blender/release/scripts/startup/bl_ui/properties_mask_common.py

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# ##### 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 #####
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# <pep8-80 compliant>
# panels get subclassed (not registered directly)
# menus are referenced `as is`
import bpy
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). 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.
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from bpy.types import Menu, UIList
class MASK_UL_layers(UIList):
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def draw_item(self, context, layout, data, item, icon,
active_data, active_propname, index):
# assert(isinstance(item, bpy.types.MaskLayer)
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). 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.
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mask = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(mask, "name", text="", emboss=False, icon_value=icon)
row = layout.row(align=True)
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). 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.
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row.prop(mask, "hide", text="", emboss=False)
row.prop(mask, "hide_select", text="", emboss=False)
row.prop(mask, "hide_render", text="", emboss=False)
elif self.layout_type == 'GRID':
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). 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.
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layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
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class MASK_PT_mask:
# subclasses must define...
# ~ bl_space_type = 'CLIP_EDITOR'
# ~ bl_region_type = 'UI'
bl_label = "Mask Settings"
bl_options = {'DEFAULT_CLOSED'}
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@classmethod
def poll(cls, context):
space_data = context.space_data
return space_data.mask and space_data.mode == 'MASK'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
sc = context.space_data
mask = sc.mask
col = layout.column(align=True)
col.prop(mask, "frame_start")
col.prop(mask, "frame_end")
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class MASK_PT_layers:
# subclasses must define...
# ~ bl_space_type = 'CLIP_EDITOR'
# ~ bl_region_type = 'UI'
bl_label = "Mask Layers"
@classmethod
def poll(cls, context):
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space_data = context.space_data
return space_data.mask and space_data.mode == 'MASK'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
sc = context.space_data
mask = sc.mask
active_layer = mask.layers.active
rows = 4 if active_layer else 1
row = layout.row()
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row.template_list("MASK_UL_layers", "", mask, "layers",
mask, "active_layer_index", rows=rows)
sub = row.column(align=True)
sub.operator("mask.layer_new", icon='ADD', text="")
sub.operator("mask.layer_remove", icon='REMOVE', text="")
if active_layer:
sub.separator()
sub.operator("mask.layer_move", icon='TRIA_UP', text="").direction = 'UP'
sub.operator("mask.layer_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
# blending
row = layout.row(align=True)
row.prop(active_layer, "alpha")
row.prop(active_layer, "invert", text="", icon='IMAGE_ALPHA')
layout.prop(active_layer, "blend")
layout.prop(active_layer, "falloff")
col = layout.column()
col.prop(active_layer, "use_fill_overlap", text="Overlap")
col.prop(active_layer, "use_fill_holes", text="Holes")
class MASK_PT_spline:
# subclasses must define...
# ~ bl_space_type = 'CLIP_EDITOR'
# ~ bl_region_type = 'UI'
bl_label = "Active Spline"
@classmethod
def poll(cls, context):
sc = context.space_data
mask = sc.mask
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if mask and sc.mode == 'MASK':
return mask.layers.active and mask.layers.active.splines.active
return False
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
sc = context.space_data
mask = sc.mask
spline = mask.layers.active.splines.active
col = layout.column()
col.prop(spline, "offset_mode")
col.prop(spline, "weight_interpolation", text="Interpolation")
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col.prop(spline, "use_cyclic")
col.prop(spline, "use_fill")
col.prop(spline, "use_self_intersection_check")
class MASK_PT_point:
