narrowui = 180
+
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
arm = context.armature
space = context.space_data
col2 = context.region.width > narrowui
-
+
if col2:
split = layout.split(percentage=0.65)
if ob:
def draw(self, context):
layout = self.layout
- ob = context.object
arm = context.armature
- space = context.space_data
col2 = context.region.width > narrowui
layout.itemR(arm, "pose_position", expand=True)
col.itemR(arm, "draw_names", text="Names")
col.itemR(arm, "draw_axes", text="Axes")
col.itemR(arm, "draw_custom_bone_shapes", text="Shapes")
-
+
if col2:
col = split.column()
col.itemR(arm, "draw_group_colors", text="Colors")
split = layout.split()
split.active = (ob.proxy == None)
-
+
col = split.column()
col.itemR(group, "color_set")
if group.color_set:
col = split.column()
col.itemO("pose.paths_calculate", text="Calculate Paths")
-
+
if col2:
col = split.column()
col.itemO("pose.paths_clear", text="Clear Paths")
narrowui = 180
+
class BoneButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
ob = context.object
bone = context.bone
col2 = context.region.width > narrowui
-
+
if not bone:
bone = context.edit_bone
if col2:
row = layout.row()
row.column().itemR(bone, "head")
row.column().itemR(bone, "tail")
-
+
col = row.column()
sub = col.column(align=True)
sub.itemL(text="Roll:")
else:
pchan = ob.pose.pose_channels[context.bone.name]
-
+
if col2:
row = layout.row()
col = row.column()
col.itemR(pchan, "location")
col.active = not (bone.parent and bone.connected)
-
+
col = row.column()
if pchan.rotation_mode == 'QUATERNION':
col.itemR(pchan, "rotation_quaternion", text="Rotation")
col.itemR(pchan, "rotation_axis_angle", text="Rotation")
else:
col.itemR(pchan, "rotation_euler", text="Rotation")
-
+
row.column().itemR(pchan, "scale")
-
+
layout.itemR(pchan, "rotation_mode")
else:
col = layout.column()
ob = context.object
bone = context.bone
- arm = context.armature
col2 = context.region.width > narrowui
if not bone:
narrowui = 180
+
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
if col2:
split = layout.split(percentage=0.65)
-
+
if ob:
split.template_ID(ob, "data")
split.itemS()
layout.itemR(cam, "type", text="")
split = layout.split()
-
+
col = split.column()
if cam.type == 'PERSP':
if cam.lens_unit == 'MILLIMETERS':
col.itemR(cam, "lens_unit", text="")
elif cam.type == 'ORTHO':
- row.itemR(cam, "ortho_scale")
+ col.itemR(cam, "ortho_scale")
layout.itemR(cam, "panorama")
col = split.column()
col.itemR(cam, "dof_object", text="")
-
+
if col2:
col = split.column()
col.itemR(cam, "dof_distance", text="Distance")
narrowui = 180
+
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
space = context.space_data
col2 = context.region.width > narrowui
-
+
if col2:
split = layout.split(percentage=0.65)
else:
layout.template_ID(ob, "data")
+
class DATA_PT_shape_curve(DataButtonsPanel):
bl_label = "Shape"
ob = context.object
curve = context.curve
- space = context.space_data
col2 = context.region.width > narrowui
is_surf = (ob.type == 'SURFACE')
col = split.column()
col.itemR(curve, "twist_mode", text="Twist")
-
+
if col2:
col = split.column()
col.itemR(curve, "twist_smooth") # XXX - may not be kept
narrowui = 180
+
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
narrowui = 180
+
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
split = layout.split()
col = split.column()
-
+
if lamp.shape == 'SQUARE':
col.itemR(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
else:
if col2:
col = split.column()
-
+
elif lamp.shadow_method == 'BUFFER_SHADOW':
col = layout.column()
narrowui = 180
+
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
row = split.row()
row.alignment = 'RIGHT'
-
+
if not col2:
layout.itemR(key, "relative")
row = layout.row()
-
-
+
+
sub = row.row(align=True)
subsub = sub.row(align=True)
subsub.active = enable_edit_value
def draw(self, context):
layout = self.layout
- ob = context.object
curve = context.curve
- space = context.space_data
split = layout.split()
narrowui = 180
+
def active_node_mat(mat):
# TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
# which settings from node-materials are used
if col2:
split = layout.split(percentage=0.65)
-
+
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
layout.itemR(mat, "type", expand=True)
