blender/release/scripts/startup/bl_ui/space_userpref.py

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# ##### 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,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Header, Menu, Panel
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import os
import addon_utils
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def ui_items_general(col, context):
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""" General UI Theme Settings (User Interface)
"""
row = col.row()
subsplit = row.split(percentage=0.95)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(context, "outline")
colsub.row().prop(context, "item", slider=True)
colsub.row().prop(context, "inner", slider=True)
colsub.row().prop(context, "inner_sel", slider=True)
subsplit = row.split(percentage=0.85)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(context, "text")
colsub.row().prop(context, "text_sel")
colsub.prop(context, "show_shaded")
subsub = colsub.column(align=True)
subsub.active = context.show_shaded
subsub.prop(context, "shadetop")
subsub.prop(context, "shadedown")
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col.separator()
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def opengl_lamp_buttons(column, lamp):
split = column.split(percentage=0.1)
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split.prop(lamp, "use", text="", icon='OUTLINER_OB_LAMP' if lamp.use else 'LAMP_DATA')
col = split.column()
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col.active = lamp.use
row = col.row()
row.label(text="Diffuse:")
row.prop(lamp, "diffuse_color", text="")
row = col.row()
row.label(text="Specular:")
row.prop(lamp, "specular_color", text="")
col = split.column()
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col.active = lamp.use
col.prop(lamp, "direction", text="")
class USERPREF_HT_header(Header):
bl_space_type = 'USER_PREFERENCES'
def draw(self, context):
layout = self.layout
layout.template_header(menus=False)
userpref = context.user_preferences
layout.operator_context = 'EXEC_AREA'
layout.operator("wm.save_homefile", text="Save As Default")
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layout.operator_context = 'INVOKE_DEFAULT'
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if userpref.active_section == 'INPUT':
layout.operator("wm.keyconfig_import")
layout.operator("wm.keyconfig_export")
elif userpref.active_section == 'ADDONS':
layout.operator("wm.addon_install")
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layout.menu("USERPREF_MT_addons_dev_guides")
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elif userpref.active_section == 'THEMES':
layout.operator("ui.reset_default_theme")
class USERPREF_PT_tabs(Panel):
bl_label = ""
bl_space_type = 'USER_PREFERENCES'
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
layout.prop(userpref, "active_section", expand=True)
class USERPREF_MT_interaction_presets(Menu):
bl_label = "Presets"
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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preset_subdir = "interaction"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class USERPREF_MT_appconfigs(Menu):
bl_label = "AppPresets"
preset_subdir = "keyconfig"
preset_operator = "wm.appconfig_activate"
def draw(self, context):
self.layout.operator("wm.appconfig_default", text="Blender (default)")
# now draw the presets
Menu.draw_preset(self, context)
class USERPREF_MT_splash(Menu):
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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bl_label = "Splash"
def draw(self, context):
layout = self.layout
split = layout.split()
row = split.row()
row.label("")
row = split.row()
row.label("Interaction:")
# XXX, no redraws
# text = bpy.path.display_name(context.window_manager.keyconfigs.active.name)
# if not text:
# text = "Blender (default)"
row.menu("USERPREF_MT_appconfigs", text="Preset")
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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class USERPREF_PT_interface(Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Interface"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'INTERFACE')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
view = userpref.view
row = layout.row()
col = row.column()
col.label(text="Display:")
col.prop(view, "show_tooltips")
col.prop(view, "show_tooltips_python")
col.prop(view, "show_object_info", text="Object Info")
col.prop(view, "show_large_cursors")
col.prop(view, "show_view_name", text="View Name")
col.prop(view, "show_playback_fps", text="Playback FPS")
col.prop(view, "use_global_scene")
col.prop(view, "object_origin_size")
