blender/release/scripts/startup/bl_ui/properties_scene.py
Bastien Montagne a80b7d6129 Fixing several issues with keyingsets:
*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.
2012-03-08 14:04:06 +00:00

233 lines
6.9 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
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# <pep8 compliant>
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
class SceneButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
@classmethod
def poll(cls, context):
rd = context.scene.render
return context.scene and (rd.engine in cls.COMPAT_ENGINES)
class SCENE_PT_scene(SceneButtonsPanel, Panel):
bl_label = "Scene"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
layout.prop(scene, "camera")
layout.prop(scene, "background_set", text="Background")
layout.prop(scene, "active_clip", text="Active Clip")
class SCENE_PT_audio(SceneButtonsPanel, Panel):
bl_label = "Audio"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = context.scene.render
ffmpeg = rd.ffmpeg
layout.prop(scene, "audio_volume")
layout.operator("sound.bake_animation")
split = layout.split()
col = split.column()
col.label("Listener:")
col.prop(scene, "audio_distance_model", text="")
col.prop(scene, "audio_doppler_speed", text="Speed")
col.prop(scene, "audio_doppler_factor", text="Doppler")
col = split.column()
col.label("Format:")
col.prop(ffmpeg, "audio_channels", text="")
col.prop(ffmpeg, "audio_mixrate", text="Rate")
layout.operator("sound.mixdown")
class SCENE_PT_unit(SceneButtonsPanel, Panel):
bl_label = "Units"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
col = layout.column()
col.row().prop(unit, "system", expand=True)
col.row().prop(unit, "system_rotation", expand=True)
row = layout.row()
row.active = (unit.system != 'NONE')
row.prop(unit, "scale_length", text="Scale")
row.prop(unit, "use_separate")
class SCENE_PT_keying_sets(SceneButtonsPanel, Panel):
bl_label = "Keying Sets"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
row = layout.row()
col = row.column()
col.template_list(scene, "keying_sets", scene.keying_sets, "active_index", rows=2)
col = row.column(align=True)
col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
ks = scene.keying_sets.active
if ks and ks.is_path_absolute:
row = layout.row()
col = row.column()
col.prop(ks, "bl_label")
col.prop(ks, "bl_description")
subcol = col.column()
subcol.operator_context = 'INVOKE_DEFAULT'
subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
col = row.column()
col.label(text="Keyframing Settings:")
col.prop(ks, "bl_options")
class SCENE_PT_keying_set_paths(SceneButtonsPanel, Panel):
bl_label = "Active Keying Set"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
ks = context.scene.keying_sets.active
return (ks and ks.is_path_absolute)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.keying_sets.active
row = layout.row()
row.label(text="Paths:")
row = layout.row()
col = row.column()
col.template_list(ks, "paths", ks.paths, "active_index", rows=2)
col = row.column(align=True)
col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
ksp = ks.paths.active
if ksp:
col = layout.column()
col.label(text="Target:")
col.template_any_ID(ksp, "id", "id_type")
col.template_path_builder(ksp, "data_path", ksp.id)
row = layout.row()
col = row.column()
col.label(text="Array Target:")
col.prop(ksp, "use_entire_array")
if ksp.use_entire_array is False:
col.prop(ksp, "array_index")
col = row.column()
col.label(text="F-Curve Grouping:")
col.prop(ksp, "group_method")
if ksp.group_method == 'NAMED':
col.prop(ksp, "group")
col.prop(ksp, "bl_options")
class SCENE_PT_physics(SceneButtonsPanel, Panel):
bl_label = "Gravity"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
self.layout.prop(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
layout.active = scene.use_gravity
layout.prop(scene, "gravity", text="")
class SCENE_PT_simplify(SceneButtonsPanel, Panel):
bl_label = "Simplify"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_simplify
split = layout.split()
col = split.column()
col.prop(rd, "simplify_subdivision", text="Subdivision")
col.prop(rd, "simplify_child_particles", text="Child Particles")
col.prop(rd, "use_simplify_triangulate")
col = split.column()
col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
col.prop(rd, "simplify_ao_sss", text="AO and SSS")
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "scene"
_property_type = bpy.types.Scene
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)