UI: added support for enable buttons in the panel header.

This commit is contained in:
Brecht Van Lommel 2009-05-20 14:46:49 +00:00
parent 8f620ea5f0
commit 0a13c162b1
6 changed files with 70 additions and 51 deletions

@ -36,16 +36,17 @@ class MATERIAL_PT_sss(MaterialButtonsPanel):
def poll(self, context):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "SURFACE")
def draw_header(self, context):
sss = context.active_object.active_material.subsurface_scattering
layout = self.layout
layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
sss = context.active_object.active_material.subsurface_scattering
if not sss:
return
layout.itemR(sss, "enabled", text="Enable")
flow = layout.column_flow()
flow.itemR(sss, "error_tolerance")
flow.itemR(sss, "ior")
@ -73,7 +74,7 @@ class MATERIAL_PT_raymir(MaterialButtonsPanel):
raym = context.active_object.active_material.raytrace_mirror
layout = self.layout
layout.itemR(raym, "enabled", text=self.__label__)
layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
@ -105,11 +106,15 @@ class MATERIAL_PT_raytransp(MaterialButtonsPanel):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "SURFACE")
def draw_header(self, context):
rayt = context.active_object.active_material.raytrace_transparency
layout = self.layout
layout.itemR(rayt, "enabled", text="")
def draw(self, context):
layout = self.layout
rayt = context.active_object.active_material.raytrace_transparency
layout.itemR(rayt, "enabled", text="Enable")
split = layout.split()

@ -70,28 +70,30 @@ class RENDER_PT_output(RenderButtonsPanel):
class RENDER_PT_antialiasing(RenderButtonsPanel):
__label__ = "Anti-Aliasing"
def draw_header(self, context):
rd = context.scene.render_data
layout = self.layout
layout.itemR(rd, "antialiasing", text="")
def draw(self, context):
scene = context.scene
layout = self.layout
rd = scene.render_data
row = layout.row()
row.itemR(rd, "antialiasing", text="Enable")
split = layout.split()
sub = split.column()
sub.itemL(text="Samples:")
sub.row().itemR(rd, "antialiasing_samples", expand=True)
if rd.antialiasing:
split = layout.split()
sub = split.column()
sub.itemL(text="Samples:")
sub.row().itemR(rd, "antialiasing_samples", expand=True)
sub = split.column()
sub.itemR(rd, "pixel_filter")
sub.itemR(rd, "filter_size", text="Size")
sub.itemR(rd, "save_buffers")
if rd.save_buffers:
sub.itemR(rd, "full_sample")
sub = split.column()
sub.itemR(rd, "pixel_filter")
sub.itemR(rd, "filter_size", text="Size")
sub.itemR(rd, "save_buffers")
if rd.save_buffers:
sub.itemR(rd, "full_sample")
class RENDER_PT_render(RenderButtonsPanel):
__label__ = "Render"
@ -172,4 +174,4 @@ bpy.types.register(RENDER_PT_render)
bpy.types.register(RENDER_PT_dimensions)
bpy.types.register(RENDER_PT_antialiasing)
bpy.types.register(RENDER_PT_shading)
bpy.types.register(RENDER_PT_output)
bpy.types.register(RENDER_PT_output)

@ -40,13 +40,16 @@ class WORLD_PT_color_correction(WorldButtonsPanel):
class WORLD_PT_mist(WorldButtonsPanel):
__label__ = "Mist"
def draw_header(self, context):
world = context.scene.world
layout = self.layout
layout.itemR(world.mist, "enabled", text="")
def draw(self, context):
world = context.scene.world
layout = self.layout
row = layout.row()
row.itemR(world.mist, "enabled", text="Enable")
flow = layout.column_flow()
flow.itemR(world.mist, "start")
flow.itemR(world.mist, "depth")
@ -59,13 +62,16 @@ class WORLD_PT_mist(WorldButtonsPanel):
class WORLD_PT_stars(WorldButtonsPanel):
__label__ = "Stars"
def draw_header(self, context):
world = context.scene.world
layout = self.layout
layout.itemR(world.stars, "enabled", text="")
def draw(self, context):
world = context.scene.world
layout = self.layout
row = layout.row()
row.itemR(world.stars, "enabled", text="Enable")
flow = layout.column_flow()
flow.itemR(world.stars, "size")
flow.itemR(world.stars, "min_distance", text="Min. Dist")
@ -75,14 +81,18 @@ class WORLD_PT_stars(WorldButtonsPanel):
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
__label__ = "Ambient Occlusion"
def draw_header(self, context):
world = context.scene.world
layout = self.layout
layout.itemR(world.ambient_occlusion, "enabled", text="")
def draw(self, context):
world = context.scene.world
layout = self.layout
ao = world.ambient_occlusion
row = layout.row()
row.itemR(ao, "enabled", text="Enable")
row = layout.row()
row.itemR(ao, "gather_method", expand=True)