col.separator()
col.separator()
col.separator()
col.prop(view, "show_mini_axis", text="Display Mini Axis")
sub = col.column()
sub.active = view.show_mini_axis
sub.prop(view, "mini_axis_size", text="Size")
sub.prop(view, "mini_axis_brightness", text="Brightness")
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col.separator()
row.separator()
row.separator()
col = row.column()
col.label(text="View Manipulation:")
col.prop(view, "use_mouse_auto_depth")
col.prop(view, "use_zoom_to_mouse")
col.prop(view, "use_rotate_around_active")
col.prop(view, "use_global_pivot")
col.prop(view, "use_camera_lock_parent")
col.separator()
col.prop(view, "use_auto_perspective")
col.prop(view, "smooth_view")
col.prop(view, "rotation_angle")
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col.separator()
col.separator()
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col.label(text="2D Viewports:")
col.prop(view, "view2d_grid_spacing_min", text="Minimum Grid Spacing")
col.prop(view, "timecode_style")
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row.separator()
row.separator()
col = row.column()
#Toolbox doesn't exist yet
#col.label(text="Toolbox:")
#col.prop(view, "show_column_layout")
#col.label(text="Open Toolbox Delay:")
#col.prop(view, "open_left_mouse_delay", text="Hold LMB")
#col.prop(view, "open_right_mouse_delay", text="Hold RMB")
col.prop(view, "show_manipulator")
sub = col.column()
sub.active = view.show_manipulator
sub.prop(view, "manipulator_size", text="Size")
sub.prop(view, "manipulator_handle_size", text="Handle Size")
sub.prop(view, "manipulator_hotspot", text="Hotspot")
col.separator()
col.separator()
col.separator()
col.label(text="Menus:")
col.prop(view, "use_mouse_over_open")
col.label(text="Menu Open Delay:")
col.prop(view, "open_toplevel_delay", text="Top Level")
col.prop(view, "open_sublevel_delay", text="Sub Level")
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col.separator()
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col.prop(view, "show_splash")
if os.name == 'nt':
col.prop(view, "quit_dialog")
class USERPREF_PT_edit(Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Edit"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'EDITING')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
edit = userpref.edit
row = layout.row()
col = row.column()
col.label(text="Link Materials To:")
col.prop(edit, "material_link", text="")
col.separator()
col.separator()
col.separator()
col.label(text="New Objects:")
col.prop(edit, "use_enter_edit_mode")
col.label(text="Align To:")
col.prop(edit, "object_align", text="")
col.separator()
col.separator()
col.separator()
col.label(text="Undo:")
col.prop(edit, "use_global_undo")
col.prop(edit, "undo_steps", text="Steps")
col.prop(edit, "undo_memory_limit", text="Memory Limit")
row.separator()
row.separator()
col = row.column()
col.label(text="Grease Pencil:")
col.prop(edit, "grease_pencil_manhattan_distance", text="Manhattan Distance")
col.prop(edit, "grease_pencil_euclidean_distance", text="Euclidean Distance")
#~ col.prop(edit, "use_grease_pencil_simplify_stroke", text="Simplify Stroke")
col.prop(edit, "grease_pencil_eraser_radius", text="Eraser Radius")
col.prop(edit, "use_grease_pencil_smooth_stroke", text="Smooth Stroke")
col.separator()
col.separator()
col.separator()
col.label(text="Playback:")
col.prop(edit, "use_negative_frames")
col.separator()
col.separator()
col.separator()
col.label(text="Animation Editors:")
col.prop(edit, "fcurve_unselected_alpha", text="F-Curve Visibility")
row.separator()
row.separator()
col = row.column()
col.label(text="Keyframing:")
col.prop(edit, "use_visual_keying")
col.prop(edit, "use_keyframe_insert_needed", text="Only Insert Needed")
col.separator()
col.prop(edit, "use_auto_keying", text="Auto Keyframing:")
sub = col.column()
#~ sub.active = edit.use_keyframe_insert_auto # incorrect, time-line can enable
sub.prop(edit, "use_keyframe_insert_available", text="Only Insert Available")
col.separator()
col.label(text="New F-Curve Defaults:")
col.prop(edit, "keyframe_new_interpolation_type", text="Interpolation")
col.prop(edit, "keyframe_new_handle_type", text="Handles")
col.prop(edit, "use_insertkey_xyz_to_rgb", text="XYZ to RGB")
col.separator()
col.separator()
col.separator()
col.label(text="Transform:")
col.prop(edit, "use_drag_immediately")
row.separator()
row.separator()
col = row.column()
col.prop(edit, "sculpt_paint_overlay_color", text="Sculpt Overlay Color")
col.separator()
col.separator()
col.separator()
col.label(text="Duplicate Data:")
col.prop(edit, "use_duplicate_mesh", text="Mesh")
col.prop(edit, "use_duplicate_surface", text="Surface")
col.prop(edit, "use_duplicate_curve", text="Curve")
