UI tweaks

*Fixed some spacing issues in 3D View and Outliner headers
*Made the Bone properties layout consistent with Object properties
*Put Rotation Mode menus below transformation channels, being less important.
*Tiny layout tweak for area lamps
This commit is contained in:
William Reynish 2009-10-03 11:19:14 +00:00
parent f4c697cf7f
commit 2cbf21b582
5 changed files with 59 additions and 28 deletions

@ -48,7 +48,7 @@ class BONE_PT_transform(BoneButtonsPanel):
else:
pchan = ob.pose.pose_channels[context.bone.name]
layout.itemR(pchan, "rotation_mode")
row = layout.row()
col = row.column()
@ -67,6 +67,8 @@ class BONE_PT_transform(BoneButtonsPanel):
col.itemR(pchan, "rotation_euler", text="Rotation")
row.column().itemR(pchan, "scale")
layout.itemR(pchan, "rotation_mode")
class BONE_PT_transform_locks(BoneButtonsPanel):
__label__ = "Transform Locks"
@ -98,8 +100,8 @@ class BONE_PT_transform_locks(BoneButtonsPanel):
row.column().itemR(pchan, "lock_scale")
class BONE_PT_bone(BoneButtonsPanel):
__label__ = "Bone"
class BONE_PT_relations(BoneButtonsPanel):
__label__ = "Relations"
def draw(self, context):
layout = self.layout
@ -115,7 +117,17 @@ class BONE_PT_bone(BoneButtonsPanel):
pchan = ob.pose.pose_channels[context.bone.name]
split = layout.split()
col = split.column()
col.itemL(text="Layers:")
col.itemR(bone, "layer", text="")
col.itemS()
if ob and pchan:
col.itemL(text="Bone Group:")
col.item_pointerR(pchan, "bone_group", ob.pose, "bone_groups", text="")
col = split.column()
col.itemL(text="Parent:")
if context.bone:
@ -123,32 +135,47 @@ class BONE_PT_bone(BoneButtonsPanel):
else:
col.item_pointerR(bone, "parent", arm, "edit_bones", text="")
row = col.row()
row.active = bone.parent != None
row.itemR(bone, "connected")
sub = col.column()
sub.active = bone.parent != None
sub.itemR(bone, "connected")
sub.itemR(bone, "hinge", text="Inherit Rotation")
sub.itemR(bone, "inherit_scale", text="Inherit Scale")
class BONE_PT_display(BoneButtonsPanel):
__label__ = "Display"
def poll(self, context):
return context.bone
def draw(self, context):
layout = self.layout
col.itemL(text="Layers:")
col.itemR(bone, "layer", text="")
ob = context.object
bone = context.bone
arm = context.armature
col = split.column()
col.itemL(text="Inherit:")
col.itemR(bone, "hinge", text="Rotation")
col.itemR(bone, "inherit_scale", text="Scale")
col.itemL(text="Display:")
col.itemR(bone, "draw_wire", text="Wireframe")
col.itemR(bone, "hidden", text="Hide")
if not bone:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.pose_channels[context.bone.name]
if ob and pchan:
split = layout.split()
col = split.column()
col.itemR(bone, "draw_wire", text="Wireframe")
col.itemR(bone, "hidden", text="Hide")
col = split.column()
col.itemL(text="Bone Group:")
col.item_pointerR(pchan, "bone_group", ob.pose, "bone_groups", text="")
col = split.column()
col.itemL(text="Custom Shape:")
col.itemR(pchan, "custom_shape", text="")
class BONE_PT_deform(BoneButtonsPanel):
__label__ = "Deform"
__default_closed__ = True
@ -201,5 +228,6 @@ class BONE_PT_deform(BoneButtonsPanel):
bpy.types.register(BONE_PT_context_bone)
bpy.types.register(BONE_PT_transform)
bpy.types.register(BONE_PT_transform_locks)
bpy.types.register(BONE_PT_bone)
bpy.types.register(BONE_PT_relations)
bpy.types.register(BONE_PT_display)
bpy.types.register(BONE_PT_deform)

@ -249,7 +249,7 @@ class DATA_PT_area(DataButtonsPanel):
split = layout.split()
col = split.column()
col.itemR(lamp, "shape", text="")
col.row().itemR(lamp, "shape", expand=True)
sub = col.column(align=True)
if (lamp.shape == 'SQUARE'):
@ -273,9 +273,9 @@ class DATA_PT_spot(DataButtonsPanel):
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub = col.column()
sub.itemR(lamp, "spot_size", text="Size")
sub.itemR(lamp, "spot_blend", text="Blend")
sub.itemR(lamp, "spot_blend", text="Blend", slider=True)
col.itemR(lamp, "square")
col = split.column()

@ -26,7 +26,7 @@ class OBJECT_PT_transform(ObjectButtonsPanel):
ob = context.object
layout.itemR(ob, "rotation_mode")
row = layout.row()
@ -43,6 +43,8 @@ class OBJECT_PT_transform(ObjectButtonsPanel):
row.column().itemR(ob, "scale")
layout.itemR(ob, "rotation_mode")
class OBJECT_PT_transform_locks(ObjectButtonsPanel):
__label__ = "Transform Locks"
__default_closed__ = True

@ -228,7 +228,7 @@ void outliner_header_buttons(const bContext *C, ARegion *ar)
xco += xmax;
/* header text */
xco += XIC*2;
xco += XIC;
uiBlockSetEmboss(block, UI_EMBOSS);
}

@ -2128,7 +2128,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
xco+= XIC+10;
}
uiBlockEndAlign(block);
header_xco_step(ar, &xco, &yco, &maxco, XIC+10);
header_xco_step(ar, &xco, &yco, &maxco, 10);
}
/* Snap */
@ -2147,7 +2147,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
uiDefIconTextButS(block, ICONTEXTROW,B_REDR, ICON_SNAP_VERTEX, snapmode_pup(), xco,yco,XIC+10,YIC, &(ts->snap_mode), 0.0, 0.0, 0, 0, "Snapping mode");
xco+= XIC;
uiDefButS(block, MENU, B_NOP, "Snap Mode%t|Closest%x0|Center%x1|Median%x2|Active%x3",xco,yco,70,YIC, &ts->snap_target, 0, 0, 0, 0, "Snap Target Mode");
xco+= XIC+70;
xco+= XIC;
} else {
uiDefIconButBitS(block, TOG, SCE_SNAP, B_REDR, ICON_SNAP_GEAR,xco,yco,XIC,YIC, &ts->snap_flag, 0, 0, 0, 0, "Snap while Ctrl is held during transform (Shift Tab)");
xco+= XIC;
@ -2169,10 +2169,11 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
uiDefIconButBitS(block, TOG, SCE_SELECT_FACE, B_SEL_FACE, ICON_FACESEL, xco,yco,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Face select mode (Ctrl Tab 3)");
xco+= XIC;
uiBlockEndAlign(block);
header_xco_step(ar, &xco, &yco, &maxco, 10);
if(v3d->drawtype > OB_WIRE) {
uiDefIconButBitS(block, TOG, V3D_ZBUF_SELECT, B_REDR, ICON_ORTHO, xco,yco,XIC,YIC, &v3d->flag, 1.0, 0.0, 0, 0, "Occlude background geometry");
xco+= XIC;
}
xco+= XIC;
uiBlockEndAlign(block);
header_xco_step(ar, &xco, &yco, &maxco, XIC);