else:
layout.itemR(mat, "type", text="")
-
+
class MATERIAL_PT_shading(MaterialButtonsPanel):
bl_label = "Shading"
phys = context.material.physics # dont use node material
col2 = context.region.width > narrowui
-
+
split = layout.split()
col = split.column()
col.itemR(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
split = col.split()
-
+
col = split.column()
col.itemR(mat, "diffuse_toon_size", text="Size")
-
+
if col2:
col = split.column()
col.itemR(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
split = col.split()
-
+
col = split.column()
col.itemR(mat, "diffuse_fresnel", text="Fresnel")
-
+
if col2:
col = split.column()
col.itemR(mat, "diffuse_fresnel_factor", text="Factor")
layout.itemS()
layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
layout.itemS()
-
+
split = layout.split()
-
+
col = split.column()
col.itemR(mat, "diffuse_ramp_input", text="Input")
-
+
if col2:
col = split.column()
col.itemR(mat, "diffuse_ramp_blend", text="Blend")
col.itemR(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
split = layout.split()
-
+
col = split.column()
col.itemR(mat, "specular_hardness", text="Hardness")
-
+
if col2:
col = split.column()
col.itemR(mat, "specular_ior", text="IOR")
col.itemR(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
split = layout.split()
-
+
col = split.column()
col.itemR(mat, "specular_toon_size", text="Size")
-
+
if col2:
col = split.column()
col.itemR(mat, "specular_toon_smooth", text="Smooth")
layout.template_color_ramp(mat, "specular_ramp", expand=True)
layout.itemS()
split = layout.split()
-
+
col = split.column()
col.itemR(mat, "specular_ramp_input", text="Input")
-
+
if col2:
col = split.column()
col.itemR(mat, "specular_ramp_blend", text="Blend")
-
+
row = layout.row()
row.itemR(mat, "specular_ramp_factor", text="Factor")
split = layout.split()
col = split.column()
col.itemR(vol, "density")
-
+
if col2:
col = split.column()
col.itemR(vol, "density_scale")
narrowui = 180
+
class ObjectButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
if col2:
row = layout.row()
-
+
row.column().itemR(ob, "location")
if ob.rotation_mode == 'QUATERNION':
row.column().itemR(ob, "rotation_quaternion", text="Rotation")
row.column().itemR(ob, "rotation_axis_angle", text="Rotation")
else:
row.column().itemR(ob, "rotation_euler", text="Rotation")
-
+
row.column().itemR(ob, "scale")
-
+
layout.itemR(ob, "rotation_mode")
else:
col = layout.column()
layout = self.layout
ob = context.object
- col2 = context.region.width > narrowui
+ # col2 = context.region.width > narrowui
row = layout.row()
ob = context.object
col2 = context.region.width > narrowui
-
+
if col2:
split = layout.split()
split.item_menu_enumO("object.group_add", "group", text="Add to Group")
row.itemO("object.group_remove", text="", icon='VICON_X')
split = col.box().split()
-
+
col = split.column()
col.itemR(group, "layer", text="Dupli")
-
+
if col2:
col = split.column()
col.itemR(group, "dupli_offset", text="")
ob = context.object
col2 = context.region.width > narrowui
-
+
split = layout.split()
col = split.column()
col.itemR(ob, "max_draw_type", text="Type")
-
+
if col2:
col = split.column()
row = col.row()
sub.itemR(ob, "draw_bounds_type", text="")
split = layout.split()
-
+
col = split.column()
col.itemR(ob, "draw_name", text="Name")
col.itemR(ob, "draw_axis", text="Axis")
col.itemR(ob, "draw_wire", text="Wire")
-
+
if col2:
col = split.column()
col.itemR(ob, "draw_texture_space", text="Texture Space")
ob = context.object
col2 = context.region.width > narrowui
-
+
if col2:
layout.itemR(ob, "dupli_type", expand=True)
else:
layout.itemR(ob, "dupli_type", text="")
-
+
if ob.dupli_type == 'FRAMES':
split = layout.split()
col = split.column()
col.itemR(ob, "dupli_faces_scale", text="Scale")
-
+
if col2:
col = split.column()
col.itemR(ob, "dupli_faces_inherit_scale", text="Inherit Scale")
ob = context.object
col2 = context.region.width > narrowui
-
+
split = layout.split()
col = split.column()
layout = self.layout
psys = context.particle_system
- part = psys.settings
+ #part = psys.settings
cloth = psys.cloth.settings
layout.enabled = psys.hair_dynamics
return psys.settings.type in ('EMITTER', 'REACTOR') or (psys.settings.type == 'HAIR' and psys.hair_dynamics)
def draw(self, context):