col.prop(edit, "use_duplicate_text", text="Text")
col.prop(edit, "use_duplicate_metaball", text="Metaball")
col.prop(edit, "use_duplicate_armature", text="Armature")
col.prop(edit, "use_duplicate_lamp", text="Lamp")
col.prop(edit, "use_duplicate_material", text="Material")
col.prop(edit, "use_duplicate_texture", text="Texture")
#col.prop(edit, "use_duplicate_fcurve", text="F-Curve")
col.prop(edit, "use_duplicate_action", text="Action")
col.prop(edit, "use_duplicate_particle", text="Particle")
class USERPREF_PT_system(Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "System"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'SYSTEM')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
system = userpref.system
split = layout.split()
# 1. Column
column = split.column()
colsplit = column.split(percentage=0.85)
col = colsplit.column()
col.label(text="General:")
col.prop(system, "dpi")
col.prop(system, "frame_server_port")
col.prop(system, "scrollback", text="Console Scrollback")
col.separator()
col.separator()
col.label(text="Sound:")
col.row().prop(system, "audio_device", expand=True)
sub = col.column()
sub.active = system.audio_device != 'NONE'
#sub.prop(system, "use_preview_images")
sub.prop(system, "audio_channels", text="Channels")
sub.prop(system, "audio_mixing_buffer", text="Mixing Buffer")
sub.prop(system, "audio_sample_rate", text="Sample Rate")
sub.prop(system, "audio_sample_format", text="Sample Format")
col.separator()
col.separator()
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col.label(text="Screencast:")
col.prop(system, "screencast_fps")
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col.prop(system, "screencast_wait_time")
col.separator()
col.separator()
if hasattr(system, 'compute_device'):
col.label(text="Compute Device:")
col.row().prop(system, "compute_device_type", expand=True)
sub = col.row()
sub.active = system.compute_device_type != 'CPU'
sub.prop(system, "compute_device", text="")
# 2. Column
column = split.column()
colsplit = column.split(percentage=0.85)
col = colsplit.column()
col.label(text="OpenGL:")
col.prop(system, "gl_clip_alpha", slider=True)
col.prop(system, "use_mipmaps")
col.prop(system, "use_16bit_textures")
col.label(text="Anisotropic Filtering")
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col.prop(system, "anisotropic_filter", text="")
col.prop(system, "use_vertex_buffer_objects")
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# Anti-aliasing is disabled as it breaks border/lasso select
#~ col.prop(system, "use_antialiasing")
col.label(text="Window Draw Method:")
col.prop(system, "window_draw_method", text="")
col.label(text="Text Draw Options:")
col.prop(system, "use_text_antialiasing")
col.label(text="Textures:")
col.prop(system, "gl_texture_limit", text="Limit Size")
col.prop(system, "texture_time_out", text="Time Out")
col.prop(system, "texture_collection_rate", text="Collection Rate")
col.separator()
col.separator()
col.separator()
col.label(text="Sequencer:")
col.prop(system, "prefetch_frames")
col.prop(system, "memory_cache_limit")
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# 3. Column
column = split.column()
column.label(text="Solid OpenGL lights:")
split = column.split(percentage=0.1)
split.label()
split.label(text="Colors:")
split.label(text="Direction:")
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lamp = system.solid_lights[0]
opengl_lamp_buttons(column, lamp)
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lamp = system.solid_lights[1]
opengl_lamp_buttons(column, lamp)
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lamp = system.solid_lights[2]
opengl_lamp_buttons(column, lamp)
column.separator()
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column.label(text="Color Picker Type:")
column.row().prop(system, "color_picker_type", text="")
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column.separator()
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column.prop(system, "use_weight_color_range", text="Custom Weight Paint Range")
sub = column.column()
sub.active = system.use_weight_color_range
sub.template_color_ramp(system, "weight_color_range", expand=True)
column.separator()
column.prop(system, "use_international_fonts")
if system.use_international_fonts:
column.prop(system, "language")
row = column.row()
row.label(text="Translate:")
row.prop(system, "use_translate_interface", text="Interface")
row.prop(system, "use_translate_tooltips", text="Tooltips")
class USERPREF_MT_interface_theme_presets(Menu):
bl_label = "Presets"
preset_subdir = "interface_theme"
preset_operator = "script.execute_preset"
preset_type = 'XML'
preset_xml_map = (("user_preferences.themes[0]", "Theme"), )
