blender/release/scripts/ui/properties_data_lamp.py
Matt Ebb 486796ce31 * Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.

It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform 
manipulator keys, not much more than that.

To save an interaction preset, open the user preferences Input section, and press the 
[ + ] button next to the presets menu. It will save out a .py file containing any edited key 
maps and navigation preferences to the presets/interaction folder in your scripts folder.

---

Part of this commit changes the way that key maps are exported/displayed in 
preferences - now partial key configs are allowed. Previously it would export/import the 
entire key configuration, regardless of whether individual key maps were edited or not 
(which would make them more susceptible to conflicts in unexpected areas).

(note, in blender terminology, a key map is a category of key items, such as 
'Object Mode' or 'View 2d'.)

Now, the export and the UI display work in a similar way to how key maps are 
processed internally - Locally edited key maps (after pressing the 'Edit' button) are 
processed first, falling back to other key maps in the current key config, and then falling 
back to the default key config. So it's possible for a key config to only include a few 
key maps, and the rest just gets pulled from the default key config. The preferences 
UI display works like this too behind the scenes in deciding what to show users, 
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00

438 lines
14 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.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
narrowui = 180
class LAMP_MT_sunsky_presets(bpy.types.Menu):
bl_label = "Render Presets"
preset_subdir = "sunsky"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
draw = bpy.types.Menu.draw_preset
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
def poll(self, context):
engine = context.scene.render.engine
return context.lamp and (engine in self.COMPAT_ENGINES)
class DATA_PT_preview(DataButtonsPanel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
self.layout.template_preview(context.lamp)
class DATA_PT_context_lamp(DataButtonsPanel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
ob = context.object
lamp = context.lamp
space = context.space_data
wide_ui = context.region.width > narrowui
if wide_ui:
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.separator()
elif lamp:
split.template_ID(space, "pin_id")
split.separator()
else:
if ob:
layout.template_ID(ob, "data")
elif lamp:
layout.template_ID(space, "pin_id")
class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel):
_context_path = "object.data"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
class DATA_PT_lamp(DataButtonsPanel):
bl_label = "Lamp"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
lamp = context.lamp
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(lamp, "type", expand=True)
else:
layout.prop(lamp, "type", text="")
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "color", text="")
sub.prop(lamp, "energy")
if lamp.type in ('POINT', 'SPOT'):
sub.label(text="Falloff:")
sub.prop(lamp, "falloff_type", text="")
sub.prop(lamp, "distance")
if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
col.label(text="Attenuation Factors:")
sub = col.column(align=True)
sub.prop(lamp, "linear_attenuation", slider=True, text="Linear")
sub.prop(lamp, "quadratic_attenuation", slider=True, text="Quadratic")
col.prop(lamp, "sphere")
if lamp.type == 'AREA':
col.prop(lamp, "distance")
col.prop(lamp, "gamma")
if wide_ui:
col = split.column()
col.prop(lamp, "negative")
col.prop(lamp, "layer", text="This Layer Only")
col.prop(lamp, "specular")
col.prop(lamp, "diffuse")
class DATA_PT_sunsky(DataButtonsPanel):
bl_label = "Sky & Atmosphere"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SUN') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp.sky
wide_ui = context.region.width > narrowui
row = layout.row(align=True)
row.prop(lamp, "use_sky")
row.menu("LAMP_MT_sunsky_presets", text=bpy.types.LAMP_MT_sunsky_presets.bl_label)
row.operator("lamp.sunsky_preset_add", text="", icon="ZOOMIN")
row = layout.row()
row.active = lamp.use_sky or lamp.use_atmosphere
row.prop(lamp, "atmosphere_turbidity", text="Turbidity")
split = layout.split()
col = split.column()
col.active = lamp.use_sky
col.label(text="Blending:")
sub = col.column()
sub.prop(lamp, "sky_blend_type", text="")
sub.prop(lamp, "sky_blend", text="Factor")
col.label(text="Color Space:")
sub = col.column()
sub.row().prop(lamp, "sky_color_space", expand=True)
sub.prop(lamp, "sky_exposure", text="Exposure")
if wide_ui:
col = split.column()
col.active = lamp.use_sky
col.label(text="Horizon:")
sub = col.column()
sub.prop(lamp, "horizon_brightness", text="Brightness")
sub.prop(lamp, "spread", text="Spread")
col.label(text="Sun:")
sub = col.column()
