blender/scripts/startup/bl_ui/properties_data_armature.py
Pablo Vazquez 0e706c9699 UI: Move Bone Collection specials menu up
So it's consistent with other lists where the order of buttons is:

1. Add/Remove
2. Specials menu
3. Move up/down
2024-02-06 14:26:43 +01:00

333 lines
10 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Panel, Menu, UIList
from rna_prop_ui import PropertyPanel
from bl_ui.properties_animviz import (
MotionPathButtonsPanel,
MotionPathButtonsPanel_display,
)
class ArmatureButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.armature
class DATA_PT_context_arm(ArmatureButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif arm:
layout.template_ID(space, "pin_id")
class DATA_PT_pose(ArmatureButtonsPanel, Panel):
bl_label = "Pose"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.row().prop(arm, "pose_position", expand=True)
class DATA_PT_display(ArmatureButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
arm = context.armature
layout.prop(arm, "display_type", text="Display As")
col = layout.column(heading="Show")
col.prop(arm, "show_names", text="Names")
col.prop(arm, "show_bone_custom_shapes", text="Shapes")
col.prop(arm, "show_bone_colors", text="Bone Colors")
if ob:
col.prop(ob, "show_in_front", text="In Front")
col = layout.column(align=False, heading="Axes")
row = col.row(align=True)
row.prop(arm, "show_axes", text="")
sub = row.row(align=True)
sub.active = arm.show_axes
sub.prop(arm, "axes_position", text="Position")
sub = col.row(align=True)
sub.prop(arm, "relation_line_position", text="Relations", expand=True)
class DATA_UL_bone_collections(UIList):
def draw_item(self, _context, layout, armature, bcoll, _icon, _active_data, _active_propname, _index):
active_bone = armature.edit_bones.active or armature.bones.active
has_active_bone = active_bone and bcoll.name in active_bone.collections
layout.prop(bcoll, "name", text="", emboss=False,
icon='DOT' if has_active_bone else 'BLANK1')
if armature.override_library:
icon = 'LIBRARY_DATA_OVERRIDE' if bcoll.is_local_override else 'BLANK1'
layout.prop(
bcoll,
"is_local_override",
text="",
emboss=False,
icon=icon)
layout.prop(bcoll, "is_visible", text="", emboss=False,
icon='HIDE_OFF' if bcoll.is_visible else 'HIDE_ON')
class DATA_PT_bone_collections(ArmatureButtonsPanel, Panel):
bl_label = "Bone Collections"
def draw(self, context):
layout = self.layout
arm = context.armature
active_bcoll = arm.collections.active
row = layout.row()
row.template_bone_collection_tree()
col = row.column(align=True)
col.operator("armature.collection_add", icon='ADD', text="")
col.operator("armature.collection_remove", icon='REMOVE', text="")
col.separator()
col.menu("ARMATURE_MT_collection_context_menu", icon='DOWNARROW_HLT', text="")
if active_bcoll:
col.separator()
col.operator("armature.collection_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("armature.collection_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
row = layout.row()
sub = row.row(align=True)
sub.operator("armature.collection_assign", text="Assign")
sub.operator("armature.collection_unassign", text="Remove")
sub = row.row(align=True)
sub.operator("armature.collection_select", text="Select")
sub.operator("armature.collection_deselect", text="Deselect")
class ARMATURE_MT_collection_context_menu(Menu):
bl_label = "Bone Collection Specials"
def draw(self, context):
layout = self.layout
layout.operator("armature.collection_show_all")
layout.operator("armature.collection_unsolo_all")
layout.separator()
layout.operator("armature.collection_remove_unused", text="Remove Unused")
class ARMATURE_MT_collection_tree_context_menu(Menu):
bl_label = "Bone Collections"
def draw(self, context):
layout = self.layout
arm = context.armature
active_bcoll_is_locked = arm.collections.active and not arm.collections.active.is_editable
