blender/release/scripts/startup/bl_ui/properties_paint_common.py
Antony Riakiotakis 59b8097cf8 Segregate all paint cursor overlay options under their own "Overlay"
panel in paint modes. Also expose all options of mask textures in the
mask texture panel, even if there is no texture, just like regular
textures are presented.
2013-10-09 14:57:48 +00:00

146 lines
5.2 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.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
class UnifiedPaintPanel():
# subclass must set
# bl_space_type = 'IMAGE_EDITOR'
# bl_region_type = 'UI'
@staticmethod
def paint_settings(context):
toolsettings = context.tool_settings
if context.sculpt_object:
return toolsettings.sculpt
elif context.vertex_paint_object:
return toolsettings.vertex_paint
elif context.weight_paint_object:
return toolsettings.weight_paint
elif context.image_paint_object:
return toolsettings.image_paint
elif context.particle_edit_object:
return toolsettings.particle_edit
return None
@staticmethod
def unified_paint_settings(parent, context):
ups = context.tool_settings.unified_paint_settings
parent.label(text="Unified Settings:")
row = parent.row()
row.prop(ups, "use_unified_size", text="Size")
row.prop(ups, "use_unified_strength", text="Strength")
if context.weight_paint_object:
parent.prop(ups, "use_unified_weight", text="Weight")
@staticmethod
def prop_unified_size(parent, context, brush, prop_name, icon='NONE', text="", slider=False):
ups = context.tool_settings.unified_paint_settings
ptr = ups if ups.use_unified_size else brush
parent.prop(ptr, prop_name, icon=icon, text=text, slider=slider)
@staticmethod
def prop_unified_strength(parent, context, brush, prop_name, icon='NONE', text="", slider=False):
ups = context.tool_settings.unified_paint_settings
ptr = ups if ups.use_unified_strength else brush
parent.prop(ptr, prop_name, icon=icon, text=text, slider=slider)
@staticmethod
def prop_unified_weight(parent, context, brush, prop_name, icon='NONE', text="", slider=False):
ups = context.tool_settings.unified_paint_settings
ptr = ups if ups.use_unified_weight else brush
parent.prop(ptr, prop_name, icon=icon, text=text, slider=slider)
# Used in both the View3D toolbar and texture properties
def brush_texture_settings(layout, brush, sculpt):
tex_slot = brush.texture_slot
layout.label(text="Brush Mapping:")
# map_mode
if sculpt:
layout.row().prop(tex_slot, "map_mode", text="")
layout.separator()
else:
layout.row().prop(tex_slot, "tex_paint_map_mode", text="")
layout.separator()
if tex_slot.map_mode == 'STENCIL':
if brush.texture and brush.texture.type == 'IMAGE':
layout.operator("brush.stencil_fit_image_aspect")
layout.operator("brush.stencil_reset_transform")
# angle and texture_angle_source
col = layout.column()
col.active = brush.brush_capabilities.has_texture_angle_source
col.label(text="Angle:")
if brush.brush_capabilities.has_random_texture_angle:
if sculpt:
if brush.sculpt_capabilities.has_random_texture_angle:
col.prop(brush, "texture_angle_source_random", text="")
else:
col.prop(brush, "texture_angle_source_no_random", text="")
else:
col.prop(brush, "texture_angle_source_random", text="")
else:
col.prop(brush, "texture_angle_source_no_random", text="")
col = layout.column()
col.active = brush.brush_capabilities.has_texture_angle
col.prop(tex_slot, "angle", text="")
# scale and offset
split = layout.split()
split.prop(tex_slot, "offset")
split.prop(tex_slot, "scale")
if sculpt:
# texture_sample_bias
col = layout.column(align=True)
col.label(text="Sample Bias:")
col.prop(brush, "texture_sample_bias", slider=True, text="")
def brush_mask_texture_settings(layout, brush):
mask_tex_slot = brush.mask_texture_slot
layout.label(text="Mask Mapping:")
# map_mode
layout.row().prop(mask_tex_slot, "mask_map_mode", text="")
layout.separator()
if mask_tex_slot.map_mode == 'STENCIL':
if brush.mask_texture and brush.mask_texture.type == 'IMAGE':
layout.operator("brush.stencil_fit_image_aspect").mask = True
layout.operator("brush.stencil_reset_transform").mask = True
col = layout.column()
col.label(text="Angle:")
col.active = brush.brush_capabilities.has_texture_angle
col.prop(mask_tex_slot, "angle", text="")
# scale and offset
split = layout.split()
split.prop(mask_tex_slot, "offset")
split.prop(mask_tex_slot, "scale")