sub.prop(lamp, "sun_brightness", text="Brightness")
sub.prop(lamp, "sun_size", text="Size")
sub.prop(lamp, "backscattered_light", slider=True, text="Back Light")
layout.separator()
layout.prop(lamp, "use_atmosphere")
split = layout.split()
col = split.column()
col.active = lamp.use_atmosphere
col.label(text="Intensity:")
col.prop(lamp, "sun_intensity", text="Sun")
col.prop(lamp, "atmosphere_distance_factor", text="Distance")
if wide_ui:
col = split.column()
col.active = lamp.use_atmosphere
col.label(text="Scattering:")
sub = col.column(align=True)
sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction")
class DATA_PT_shadow(DataButtonsPanel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in ('POINT', 'SUN', 'SPOT', 'AREA')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(lamp, "shadow_method", expand=True)
else:
layout.prop(lamp, "shadow_method", text="")
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
if wide_ui:
col = split.column()
col.prop(lamp, "shadow_layer", text="This Layer Only")
col.prop(lamp, "only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
col = layout.column()
col.label(text="Sampling:")
if wide_ui:
col.row().prop(lamp, "shadow_ray_sampling_method", expand=True)
else:
col.prop(lamp, "shadow_ray_sampling_method", text="")
if lamp.type in ('POINT', 'SUN', 'SPOT'):
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_soft_size", text="Soft Size")
col.prop(lamp, "shadow_ray_samples", text="Samples")
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
col.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
if wide_ui:
col = split.column()
elif lamp.type == 'AREA':
split = layout.split()
col = split.column()
if lamp.shape == 'SQUARE':
col.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
col.prop(lamp, "shadow_ray_samples_x", text="Samples X")
col.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
col.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
if wide_ui:
col = split.column()
elif lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
if wide_ui:
col = split.column()
col.prop(lamp, "umbra")
col.prop(lamp, "dither")
col.prop(lamp, "jitter")
else:
if wide_ui:
col = split.column()
elif lamp.shadow_method == 'BUFFER_SHADOW':
col = layout.column()
col.label(text="Buffer Type:")
if wide_ui:
col.row().prop(lamp, "shadow_buffer_type", expand=True)
else:
col.row().prop(lamp, "shadow_buffer_type", text="")
if lamp.shadow_buffer_type in ('REGULAR', 'HALFWAY', 'DEEP'):
split = layout.split()
col = split.column()
col.label(text="Filter Type:")
col.prop(lamp, "shadow_filter_type", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_soft", text="Soft")
sub.prop(lamp, "shadow_buffer_bias", text="Bias")
if wide_ui:
col = split.column()
col.label(text="Sample Buffers:")
col.prop(lamp, "shadow_sample_buffers", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_size", text="Size")
sub.prop(lamp, "shadow_buffer_samples", text="Samples")
if lamp.shadow_buffer_type == 'DEEP':
col.prop(lamp, "compression_threshold")
elif lamp.shadow_buffer_type == 'IRREGULAR':
layout.prop(lamp, "shadow_buffer_bias", text="Bias")
split = layout.split()
col = split.column()
col.prop(lamp, "auto_clip_start", text="Autoclip Start")
sub = col.column()
sub.active = not lamp.auto_clip_start
sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
if wide_ui:
col = split.column()
col.prop(lamp, "auto_clip_end", text="Autoclip End")
sub = col.column()
sub.active = not lamp.auto_clip_end
sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
class DATA_PT_area(DataButtonsPanel):
bl_label = "Area Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
col.row().prop(lamp, "shape", expand=True)
sub = col.column(align=True)
if (lamp.shape == 'SQUARE'):
sub.prop(lamp, "size")
elif (lamp.shape == 'RECTANGLE'):
sub.prop(lamp, "size", text="Size X")
sub.prop(lamp, "size_y", text="Size Y")
class DATA_PT_spot(DataButtonsPanel):
bl_label = "Spot Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "spot_size", text="Size")
sub.prop(lamp, "spot_blend", text="Blend", slider=True)
col.prop(lamp, "square")
col.prop(lamp, "show_cone")
if wide_ui:
col = split.column()
else:
col.separator()
col.prop(lamp, "halo")
sub = col.column(align=True)
sub.active = lamp.halo
sub.prop(lamp, "halo_intensity", text="Intensity")
if lamp.shadow_method == 'BUFFER_SHADOW':
sub.prop(lamp, "halo_step", text="Step")
class DATA_PT_falloff_curve(DataButtonsPanel):
bl_label = "Falloff Curve"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in ('POINT', 'SPOT') and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
lamp = context.lamp
self.layout.template_curve_mapping(lamp, "falloff_curve")
classes = [
LAMP_MT_sunsky_presets,
DATA_PT_context_lamp,
DATA_PT_preview,
DATA_PT_lamp,
DATA_PT_falloff_curve,
DATA_PT_area,
DATA_PT_spot,
DATA_PT_shadow,
DATA_PT_sunsky,
DATA_PT_custom_props_lamp]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()