transform marker sync for extend and grab is back.
[blender.git] / release / scripts / ui / properties_world.py
index f08cff38dfc3f706dbfd1d7e75e09fb704f690ec..1ee47e942a0df3f43c690ce33b510f1a24e67c2e 100644 (file)
 #
 #  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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 #
 # ##### END GPL LICENSE BLOCK #####
 
 # <pep8 compliant>
 import bpy
+from rna_prop_ui import PropertyPanel
 
 narrowui = 180
 
+
 class WorldButtonsPanel(bpy.types.Panel):
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'
@@ -28,13 +30,13 @@ class WorldButtonsPanel(bpy.types.Panel):
     # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
 
     def poll(self, context):
-        rd = context.scene.render_data
+        rd = context.scene.render
         return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
 
 
 class WORLD_PT_preview(WorldButtonsPanel):
     bl_label = "Preview"
-    COMPAT_ENGINES = set(['BLENDER_RENDER'])
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         self.layout.template_preview(context.world)
@@ -43,10 +45,10 @@ class WORLD_PT_preview(WorldButtonsPanel):
 class WORLD_PT_context_world(WorldButtonsPanel):
     bl_label = ""
     bl_show_header = False
-    COMPAT_ENGINES = set(['BLENDER_RENDER'])
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def poll(self, context):
-        rd = context.scene.render_data
+        rd = context.scene.render
         return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
 
     def draw(self, context):
@@ -55,173 +57,241 @@ class WORLD_PT_context_world(WorldButtonsPanel):
         scene = context.scene
         world = context.world
         space = context.space_data
+        wide_ui = context.region.width > narrowui
+
+
+        if wide_ui:
+            split = layout.split(percentage=0.65)
+            if scene:
+                split.template_ID(scene, "world", new="world.new")
+            elif world:
+                split.template_ID(space, "pin_id")
+        else:
+            layout.template_ID(scene, "world", new="world.new")
 
-        split = layout.split(percentage=0.65)
 
-        if scene:
-            split.template_ID(scene, "world", new="world.new")
-        elif world:
-            split.template_ID(space, "pin_id")
+class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel):
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
+    _context_path = "world"
 
 
 class WORLD_PT_world(WorldButtonsPanel):
     bl_label = "World"
-    COMPAT_ENGINES = set(['BLENDER_RENDER'])
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         layout = self.layout
-        col2 = context.region.width > narrowui
+        wide_ui = context.region.width > narrowui
         world = context.world
-        
-        if col2:
+
+        if wide_ui:
             row = layout.row()
-            row.itemR(world, "paper_sky")
-            row.itemR(world, "blend_sky")
-            row.itemR(world, "real_sky")
+            row.prop(world, "paper_sky")
+            row.prop(world, "blend_sky")
+            row.prop(world, "real_sky")
         else:
             col = layout.column()
-            col.itemR(world, "paper_sky")
-            col.itemR(world, "blend_sky")
-            col.itemR(world, "real_sky")
+            col.prop(world, "paper_sky")
+            col.prop(world, "blend_sky")
+            col.prop(world, "real_sky")
 
         row = layout.row()
-        row.column().itemR(world, "horizon_color")
+        row.column().prop(world, "horizon_color")
         col = row.column()
-        col.itemR(world, "zenith_color")
+        col.prop(world, "zenith_color")
         col.active = world.blend_sky
-        row.column().itemR(world, "ambient_color")
+        row.column().prop(world, "ambient_color")
 
 
 class WORLD_PT_mist(WorldButtonsPanel):
     bl_label = "Mist"
-    COMPAT_ENGINES = set(['BLENDER_RENDER'])
+    bl_default_closed = True
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
         world = context.world
 
