blender/release/ui/buttons_texture.py
Campbell Barton a705f64245 python access to operators now hides the _OT_ syntax, eg. SOME_OT_operator -> some.operator
this works for the calling operators from python and using the RNA api.

bpy.ops.CONSOLE_exec() is now bpy.ops.console.exec()

eg.
split.itemO("PARTICLE_OT_editable_set", text="Free Edit") becomes... split.itemO("particle.editable_set", text="Free Edit")

For now any operator thats called checks if its missing _OT_ and assumes its python syntax and converts it before doing the lookup.

bpy.ops is a python class in release/ui/bpy_ops.py which does the fake submodules and conversion, the C operator api is at bpy.__ops__

personally Id still rather rename C id-names not to contain the _OT_ text which would avoid the conversion, its called a lot since the UI has to convert the operators.
2009-07-17 12:26:40 +00:00

582 lines
15 KiB
Python

import bpy
class TextureButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "texture"
def poll(self, context):
return (context.texture != None and context.texture.type != 'NONE')
class TEXTURE_PT_preview(TextureButtonsPanel):
__idname__= "TEXTURE_PT_preview"
__label__ = "Preview"
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_preview(tex)
class TEXTURE_PT_context_texture(TextureButtonsPanel):
__idname__= "TEXTURE_PT_context_texture"
__no_header__ = True
def poll(self, context):
return (context.material or context.world or context.lamp)
def draw(self, context):
layout = self.layout
tex = context.texture
ma = context.material
la = context.lamp
wo = context.world
space = context.space_data
slot = context.texture_slot
if ma or la or wo:
row = layout.row()
if ma:
row.template_list(ma, "textures", ma, "active_texture_index")
elif la:
row.template_list(la, "textures", la, "active_texture_index")
elif wo:
row.template_list(wo, "textures", wo, "active_texture_index")
"""if ma or la or wo:
col = row.column(align=True)
col.itemO("texture.new", icon="ICON_ZOOMIN", text="")
#col.itemO("object.material_slot_remove", icon="ICON_ZOOMOUT", text="")
"""
split = layout.split(percentage=0.65)
if ma or la or wo:
if slot:
split.template_ID(slot, "texture", new="texture.new")
else:
split.itemS()
elif tex:
split.template_ID(space, "pin_id")
split.itemS()
layout.itemS()
if tex:
split = layout.split(percentage=0.2)
col = split.column()
col.itemL(text="Type:")
col = split.column()
col.itemR(tex, "type", text="")
class TEXTURE_PT_mapping(TextureButtonsPanel):
__idname__= "TEXTURE_PT_mapping"
__label__ = "Mapping"
def poll(self, context):
return (context.texture_slot and context.texture and context.texture.type != 'NONE')
def draw(self, context):
layout = self.layout
ma = context.material
la = context.lamp
wo = context.world
tex = context.texture_slot
textype = context.texture
split = layout.split(percentage=0.3)
col = split.column()
col.itemL(text="Coordinates:")
col = split.column()
col.itemR(tex, "texture_coordinates", text="")
if tex.texture_coordinates == 'UV':
row = layout.row()
row.itemR(tex, "uv_layer")
elif tex.texture_coordinates == 'OBJECT':
row = layout.row()
row.itemR(tex, "object")
if textype.type in ('IMAGE', 'ENVIRONMENT_MAP'):
split = layout.split(percentage=0.3)
col = split.column()
col.itemL(text="Projection:")
col = split.column()
col.itemR(tex, "mapping", text="")
if ma:
split = layout.split()
col = split.column()
if tex.texture_coordinates in ('ORCO', 'UV'):
col.itemR(tex, "from_dupli")
elif tex.texture_coordinates == 'OBJECT':
col.itemR(tex, "from_original")
else:
col.itemL()
col = split.column()
row = col.row()
