forked from bartvdbraak/blender
28002edb6b
Restored single triangle for special menus, which still isn't perfect but probably makes more sense. Added drawflag bit flags to button, which is currently used to declare, that button need to have up/down arrows. This is needed because it's tricky to distinguish if button should have such arrows. For example, ID search buttons is a simple block button which doesn't directly mean it'll have pop-up menu and not all buttons which cases pop-up menu to display need to have such arrows. So currently only ID selector button is forcing up/down arrows to be displayed, all the rest buttons now behaves in the same way as it used to be before.
325 lines
11 KiB
Python
325 lines
11 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel
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from rna_prop_ui import PropertyPanel
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class MESH_MT_vertex_group_specials(Menu):
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bl_label = "Vertex Group Specials"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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layout.operator("object.vertex_group_sort", icon='SORTALPHA')
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layout.operator("object.vertex_group_copy", icon='COPY_ID')
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layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA')
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layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA')
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT')
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All").all = True
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layout.separator()
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layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All").action = 'SELECT'
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layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="UnLock All").action = 'DESELECT'
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layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock Invert All").action = 'INVERT'
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class MESH_MT_shape_key_specials(Menu):
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bl_label = "Shape Key Specials"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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layout.operator("object.shape_key_transfer", icon='COPY_ID') # icon is not ideal
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layout.operator("object.join_shapes", icon='COPY_ID') # icon is not ideal
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layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT')
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layout.operator("object.shape_key_add", icon='ZOOMIN', text="New Shape From Mix").from_mix = True
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class MeshButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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return context.mesh and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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mesh = context.mesh
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif mesh:
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layout.template_ID(space, "pin_id")
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class DATA_PT_normals(MeshButtonsPanel, Panel):
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bl_label = "Normals"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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mesh = context.mesh
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split = layout.split()
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col = split.column()
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col.prop(mesh, "use_auto_smooth")
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sub = col.column()
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sub.active = mesh.use_auto_smooth
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sub.prop(mesh, "auto_smooth_angle", text="Angle")
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split.prop(mesh, "show_double_sided")
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class DATA_PT_texture_space(MeshButtonsPanel, Panel):
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bl_label = "Texture Space"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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mesh = context.mesh
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layout.prop(mesh, "texture_mesh")
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layout.separator()
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layout.prop(mesh, "use_auto_texspace")
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row = layout.row()
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row.column().prop(mesh, "texspace_location", text="Location")
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row.column().prop(mesh, "texspace_size", text="Size")
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class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
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bl_label = "Vertex Groups"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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group = ob.vertex_groups.active
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rows = 2
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if group:
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rows = 5
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row = layout.row()
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row.template_list(ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.vertex_group_add", icon='ZOOMIN', text="")
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col.operator("object.vertex_group_remove", icon='ZOOMOUT', text="")
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col.menu("MESH_MT_vertex_group_specials", icon='DOWNARROW_HLT', text="")
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if group:
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col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if group:
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row = layout.row()
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row.prop(group, "name")
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if ob.vertex_groups and (ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex)):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.vertex_group_assign", text="Assign").new = False
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sub.operator("object.vertex_group_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.vertex_group_select", text="Select")
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sub.operator("object.vertex_group_deselect", text="Deselect")
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layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
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class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
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bl_label = "Shape Keys"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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key = ob.data.shape_keys
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kb = ob.active_shape_key
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enable_edit = ob.mode != 'EDIT'
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enable_edit_value = False
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if ob.show_only_shape_key is False:
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if enable_edit or (ob.type == 'MESH' and ob.use_shape_key_edit_mode):
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enable_edit_value = True
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row = layout.row()
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rows = 2
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if kb:
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rows = 5
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row.template_list(key, "key_blocks", ob, "active_shape_key_index", rows=rows)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("object.shape_key_add", icon='ZOOMIN', text="").from_mix = False
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sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="")
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sub.menu("MESH_MT_shape_key_specials", icon='DOWNARROW_HLT', text="")
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if kb:
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col.separator()
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sub = col.column(align=True)
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sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
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sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
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split = layout.split(percentage=0.4)
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row = split.row()
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row.enabled = enable_edit
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row.prop(key, "use_relative")
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row = split.row()
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row.alignment = 'RIGHT'
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sub = row.row(align=True)
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sub.label() # XXX, for alignment only
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subsub = sub.row(align=True)
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subsub.active = enable_edit_value
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subsub.prop(ob, "show_only_shape_key", text="")
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sub.prop(ob, "use_shape_key_edit_mode", text="")
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sub = row.row()
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if key.use_relative:
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sub.operator("object.shape_key_clear", icon='X', text="")
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else:
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sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
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row = layout.row()
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row.prop(kb, "name")
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if key.use_relative:
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if ob.active_shape_key_index != 0:
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row = layout.row()
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row.active = enable_edit_value
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row.prop(kb, "value")
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split = layout.split()
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col = split.column(align=True)
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col.active = enable_edit_value
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col.label(text="Range:")
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col.prop(kb, "slider_min", text="Min")
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col.prop(kb, "slider_max", text="Max")
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col = split.column(align=True)
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col.active = enable_edit_value
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col.label(text="Blend:")
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col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="")
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col.prop_search(kb, "relative_key", key, "key_blocks", text="")
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else:
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layout.prop(kb, "interpolation")
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row = layout.column()
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row.active = enable_edit_value
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row.prop(key, "eval_time")
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row.prop(key, "slurph")
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class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
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bl_label = "UV Maps"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list(me, "uv_textures", me.uv_textures, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
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col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
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lay = me.uv_textures.active
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if lay:
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layout.prop(lay, "name")
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class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
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bl_label = "Vertex Colors"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list(me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
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col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
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lay = me.vertex_colors.active
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if lay:
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layout.prop(lay, "name")
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class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "object.data"
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_property_type = bpy.types.Mesh
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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