blender/release/scripts/startup/bl_ui/properties_animviz.py
Joshua Leung b8231620a5 Bugfix [#32754] Clear Motion paths button not available on Motion paths panel
On second thought, perhaps it is more convenient/natural if this was shown in
both places, given that many
people may only find the motion paths options through the UI now.
2012-10-04 11:05:48 +00:00

133 lines
4.5 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>
# Generic Panels (Independent of DataType)
# NOTE:
# The specialized panel types are derived in their respective UI modules
# don't register these classes since they are only helpers.
class MotionPathButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = "Motion Paths"
bl_options = {'DEFAULT_CLOSED'}
def draw_settings(self, context, avs, mpath, bones=False):
layout = self.layout
mps = avs.motion_path
# Display Range
layout.prop(mps, "type", expand=True)
split = layout.split()
col = split.column()
col.label(text="Display Range:")
sub = col.column(align=True)
if mps.type == 'CURRENT_FRAME':
sub.prop(mps, "frame_before", text="Before")
sub.prop(mps, "frame_after", text="After")
elif mps.type == 'RANGE':
sub.prop(mps, "frame_start", text="Start")
sub.prop(mps, "frame_end", text="End")
sub.prop(mps, "frame_step", text="Step")
col = split.column()
if bones:
col.label(text="Cache for Bone:")
else:
col.label(text="Cache:")
if mpath:
sub = col.column(align=True)
sub.enabled = False
sub.prop(mpath, "frame_start", text="From")
sub.prop(mpath, "frame_end", text="To")
sub = col.row(align=True)
if bones:
sub.operator("pose.paths_update", text="Update Paths", icon='BONE_DATA')
sub.operator("pose.paths_clear", text="", icon='X')
else:
sub.operator("object.paths_update", text="Update Paths", icon='OBJECT_DATA')
sub.operator("object.paths_clear", text="", icon='X')
else:
sub = col.column(align=True)
sub.label(text="Nothing to show yet...", icon='ERROR')
if bones:
sub.operator("pose.paths_calculate", text="Calculate...", icon='BONE_DATA')
else:
sub.operator("object.paths_calculate", text="Calculate...", icon='OBJECT_DATA')
# Display Settings
split = layout.split()
col = split.column()
col.label(text="Show:")
col.prop(mps, "show_frame_numbers", text="Frame Numbers")
col = split.column()
col.prop(mps, "show_keyframe_highlight", text="Keyframes")
sub = col.column()
sub.enabled = mps.show_keyframe_highlight
if bones:
sub.prop(mps, "show_keyframe_action_all", text="+ Non-Grouped Keyframes")
sub.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():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = "Onion Skinning"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
arm = context.armature
layout.prop(arm, "ghost_type", expand=True)
split = layout.split()
col = split.column()
sub = col.column(align=True)
if arm.ghost_type == 'RANGE':
sub.prop(arm, "ghost_frame_start", text="Start")
sub.prop(arm, "ghost_frame_end", 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")
col = split.column()
col.label(text="Display:")
col.prop(arm, "show_only_ghost_selected", text="Selected Only")
if __name__ == "__main__": # only for live edit.
import bpy
bpy.utils.register_module(__name__)