blender/release/scripts/ui/properties_scene.py
2009-11-12 15:13:47 +00:00

179 lines
5.2 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
narrowui = 180
class SceneButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
def poll(self, context):
return context.scene
class SCENE_PT_scene(SceneButtonsPanel):
bl_label = "Scene"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
col2 = context.region.width > narrowui
scene = context.scene
if col2:
layout.itemR(scene, "camera")
layout.itemR(scene, "set", text="Background")
else:
layout.itemR(scene, "camera", text="")
layout.itemR(scene, "set", text="")
class SCENE_PT_unit(SceneButtonsPanel):
bl_label = "Units"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
col2 = context.region.width > narrowui
unit = context.scene.unit_settings
col = layout.column()
col.row().itemR(unit, "system", expand=True)
split = layout.split()
split.active = (unit.system != 'NONE')
col = split.column()
col.itemR(unit, "scale_length", text="Scale")
if col2:
col = split.column()
col.itemR(unit, "use_separate")
class SCENE_PT_keying_sets(SceneButtonsPanel):
bl_label = "Keying Sets"
def draw(self, context):
layout = self.layout
scene = context.scene
col2 = context.region.width > narrowui
row = layout.row()
col = row.column()
col.template_list(scene, "keying_sets", scene, "active_keying_set_index", rows=2)
col = row.column(align=True)
col.itemO("anim.keying_set_add", icon='ICON_ZOOMIN', text="")
col.itemO("anim.keying_set_remove", icon='ICON_ZOOMOUT', text="")
ks = scene.active_keying_set
if ks:
row = layout.row()
col = row.column()
col.itemR(ks, "name")
col.itemR(ks, "absolute")
if col2:
col = row.column()
col.itemL(text="Keyframing Settings:")
col.itemR(ks, "insertkey_needed", text="Needed")
col.itemR(ks, "insertkey_visual", text="Visual")
class SCENE_PT_keying_set_paths(SceneButtonsPanel):
bl_label = "Active Keying Set"
def poll(self, context):
return (context.scene != None) and (context.scene.active_keying_set != None)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.active_keying_set
col2 = context.region.width > narrowui
row = layout.row()
row.itemL(text="Paths:")
row = layout.row()
col = row.column()
col.template_list(ks, "paths", ks, "active_path_index", rows=2)
col = row.column(align=True)
col.itemO("anim.keying_set_path_add", icon='ICON_ZOOMIN', text="")
col.itemO("anim.keying_set_path_remove", icon='ICON_ZOOMOUT', text="")
ksp = ks.active_path
if ksp:
col = layout.column()
col.itemL(text="Target:")
col.template_any_ID(ksp, "id", "id_type")
col.template_path_builder(ksp, "rna_path", ksp.id)
row = layout.row()
col = row.column()
col.itemL(text="Array Target:")
col.itemR(ksp, "entire_array")
if ksp.entire_array == False:
col.itemR(ksp, "array_index")
if col2:
col = row.column()
col.itemL(text="F-Curve Grouping:")
col.itemR(ksp, "grouping")
if ksp.grouping == 'NAMED':
col.itemR(ksp, "group")
class SCENE_PT_physics(SceneButtonsPanel):
bl_label = "Gravity"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
self.layout.itemR(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
col2 = context.region.width > narrowui
layout.active = scene.use_gravity
if col2:
layout.itemR(scene, "gravity", text="")
else:
layout.column().itemR(scene, "gravity", text="")
bpy.types.register(SCENE_PT_scene)
bpy.types.register(SCENE_PT_unit)
bpy.types.register(SCENE_PT_keying_sets)
bpy.types.register(SCENE_PT_keying_set_paths)
bpy.types.register(SCENE_PT_physics)