row.itemR(tex, "x_mapping", text="")
row.itemR(tex, "y_mapping", text="")
row.itemR(tex, "z_mapping", text="")
row = layout.row()
row.column().itemR(tex, "offset")
row.column().itemR(tex, "size")
class TEXTURE_PT_influence(TextureButtonsPanel):
__idname__= "TEXTURE_PT_influence"
__label__ = "Influence"
def poll(self, context):
return (context.texture_slot and context.texture and context.texture.type != 'NONE')
def draw(self, context):
layout = self.layout
ma = context.material
la = context.lamp
wo = context.world
textype = context.texture
tex = context.texture_slot
if ma:
split = layout.split()
col = split.column()
col.itemR(tex, "map_color", text="Diffuse Color")
colsub = col.column()
colsub.active = tex.map_color
colsub.itemR(tex, "color_factor", text="Opacity", slider=True)
colsub.itemR(tex, "blend_type")
col.itemR(tex, "rgb_to_intensity")
colsub = col.column()
colsub.active = tex.rgb_to_intensity
colsub.itemR(tex, "color")
col.itemR(tex, "map_colorspec")
col.itemR(tex, "map_normal")
colsub = col.column()
colsub.active = tex.map_normal
colsub.itemR(tex, "normal_factor", text="Amount", slider=True)
col.itemR(tex, "normal_map_space")
col.itemR(tex, "map_warp")
colsub = col.column()
colsub.active = tex.map_warp
colsub.itemR(tex, "warp_factor", text="Amount", slider=True)
col.itemR(tex, "map_displacement")
colsub = col.column()
colsub.active = tex.map_displacement
colsub.itemR(tex, "displacement_factor", text="Amount", slider=True)
col = split.column()
col.itemR(tex, "map_mirror")
col.itemR(tex, "map_reflection")
col.itemR(tex, "map_specularity")
col.itemR(tex, "map_ambient")
col.itemR(tex, "map_hardness")
col.itemR(tex, "map_raymir")
col.itemR(tex, "map_alpha")
col.itemR(tex, "map_emit")
col.itemR(tex, "map_translucency")
colsub = col.column()
colsub.active = tex.map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
colsub.itemR(tex, "default_value", text="Amount", slider=True)
elif la:
row = layout.row()
row.itemR(tex, "map_color")
row.itemR(tex, "map_shadow")
split = layout.split()
col = split.column()
col.itemR(tex, "color_factor", text="Opacity", slider=True)
col.itemR(tex, "blend_type")
col.itemR(tex, "rgb_to_intensity")
col.itemR(tex, "color")
col = split.column()
col.itemR(tex, "default_value", text="DVar", slider=True)
elif wo:
row = layout.row()
row.itemR(tex, "map_blend")
row.itemR(tex, "map_horizon")
row.itemR(tex, "map_zenith_up")
row.itemR(tex, "map_zenith_down")
split = layout.split()
col = split.column()
col.itemR(tex, "color_factor", text="Opacity", slider=True)
col.itemR(tex, "blend_type")
col.itemR(tex, "rgb_to_intensity")
col.itemR(tex, "color")
col = split.column()
col.itemR(tex, "normal_factor", text="Nor", slider=True)
col.itemR(tex, "variable_factor", text="Var", slider=True)
col.itemR(tex, "default_value", text="DVar", slider=True)
row = layout.row()
row.itemR(tex, "stencil")
row.itemR(tex, "negate", text="Negative")
class TEXTURE_PT_colors(TextureButtonsPanel):
__idname__= "TEXTURE_PT_colors"
__label__ = "Colors"
__default_closed__ = True
def draw(self, context):
layout = self.layout
tex = context.texture
if tex.color_ramp:
layout.template_color_ramp(tex.color_ramp, expand=True)
else:
split = layout.split()
col = split.column()
col.itemR(tex, "rgb_factor", text="Multiply RGB")
col = split.column()
col.itemL(text="Adjust:")
col.itemR(tex, "brightness")
col.itemR(tex, "contrast")
class TEXTURE_PT_clouds(TextureButtonsPanel):
__idname__= "TEXTURE_PT_clouds"
__label__ = "Clouds"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'CLOUDS')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "stype", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
layout.itemR(tex, "noise_basis", text="Basis")
