blender/release/ui/space_image.py
Thomas Dinges 04bbb6a0c7 2.5: Layout Python Files:
* Code cleanup.
* Made some files match the code guidelines, should be all now.
Please everybody use them: http://wiki.blender.org/index.php/Dev:Py/Blender2.5/Layouts/Guidelines
* Made polls and header_draw functions as small as possible. 

* Small fixes here and there.
2009-09-01 00:33:39 +00:00

378 lines
9.1 KiB
Python

import bpy
class IMAGE_MT_view(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "View"
def draw(self, context):
layout = self.layout
sima = context.space_data
uv = sima.uv_editor
settings = context.tool_settings
show_uvedit = sima.show_uvedit
layout.itemO("image.properties", icon='ICON_MENU_PANEL')
layout.itemS()
layout.itemR(sima, "update_automatically")
if show_uvedit:
layout.itemR(settings, "uv_local_view") # Numpad /
layout.itemS()
layout.itemO("image.view_zoom_in")
layout.itemO("image.view_zoom_out")
layout.itemS()
ratios = [[1, 8], [1, 4], [1, 2], [1, 1], [2, 1], [4, 1], [8, 1]];
for a, b in ratios:
text = "Zoom %d:%d" % (a, b)
layout.item_floatO("image.view_zoom_ratio", "ratio", a/float(b), text=text)
layout.itemS()
if show_uvedit:
layout.itemO("image.view_selected")
layout.itemO("image.view_all")
layout.itemO("screen.screen_full_area")
class IMAGE_MT_select(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("uv.select_border")
layout.item_booleanO("uv.select_border", "pinned", True)
layout.itemS()
layout.itemO("uv.select_all_toggle")
layout.itemO("uv.select_inverse")
layout.itemO("uv.unlink_selection")
layout.itemS()
layout.itemO("uv.select_pinned")
layout.itemO("uv.select_linked")
class IMAGE_MT_image(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Image"
def draw(self, context):
layout = self.layout
sima = context.space_data
ima = sima.image
layout.itemO("image.new")
layout.itemO("image.open")
show_render = sima.show_render
if ima:
if not show_render:
layout.itemO("image.replace")
layout.itemO("image.reload")
layout.itemO("image.save")
layout.itemO("image.save_as")
if ima.source == 'SEQUENCE':
layout.itemO("image.save_sequence")
if not show_render:
layout.itemS()
if ima.packed_file:
layout.itemO("image.unpack")
else:
layout.itemO("image.pack")
# only for dirty && specific image types, perhaps
# this could be done in operator poll too
if ima.dirty:
if ima.source in ('FILE', 'GENERATED') and ima.type != 'MULTILAYER':
layout.item_booleanO("image.pack", "as_png", True, text="Pack As PNG")
layout.itemS()
layout.itemR(sima, "image_painting")
class IMAGE_MT_uvs_showhide(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Show/Hide Faces"
def draw(self, context):
layout = self.layout
layout.itemO("uv.reveal")
layout.itemO("uv.hide")
layout.item_booleanO("uv.hide", "unselected", True)
class IMAGE_MT_uvs_transform(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Transform"
def draw(self, context):
layout = self.layout
layout.item_enumO("tfm.transform", "mode", 'TRANSLATION')
layout.item_enumO("tfm.transform", "mode", 'ROTATION')
layout.item_enumO("tfm.transform", "mode", 'RESIZE')
class IMAGE_MT_uvs_mirror(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Mirror"
def draw(self, context):
layout = self.layout
layout.item_enumO("uv.mirror", "axis", 'MIRROR_X') # "X Axis", M,
layout.item_enumO("uv.mirror", "axis", 'MIRROR_Y') # "Y Axis", M,
class IMAGE_MT_uvs_weldalign(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Weld/Align"
def draw(self, context):
layout = self.layout
layout.itemO("uv.weld") # W, 1
layout.items_enumO("uv.align", "axis") # W, 2/3/4
class IMAGE_MT_uvs(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "UVs"
def draw(self, context):
layout = self.layout
sima = context.space_data
uv = sima.uv_editor
settings = context.tool_settings
layout.itemR(uv, "snap_to_pixels")
layout.itemR(uv, "constrain_to_image_bounds")
layout.itemS()
layout.itemR(uv, "live_unwrap")
layout.itemO("uv.unwrap")
layout.item_booleanO("uv.pin", "clear", True, text="Unpin")
layout.itemO("uv.pin")
layout.itemS()
layout.itemO("uv.pack_islands")
layout.itemO("uv.average_islands_scale")
layout.itemO("uv.minimize_stretch")
layout.itemO("uv.stitch")
layout.itemS()
layout.itemM("IMAGE_MT_uvs_transform")
layout.itemM("IMAGE_MT_uvs_mirror")
layout.itemM("IMAGE_MT_uvs_weldalign")
layout.itemS()
layout.itemR(settings, "proportional_editing")
layout.item_menu_enumR(settings, "proportional_editing_falloff")
layout.itemS()
layout.itemM("IMAGE_MT_uvs_showhide")