draw = Menu.draw_preset
class USERPREF_PT_theme(Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Themes"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@staticmethod
def _theme_generic(split, themedata):
col = split.column()
def theme_generic_recurse(data):
col.label(data.rna_type.name)
row = col.row()
subsplit = row.split(percentage=0.95)
padding1 = subsplit.split(percentage=0.15)
padding1.column()
subsplit = row.split(percentage=0.85)
padding2 = subsplit.split(percentage=0.15)
padding2.column()
colsub_pair = padding1.column(), padding2.column()
props_type = {}
for i, prop in enumerate(data.rna_type.properties):
if prop.identifier == "rna_type":
continue
props_type.setdefault((prop.type, prop.subtype), []).append(prop)
for props_type, props_ls in sorted(props_type.items()):
if props_type[0] == 'POINTER':
for i, prop in enumerate(props_ls):
theme_generic_recurse(getattr(data, prop.identifier))
else:
for i, prop in enumerate(props_ls):
colsub_pair[i % 2].row().prop(data, prop.identifier)
theme_generic_recurse(themedata)
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'THEMES')
def draw(self, context):
layout = self.layout
theme = context.user_preferences.themes[0]
split_themes = layout.split(percentage=0.2)
sub = split_themes.column()
sub.label(text="Presets:")
subrow = sub.row(align=True)
subrow.menu("USERPREF_MT_interface_theme_presets", text=USERPREF_MT_interface_theme_presets.bl_label)
subrow.operator("wm.interface_theme_preset_add", text="", icon='ZOOMIN')
subrow.operator("wm.interface_theme_preset_add", text="", icon='ZOOMOUT').remove_active = True
sub.separator()
sub.prop(theme, "theme_area", expand=True)
split = layout.split(percentage=0.4)
layout.separator()
layout.separator()
split = split_themes.split()
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if theme.theme_area == 'USER_INTERFACE':
col = split.column()
ui = theme.user_interface.wcol_regular
col.label(text="Regular:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_tool
col.label(text="Tool:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_radio
col.label(text="Radio Buttons:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_text
col.label(text="Text:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_option
col.label(text="Option:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_toggle
col.label(text="Toggle:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_num
col.label(text="Number Field:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_numslider
col.label(text="Value Slider:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_box
col.label(text="Box:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_menu
col.label(text="Menu:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_pulldown
col.label(text="Pulldown:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_menu_back
col.label(text="Menu Back:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_tooltip
col.label(text="Tooltip:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_tooltip
col.label(text="Tooltip:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_menu_item
col.label(text="Menu Item:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_scroll
col.label(text="Scroll Bar:")
ui_items_general(col, ui)
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ui = theme.user_interface.wcol_progress
col.label(text="Progress Bar:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_list_item
col.label(text="List Item:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_state
col.label(text="State:")
row = col.row()
subsplit = row.split(percentage=0.95)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(ui, "inner_anim")
colsub.row().prop(ui, "inner_anim_sel")
colsub.row().prop(ui, "inner_driven")
colsub.row().prop(ui, "inner_driven_sel")
subsplit = row.split(percentage=0.85)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(ui, "inner_key")
colsub.row().prop(ui, "inner_key_sel")
colsub.row().prop(ui, "blend")
col.separator()
col.separator()
ui = theme.user_interface
col.label("Icons:")
row = col.row()
subsplit = row.split(percentage=0.95)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(ui, "icon_file")
subsplit = row.split(percentage=0.85)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(ui, "icon_alpha")
col.separator()
col.separator()
ui = theme.user_interface.panel
col.label("Panels:")
row = col.row()
subsplit = row.split(percentage=0.95)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
rowsub = colsub.row()
rowsub.prop(ui, "show_header")
rowsub.label()
subsplit = row.split(percentage=0.85)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(ui, "header")
layout.separator()
layout.separator()
