9596b369bd
This changes the layout when the properties window gets too narrow to render the contents properly. Currently implemented for render, scene, world, object and materials, but the rest can be done easily. Here's a video for demonstration: http://www.reynish.com/files/blender25/properties_resize.mov It automatically detects the window width and then skips the indicators that tells the layout to go to the next column. It requires very minimal changes to the UI scripts so we don't have to maintain two versions of the layouts.
228 lines
6.5 KiB
Python
228 lines
6.5 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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narrowui = 180
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class WorldButtonsPanel(bpy.types.Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "world"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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def poll(self, context):
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rd = context.scene.render_data
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return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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class WORLD_PT_preview(WorldButtonsPanel):
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bl_label = "Preview"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw(self, context):
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self.layout.template_preview(context.world)
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class WORLD_PT_context_world(WorldButtonsPanel):
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bl_label = ""
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bl_show_header = False
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def poll(self, context):
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rd = context.scene.render_data
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return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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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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world = context.world
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space = context.space_data
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split = layout.split(percentage=0.65)
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if scene:
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split.template_ID(scene, "world", new="world.new")
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elif world:
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split.template_ID(space, "pin_id")
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class WORLD_PT_world(WorldButtonsPanel):
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bl_label = "World"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw(self, context):
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layout = self.layout
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world = context.world
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if (context.region.width > narrowui):
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row = layout.row()
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row.itemR(world, "paper_sky")
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row.itemR(world, "blend_sky")
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row.itemR(world, "real_sky")
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else:
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col = layout.column()
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col.itemR(world, "paper_sky")
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col.itemR(world, "blend_sky")
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col.itemR(world, "real_sky")
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row = layout.row()
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row.column().itemR(world, "horizon_color")
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col = row.column()
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col.itemR(world, "zenith_color")
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col.active = world.blend_sky
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row.column().itemR(world, "ambient_color")
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class WORLD_PT_mist(WorldButtonsPanel):
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bl_label = "Mist"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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world = context.world
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self.layout.itemR(world.mist, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.active = world.mist.enabled
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split = layout.split()
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col = split.column()
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col.itemR(world.mist, "intensity", slider=True)
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col.itemR(world.mist, "start")
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if (context.region.width > narrowui):
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col = split.column()
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col.itemR(world.mist, "depth")
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col.itemR(world.mist, "height")
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layout.itemR(world.mist, "falloff")
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class WORLD_PT_stars(WorldButtonsPanel):
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bl_label = "Stars"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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world = context.world
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self.layout.itemR(world.stars, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.active = world.stars.enabled
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split = layout.split()
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col = split.column()
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col.itemR(world.stars, "size")
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col.itemR(world.stars, "color_randomization", text="Colors")
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if (context.region.width > narrowui):
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col = split.column()
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col.itemR(world.stars, "min_distance", text="Min. Dist")
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col.itemR(world.stars, "average_separation", text="Separation")
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class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
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bl_label = "Ambient Occlusion"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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world = context.world
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self.layout.itemR(world.ambient_occlusion, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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ao = context.world.ambient_occlusion
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layout.active = ao.enabled
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layout.itemR(ao, "gather_method", expand=True)
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split = layout.split()
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col = split.column()
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col.itemL(text="Attenuation:")
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if ao.gather_method == 'RAYTRACE':
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col.itemR(ao, "distance")
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col.itemR(ao, "falloff")
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sub = col.row()
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sub.active = ao.falloff
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sub.itemR(ao, "falloff_strength", text="Strength")
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if ao.gather_method == 'RAYTRACE':
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if (context.region.width > narrowui):
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col = split.column()
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col.itemL(text="Sampling:")
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col.itemR(ao, "sample_method", text="")
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sub = col.column()
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sub.itemR(ao, "samples")
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if ao.sample_method == 'ADAPTIVE_QMC':
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sub.itemR(ao, "threshold")
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sub.itemR(ao, "adapt_to_speed", slider=True)
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elif ao.sample_method == 'CONSTANT_JITTERED':
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sub.itemR(ao, "bias")
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if ao.gather_method == 'APPROXIMATE':
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if (context.region.width > narrowui):
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col = split.column()
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col.itemL(text="Sampling:")
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col.itemR(ao, "passes")
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col.itemR(ao, "error_tolerance", text="Error")
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col.itemR(ao, "pixel_cache")
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col.itemR(ao, "correction")
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col = layout.column()
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col.itemL(text="Influence:")
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col.row().itemR(ao, "blend_mode", expand=True)
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split = layout.split()
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col = split.column()
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col.itemR(ao, "energy")
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if (context.region.width > narrowui):
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col = split.column()
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col.itemR(ao, "color")
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bpy.types.register(WORLD_PT_context_world)
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bpy.types.register(WORLD_PT_preview)
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bpy.types.register(WORLD_PT_world)
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bpy.types.register(WORLD_PT_ambient_occlusion)
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bpy.types.register(WORLD_PT_mist)
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bpy.types.register(WORLD_PT_stars)
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