forked from bartvdbraak/blender
cfb6f35f9f
* layout.itemR now has icon_only option to show only icon in e.g. enums buttons, for uv editor header. * Automatic key shortcuts in menus now show the shortcut even if operator properties don't match. Not sure this will work well everywhere, but seems to be working ok for now. * Open recent now show shorter filenames instead of the whole file path. * Tweak object Duplicate menu item.
382 lines
9.2 KiB
Python
382 lines
9.2 KiB
Python
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import bpy
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class IMAGE_MT_view(bpy.types.Menu):
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__space_type__ = 'IMAGE_EDITOR'
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__label__ = "View"
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def draw(self, context):
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layout = self.layout
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sima = context.space_data
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uv = sima.uv_editor
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settings = context.tool_settings
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show_uvedit = sima.show_uvedit
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layout.itemO("image.properties", icon='ICON_MENU_PANEL')
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layout.itemS()
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layout.itemR(sima, "update_automatically")
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if show_uvedit:
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layout.itemR(settings, "uv_local_view") # Numpad /
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layout.itemS()
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layout.itemO("image.view_zoom_in")
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layout.itemO("image.view_zoom_out")
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layout.itemS()
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ratios = [[1, 8], [1, 4], [1, 2], [1, 1], [2, 1], [4, 1], [8, 1]];
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for a, b in ratios:
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text = "Zoom %d:%d" % (a, b)
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layout.item_floatO("image.view_zoom_ratio", "ratio", a/float(b), text=text)
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layout.itemS()
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if show_uvedit:
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layout.itemO("image.view_selected")
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layout.itemO("image.view_all")
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layout.itemO("screen.screen_full_area")
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class IMAGE_MT_select(bpy.types.Menu):
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__space_type__ = 'IMAGE_EDITOR'
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__label__ = "Select"
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def draw(self, context):
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layout = self.layout
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layout.itemO("uv.select_border")
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layout.item_booleanO("uv.select_border", "pinned", True)
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layout.itemS()
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layout.itemO("uv.select_all_toggle")
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layout.itemO("uv.select_inverse")
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layout.itemO("uv.unlink_selection")
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layout.itemS()
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layout.itemO("uv.select_pinned")
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layout.itemO("uv.select_linked")
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class IMAGE_MT_image(bpy.types.Menu):
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__space_type__ = 'IMAGE_EDITOR'
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__label__ = "Image"
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def draw(self, context):
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layout = self.layout
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sima = context.space_data
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ima = sima.image
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layout.itemO("image.new")
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layout.itemO("image.open")
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show_render = sima.show_render
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if ima:
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if not show_render:
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layout.itemO("image.replace")
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layout.itemO("image.reload")
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layout.itemO("image.save")
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layout.itemO("image.save_as")
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if ima.source == 'SEQUENCE':
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layout.itemO("image.save_sequence")
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if not show_render:
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layout.itemS()
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if ima.packed_file:
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layout.itemO("image.unpack")
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else:
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layout.itemO("image.pack")
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# only for dirty && specific image types, perhaps
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# this could be done in operator poll too
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if ima.dirty:
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if ima.source in ('FILE', 'GENERATED') and ima.type != 'MULTILAYER':
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layout.item_booleanO("image.pack", "as_png", True, text="Pack As PNG")
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layout.itemS()
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layout.itemR(sima, "image_painting")
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class IMAGE_MT_uvs_showhide(bpy.types.Menu):
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__space_type__ = 'IMAGE_EDITOR'
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__label__ = "Show/Hide Faces"
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def draw(self, context):
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layout = self.layout
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layout.itemO("uv.reveal")
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layout.itemO("uv.hide")
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layout.item_booleanO("uv.hide", "unselected", True)
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class IMAGE_MT_uvs_transform(bpy.types.Menu):
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__space_type__ = 'IMAGE_EDITOR'
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__label__ = "Transform"
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def draw(self, context):
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layout = self.layout
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layout.itemO("tfm.translate")
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layout.itemO("tfm.rotate")
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layout.itemO("tfm.resize")
