forked from bartvdbraak/blender
a80b7d6129
*Add a new idname to keyingsets, keeping name as label-only (using same string for both made lookup fail when using i18n other than english, as it tried to compare an untranslated static string id against a translated RNA name). Also adding a description string (can be helpful with custom keyingsets, imho). *Fixed a few other bugs related to that area (namely, you can’t deselect current keyingset from the shift-ctrl-alt-I popup menu, and insert/delete key ops were using a rather strange way to get chosen custom keyingset…). *Fixed UI code so that it always uses (RNA) enum, and simplified menu-creation code.
233 lines
6.9 KiB
Python
233 lines
6.9 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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class SceneButtonsPanel():
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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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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return context.scene and (rd.engine in cls.COMPAT_ENGINES)
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class SCENE_PT_scene(SceneButtonsPanel, Panel):
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bl_label = "Scene"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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.prop(scene, "camera")
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layout.prop(scene, "background_set", text="Background")
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layout.prop(scene, "active_clip", text="Active Clip")
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class SCENE_PT_audio(SceneButtonsPanel, Panel):
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bl_label = "Audio"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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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rd = context.scene.render
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ffmpeg = rd.ffmpeg
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layout.prop(scene, "audio_volume")
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layout.operator("sound.bake_animation")
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split = layout.split()
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col = split.column()
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col.label("Listener:")
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col.prop(scene, "audio_distance_model", text="")
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col.prop(scene, "audio_doppler_speed", text="Speed")
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col.prop(scene, "audio_doppler_factor", text="Doppler")
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col = split.column()
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col.label("Format:")
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col.prop(ffmpeg, "audio_channels", text="")
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col.prop(ffmpeg, "audio_mixrate", text="Rate")
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layout.operator("sound.mixdown")
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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bl_label = "Units"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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().prop(unit, "system", expand=True)
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col.row().prop(unit, "system_rotation", expand=True)
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row = layout.row()
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row.active = (unit.system != 'NONE')
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row.prop(unit, "scale_length", text="Scale")
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row.prop(unit, "use_separate")
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class SCENE_PT_keying_sets(SceneButtonsPanel, Panel):
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bl_label = "Keying Sets"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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.keying_sets, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
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ks = scene.keying_sets.active
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if ks and ks.is_path_absolute:
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row = layout.row()
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col = row.column()
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col.prop(ks, "bl_label")
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col.prop(ks, "bl_description")
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subcol = col.column()
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subcol.operator_context = 'INVOKE_DEFAULT'
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subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
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col = row.column()
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col.label(text="Keyframing Settings:")
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col.prop(ks, "bl_options")
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class SCENE_PT_keying_set_paths(SceneButtonsPanel, Panel):
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bl_label = "Active Keying Set"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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ks = context.scene.keying_sets.active
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return (ks and ks.is_path_absolute)
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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.keying_sets.active
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row = layout.row()
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row.label(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.paths, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
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ksp = ks.paths.active
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if ksp:
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col = layout.column()
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col.label(text="Target:")
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col.template_any_ID(ksp, "id", "id_type")
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col.template_path_builder(ksp, "data_path", ksp.id)
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row = layout.row()
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col = row.column()
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col.label(text="Array Target:")
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col.prop(ksp, "use_entire_array")
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if ksp.use_entire_array is False:
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col.prop(ksp, "array_index")
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col = row.column()
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col.label(text="F-Curve Grouping:")
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col.prop(ksp, "group_method")
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if ksp.group_method == 'NAMED':
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col.prop(ksp, "group")
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col.prop(ksp, "bl_options")
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class SCENE_PT_physics(SceneButtonsPanel, Panel):
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bl_label = "Gravity"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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self.layout.prop(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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layout.prop(scene, "gravity", text="")
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class SCENE_PT_simplify(SceneButtonsPanel, Panel):
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bl_label = "Simplify"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_simplify", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.use_simplify
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split = layout.split()
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col = split.column()
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col.prop(rd, "simplify_subdivision", text="Subdivision")
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col.prop(rd, "simplify_child_particles", text="Child Particles")
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col.prop(rd, "use_simplify_triangulate")
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col = split.column()
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col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
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col.prop(rd, "simplify_ao_sss", text="AO and SSS")
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class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "scene"
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_property_type = bpy.types.Scene
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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