elif theme.theme_area == 'BONE_COLOR_SETS':
col = split.column()
for i, ui in enumerate(theme.bone_color_sets):
col.label(text="Color Set" + " %d:" % (i + 1)) # i starts from 0
row = col.row()
subsplit = row.split(percentage=0.95)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(ui, "normal")
colsub.row().prop(ui, "select")
colsub.row().prop(ui, "active")
subsplit = row.split(percentage=0.85)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(ui, "show_colored_constraints")
else:
self._theme_generic(split, getattr(theme, theme.theme_area.lower()))
class USERPREF_PT_file(Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Files"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'FILES')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
paths = userpref.filepaths
system = userpref.system
split = layout.split(percentage=0.7)
col = split.column()
col.label(text="File Paths:")
colsplit = col.split(percentage=0.95)
col1 = colsplit.split(percentage=0.3)
sub = col1.column()
sub.label(text="Fonts:")
sub.label(text="Textures:")
sub.label(text="Texture Plugins:")
sub.label(text="Sequence Plugins:")
sub.label(text="Render Output:")
sub.label(text="Scripts:")
sub.label(text="Sounds:")
sub.label(text="Temp:")
sub.label(text="Image Editor:")
sub.label(text="Animation Player:")
sub = col1.column()
sub.prop(paths, "font_directory", text="")
sub.prop(paths, "texture_directory", text="")
sub.prop(paths, "texture_plugin_directory", text="")
sub.prop(paths, "sequence_plugin_directory", text="")
sub.prop(paths, "render_output_directory", text="")
sub.prop(paths, "script_directory", text="")
sub.prop(paths, "sound_directory", text="")
sub.prop(paths, "temporary_directory", text="")
sub.prop(paths, "image_editor", text="")
subsplit = sub.split(percentage=0.3)
subsplit.prop(paths, "animation_player_preset", text="")
subsplit.prop(paths, "animation_player", text="")
col.separator()
col.separator()
colsplit = col.split(percentage=0.95)
sub = colsplit.column()
sub.label(text="Author:")
sub.prop(system, "author", text="")
col = split.column()
col.label(text="Save & Load:")
col.prop(paths, "use_relative_paths")
col.prop(paths, "use_file_compression")
col.prop(paths, "use_load_ui")
col.prop(paths, "use_filter_files")
col.prop(paths, "show_hidden_files_datablocks")
col.prop(paths, "hide_recent_locations")
col.prop(paths, "show_thumbnails")
col.separator()
col.separator()
col.prop(paths, "save_version")
col.prop(paths, "recent_files")
col.prop(paths, "use_save_preview_images")
col.label(text="Auto Save:")
col.prop(paths, "use_auto_save_temporary_files")
sub = col.column()
sub.active = paths.use_auto_save_temporary_files
sub.prop(paths, "auto_save_time", text="Timer (mins)")
col.separator()
col.label(text="Scripts:")
col.prop(system, "use_scripts_auto_execute")
col.prop(system, "use_tabs_as_spaces")
from bl_ui.space_userpref_keymap import InputKeyMapPanel
class USERPREF_MT_ndof_settings(Menu):
# accessed from the window key-bindings in C (only)
bl_label = "3D Mouse Settings"
def draw(self, context):
layout = self.layout
input_prefs = context.user_preferences.inputs
layout.separator()
layout.prop(input_prefs, "ndof_sensitivity")
if context.space_data.type == 'VIEW_3D':
layout.separator()
layout.prop(input_prefs, "ndof_show_guide")
layout.separator()
layout.label(text="Orbit options")
if input_prefs.view_rotate_method == 'TRACKBALL':
layout.prop(input_prefs, "ndof_roll_invert_axis")
layout.prop(input_prefs, "ndof_tilt_invert_axis")
layout.prop(input_prefs, "ndof_rotate_invert_axis")
layout.prop(input_prefs, "ndof_zoom_invert")
layout.separator()
layout.label(text="Pan options")
layout.prop(input_prefs, "ndof_panx_invert_axis")
layout.prop(input_prefs, "ndof_pany_invert_axis")
layout.prop(input_prefs, "ndof_panz_invert_axis")
layout.label(text="Zoom options")
layout.prop(input_prefs, "ndof_zoom_updown")
layout.separator()
layout.label(text="Fly options")
layout.prop(input_prefs, "ndof_fly_helicopter", icon='NDOF_FLY')
layout.prop(input_prefs, "ndof_lock_horizon", icon='NDOF_DOM')
class USERPREF_PT_input(Panel, InputKeyMapPanel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Input"
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'INPUT')
def draw_input_prefs(self, inputs, layout):
# General settings
row = layout.row()
col = row.column()
sub = col.column()
sub.label(text="Presets:")
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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subrow = sub.row(align=True)
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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subrow.menu("USERPREF_MT_interaction_presets", text=bpy.types.USERPREF_MT_interaction_presets.bl_label)