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class IMAGE_MT_uvs_mirror(bpy.types.Menu):
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__space_type__ = 'IMAGE_EDITOR'
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__label__ = "Mirror"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = "EXEC_REGION_WIN"
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props= layout.itemO("tfm.mirror", text="X Axis", properties=True)
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props.constraint_axis[0]= True
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props= layout.itemO("tfm.mirror", text="Y Axis", properties=True)
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props.constraint_axis[1]= True
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class IMAGE_MT_uvs_weldalign(bpy.types.Menu):
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__space_type__ = 'IMAGE_EDITOR'
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__label__ = "Weld/Align"
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def draw(self, context):
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layout = self.layout
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layout.itemO("uv.weld") # W, 1
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layout.items_enumO("uv.align", "axis") # W, 2/3/4
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class IMAGE_MT_uvs(bpy.types.Menu):
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__space_type__ = 'IMAGE_EDITOR'
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__label__ = "UVs"
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def draw(self, context):
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layout = self.layout
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sima = context.space_data
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uv = sima.uv_editor
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settings = context.tool_settings
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layout.itemR(uv, "snap_to_pixels")
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layout.itemR(uv, "constrain_to_image_bounds")
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layout.itemS()
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layout.itemR(uv, "live_unwrap")
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layout.itemO("uv.unwrap")
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layout.item_booleanO("uv.pin", "clear", True, text="Unpin")
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layout.itemO("uv.pin")
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layout.itemS()
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layout.itemO("uv.pack_islands")
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layout.itemO("uv.average_islands_scale")
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layout.itemO("uv.minimize_stretch")
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layout.itemO("uv.stitch")
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layout.itemS()
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layout.itemM("IMAGE_MT_uvs_transform")
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layout.itemM("IMAGE_MT_uvs_mirror")
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layout.itemM("IMAGE_MT_uvs_weldalign")
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layout.itemS()
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layout.itemR(settings, "proportional_editing")
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layout.item_menu_enumR(settings, "proportional_editing_falloff")
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layout.itemS()
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layout.itemM("IMAGE_MT_uvs_showhide")
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class IMAGE_HT_header(bpy.types.Header):
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__space_type__ = 'IMAGE_EDITOR'
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def draw(self, context):
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layout = self.layout
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sima = context.space_data
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ima = sima.image
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iuser = sima.image_user
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settings = context.tool_settings
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show_render = sima.show_render
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show_paint = sima.show_paint
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show_uvedit = sima.show_uvedit
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row = layout.row(align=True)
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row.template_header()
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# menus
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if context.area.show_menus:
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sub = row.row(align=True)
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sub.itemM("IMAGE_MT_view")
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if show_uvedit:
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sub.itemM("IMAGE_MT_select")
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if ima and ima.dirty:
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sub.itemM("IMAGE_MT_image", text="Image*")
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else:
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sub.itemM("IMAGE_MT_image", text="Image")
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if show_uvedit:
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sub.itemM("IMAGE_MT_uvs")
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layout.template_ID(sima, "image", new="image.new")
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# uv editing
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if show_uvedit:
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uvedit = sima.uv_editor
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layout.itemR(uvedit, "pivot", text="", icon_only=True)
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layout.itemR(settings, "uv_sync_selection", text="")
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if settings.uv_sync_selection:
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layout.itemR(settings, "mesh_selection_mode", text="", expand=True)
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else:
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layout.itemR(settings, "uv_selection_mode", text="", expand=True)
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layout.itemR(uvedit, "sticky_selection_mode", text="", icon_only=True)
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pass
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row = layout.row(align=True)
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row.itemR(settings, "snap", text="")
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if settings.snap:
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row.itemR(settings, "snap_mode", text="")
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"""
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mesh = context.edit_object.data
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row.item_pointerR(mesh, "active_uv_layer", mesh, "uv_textures")
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"""
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if ima:
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# layers
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layout.template_image_layers(ima, iuser)
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# painting
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layout.itemR(sima, "image_painting", text="")
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# draw options
