Undo revision 23130 which was a merge with 2.5, a messy one because I did something...
[blender.git] / release / ui / buttons_data_modifier.py
index 2835f55..436baa5 100644 (file)
@@ -2,8 +2,8 @@
 import bpy
 
 class DataButtonsPanel(bpy.types.Panel):
-       __space_type__ = 'PROPERTIES'
-       __region_type__ = 'WINDOW'
+       __space_type__ = "PROPERTIES"
+       __region_type__ = "WINDOW"
        __context__ = "modifier"
        
 class DATA_PT_modifiers(DataButtonsPanel):
@@ -27,7 +27,6 @@ class DATA_PT_modifiers(DataButtonsPanel):
        # the mt.type enum is (ab)used for a lookup on function names
        # ...to avoid lengthy if statements
        # so each type must have a function here.
-
        def ARMATURE(self, layout, ob, md):
                layout.itemR(md, "object")
                
@@ -171,7 +170,7 @@ class DATA_PT_modifiers(DataButtonsPanel):
                if md.texture_coordinates == 'OBJECT':
                        layout.itemR(md, "texture_coordinate_object", text="Object")
                elif md.texture_coordinates == 'UV' and ob.type == 'MESH':
-                       layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures")
+                       layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers")
        
        def EDGE_SPLIT(self, layout, ob, md):
                split = layout.split()
@@ -188,40 +187,21 @@ class DATA_PT_modifiers(DataButtonsPanel):
        def EXPLODE(self, layout, ob, md):
                layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
                layout.itemR(md, "protect")
-
-               flow = layout.column_flow(2)
-               flow.itemR(md, "split_edges")
-               flow.itemR(md, "unborn")
-               flow.itemR(md, "alive")
-               flow.itemR(md, "dead")
-
-               layout.itemO("object.explode_refresh", text="Refresh");
+               layout.itemR(md, "split_edges")
+               layout.itemR(md, "unborn")
+               layout.itemR(md, "alive")
+               layout.itemR(md, "dead")
+               # Missing: "Refresh" and "Clear Vertex Group" Operator
                
        def FLUID_SIMULATION(self, layout, ob, md):
                layout.itemL(text="See Fluid panel.")
                
        def HOOK(self, layout, ob, md):
-               col = layout.column()
-               col.itemR(md, "object")
-               if md.object and md.object.type == 'ARMATURE':
-                       layout.item_pointerR(md, "subtarget", md.object.data, "bones", text="Bone")
-               
+               layout.itemR(md, "falloff")
+               layout.itemR(md, "force", slider=True)
+               layout.itemR(md, "object")
                layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
-
-               split = layout.split()
-               split.itemR(md, "falloff")
-               split.itemR(md, "force", slider=True)
-
-               layout.itemS()
-
-               row = layout.row()
-               row.itemO("object.hook_reset", text="Reset")
-               row.itemO("object.hook_recenter", text="Recenter")
-
-               if ob.mode == 'EDIT':
-                       row = layout.row()
-                       row.itemO("object.hook_select", text="Select")
-                       row.itemO("object.hook_assign", text="Assign")
+               # Missing: "Reset" and "Recenter" Operator
                
        def LATTICE(self, layout, ob, md):
                layout.itemR(md, "object")
@@ -242,7 +222,7 @@ class DATA_PT_modifiers(DataButtonsPanel):
 
                layout.itemS()
                
-               layout.itemO("object.meshdeform_bind", text="Bind")
+               layout.itemO("object.modifier_mdef_bind", text="Bind")
                row = layout.row()
                row.itemR(md, "precision")
                row.itemR(md, "dynamic")
@@ -269,11 +249,7 @@ class DATA_PT_modifiers(DataButtonsPanel):
                
        def MULTIRES(self, layout, ob, md):
                layout.itemR(md, "subdivision_type")
-               
-               row = layout.row()
-               row.itemO("object.multires_subdivide", text="Subdivide")
-               row.itemO("object.multires_higher_levels_delete", text="Delete Higher")
-
+               layout.itemO("object.multires_subdivide", text="Subdivide")
                layout.itemR(md, "level")
        
        def PARTICLE_INSTANCE(self, layout, ob, md):
@@ -370,26 +346,16 @@ class DATA_PT_modifiers(DataButtonsPanel):
        
        def UV_PROJECT(self, layout, ob, md):
                if ob.type == 'MESH':
-                       layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures")
+                       layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers")
+                       #layout.itemR(md, "projectors")
                        layout.itemR(md, "image")
                        layout.itemR(md, "override_image")
-
-                       split = layout.split()
-
-                       col = split.column()
-                       col.itemL(text="Aspect Ratio:")
-
-                       sub = col.column(align=True)
-                       sub.itemR(md, "horizontal_aspect_ratio", text="Horizontal")
-                       sub.itemR(md, "vertical_aspect_ratio", text="Vertical")
-
-                       col = split.column()
-                       col.itemL(text="Projectors:")
-
-                       sub = col.column(align=True)
-                       sub.itemR(md, "num_projectors", text="Number")
-                       for proj in md.projectors:
-                               sub.itemR(proj, "object", text="")
+                       layout.itemL(text="Aspect Ratio:")
+                       col = layout.column(align=True)
+                       col.itemR(md, "horizontal_aspect_ratio", text="Horizontal")
+                       col.itemR(md, "vertical_aspect_ratio", text="Vertical")
+                       
+                       #"Projectors" don't work.
                
        def WAVE(self, layout, ob, md):
                split = layout.split()
@@ -402,41 +368,29 @@ class DATA_PT_modifiers(DataButtonsPanel):
                
                col = split.column()
                col.itemR(md, "normals")
-               sub = col.column()
+               sub = col.row(align=True)
                sub.active = md.normals
-               sub.itemR(md, "x_normal", text="X")
-               sub.itemR(md, "y_normal", text="Y")
-               sub.itemR(md, "z_normal", text="Z")
-               
-               split = layout.split()
-
-               col = split.column()
-               col.itemL(text="Time:")
-               sub = col.column(align=True)
-               sub.itemR(md, "time_offset", text="Offset")
-               sub.itemR(md, "lifetime", text="Life")
-               col.itemR(md, "damping_time", text="Damping")
-               
-               col = split.column()
-               col.itemL(text="Position:")
-               sub = col.column(align=True)
-               sub.itemR(md, "start_position_x", text="X")
-               sub.itemR(md, "start_position_y", text="Y")
-               col.itemR(md, "falloff_radius", text="Falloff")
+               sub.itemR(md, "x_normal", text="X", toggle=True)
+               sub.itemR(md, "y_normal", text="Y", toggle=True)
+               sub.itemR(md, "z_normal", text="Z", toggle=True)
                
-               layout.itemS()
+               flow = layout.column_flow()
+               flow.itemR(md, "time_offset")
+               flow.itemR(md, "lifetime")
+               flow.itemR(md, "damping_time")
+               flow.itemR(md, "falloff_radius")
+               flow.itemR(md, "start_position_x")
+               flow.itemR(md, "start_position_y")
                
                layout.itemR(md, "start_position_object")
                layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
                layout.itemR(md, "texture")
                layout.itemR(md, "texture_coordinates")
                if md.texture_coordinates == 'MAP_UV' and ob.type == 'MESH':
-                       layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures")
+                       layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers")
                elif md.texture_coordinates == 'OBJECT':
                        layout.itemR(md, "texture_coordinates_object")
                
-               layout.itemS()
-               
                flow = layout.column_flow()
                flow.itemR(md, "speed", slider=True)
                flow.itemR(md, "height", slider=True)