blender/release/ui/buttons_material.py
Brecht Van Lommel b4d46e5ded UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
  This means the layout engine now works at button level, and makes it
  easier to write templates. Otherwise you had to store all info and
  create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
  These can contain regular buttons, and can be put in a Free layout,
  which means you can specify manual coordinates, but still get nested
  correct inside other layouts.

* API was changed to allow better nesting. Previously items were added
  in the last added layout specifier, i.e. one level up in the layout
  hierarchy. This doesn't work well in always, so now when creating things
  like rows or columns it always returns a layout which you have to add
  the items in. All py scripts were updated to follow this.

* Computing the layout now goes in two passes, first estimating the
  required width/height of all nested layouts, and then in the second
  pass using the results of that to decide on the actual locations.

* Enum and array buttons now follow the direction of the layout, i.e.
  they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
  RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
  opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
  row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
  buttons).

* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00

197 lines
4.6 KiB
Python

import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "material"
class MATERIAL_PT_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_material"
__label__ = "Material"
def draw(self, context):
layout = self.layout
try:
mat = context.active_object.active_material
except:
mat = None
if not mat:
return
row = layout.row()
row.column().itemR(mat, "diffuse_color")
row.column().itemR(mat, "specular_color")
row.column().itemR(mat, "mirror_color")
row = layout.row()
row.itemR(mat, "color_model")
row.itemR(mat, "alpha")
class MATERIAL_PT_sss(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_sss"
__label__ = "Subsurface Scattering"
def draw(self, context):
layout = self.layout
try:
sss = context.active_object.active_material.subsurface_scattering
except:
sss = None
if not sss:
return
layout.itemR(sss, "enabled", text="Enable")
flow = layout.column_flow()
flow.itemR(sss, "error_tolerance")
flow.itemR(sss, "ior")
flow.itemR(sss, "scale")
row = layout.row()
row.column().itemR(sss, "color")
row.column().itemR(sss, "radius")
flow = layout.column_flow()
flow.itemR(sss, "color_factor")
flow.itemR(sss, "texture_factor")
flow.itemR(sss, "front")
flow.itemR(sss, "back")
class MATERIAL_PT_raymir(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raymir"
__label__ = "Ray Mirror"
def draw(self, context):
layout = self.layout
try:
raym = context.active_object.active_material.raytrace_mirror
except:
raym = None
if not raym:
return
layout.itemR(raym, "enabled", text="Enable")
split = layout.split()
sub = split.column()
sub.itemR(raym, "reflect", text="RayMir")
sub.itemR(raym, "fresnel")
sub.itemR(raym, "fresnel_fac", text="Fac")
sub = split.column()
sub.itemR(raym, "gloss")
sub.itemR(raym, "gloss_threshold")
sub.itemR(raym, "gloss_samples")
sub.itemR(raym, "gloss_anisotropic")
flow = layout.column_flow()
flow.itemR(raym, "distance", text="Max Dist")
flow.itemR(raym, "depth")
flow.itemR(raym, "fade_to")
class MATERIAL_PT_raytransp(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raytransp"
__label__= "Ray Transparency"
def draw(self, context):
layout = self.layout
try:
rayt = context.active_object.active_material.raytrace_transparency
except:
rayt = None
if not rayt:
return
layout.itemR(rayt, "enabled", text="Enable")
split = layout.split()
sub = split.column()
sub.itemR(rayt, "ior")
sub.itemR(rayt, "fresnel")
sub.itemR(rayt, "fresnel_fac", text="Fac")
sub = split.column()
sub.itemR(rayt, "gloss")
sub.itemR(rayt, "gloss_threshold")
sub.itemR(rayt, "gloss_samples")
flow = layout.column_flow()
flow.itemR(rayt, "filter")
flow.itemR(rayt, "limit")
flow.itemR(rayt, "falloff")
flow.itemR(rayt, "specular_opacity")
flow.itemR(rayt, "depth")
class MATERIAL_PT_halo(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_halo"
__label__= "Halo"
def draw(self, context):
layout = self.layout
try:
halo = context.active_object.active_material.halo
except:
halo = None
if not halo:
return
layout.itemR(halo, "enabled", text="Enable Halo")
if halo.enabled:
split = layout.split()
sub = split.column()
sub.itemL(text="General Settings:")
sub.itemR(halo, "size")
sub.itemR(halo, "hardness")
sub.itemR(halo, "add")
sub = split.column()
sub.itemL(text="Elements:")
sub.itemR(halo, "ring")
sub.itemR(halo, "lines")
sub.itemR(halo, "star")
sub.itemR(halo, "flare_mode")
row = layout.row()
sub = row.column()
sub.itemL(text="Options:")
sub.itemR(halo, "use_texture", text="Texture")
sub.itemR(halo, "use_vertex_normal", text="Vertex Normal")
sub.itemR(halo, "xalpha")
sub.itemR(halo, "shaded")
sub.itemR(halo, "soft")
sub = row.column()
if (halo.ring):
sub.itemR(halo, "rings")
if (halo.lines):
sub.itemR(halo, "line_number")
if (halo.ring or halo.lines):
sub.itemR(halo, "seed")
if (halo.star):
sub.itemR(halo, "star_tips")
if (halo.flare_mode):
sub.itemL(text="Flare:")
sub.itemR(halo, "flare_size", text="Size")
sub.itemR(halo, "flare_subsize", text="Subsize")
sub.itemR(halo, "flare_boost", text="Boost")
sub.itemR(halo, "flare_seed", text="Seed")
sub.itemR(halo, "flares_sub", text="Sub")
bpy.types.register(MATERIAL_PT_material)
bpy.types.register(MATERIAL_PT_raymir)
bpy.types.register(MATERIAL_PT_raytransp)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_halo)