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row = layout.row(align=True)
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row.itemR(sima, "draw_channels", text="", expand=True)
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row = layout.row(align=True)
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if ima.type == 'COMPOSITE':
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row.itemO("image.record_composite", icon='ICON_REC')
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if ima.type == 'COMPOSITE' and ima.source in ('MOVIE', 'SEQUENCE'):
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row.itemO("image.play_composite", icon='ICON_PLAY')
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if show_uvedit or sima.image_painting:
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layout.itemR(sima, "update_automatically", text="")
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class IMAGE_PT_game_properties(bpy.types.Panel):
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__space_type__ = 'IMAGE_EDITOR'
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__region_type__ = 'UI'
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__label__ = "Game Properties"
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def poll(self, context):
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rd = context.scene.render_data
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sima = context.space_data
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return (sima and sima.image) and (rd.engine == 'BLENDER_GAME')
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def draw(self, context):
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layout = self.layout
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sima = context.space_data
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ima = sima.image
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split = layout.split()
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col = split.column()
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col.itemR(ima, "clamp_x")
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col.itemR(ima, "clamp_y")
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col.itemR(ima, "mapping", expand=True)
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col.itemR(ima, "tiles")
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col = split.column()
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sub = col.column(align=True)
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sub.itemR(ima, "animated")
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subsub = sub.column()
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subsub.active = ima.animated
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subsub.itemR(ima, "animation_start", text="Start")
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subsub.itemR(ima, "animation_end", text="End")
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subsub.itemR(ima, "animation_speed", text="Speed")
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sub = col.row(align=True)
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sub.active = ima.tiles or ima.animated
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sub.itemR(ima, "tiles_x", text="X")
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sub.itemR(ima, "tiles_y", text="Y")
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class IMAGE_PT_view_properties(bpy.types.Panel):
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__space_type__ = 'IMAGE_EDITOR'
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__region_type__ = 'UI'
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__label__ = "Display"
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def poll(self, context):
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sima = context.space_data
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return (sima and (sima.image or sima.show_uvedit))
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def draw(self, context):
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layout = self.layout
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sima = context.space_data
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ima = sima.image
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show_uvedit = sima.show_uvedit
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uvedit = sima.uv_editor
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split = layout.split()
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col = split.column()
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if ima:
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col.itemR(ima, "display_aspect", text="Aspect Ratio")
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col = split.column()
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col.itemL(text="Coordinates:")
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col.itemR(sima, "draw_repeated", text="Repeat")
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if show_uvedit:
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col.itemR(uvedit, "normalized_coordinates", text="Normalized")
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elif show_uvedit:
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col.itemL(text="Coordinates:")
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col.itemR(uvedit, "normalized_coordinates", text="Normalized")
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if show_uvedit:
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col = layout.column()
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row = col.row()
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row.itemR(uvedit, "edge_draw_type", expand=True)
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split = layout.split()
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col = split.column()
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col.itemR(uvedit, "draw_stretch", text="Stretch")
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sub = col.column()
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sub.active = uvedit.draw_stretch
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sub.row().itemR(uvedit, "draw_stretch_type", expand=True)
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col = split.column()
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col.itemR(uvedit, "draw_smooth_edges", text="Smooth")
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col.itemR(uvedit, "draw_modified_edges", text="Modified")
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#col.itemR(uvedit, "draw_edges")
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#col.itemR(uvedit, "draw_faces")
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bpy.types.register(IMAGE_MT_view)
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bpy.types.register(IMAGE_MT_select)
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bpy.types.register(IMAGE_MT_image)
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bpy.types.register(IMAGE_MT_uvs_showhide)
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bpy.types.register(IMAGE_MT_uvs_transform)
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bpy.types.register(IMAGE_MT_uvs_mirror)
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bpy.types.register(IMAGE_MT_uvs_weldalign)
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bpy.types.register(IMAGE_MT_uvs)
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bpy.types.register(IMAGE_HT_header)
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bpy.types.register(IMAGE_PT_game_properties)
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bpy.types.register(IMAGE_PT_view_properties)
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