col = layout.column_flow()
col.itemR(tex, "noise_size", text="Size")
col.itemR(tex, "noise_depth", text="Depth")
col.itemR(tex, "nabla", text="Nabla")
class TEXTURE_PT_wood(TextureButtonsPanel):
__idname__= "TEXTURE_PT_wood"
__label__ = "Wood"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'WOOD')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "noisebasis2", expand=True)
layout.itemR(tex, "stype", expand=True)
col = layout.column()
col.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
col.itemL(text="Noise:")
col.row().itemR(tex, "noise_type", text="Type", expand=True)
col.itemR(tex, "noise_basis", text="Basis")
col = layout.column_flow()
col.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
col.itemR(tex, "noise_size", text="Size")
col.itemR(tex, "turbulence")
col.itemR(tex, "nabla")
class TEXTURE_PT_marble(TextureButtonsPanel):
__idname__= "TEXTURE_PT_marble"
__label__ = "Marble"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'MARBLE')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "stype", expand=True)
layout.itemR(tex, "noisebasis2", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
layout.itemR(tex, "noise_basis", text="Basis")
col = layout.column_flow()
col.itemR(tex, "noise_size", text="Size")
col.itemR(tex, "noise_depth", text="Depth")
col.itemR(tex, "turbulence")
col.itemR(tex, "nabla")
class TEXTURE_PT_magic(TextureButtonsPanel):
__idname__= "TEXTURE_PT_magic"
__label__ = "Magic"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'MAGIC')
def draw(self, context):
layout = self.layout
tex = context.texture
row = layout.row()
row.itemR(tex, "noise_depth", text="Depth")
row.itemR(tex, "turbulence")
class TEXTURE_PT_blend(TextureButtonsPanel):
__idname__= "TEXTURE_PT_blend"
__label__ = "Blend"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'BLEND')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "progression")
layout.itemR(tex, "flip_axis")
class TEXTURE_PT_stucci(TextureButtonsPanel):
__idname__= "TEXTURE_PT_stucci"
__label__ = "Stucci"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'STUCCI')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "stype", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
layout.itemR(tex, "noise_basis", text="Basis")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "turbulence")
class TEXTURE_PT_image(TextureButtonsPanel):
__idname__= "TEXTURE_PT_image"
__label__ = "Image/Movie"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'IMAGE')
def draw(self, context):
layout = self.layout
tex = context.texture
split = layout.split()
sub = split.column()
sub.itemR(tex, "flip_axis")
sub.itemR(tex, "normal_map")
sub.itemL(text="Filter:")
sub.itemR(tex, "mipmap")
sub.itemR(tex, "mipmap_gauss")
sub.itemR(tex, "interpolation")
sub = split.column()
sub.itemL(text="Alpha:")
sub.itemR(tex, "use_alpha")
sub.itemR(tex, "calculate_alpha")
sub.itemR(tex, "invert_alpha")
class TEXTURE_PT_crop(TextureButtonsPanel):
__idname__= "TEXTURE_PT_crop"
__label__ = "Crop"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'IMAGE')
def draw(self, context):
layout = self.layout
tex = context.texture
split = layout.split()
sub = split.column()
#sub.itemR(tex, "crop_rectangle")
sub.itemL(text="Crop Minimum:")
sub.itemR(tex, "crop_min_x", text="X")
sub.itemR(tex, "crop_min_y", text="Y")
sub = split.column()
sub.itemL(text="Crop Maximum:")
sub.itemR(tex, "crop_max_x", text="X")
sub.itemR(tex, "crop_max_y", text="Y")
