forked from bartvdbraak/blender
9596b369bd
This changes the layout when the properties window gets too narrow to render the contents properly. Currently implemented for render, scene, world, object and materials, but the rest can be done easily. Here's a video for demonstration: http://www.reynish.com/files/blender25/properties_resize.mov It automatically detects the window width and then skips the indicators that tells the layout to go to the next column. It requires very minimal changes to the UI scripts so we don't have to maintain two versions of the layouts.
177 lines
5.1 KiB
Python
177 lines
5.1 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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narrowui = 180
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class SceneButtonsPanel(bpy.types.Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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def poll(self, context):
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return context.scene
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class SCENE_PT_scene(SceneButtonsPanel):
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bl_label = "Scene"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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if (context.region.width > narrowui):
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layout.itemR(scene, "camera")
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layout.itemR(scene, "set", text="Background")
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else:
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layout.itemR(scene, "camera", text="")
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layout.itemR(scene, "set", text="")
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class SCENE_PT_unit(SceneButtonsPanel):
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bl_label = "Units"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw(self, context):
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layout = self.layout
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unit = context.scene.unit_settings
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col = layout.column()
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col.row().itemR(unit, "system", expand=True)
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split = layout.split()
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split.active = (unit.system != 'NONE')
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col = split.column()
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col.itemR(unit, "scale_length", text="Scale")
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if (context.region.width > narrowui):
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col = split.column()
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col.itemR(unit, "use_separate")
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class SCENE_PT_keying_sets(SceneButtonsPanel):
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bl_label = "Keying Sets"
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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row = layout.row()
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col = row.column()
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col.template_list(scene, "keying_sets", scene, "active_keying_set_index", rows=2)
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col = row.column(align=True)
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col.itemO("anim.keying_set_add", icon='ICON_ZOOMIN', text="")
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col.itemO("anim.keying_set_remove", icon='ICON_ZOOMOUT', text="")
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ks = scene.active_keying_set
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if ks:
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row = layout.row()
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col = row.column()
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col.itemR(ks, "name")
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col.itemR(ks, "absolute")
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if (context.region.width > narrowui):
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col = row.column()
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col.itemL(text="Keyframing Settings:")
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col.itemR(ks, "insertkey_needed", text="Needed")
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col.itemR(ks, "insertkey_visual", text="Visual")
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class SCENE_PT_keying_set_paths(SceneButtonsPanel):
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bl_label = "Active Keying Set"
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def poll(self, context):
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return (context.scene != None) and (context.scene.active_keying_set != None)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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ks = scene.active_keying_set
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row = layout.row()
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row.itemL(text="Paths:")
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row = layout.row()
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col = row.column()
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col.template_list(ks, "paths", ks, "active_path_index", rows=2)
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col = row.column(align=True)
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col.itemO("anim.keying_set_path_add", icon='ICON_ZOOMIN', text="")
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col.itemO("anim.keying_set_path_remove", icon='ICON_ZOOMOUT', text="")
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ksp = ks.active_path
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if ksp:
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col = layout.column()
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col.itemL(text="Target:")
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col.template_any_ID(ksp, "id", "id_type")
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col.template_path_builder(ksp, "rna_path", ksp.id)
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row = layout.row()
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col = row.column()
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col.itemL(text="Array Target:")
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col.itemR(ksp, "entire_array")
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if ksp.entire_array == False:
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col.itemR(ksp, "array_index")
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if (context.region.width > narrowui):
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col = row.column()
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col.itemL(text="F-Curve Grouping:")
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col.itemR(ksp, "grouping")
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if ksp.grouping == 'NAMED':
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col.itemR(ksp, "group")
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class SCENE_PT_physics(SceneButtonsPanel):
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bl_label = "Gravity"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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self.layout.itemR(context.scene, "use_gravity", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.active = scene.use_gravity
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if (context.region.width > narrowui):
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layout.itemR(scene, "gravity", text="")
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else:
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layout.column().itemR(scene, "gravity", text="")
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bpy.types.register(SCENE_PT_scene)
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bpy.types.register(SCENE_PT_unit)
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bpy.types.register(SCENE_PT_keying_sets)
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bpy.types.register(SCENE_PT_keying_set_paths)
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bpy.types.register(SCENE_PT_physics)
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