-        self.layout.itemR(world.mist, "enabled", text="")
+        self.layout.prop(world.mist, "enabled", text="")
 
     def draw(self, context):
         layout = self.layout
-        col2 = context.region.width > narrowui
+        wide_ui = context.region.width > narrowui
         world = context.world
 
         layout.active = world.mist.enabled
-        
+
         split = layout.split()
-        
+
         col = split.column()
-        col.itemR(world.mist, "intensity", slider=True)
-        col.itemR(world.mist, "start")
+        col.prop(world.mist, "intensity", slider=True)
+        col.prop(world.mist, "start")
 
-        if col2:
+        if wide_ui:
             col = split.column()
-        col.itemR(world.mist, "depth")
-        col.itemR(world.mist, "height")
+        col.prop(world.mist, "depth")
+        col.prop(world.mist, "height")
 
-        layout.itemR(world.mist, "falloff")
+        layout.prop(world.mist, "falloff")
 
 
 class WORLD_PT_stars(WorldButtonsPanel):
     bl_label = "Stars"
-    COMPAT_ENGINES = set(['BLENDER_RENDER'])
+    bl_default_closed = True
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
         world = context.world
 
-        self.layout.itemR(world.stars, "enabled", text="")
+        self.layout.prop(world.stars, "enabled", text="")
 
     def draw(self, context):
         layout = self.layout
-        col2 = context.region.width > narrowui
+        wide_ui = context.region.width > narrowui
         world = context.world
 
         layout.active = world.stars.enabled
 
         split = layout.split()
-        
+
         col = split.column()
-        col.itemR(world.stars, "size")
-        col.itemR(world.stars, "color_randomization", text="Colors")
+        col.prop(world.stars, "size")
+        col.prop(world.stars, "color_randomization", text="Colors")
 
-        if col2:
+        if wide_ui:
             col = split.column()
-        col.itemR(world.stars, "min_distance", text="Min. Dist")
-        col.itemR(world.stars, "average_separation", text="Separation")
+        col.prop(world.stars, "min_distance", text="Min. Dist")
+        col.prop(world.stars, "average_separation", text="Separation")
 
 
 class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
     bl_label = "Ambient Occlusion"
-    COMPAT_ENGINES = set(['BLENDER_RENDER'])
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
-        world = context.world
+        light = context.world.lighting
+        self.layout.prop(light, "use_ambient_occlusion", text="")
+
+    def draw(self, context):
+        layout = self.layout
+        light = context.world.lighting
+
+        layout.active = light.use_ambient_occlusion
+
+        split = layout.split()
+        split.prop(light, "ao_factor", text="Factor")
+        split.prop(light, "ao_blend_mode", text="")
+
+
+class WORLD_PT_environment_lighting(WorldButtonsPanel):
+    bl_label = "Environment Lighting"
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+    def draw_header(self, context):
+        light = context.world.lighting
+        self.layout.prop(light, "use_environment_lighting", text="")
+
+    def draw(self, context):
+        layout = self.layout
+        light = context.world.lighting
 
-        self.layout.itemR(world.ambient_occlusion, "enabled", text="")
+        layout.active = light.use_environment_lighting
+
+        split = layout.split()
+        split.prop(light, "environment_energy", text="Energy")
+        split.prop(light, "environment_color", text="")
+
+
+class WORLD_PT_indirect_lighting(WorldButtonsPanel):
+    bl_label = "Indirect Lighting"
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+    def draw_header(self, context):
+        light = context.world.lighting
+        self.layout.prop(light, "use_indirect_lighting", text="")
+
+    def draw(self, context):
+        layout = self.layout
+        light = context.world.lighting
+
+        layout.active = light.use_indirect_lighting
+
+        split = layout.split()
+        split.prop(light, "indirect_factor", text="Factor")
+        split.prop(light, "indirect_bounces", text="Bounces")
+
+
+class WORLD_PT_gather(WorldButtonsPanel):
+    bl_label = "Gather"
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         layout = self.layout
-        col2 = context.region.width > narrowui
-        ao = context.world.ambient_occlusion
+        light = context.world.lighting
 
