blender/release/scripts/startup/bl_ui/properties_render_layer.py
Bastien Montagne e22c52af16 Fix [#34545] Render layer name is unwantedly translated in composite node editor
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around).

Also fix similar issue in main list of render layers (Py UI code! :P ).
2013-04-25 17:40:08 +00:00

172 lines
5.5 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# GNU General Public License for more details.
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel, UIList
class RenderLayerButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render_layer"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
class RENDERLAYER_UL_renderlayers(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.SceneRenderLayer)
layer = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.label(layer.name, icon_value=icon, translate=False)
layout.prop(layer, "use", text="", index=index)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon_value=icon)
class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
bl_label = "Layer List"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row()
row.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
row = layout.row()
rl = rd.layers.active
if rl:
row.prop(rl, "name")
row.prop(rd, "use_single_layer", text="", icon_only=True)
class RENDERLAYER_PT_layer_options(RenderLayerButtonsPanel, Panel):
bl_label = "Layer"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rl = rd.layers.active
split = layout.split()
col = split.column()
col.prop(scene, "layers", text="Scene")
col.label(text="")
col.prop(rl, "light_override", text="Light")
col.prop(rl, "material_override", text="Material")
col = split.column()
col.prop(rl, "layers", text="Layer")
col.prop(rl, "layers_zmask", text="Mask Layer")
layout.separator()
layout.label(text="Include:")
split = layout.split()
col = split.column()
col.prop(rl, "use_zmask")
row = col.row()
row.prop(rl, "invert_zmask", text="Negate")
row.active = rl.use_zmask
col.prop(rl, "use_all_z")
col = split.column()
col.prop(rl, "use_solid")
col.prop(rl, "use_halo")
col.prop(rl, "use_ztransp")
col = split.column()
col.prop(rl, "use_sky")
col.prop(rl, "use_edge_enhance")
col.prop(rl, "use_strand")
if bpy.app.build_options.freestyle:
row = col.row()
row.prop(rl, "use_freestyle")
row.active = rd.use_freestyle
class RENDERLAYER_PT_layer_passes(RenderLayerButtonsPanel, Panel):
bl_label = "Render Passes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_pass_type_buttons(self, box, rl, pass_type):
# property names
use_pass_type = "use_pass_" + pass_type
exclude_pass_type = "exclude_" + pass_type
# draw pass type buttons
row = box.row()
row.prop(rl, use_pass_type)
row.prop(rl, exclude_pass_type, text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rl = rd.layers.active
split = layout.split()
col = split.column()
col.prop(rl, "use_pass_combined")
col.prop(rl, "use_pass_z")
col.prop(rl, "use_pass_vector")
col.prop(rl, "use_pass_normal")
col.prop(rl, "use_pass_uv")
col.prop(rl, "use_pass_mist")
col.prop(rl, "use_pass_object_index")
col.prop(rl, "use_pass_material_index")
col.prop(rl, "use_pass_color")
col = split.column()
col.prop(rl, "use_pass_diffuse")
self.draw_pass_type_buttons(col, rl, "specular")
self.draw_pass_type_buttons(col, rl, "shadow")
self.draw_pass_type_buttons(col, rl, "emit")
self.draw_pass_type_buttons(col, rl, "ambient_occlusion")
self.draw_pass_type_buttons(col, rl, "environment")
self.draw_pass_type_buttons(col, rl, "indirect")
self.draw_pass_type_buttons(col, rl, "reflection")
self.draw_pass_type_buttons(col, rl, "refraction")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)