subrow.operator("wm.interaction_preset_add", text="", icon='ZOOMIN')
subrow.operator("wm.interaction_preset_add", text="", icon='ZOOMOUT').remove_active = True
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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sub.separator()
sub.label(text="Mouse:")
sub1 = sub.column()
sub1.active = (inputs.select_mouse == 'RIGHT')
sub1.prop(inputs, "use_mouse_emulate_3_button")
sub.prop(inputs, "use_mouse_continuous")
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sub.prop(inputs, "drag_threshold")
sub.prop(inputs, "tweak_threshold")
sub.label(text="Select With:")
sub.row().prop(inputs, "select_mouse", expand=True)
sub = col.column()
sub.label(text="Double Click:")
sub.prop(inputs, "mouse_double_click_time", text="Speed")
sub.separator()
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sub.prop(inputs, "use_emulate_numpad")
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sub.separator()
sub.label(text="Orbit Style:")
sub.row().prop(inputs, "view_rotate_method", expand=True)
sub.label(text="Zoom Style:")
sub.row().prop(inputs, "view_zoom_method", text="")
if inputs.view_zoom_method in {'DOLLY', 'CONTINUE'}:
sub.row().prop(inputs, "view_zoom_axis", expand=True)
sub.prop(inputs, "invert_mouse_zoom")
#sub.prop(inputs, "use_mouse_mmb_paste")
#col.separator()
sub = col.column()
sub.label(text="Mouse Wheel:")
sub.prop(inputs, "invert_zoom_wheel", text="Invert Wheel Zoom Direction")
#sub.prop(view, "wheel_scroll_lines", text="Scroll Lines")
col.separator()
sub = col.column()
sub.label(text="NDOF Device:")
sub.prop(inputs, "ndof_sensitivity", text="NDOF Sensitivity")
row.separator()
def draw(self, context):
layout = self.layout
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#import time
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#start = time.time()
userpref = context.user_preferences
inputs = userpref.inputs
split = layout.split(percentage=0.25)
# Input settings
self.draw_input_prefs(inputs, split)
# Keymap Settings
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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self.draw_keymaps(context, split)
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#print("runtime", time.time() - start)
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class USERPREF_MT_addons_dev_guides(Menu):
bl_label = "Development Guides"
# menu to open web-pages with addons development guides
def draw(self, context):
layout = self.layout
layout.operator("wm.url_open", text="API Concepts", icon='URL').url = "http://wiki.blender.org/index.php/Dev:2.5/Py/API/Intro"
layout.operator("wm.url_open", text="Addon Guidelines", icon='URL').url = "http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Addons"
layout.operator("wm.url_open", text="How to share your addon", icon='URL').url = "http://wiki.blender.org/index.php/Dev:Py/Sharing"
class USERPREF_PT_addons(Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Addons"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
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_support_icon_mapping = {
'OFFICIAL': 'FILE_BLEND',
'COMMUNITY': 'POSE_DATA',
'TESTING': 'MOD_EXPLODE',
}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'ADDONS')
@staticmethod
def is_user_addon(mod, user_addon_paths):
if not user_addon_paths:
user_script_path = bpy.utils.user_script_path()
if user_script_path is not None:
user_addon_paths.append(os.path.join(user_script_path, "addons"))
user_addon_paths.append(os.path.join(bpy.utils.resource_path('USER'), "scripts", "addons"))
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for path in user_addon_paths:
if bpy.path.is_subdir(mod.__file__, path):
return True
return False
@staticmethod
def draw_error(layout, message):
lines = message.split("\n")
box = layout.box()
rowsub = box.row()
rowsub.label(lines[0])
rowsub.label(icon='ERROR')
for l in lines[1:]:
box.label(l)
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
used_ext = {ext.module for ext in userpref.addons}
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# collect the categories that can be filtered on
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addons = [(mod, addon_utils.module_bl_info(mod)) for mod in addon_utils.modules(addon_utils.addons_fake_modules)]
split = layout.split(percentage=0.2)
col = split.column()
col.prop(context.window_manager, "addon_search", text="", icon='VIEWZOOM')
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col.label(text="Supported Level")
col.prop(context.window_manager, "addon_support", expand=True)
col.label(text="Categories")
col.prop(context.window_manager, "addon_filter", expand=True)
col = split.column()