# subclasses must define...
# ~ bl_space_type = 'CLIP_EDITOR'
# ~ bl_region_type = 'UI'
bl_label = "Active Point"
@classmethod
def poll(cls, context):
sc = context.space_data
mask = sc.mask
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if mask and sc.mode == 'MASK':
mask_layer_active = mask.layers.active
return (mask_layer_active and
mask_layer_active.splines.active_point)
return False
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
sc = context.space_data
mask = sc.mask
point = mask.layers.active.splines.active_point
parent = point.parent
col = layout.column()
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# Currently only parenting the movie-clip is allowed,
# so do not over-complicate things for now by using single template_ID
#col.template_any_ID(parent, "id", "id_type", text="")
col.label(text="Parent:")
col.prop(parent, "id", text="")
if parent.id_type == 'MOVIECLIP' and parent.id:
clip = parent.id
tracking = clip.tracking
Merge plane track feature from tomato branch This commit includes all the changes made for plane tracker in tomato branch. Movie clip editor changes: - Artist might create a plane track out of multiple point tracks which belongs to the same track (minimum amount of point tracks is 4, maximum is not actually limited). When new plane track is added, it's getting "tracked" across all point tracks, which makes it stick to the same plane point tracks belong to. - After plane track was added, it need to be manually adjusted in a way it covers feature one might to mask/replace. General transform tools (G, R, S) or sliding corners with a mouse could be sued for this. Plane corner which corresponds to left bottom image corner has got X/Y axis on it (red is for X axis, green for Y). - Re-adjusting plane corners makes plane to be "re-tracked" for the frames sequence between current frame and next and previous keyframes. - Kayframes might be removed from the plane, using Shit-X (Marker Delete) operator. However, currently manual re-adjustment or "re-track" trigger is needed. Compositor changes: - Added new node called Plane Track Deform. - User selects which plane track to use (for this he need to select movie clip datablock, object and track names). - Node gets an image input, which need to be warped into the plane. - Node outputs: * Input image warped into the plane. * Plane, rasterized to a mask. Masking changes: - Mask points might be parented to a plane track, which makes this point deforming in a way as if it belongs to the tracked plane. Some video tutorials are available: - Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4 - Artist video: https://vimeo.com/71727578 This is mine and Keir's holiday code project :)
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row = col.row()
row.prop(parent, "type", expand=True)
col.prop_search(parent, "parent", tracking,
"objects", icon='OBJECT_DATA', text="Object")
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tracks_list = "tracks" if parent.type == 'POINT_TRACK' else "plane_tracks"
Merge plane track feature from tomato branch This commit includes all the changes made for plane tracker in tomato branch. Movie clip editor changes: - Artist might create a plane track out of multiple point tracks which belongs to the same track (minimum amount of point tracks is 4, maximum is not actually limited). When new plane track is added, it's getting "tracked" across all point tracks, which makes it stick to the same plane point tracks belong to. - After plane track was added, it need to be manually adjusted in a way it covers feature one might to mask/replace. General transform tools (G, R, S) or sliding corners with a mouse could be sued for this. Plane corner which corresponds to left bottom image corner has got X/Y axis on it (red is for X axis, green for Y). - Re-adjusting plane corners makes plane to be "re-tracked" for the frames sequence between current frame and next and previous keyframes. - Kayframes might be removed from the plane, using Shit-X (Marker Delete) operator. However, currently manual re-adjustment or "re-track" trigger is needed. Compositor changes: - Added new node called Plane Track Deform. - User selects which plane track to use (for this he need to select movie clip datablock, object and track names). - Node gets an image input, which need to be warped into the plane. - Node outputs: * Input image warped into the plane. * Plane, rasterized to a mask. Masking changes: - Mask points might be parented to a plane track, which makes this point deforming in a way as if it belongs to the tracked plane. Some video tutorials are available: - Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4 - Artist video: https://vimeo.com/71727578 This is mine and Keir's holiday code project :)
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if parent.parent in tracking.objects:
object = tracking.objects[parent.parent]
col.prop_search(parent, "sub_parent", object,
tracks_list, icon='ANIM_DATA', text="Track")
else:
col.prop_search(parent, "sub_parent", tracking,
tracks_list, icon='ANIM_DATA', text="Track")
class MASK_PT_display:
# subclasses must define...
# ~ bl_space_type = 'CLIP_EDITOR'
# ~ bl_region_type = 'UI'
bl_label = "Mask Display"
bl_options = {'DEFAULT_CLOSED'}
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@classmethod
def poll(cls, context):
space_data = context.space_data
return space_data.mask and space_data.mode == 'MASK'
def draw(self, context):
layout = self.layout
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space_data = context.space_data
row = layout.row(align=True)
row.prop(space_data, "show_mask_smooth", text="Smooth")
row.prop(space_data, "mask_display_type", text="")
row = layout.row(align=True)
row.prop(space_data, "show_mask_overlay", text="Overlay")
sub = row.row()
sub.active = space_data.show_mask_overlay
sub.prop(space_data, "mask_overlay_mode", text="")
class MASK_PT_transforms:
# subclasses must define...
# ~ bl_space_type = 'CLIP_EDITOR'
# ~ bl_region_type = 'TOOLS'
bl_label = "Transforms"
bl_category = "Mask"
bl_options = {'DEFAULT_CLOSED'}
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@classmethod
def poll(cls, context):
space_data = context.space_data
return space_data.mask and space_data.mode == 'MASK'
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Transform:")
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
col.operator("transform.transform", text="Scale Feather").mode = 'MASK_SHRINKFATTEN'
class MASK_PT_tools:
# subclasses must define...
# ~ bl_space_type = 'CLIP_EDITOR'
# ~ bl_region_type = 'TOOLS'
bl_label = "Mask Tools"
bl_category = "Mask"
@classmethod
def poll(cls, context):
space_data = context.space_data
return space_data.mask and space_data.mode == 'MASK'
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Spline:")
col.operator("mask.delete")
col.operator("mask.cyclic_toggle")
col.operator("mask.switch_direction")
col.operator("mask.handle_type_set")
col.operator("mask.feather_weight_clear")
col = layout.column(align=True)
col.label(text="Parenting:")
row = col.row(align=True)
row.operator("mask.parent_set", text="Parent")
row.operator("mask.parent_clear", text="Clear")
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col = layout.column(align=True)
col.label(text="Animation:")
row = col.row(align=True)
row.operator("mask.shape_key_insert", text="Insert Key")
row.operator("mask.shape_key_clear", text="Clear Key")
col.operator("mask.shape_key_feather_reset", text="Reset Feather Animation")
col.operator("mask.shape_key_rekey", text="Re-Key Shape Points")
class MASK_PT_add:
# subclasses must define...
# ~ bl_space_type = 'CLIP_EDITOR'
# ~ bl_region_type = 'TOOLS'
bl_label = "Add"
bl_category = "Mask"
@classmethod
def poll(cls, context):
space_data = context.space_data
return space_data.mode == 'MASK'
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.operator("mask.primitive_circle_add", icon='MESH_CIRCLE')
col.operator("mask.primitive_square_add", icon='MESH_PLANE')
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class MASK_MT_mask(Menu):
bl_label = "Mask"
def draw(self, context):
layout = self.layout
layout.operator("mask.delete")
layout.separator()
layout.operator("mask.cyclic_toggle")
layout.operator("mask.switch_direction")
layout.operator("mask.normals_make_consistent")
layout.operator("mask.feather_weight_clear") # TODO, better place?
layout.separator()
layout.operator("mask.parent_clear")
layout.operator("mask.parent_set")
layout.separator()
layout.operator("mask.copy_splines")
layout.operator("mask.paste_splines")
layout.separator()
layout.menu("MASK_MT_visibility")
layout.menu("MASK_MT_transform")
layout.menu("MASK_MT_animation")
class MASK_MT_visibility(Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.operator("mask.hide_view_clear", text="Show Hidden")
layout.operator("mask.hide_view_set", text="Hide Selected").unselected = False
layout.operator("mask.hide_view_set", text="Hide Unselected").unselected = True
class MASK_MT_transform(Menu):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
layout.operator("transform.translate")
layout.operator("transform.rotate")
layout.operator("transform.resize")
layout.operator("transform.transform", text="Scale Feather").mode = 'MASK_SHRINKFATTEN'
class MASK_MT_animation(Menu):
bl_label = "Animation"
def draw(self, context):
layout = self.layout
layout.operator("mask.shape_key_clear")
layout.operator("mask.shape_key_insert")
layout.operator("mask.shape_key_feather_reset")
layout.operator("mask.shape_key_rekey")
class MASK_MT_select(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("mask.select_all", text="All").action = 'SELECT'
layout.operator("mask.select_all", text="None").action = 'DESELECT'
layout.operator("mask.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("mask.select_box")
layout.operator("mask.select_circle")
layout.separator()
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layout.operator("mask.select_more")
layout.operator("mask.select_less")
layout.separator()
layout.operator("mask.select_linked", text="Select Linked")
classes = (
MASK_UL_layers,
MASK_MT_mask,
MASK_MT_visibility,
MASK_MT_transform,
MASK_MT_animation,
MASK_MT_select,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)