class IMAGE_HT_header(bpy.types.Header):
__space_type__ = 'IMAGE_EDITOR'
def draw(self, context):
layout = self.layout
sima = context.space_data
ima = sima.image
iuser = sima.image_user
settings = context.tool_settings
show_render = sima.show_render
show_paint = sima.show_paint
show_uvedit = sima.show_uvedit
row = layout.row(align=True)
row.template_header()
# menus
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("IMAGE_MT_view")
if show_uvedit:
sub.itemM("IMAGE_MT_select")
if ima and ima.dirty:
sub.itemM("IMAGE_MT_image", text="Image*")
else:
sub.itemM("IMAGE_MT_image", text="Image")
if show_uvedit:
sub.itemM("IMAGE_MT_uvs")
layout.template_ID(sima, "image", new="image.new")
# uv editing
if show_uvedit:
uvedit = sima.uv_editor
layout.itemR(uvedit, "pivot", text="")
layout.itemR(settings, "uv_sync_selection", text="")
if settings.uv_sync_selection:
layout.itemR(settings, "mesh_selection_mode", text="", expand=True)
else:
layout.itemR(settings, "uv_selection_mode", text="", expand=True)
layout.itemR(uvedit, "sticky_selection_mode", text="")
pass
row = layout.row(align=True)
row.itemR(settings, "snap", text="")
if settings.snap:
row.itemR(settings, "snap_mode", text="")
"""
mesh = context.edit_object.data
row.item_pointerR(mesh, "active_uv_layer", mesh, "uv_textures")
"""
if ima:
# layers
layout.template_image_layers(ima, iuser)
# painting
layout.itemR(sima, "image_painting", text="")
# draw options
row = layout.row(align=True)
row.itemR(sima, "draw_channels", text="", expand=True)
row = layout.row(align=True)
if ima.type == 'COMPOSITE':
row.itemO("image.record_composite", icon='ICON_REC')
if ima.type == 'COMPOSITE' and ima.source in ('MOVIE', 'SEQUENCE'):
row.itemO("image.play_composite", icon='ICON_PLAY')
if show_uvedit or sima.image_painting:
layout.itemR(sima, "update_automatically", text="")
class IMAGE_PT_game_properties(bpy.types.Panel):
__space_type__ = 'IMAGE_EDITOR'
__region_type__ = 'UI'
__label__ = "Game Properties"
def poll(self, context):
rd = context.scene.render_data
sima = context.space_data
return (sima and sima.image) and (rd.engine == 'BLENDER_GAME')
def draw(self, context):
layout = self.layout
sima = context.space_data
ima = sima.image
split = layout.split()
col = split.column()
col.itemR(ima, "clamp_x")
col.itemR(ima, "clamp_y")
col.itemR(ima, "mapping", expand=True)
col.itemR(ima, "tiles")
col = split.column()
sub = col.column(align=True)
sub.itemR(ima, "animated")
subsub = sub.column()
subsub.active = ima.animated
subsub.itemR(ima, "animation_start", text="Start")
subsub.itemR(ima, "animation_end", text="End")
subsub.itemR(ima, "animation_speed", text="Speed")
sub = col.row(align=True)
sub.active = ima.tiles or ima.animated
sub.itemR(ima, "tiles_x", text="X")
sub.itemR(ima, "tiles_y", text="Y")
class IMAGE_PT_view_properties(bpy.types.Panel):
__space_type__ = 'IMAGE_EDITOR'
__region_type__ = 'UI'
__label__ = "Display"
def poll(self, context):
sima = context.space_data
return (sima and (sima.image or sima.show_uvedit))
def draw(self, context):
layout = self.layout
sima = context.space_data
ima = sima.image
show_uvedit = sima.show_uvedit
uvedit = sima.uv_editor
split = layout.split()
col = split.column()
if ima:
col.itemR(ima, "display_aspect", text="Aspect Ratio")
col = split.column()
col.itemL(text="Coordinates:")
col.itemR(sima, "draw_repeated", text="Repeat")
if show_uvedit:
col.itemR(uvedit, "normalized_coordinates", text="Normalized")
elif show_uvedit:
col.itemL(text="Coordinates:")
col.itemR(uvedit, "normalized_coordinates", text="Normalized")
if show_uvedit:
col = layout.column()
row = col.row()
row.itemR(uvedit, "edge_draw_type", expand=True)
split = layout.split()
col = split.column()
col.itemR(uvedit, "draw_stretch", text="Stretch")
sub = col.column()
sub.active = uvedit.draw_stretch
sub.row().itemR(uvedit, "draw_stretch_type", expand=True)
col = split.column()
col.itemR(uvedit, "draw_smooth_edges", text="Smooth")
col.itemR(uvedit, "draw_modified_edges", text="Modified")
#col.itemR(uvedit, "draw_edges")
#col.itemR(uvedit, "draw_faces")
bpy.types.register(IMAGE_MT_view)
bpy.types.register(IMAGE_MT_select)
bpy.types.register(IMAGE_MT_image)
bpy.types.register(IMAGE_MT_uvs_showhide)
bpy.types.register(IMAGE_MT_uvs_transform)
bpy.types.register(IMAGE_MT_uvs_mirror)
bpy.types.register(IMAGE_MT_uvs_weldalign)
bpy.types.register(IMAGE_MT_uvs)
bpy.types.register(IMAGE_HT_header)
bpy.types.register(IMAGE_PT_game_properties)
bpy.types.register(IMAGE_PT_view_properties)