# set in addon_utils.modules(...)
if addon_utils.error_duplicates:
self.draw_error(col,
"Multiple addons using the same name found!\n"
"likely a problem with the script search path.\n"
"(see console for details)",
)
if addon_utils.error_encoding:
self.draw_error(col,
"One or more addons do not have UTF-8 encoding\n"
"(see console for details)",
)
filter = context.window_manager.addon_filter
search = context.window_manager.addon_search.lower()
support = context.window_manager.addon_support
# initialized on demand
user_addon_paths = []
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for mod, info in addons:
module_name = mod.__name__
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is_enabled = module_name in used_ext
if info["support"] not in support:
continue
# check if addon should be visible with current filters
if ((filter == "All") or
(filter == info["category"]) or
(filter == "Enabled" and is_enabled) or
(filter == "Disabled" and not is_enabled)):
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if search and search not in info["name"].lower():
if info["author"]:
if search not in info["author"].lower():
continue
else:
continue
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# Addon UI Code
box = col.column().box()
colsub = box.column()
row = colsub.row()
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row.operator("wm.addon_expand", icon='TRIA_DOWN' if info["show_expanded"] else 'TRIA_RIGHT', emboss=False).module = module_name
rowsub = row.row()
rowsub.active = is_enabled
rowsub.label(text='%s: %s' % (info['category'], info["name"]))
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if info["warning"]:
rowsub.label(icon='ERROR')
# icon showing support level.
rowsub.label(icon=self._support_icon_mapping.get(info["support"], 'QUESTION'))
if is_enabled:
row.operator("wm.addon_disable", icon='CHECKBOX_HLT', text="", emboss=False).module = module_name
else:
row.operator("wm.addon_enable", icon='CHECKBOX_DEHLT', text="", emboss=False).module = module_name
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# Expanded UI (only if additional info is available)
if info["show_expanded"]:
if info["description"]:
split = colsub.row().split(percentage=0.15)
split.label(text="Description:")
split.label(text=info["description"])
if info["location"]:
split = colsub.row().split(percentage=0.15)
split.label(text="Location:")
split.label(text=info["location"])
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if info["author"]:
split = colsub.row().split(percentage=0.15)
split.label(text="Author:")
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split.label(text=info["author"])
if info["version"]:
split = colsub.row().split(percentage=0.15)
split.label(text="Version:")
split.label(text='.'.join(str(x) for x in info["version"]))
if info["warning"]:
split = colsub.row().split(percentage=0.15)
split.label(text="Warning:")
split.label(text=' ' + info["warning"], icon='ERROR')
user_addon = USERPREF_PT_addons.is_user_addon(mod, user_addon_paths)
tot_row = bool(info["wiki_url"]) + bool(info["tracker_url"]) + bool(user_addon)
if tot_row:
split = colsub.row().split(percentage=0.15)
split.label(text="Internet:")
if info["wiki_url"]:
split.operator("wm.url_open", text="Link to the Wiki", icon='HELP').url = info["wiki_url"]
if info["tracker_url"]:
split.operator("wm.url_open", text="Report a Bug", icon='URL').url = info["tracker_url"]
if user_addon:
split.operator("wm.addon_remove", text="Remove", icon='CANCEL').module = mod.__name__
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for i in range(4 - tot_row):
split.separator()
# Append missing scripts
# First collect scripts that are used but have no script file.
module_names = {mod.__name__ for mod, info in addons}
missing_modules = {ext for ext in used_ext if ext not in module_names}
if missing_modules and filter in {"All", "Enabled"}:
col.column().separator()
col.column().label(text="Missing script files")
module_names = {mod.__name__ for mod, info in addons}
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for module_name in sorted(missing_modules):
is_enabled = module_name in used_ext
# Addon UI Code
box = col.column().box()
colsub = box.column()
row = colsub.row()
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row.label(text=module_name, icon='ERROR')
if is_enabled:
row.operator("wm.addon_disable", icon='CHECKBOX_HLT', text="", emboss=False).module = module_name
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)