-        layout.active = ao.enabled
+        layout.active = light.use_ambient_occlusion or light.use_environment_lighting or light.use_indirect_lighting
 
-        layout.itemR(ao, "gather_method", expand=True)
+        layout.prop(light, "gather_method", expand=True)
 
         split = layout.split()
 
         col = split.column()
-        col.itemL(text="Attenuation:")
-        if ao.gather_method == 'RAYTRACE':
-            col.itemR(ao, "distance")
-        col.itemR(ao, "falloff")
+        col.label(text="Attenuation:")
+        if light.gather_method == 'RAYTRACE':
+            col.prop(light, "distance")
+        col.prop(light, "falloff")
         sub = col.row()
-        sub.active = ao.falloff
-        sub.itemR(ao, "falloff_strength", text="Strength")
+        sub.active = light.falloff
+        sub.prop(light, "falloff_strength", text="Strength")
 
-        if ao.gather_method == 'RAYTRACE':
-            if col2:
-                col = split.column()
+        if light.gather_method == 'RAYTRACE':
+            col = split.column()
 
-            col.itemL(text="Sampling:")
-            col.itemR(ao, "sample_method", text="")
+            col.label(text="Sampling:")
+            col.prop(light, "sample_method", text="")
 
             sub = col.column()
-            sub.itemR(ao, "samples")
+            sub.prop(light, "samples")
 
-            if ao.sample_method == 'ADAPTIVE_QMC':
-                sub.itemR(ao, "threshold")
-                sub.itemR(ao, "adapt_to_speed", slider=True)
-            elif ao.sample_method == 'CONSTANT_JITTERED':
-                sub.itemR(ao, "bias")
+            if light.sample_method == 'ADAPTIVE_QMC':
+                sub.prop(light, "threshold")
+                sub.prop(light, "adapt_to_speed", slider=True)
+            elif light.sample_method == 'CONSTANT_JITTERED':
+                sub.prop(light, "bias")
 
-        if ao.gather_method == 'APPROXIMATE':
-            if col2:
-                col = split.column()
+        if light.gather_method == 'APPROXIMATE':
+            col = split.column()
 
-            col.itemL(text="Sampling:")
-            col.itemR(ao, "passes")
-            col.itemR(ao, "error_tolerance", text="Error")
-            col.itemR(ao, "pixel_cache")
-            col.itemR(ao, "correction")
+            col.label(text="Sampling:")
+            col.prop(light, "passes")
+            col.prop(light, "error_tolerance", text="Error")
+            col.prop(light, "pixel_cache")
+            col.prop(light, "correction")
 
-        col = layout.column()
-        col.itemL(text="Influence:")
 
-        col.row().itemR(ao, "blend_mode", expand=True)
+classes = [
+    WORLD_PT_context_world,
+    WORLD_PT_preview,
+    WORLD_PT_world,
+    WORLD_PT_ambient_occlusion,
+    WORLD_PT_environment_lighting,
+    WORLD_PT_indirect_lighting,
+    WORLD_PT_gather,
+    WORLD_PT_mist,
+    WORLD_PT_stars,
 
-        split = layout.split()
+    WORLD_PT_custom_props]
 
-        col = split.column()
-        col.itemR(ao, "energy")
 
-        if col2:
-            col = split.column()
-        col.itemR(ao, "color")
-
-bpy.types.register(WORLD_PT_context_world)
-bpy.types.register(WORLD_PT_preview)
-bpy.types.register(WORLD_PT_world)
-bpy.types.register(WORLD_PT_ambient_occlusion)
-bpy.types.register(WORLD_PT_mist)
-bpy.types.register(WORLD_PT_stars)
+def register():
+    register = bpy.types.register
+    for cls in classes:
+        register(cls)
+
+
+def unregister():
+    unregister = bpy.types.unregister
+    for cls in classes:
+        unregister(cls)
+
+if __name__ == "__main__":
+    register()