forked from bartvdbraak/blender
eecf7722b6
* Context now allows pinning a datablock, independent of selection. * Initial ID browse buttons for most buttons tabs. * Browsing from world to texture now displays world textures again, but is a bit of a hack, not sure there is a right way to do this. * There's a button to switch between active materials and textures now, only temporary though. * There's some code to put context part in own region, disabled still because it doesn't work that well yet.
127 lines
3.4 KiB
Python
127 lines
3.4 KiB
Python
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import bpy
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class DataButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "data"
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def poll(self, context):
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return (context.armature != None)
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class DATA_PT_skeleton(DataButtonsPanel):
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__idname__ = "DATA_PT_skeleton"
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__label__ = "Skeleton"
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def draw(self, context):
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ob = context.object
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arm = context.armature
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space = context.space_data
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layout = self.layout
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split = layout.split(percentage=0.65)
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if ob:
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split.template_ID(context, ob, "data")
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split.itemS()
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elif arm:
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split.template_ID(context, space, "pin_id")
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split.itemS()
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if arm:
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layout.itemS()
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layout.itemR(arm, "rest_position")
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split = layout.split()
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sub = split.column()
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sub.itemL(text="Deform:")
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sub.itemR(arm, "deform_vertexgroups", text="Vertes Groups")
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sub.itemR(arm, "deform_envelope", text="Envelopes")
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sub.itemR(arm, "deform_quaternion", text="Quaternion")
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sub.itemR(arm, "deform_bbone_rest", text="B-Bones Rest")
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#sub.itemR(arm, "x_axis_mirror")
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#sub.itemR(arm, "auto_ik")
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sub = split.column()
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sub.itemL(text="Layers:")
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sub.itemL(text="LAYERS")
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#sub.itemR(arm, "layer")
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#sub.itemR(arm, "layer_protection")
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class DATA_PT_display(DataButtonsPanel):
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__idname__ = "DATA_PT_display"
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__label__ = "Display"
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def draw(self, context):
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arm = context.armature
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layout = self.layout
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split = layout.split()
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sub = split.column()
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sub.itemR(arm, "drawtype", text="Style")
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sub.itemR(arm, "delay_deform", text="Delay Refresh")
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sub = split.column()
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sub.itemR(arm, "draw_names", text="Names")
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sub.itemR(arm, "draw_axes", text="Axes")
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sub.itemR(arm, "draw_custom_bone_shapes", text="Shapes")
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sub.itemR(arm, "draw_group_colors", text="Colors")
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class DATA_PT_paths(DataButtonsPanel):
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__idname__ = "DATA_PT_paths"
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__label__ = "Paths"
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def draw(self, context):
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arm = context.armature
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layout = self.layout
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split = layout.split()
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sub = split.column()
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sub.itemR(arm, "paths_show_around_current_frame", text="Around Frame")
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if (arm.paths_show_around_current_frame):
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sub.itemR(arm, "path_before_current", text="Before")
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sub.itemR(arm, "path_after_current", text="After")
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else:
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sub.itemR(arm, "path_start_frame", text="Start")
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sub.itemR(arm, "path_end_frame", text="End")
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sub.itemR(arm, "path_size", text="Step")
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sub.itemR(arm, "paths_calculate_head_positions", text="Head")
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sub = split.column()
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sub.itemL(text="Show:")
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sub.itemR(arm, "paths_show_frame_numbers", text="Frame Numbers")
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sub.itemR(arm, "paths_highlight_keyframes", text="Keyframes")
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sub.itemR(arm, "paths_show_keyframe_numbers", text="Keyframe Numbers")
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class DATA_PT_ghost(DataButtonsPanel):
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__idname__ = "DATA_PT_ghost"
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__label__ = "Ghost"
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def draw(self, context):
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arm = context.armature
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layout = self.layout
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split = layout.split()
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sub = split.column()
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sub.itemR(arm, "ghost_type", text="Scope")
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if arm.ghost_type == 'RANGE':
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sub.itemR(arm, "ghost_start_frame", text="Start")
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sub.itemR(arm, "ghost_end_frame", text="End")
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sub.itemR(arm, "ghost_size", text="Step")
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elif arm.ghost_type == 'CURRENT_FRAME':
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sub.itemR(arm, "ghost_step", text="Range")
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sub.itemR(arm, "ghost_size", text="Step")
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sub = split.column()
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sub.itemR(arm, "ghost_only_selected", text="Selected Only")
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bpy.types.register(DATA_PT_skeleton)
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bpy.types.register(DATA_PT_display)
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bpy.types.register(DATA_PT_paths)
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bpy.types.register(DATA_PT_ghost)
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