# The poll function doesn't have access to the parent index property, so
# it cannot disable this operator depending on whether the parent is
# editable or not. That means this menu has to do the disabling for it.
sub = layout.column()
sub.enabled = not active_bcoll_is_locked
sub.operator("armature.collection_add", text="Add Child Collection")
sub.operator("armature.collection_remove")
sub.operator("armature.collection_remove_unused", text="Remove Unused Collections")
layout.separator()
layout.operator("armature.collection_show_all")
layout.operator("armature.collection_unsolo_all")
layout.separator()
# These operators can be used to assign to a named collection as well, and
# don't necessarily always use the active bone collection. That means that
# they have the same limitation as described above.
sub = layout.column()
sub.enabled = not active_bcoll_is_locked
sub.operator("armature.collection_assign", text="Assign Selected Bones")
sub.operator("armature.collection_unassign", text="Remove Selected Bones")
layout.separator()
layout.operator("armature.collection_select", text="Select Bones")
layout.operator("armature.collection_deselect", text="Deselect Bones")
class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel):
bl_label = "Inverse Kinematics"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.pose
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
itasc = ob.pose.ik_param
layout.prop(ob.pose, "ik_solver")
if itasc:
layout.prop(itasc, "mode")
layout.prop(itasc, "translate_root_bones")
simulation = (itasc.mode == 'SIMULATION')
if simulation:
layout.prop(itasc, "reiteration_method", expand=False)
col = layout.column()
col.active = not simulation or itasc.reiteration_method != 'NEVER'
col.prop(itasc, "precision")
col.prop(itasc, "iterations")
if simulation:
col.prop(itasc, "use_auto_step")
sub = layout.column(align=True)
if itasc.use_auto_step:
sub.prop(itasc, "step_min", text="Steps Min")
sub.prop(itasc, "step_max", text="Max")
else:
sub.prop(itasc, "step_count", text="Steps")
col.prop(itasc, "solver")
if simulation:
col.prop(itasc, "feedback")
col.prop(itasc, "velocity_max")
if itasc.solver == 'DLS':
col.separator()
col.prop(itasc, "damping_max", text="Damping Max", slider=True)
col.prop(itasc, "damping_epsilon", text="Damping Epsilon", slider=True)
class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
# bl_label = "Bones Motion Paths"
bl_options = {'DEFAULT_CLOSED'}
bl_context = "data"
@classmethod
def poll(cls, context):
# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.pose.animation_visualization
pchan = context.active_pose_bone
mpath = pchan.motion_path if pchan else None
self.draw_settings(context, avs, mpath, bones=True)
class DATA_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
# bl_label = "Bones Motion Paths"
bl_context = "data"
bl_parent_id = "DATA_PT_motion_paths"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.pose.animation_visualization
pchan = context.active_pose_bone
mpath = pchan.motion_path if pchan else None
self.draw_settings(context, avs, mpath, bones=True)
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "object.data"
_property_type = bpy.types.Armature
class DATA_PT_custom_props_bcoll(ArmatureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "armature.collections.active"
_property_type = bpy.types.BoneCollection
bl_parent_id = "DATA_PT_bone_collections"
@classmethod
def poll(cls, context):
arm = context.armature
if not arm:
return False
is_lib_override = arm.id_data.override_library and arm.id_data.override_library.reference
if is_lib_override:
# This is due to a limitation in scripts/modules/rna_prop_ui.py; if that
# limitation is lifted, this poll function should be adjusted.
return False
return arm.collections.active
classes = (
DATA_PT_context_arm,
DATA_PT_pose,
DATA_PT_bone_collections,
DATA_UL_bone_collections,
ARMATURE_MT_collection_context_menu,
ARMATURE_MT_collection_tree_context_menu,
DATA_PT_motion_paths,
DATA_PT_motion_paths_display,
DATA_PT_display,
DATA_PT_iksolver_itasc,
DATA_PT_custom_props_arm,
DATA_PT_custom_props_bcoll,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)