layout.itemR(tex, "extension")
split = layout.split()
sub = split.column()
if tex.extension == 'REPEAT':
sub.itemL(text="Repeat:")
sub.itemR(tex, "repeat_x", text="X")
sub.itemR(tex, "repeat_y", text="Y")
sub = split.column()
sub.itemL(text="Mirror:")
sub.itemR(tex, "mirror_x", text="X")
sub.itemR(tex, "mirror_y", text="Y")
elif tex.extension == 'CHECKER':
sub.itemR(tex, "checker_even", text="Even")
sub.itemR(tex, "checker_odd", text="Odd")
sub = split.column()
sub.itemR(tex, "checker_distance", text="Distance")
class TEXTURE_PT_plugin(TextureButtonsPanel):
__idname__= "TEXTURE_PT_plugin"
__label__ = "Plugin"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'PLUGIN')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemL(text="Nothing yet")
class TEXTURE_PT_envmap(TextureButtonsPanel):
__idname__= "TEXTURE_PT_envmap"
__label__ = "Environment Map"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'ENVIRONMENT_MAP')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemL(text="Nothing yet")
class TEXTURE_PT_musgrave(TextureButtonsPanel):
__idname__= "TEXTURE_PT_musgrave"
__label__ = "Musgrave"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'MUSGRAVE')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "musgrave_type")
split = layout.split()
sub = split.column()
sub.itemR(tex, "highest_dimension", text="Dimension")
sub.itemR(tex, "lacunarity")
sub.itemR(tex, "octaves")
sub = split.column()
if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
sub.itemR(tex, "offset")
if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
sub.itemR(tex, "gain")
sub.itemR(tex, "noise_intensity", text="Intensity")
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_basis", text="Basis")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "nabla")
class TEXTURE_PT_voronoi(TextureButtonsPanel):
__idname__= "TEXTURE_PT_voronoi"
__label__ = "Voronoi"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'VORONOI')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "distance_metric")
layout.itemR(tex, "coloring")
split = layout.split()
sub = split.column()
sub.itemR(tex, "noise_intensity", text="Intensity")
if tex.distance_metric == 'MINKOVSKY':
sub.itemR(tex, "minkovsky_exponent", text="Exponent")
sub = split.column()
sub.itemR(tex, "feature_weights", slider=True)
layout.itemL(text="Noise:")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "nabla")
class TEXTURE_PT_distortednoise(TextureButtonsPanel):
__idname__= "TEXTURE_PT_distortednoise"
__label__ = "Distorted Noise"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'DISTORTED_NOISE')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "noise_distortion")
layout.itemR(tex, "noise_basis", text="Basis")
split = layout.split()
sub = split.column()
sub.itemR(tex, "distortion_amount", text="Distortion")
sub.itemR(tex, "noise_size", text="Size")
sub = split.column()
sub.itemR(tex, "nabla")
bpy.types.register(TEXTURE_PT_context_texture)
bpy.types.register(TEXTURE_PT_preview)
bpy.types.register(TEXTURE_PT_clouds)
bpy.types.register(TEXTURE_PT_wood)
bpy.types.register(TEXTURE_PT_marble)
bpy.types.register(TEXTURE_PT_magic)
bpy.types.register(TEXTURE_PT_blend)
bpy.types.register(TEXTURE_PT_stucci)
bpy.types.register(TEXTURE_PT_image)
bpy.types.register(TEXTURE_PT_crop)
bpy.types.register(TEXTURE_PT_plugin)
bpy.types.register(TEXTURE_PT_envmap)
bpy.types.register(TEXTURE_PT_musgrave)
bpy.types.register(TEXTURE_PT_voronoi)
bpy.types.register(TEXTURE_PT_distortednoise)
bpy.types.register(TEXTURE_PT_colors)
bpy.types.register(TEXTURE_PT_mapping)
bpy.types.register(TEXTURE_PT_influence)