- layout = self.layout
psys = context.particle_system
ob = context.object
psys = context.particle_system
- part = psys.settings
+ # part = psys.settings
# layout.itemL(text="Nothing here yet.")
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
-import bpy
def point_cache_ui(self, cache, enabled, particles, smoke):
def effector_weights_ui(self, weights):
- layout = self.layout
-
- layout.itemR(weights, "group")
+ layout = self.layout
- split = layout.split()
- split.itemR(weights, "gravity", slider=True)
- split.itemR(weights, "all", slider=True)
+ layout.itemR(weights, "group")
- layout.itemS()
-
- flow = layout.column_flow()
- flow.itemR(weights, "force", slider=True)
- flow.itemR(weights, "vortex", slider=True)
- flow.itemR(weights, "magnetic", slider=True)
- flow.itemR(weights, "wind", slider=True)
- flow.itemR(weights, "curveguide", slider=True)
- flow.itemR(weights, "texture", slider=True)
- flow.itemR(weights, "harmonic", slider=True)
- flow.itemR(weights, "charge", slider=True)
- flow.itemR(weights, "lennardjones", slider=True)
- flow.itemR(weights, "turbulence", slider=True)
- flow.itemR(weights, "drag", slider=True)
- flow.itemR(weights, "boid", slider=True)
+ split = layout.split()
+ split.itemR(weights, "gravity", slider=True)
+ split.itemR(weights, "all", slider=True)
+
+ layout.itemS()
+
+ flow = layout.column_flow()
+ flow.itemR(weights, "force", slider=True)
+ flow.itemR(weights, "vortex", slider=True)
+ flow.itemR(weights, "magnetic", slider=True)
+ flow.itemR(weights, "wind", slider=True)
+ flow.itemR(weights, "curveguide", slider=True)
+ flow.itemR(weights, "texture", slider=True)
+ flow.itemR(weights, "harmonic", slider=True)
+ flow.itemR(weights, "charge", slider=True)
+ flow.itemR(weights, "lennardjones", slider=True)
+ flow.itemR(weights, "turbulence", slider=True)
+ flow.itemR(weights, "drag", slider=True)
+ flow.itemR(weights, "boid", slider=True)
def basic_force_field_settings_ui(self, field):
layout = self.layout
md = context.fluid
- ob = context.object
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
- layout = self.layout
-
md = context.smoke.domain_settings
cache = md.point_cache_low
return md and (md.smoke_type == 'TYPE_DOMAIN') and md.domain_settings.highres
def draw(self, context):
- layout = self.layout
-
md = context.smoke.domain_settings
cache = md.point_cache_high
md = context.soft_body
softbody = md.settings
- ob = context.object
layout.active = softbody.self_collision and softbody_panel_enabled(md)
md = context.soft_body
softbody = md.settings
- ob = context.object
layout.active = softbody_panel_enabled(md)
narrowui = 180
+
class RenderButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
-
-
def poll(self, context):
rd = context.scene.render_data
return (context.scene and rd.use_game_engine == False) and (rd.engine in self.COMPAT_ENGINES)
-
-
+
class RENDER_PT_render(RenderButtonsPanel):
bl_label = "Render"
rd = context.scene.render_data
col2 = context.region.width > narrowui
-
+
split = layout.split()
-
+
col = split.column()
col.itemO("screen.render", text="Image", icon='ICON_RENDER_STILL')
-
+
if col2:
col = split.column()
col.item_booleanO("screen.render", "animation", True, text="Animation", icon='ICON_RENDER_ANIMATION')
scene = context.scene
rd = scene.render_data
col2 = context.region.width > narrowui
-
+
row = layout.row()
row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
rd = context.scene.render_data
col2 = context.region.width > narrowui
-
+
split = layout.split()
col = split.column()
col.itemR(rd, "render_shadows", text="Shadows")
col.itemR(rd, "render_sss", text="Subsurface Scattering")
col.itemR(rd, "render_envmaps", text="Environment Map")
-
+
if col2:
col = split.column()
