blender/release/ui/buttons_data_armature.py
Brecht Van Lommel eecf7722b6 UI Buttons:
* 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.
2009-06-07 13:36:12 +00:00

127 lines
3.4 KiB
Python

import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "data"
def poll(self, context):
return (context.armature != None)
class DATA_PT_skeleton(DataButtonsPanel):
__idname__ = "DATA_PT_skeleton"
__label__ = "Skeleton"
def draw(self, context):
ob = context.object
arm = context.armature
space = context.space_data
layout = self.layout
split = layout.split(percentage=0.65)
if ob:
split.template_ID(context, ob, "data")
split.itemS()
elif arm:
split.template_ID(context, space, "pin_id")
split.itemS()
if arm:
layout.itemS()
layout.itemR(arm, "rest_position")
split = layout.split()
sub = split.column()
sub.itemL(text="Deform:")
sub.itemR(arm, "deform_vertexgroups", text="Vertes Groups")
sub.itemR(arm, "deform_envelope", text="Envelopes")
sub.itemR(arm, "deform_quaternion", text="Quaternion")
sub.itemR(arm, "deform_bbone_rest", text="B-Bones Rest")
#sub.itemR(arm, "x_axis_mirror")
#sub.itemR(arm, "auto_ik")
sub = split.column()
sub.itemL(text="Layers:")
sub.itemL(text="LAYERS")
#sub.itemR(arm, "layer")
#sub.itemR(arm, "layer_protection")
class DATA_PT_display(DataButtonsPanel):
__idname__ = "DATA_PT_display"
__label__ = "Display"
def draw(self, context):
arm = context.armature
layout = self.layout
split = layout.split()
sub = split.column()
sub.itemR(arm, "drawtype", text="Style")
sub.itemR(arm, "delay_deform", text="Delay Refresh")
sub = split.column()
sub.itemR(arm, "draw_names", text="Names")
sub.itemR(arm, "draw_axes", text="Axes")
sub.itemR(arm, "draw_custom_bone_shapes", text="Shapes")
sub.itemR(arm, "draw_group_colors", text="Colors")
class DATA_PT_paths(DataButtonsPanel):
__idname__ = "DATA_PT_paths"
__label__ = "Paths"
def draw(self, context):
arm = context.armature
layout = self.layout
split = layout.split()
sub = split.column()
sub.itemR(arm, "paths_show_around_current_frame", text="Around Frame")
if (arm.paths_show_around_current_frame):
sub.itemR(arm, "path_before_current", text="Before")
sub.itemR(arm, "path_after_current", text="After")
else:
sub.itemR(arm, "path_start_frame", text="Start")
sub.itemR(arm, "path_end_frame", text="End")
sub.itemR(arm, "path_size", text="Step")
sub.itemR(arm, "paths_calculate_head_positions", text="Head")
sub = split.column()
sub.itemL(text="Show:")
sub.itemR(arm, "paths_show_frame_numbers", text="Frame Numbers")
sub.itemR(arm, "paths_highlight_keyframes", text="Keyframes")
sub.itemR(arm, "paths_show_keyframe_numbers", text="Keyframe Numbers")
class DATA_PT_ghost(DataButtonsPanel):
__idname__ = "DATA_PT_ghost"
__label__ = "Ghost"
def draw(self, context):
arm = context.armature
layout = self.layout
split = layout.split()
sub = split.column()
sub.itemR(arm, "ghost_type", text="Scope")
if arm.ghost_type == 'RANGE':
sub.itemR(arm, "ghost_start_frame", text="Start")
sub.itemR(arm, "ghost_end_frame", text="End")
sub.itemR(arm, "ghost_size", text="Step")
elif arm.ghost_type == 'CURRENT_FRAME':
sub.itemR(arm, "ghost_step", text="Range")
sub.itemR(arm, "ghost_size", text="Step")
sub = split.column()
sub.itemR(arm, "ghost_only_selected", text="Selected Only")
bpy.types.register(DATA_PT_skeleton)
bpy.types.register(DATA_PT_display)
bpy.types.register(DATA_PT_paths)
bpy.types.register(DATA_PT_ghost)