blender/release/scripts/startup/bl_ui/properties_data_armature.py
Bastien Montagne 7504cf34b4 This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!

This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!

To make all this work, other changes were also necessary:

* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.

* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.

* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.

* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
  Note: not sure whether we should add that one to all UILayout's prop funcs?

Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00

336 lines
10 KiB
Python

# ##### 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,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel, Menu
from rna_prop_ui import PropertyPanel
class ArmatureButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.armature
class DATA_PT_context_arm(ArmatureButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif arm:
layout.template_ID(space, "pin_id")
class DATA_PT_skeleton(ArmatureButtonsPanel, Panel):
bl_label = "Skeleton"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.prop(arm, "pose_position", expand=True)
col = layout.column()
col.label(text="Layers:")
col.prop(arm, "layers", text="")
col.label(text="Protected Layers:")
col.prop(arm, "layers_protected", text="")
if context.scene.render.engine == 'BLENDER_GAME':
col = layout.column()
col.label(text="Deform:")
col.prop(arm, "deform_method", expand=True)
class DATA_PT_display(ArmatureButtonsPanel, Panel):
bl_label = "Display"
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
layout.prop(arm, "draw_type", expand=True)
split = layout.split()
col = split.column()
col.prop(arm, "show_names", text="Names")
col.prop(arm, "show_axes", text="Axes")
col.prop(arm, "show_bone_custom_shapes", text="Shapes")
col = split.column()
col.prop(arm, "show_group_colors", text="Colors")
if ob:
col.prop(ob, "show_x_ray", text="X-Ray")
col.prop(arm, "use_deform_delay", text="Delay Refresh")
class DATA_PT_bone_group_specials(Menu):
bl_label = "Bone Group Specials"
def draw(self, context):
layout = self.layout
layout.operator("pose.group_sort", icon='SORTALPHA')
class DATA_PT_bone_groups(ArmatureButtonsPanel, Panel):
bl_label = "Bone Groups"
@classmethod
def poll(cls, context):
return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
pose = ob.pose
group = pose.bone_groups.active
row = layout.row()
rows = 2
if group:
rows = 5
row.template_list("UI_UL_list", "", pose, "bone_groups", pose.bone_groups, "active_index", rows=rows)
col = row.column(align=True)
col.active = (ob.proxy is None)
col.operator("pose.group_add", icon='ZOOMIN', text="")
col.operator("pose.group_remove", icon='ZOOMOUT', text="")
col.menu("DATA_PT_bone_group_specials", icon='DOWNARROW_HLT', text="")
if group:
col.separator()
col.operator("pose.group_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("pose.group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if group:
col = layout.column()
col.active = (ob.proxy is None)
col.prop(group, "name")
split = layout.split()
split.active = (ob.proxy is None)
col = split.column()
col.prop(group, "color_set")
if group.color_set:
col = split.column()
sub = col.row(align=True)
sub.prop(group.colors, "normal", text="")
sub.prop(group.colors, "select", text="")
sub.prop(group.colors, "active", text="")
row = layout.row()
row.active = (ob.proxy is None)
sub = row.row(align=True)
sub.operator("pose.group_assign", text="Assign")
sub.operator("pose.group_unassign", text="Remove") # row.operator("pose.bone_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("pose.group_select", text="Select")
sub.operator("pose.group_deselect", text="Deselect")
class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
bl_label = "Pose Library"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
poselib = ob.pose_library
layout.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink")
if poselib:
# list of poses in pose library
row = layout.row()
row.template_list("UI_UL_list", "", poselib, "pose_markers", poselib.pose_markers, "active_index", rows=5)
# column of operators for active pose
# - goes beside list
col = row.column(align=True)
col.active = (poselib.library is None)
# invoke should still be used for 'add', as it is needed to allow
# add/replace options to be used properly
col.operator("poselib.pose_add", icon='ZOOMIN', text="")
col.operator_context = 'EXEC_DEFAULT' # exec not invoke, so that menu doesn't need showing
pose_marker_active = poselib.pose_markers.active
if pose_marker_active is not None:
col.operator("poselib.pose_remove", icon='ZOOMOUT', text="")
col.operator("poselib.apply_pose", icon='ZOOM_SELECTED', text="").pose_index = poselib.pose_markers.active_index
col.operator("poselib.action_sanitize", icon='HELP', text="") # XXX: put in menu?
# properties for active marker
if pose_marker_active is not None:
layout.prop(pose_marker_active, "name")
# TODO: this panel will soon be deprecated deprecated too
class DATA_PT_ghost(ArmatureButtonsPanel, Panel):
bl_label = "Ghost"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.prop(arm, "ghost_type", expand=True)
split = layout.split()
col = split.column(align=True)
if arm.ghost_type == 'RANGE':
col.prop(arm, "ghost_frame_start", text="Start")
col.prop(arm, "ghost_frame_end", text="End")
col.prop(arm, "ghost_size", text="Step")
elif arm.ghost_type == 'CURRENT_FRAME':
col.prop(arm, "ghost_step", text="Range")
col.prop(arm, "ghost_size", text="Step")
col = split.column()
col.label(text="Display:")
col.prop(arm, "show_only_ghost_selected", text="Selected Only")
class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel):
bl_label = "Inverse Kinematics"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return (ob and ob.pose)
def draw(self, context):
layout = self.layout
ob = context.object
itasc = ob.pose.ik_param
layout.prop(ob.pose, "ik_solver")
if itasc:
layout.prop(itasc, "mode", expand=True)
simulation = (itasc.mode == 'SIMULATION')
if simulation:
layout.label(text="Reiteration:")
layout.prop(itasc, "reiteration_method", expand=True)
row = layout.row()
row.active = not simulation or itasc.reiteration_method != 'NEVER'
row.prop(itasc, "precision")
row.prop(itasc, "iterations")
if simulation:
layout.prop(itasc, "use_auto_step")
row = layout.row()
if itasc.use_auto_step:
row.prop(itasc, "step_min", text="Min")
row.prop(itasc, "step_max", text="Max")
else:
row.prop(itasc, "step_count")
layout.prop(itasc, "solver")
if simulation:
layout.prop(itasc, "feedback")
layout.prop(itasc, "velocity_max")
if itasc.solver == 'DLS':
row = layout.row()
row.prop(itasc, "damping_max", text="Damp", slider=True)
row.prop(itasc, "damping_epsilon", text="Eps", slider=True)
from bl_ui.properties_animviz import (MotionPathButtonsPanel,
OnionSkinButtonsPanel,
)
class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
#bl_label = "Bones Motion Paths"
bl_context = "data"
@classmethod
def poll(cls, context):
# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
layout = self.layout
ob = context.object
avs = ob.pose.animation_visualization
pchan = context.active_pose_bone
mpath = pchan.motion_path if pchan else None
self.draw_settings(context, avs, mpath, bones=True)
class DATA_PT_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit from panel when ready
#bl_label = "Bones Onion Skinning"
bl_context = "data"
@classmethod
def poll(cls, context):
# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
ob = context.object
self.draw_settings(context, ob.pose.animation_visualization, bones=True)
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
_property_type = bpy.types.Armature
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)