data_path", ksp.id)
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row = col.row(align=True)
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row.label(text="Array Target:")
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row.prop(ksp, "use_entire_array", text="All Items")
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if ksp.use_entire_array:
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row.label(text=" ") # padding
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else:
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row.prop(ksp, "array_index", text="Index")
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layout.separator()
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row = layout.row()
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col = row.column()
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col.label(text="F-Curve Grouping:")
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col.prop(ksp, "group_method", text="")
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if ksp.group_method == 'NAMED':
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col.prop(ksp, "group")
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col = row.column(align=True)
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col.label(text="Keyframing Settings:")
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col.prop(ksp, "bl_options")
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class SCENE_PT_physics(SceneButtonsPanel, Panel):
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bl_label = "Gravity"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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self.layout.prop(context.scene, "use_gravity", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.active = scene.use_gravity
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layout.prop(scene, "gravity", text="")
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class SCENE_PT_simplify(SceneButtonsPanel, Panel):
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bl_label = "Simplify"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_simplify", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.use_simplify
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split = layout.split()
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col = split.column()
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col.prop(rd, "simplify_subdivision", text="Subdivision")
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col.prop(rd, "simplify_child_particles", text="Child Particles")
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col.prop(rd, "use_simplify_triangulate")
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col = split.column()
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col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
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col.prop(rd, "simplify_ao_sss", text="AO and SSS")
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class SCENE_PT_color_management(Panel):
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bl_label = "Color Management"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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col = layout.column()
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col.label(text="Display:")
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col.prop(scene.display_settings, "display_device")
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col = layout.column()
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col.separator()
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col.label(text="Render:")
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col.template_colormanaged_view_settings(scene, "view_settings")
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col.prop(rd, "use_color_unpremultiply")
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col = layout.column()
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col.separator()
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col.label(text="Sequencer:")
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col.prop(scene.sequencer_colorspace_settings, "name")
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class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "scene"
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_property_type = bpy.types.Scene
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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