@ -297,16 +297,16 @@ static void ui_offset_panel_block(uiBlock *block)
{
uiStyle *style= U.uistyles.first;
uiBut *but;
int space= style->panelspace;
int ofsy;
/* buttons min/max centered, offset calculated */
/* compute bounds and offset */
ui_bounds_block(block);
ofsy= block->panel->sizey - style->panelspace;
for(but= block->buttons.first; but; but=but->next) {
but->x1= space + (but->x1-block->minx);
but->y1= space + (but->y1-block->miny);
but->x2= space + (but->x2-block->minx);
but->y2= space + (but->y2-block->miny);
but->y1 += ofsy;
but->y2 += ofsy;
}
block->maxx= block->panel->sizex;
@ -453,6 +453,8 @@ static void ui_draw_aligned_panel_header(ARegion *ar, uiStyle *style, uiBlock *b
/* + 0.001f to avoid flirting with float inaccuracy */
if(panel->control & UI_PNL_CLOSE) pnl_icons=(2*PNL_ICON+5)/block->aspect + 0.001f;
else pnl_icons= (PNL_ICON+5)/block->aspect + 0.001f;
pnl_icons += panel->labelofs;
if(nr==1) {
@ -831,7 +833,7 @@ void uiEndPanels(const bContext *C, ARegion *ar)
uiBlock *block;
Panel *panot, *panew, *patest, *pa;
/* scaling contents */
/* offset contents */
for(block= ar->uiblocks.first; block; block= block->next)
if(block->active && block->panel)
ui_offset_panel_block(block);

@ -968,7 +968,7 @@ void ED_region_panels(const bContext *C, ARegion *ar, int vertical, char *contex
Panel *panel;
View2D *v2d= &ar->v2d;
float col[3];
int xco, yco, x, y, miny=0, w, em, header, open;
int xco, yco, x, y, miny=0, w, em, header, triangle, open;
if(vertical) {
w= v2d->cur.xmax - v2d->cur.xmin;
@ -980,6 +980,7 @@ void ED_region_panels(const bContext *C, ARegion *ar, int vertical, char *contex
}
header= 20; // XXX
triangle= 22;
x= 0;
y= -style->panelouter;
@ -1003,18 +1004,17 @@ void ED_region_panels(const bContext *C, ARegion *ar, int vertical, char *contex
if(vertical)
y -= header;
/* XXX enable buttons test */
#if 0
panel->layout= uiBlockLayout(block, UI_LAYOUT_HORIZONTAL, UI_LAYOUT_HEADER,
header+style->panelspace, header+style->panelspace, header, 1, style);
if(pt->draw_header) {
/* for enabled buttons */
panel->layout= uiBlockLayout(block, UI_LAYOUT_HORIZONTAL, UI_LAYOUT_HEADER,
triangle, header+style->panelspace, header, 1, style);
if(pt->draw_header)
pt->draw_header(C, panel);
else
uiItemL(panel->layout, pt->label, 0);
panel->layout= NULL;
#endif
uiBlockLayoutResolve(C, block, &xco, &yco);
panel->labelofs= xco - triangle;
panel->layout= NULL;
}
if(open) {
panel->type= pt;
@ -1143,6 +1143,5 @@ void ED_region_header(const bContext *C, ARegion *ar)
void ED_region_header_init(ARegion *ar)
{
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
ar->v2d.flag &= ~(V2D_PIXELOFS_X|V2D_PIXELOFS_Y); // XXX temporary
}

@ -97,10 +97,11 @@ typedef struct Panel { /* the part from uiBlock that needs saved in file */
char panelname[64], tabname[64]; /* defined as UI_MAX_NAME_STR */
char drawname[64]; /* panelname is identifier for restoring location */
short ofsx, ofsy, sizex, sizey;
short labelofs, pad;
short flag, runtime_flag;
short control;
short snap;
int sortorder, pad; /* panels are aligned according to increasing sortorder */
int sortorder; /* panels are aligned according to increasing sortorder */
struct Panel *paneltab; /* this panel is tabbed in *paneltab */
void *activedata; /* runtime for panel manipulation */
} Panel;