col.itemR(rd, "render_raytracing", text="Ray Tracing")
rd = context.scene.render_data
col2 = context.region.width > narrowui
-
+
split = layout.split()
col = split.column(align=True)
def draw(self, context):
layout = self.layout
-
+
rd = context.scene.render_data
col2 = context.region.width > narrowui
-
+
split = layout.split()
col = split.column()
def draw(self, context):
layout = self.layout
-
+
rd = context.scene.render_data
col2 = context.region.width > narrowui
-
+
layout.itemR(rd, "output_path", text="")
split = layout.split()
col = split.column()
col.itemL(text="Codec:")
col.itemR(rd, "exr_codec", text="")
-
+
if col2:
subsplit = split.split()
col = subsplit.column()
col.itemR(rd, "exr_half")
col.itemR(rd, "exr_zbuf")
-
+
if col2:
col = subsplit.column()
col.itemR(rd, "exr_preview")
col = split.column()
col.itemR(rd, "ffmpeg_audio_bitrate")
col.itemR(rd, "ffmpeg_audio_mixrate")
-
+
if col2:
col = split.column()
col.itemR(rd, "ffmpeg_multiplex_audio")
rd = context.scene.render_data
col2 = context.region.width > narrowui
layout.active = rd.antialiasing
-
+
split = layout.split()
col = split.column()
scene = context.scene
rd = scene.render_data
col2 = context.region.width > narrowui
-
+
split = layout.split()
col = split.column()
sub.itemR(scene, "start_frame", text="Start")
sub.itemR(scene, "end_frame", text="End")
sub.itemR(scene, "frame_step", text="Step")
-
+
sub = col.column(align=True)
sub.itemL(text="Frame Rate:")
sub.itemR(rd, "fps")
narrowui = 180
+
class SceneButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
layout = self.layout
col2 = context.region.width > narrowui
scene = context.scene
-
+
if col2:
layout.itemR(scene, "camera")
layout.itemR(scene, "set", text="Background")
split = layout.split()
split.active = (unit.system != 'NONE')
-
+
col = split.column()
col.itemR(unit, "scale_length", text="Scale")
-
+
if col2:
col = split.column()
col.itemR(unit, "use_separate")
scene = context.scene
col2 = context.region.width > narrowui
-
+
layout.active = scene.use_gravity
-
+
if col2:
layout.itemR(scene, "gravity", text="")
else:
narrowui = 180
+
def active_node_mat(mat):
if mat:
mat_node = mat.active_node_material
def context_tex_datablock(context):
+ idblock = active_node_mat(context.material)
+ if idblock:
+ return idblock
- idblock = active_node_mat(context.material)
- if idblock:
- return idblock
-
- idblock = context.lamp
- if idblock:
- return idblock
-
- idblock = context.world
- if idblock:
- return idblock
+ idblock = context.lamp
+ if idblock:
+ return idblock
- idblock = context.brush
+ idblock = context.world
+ if idblock:
return idblock
+ idblock = context.brush
+ return idblock
+
class TextureButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
col.item_enumO("texture.slot_move", "type", 'DOWN', text="", icon='ICON_TRIA_DOWN')
-
-
if col2:
split = layout.split(percentage=0.65)
if idblock:
idblock = context_tex_datablock(context)
tex = context.texture_slot
- textype = context.texture
+ # textype = context.texture
col2 = context.region.width > narrowui
if type(idblock) != bpy.types.Brush:
# any non brush
split = layout.split()
-
- col = split.column()
+
+ col = split.column()
col.itemR(tex, "offset")
-
+
if col2:
- col = split.column()
+ col = split.column()
col.itemR(tex, "size")
idblock = context_tex_datablock(context)
- textype = context.texture
+ # textype = context.texture
tex = context.texture_slot
col2 = context.region.width > narrowui
col = split.column()
factor_but(col, tex.map_color, "map_color", "color_factor", "Color")
-
+
if col2:
col = split.column()
factor_but(col, tex.map_shadow, "map_shadow", "shadow_factor", "Shadow")
col = split.column()
col.itemR(tex, "noise_size", text="Size")
col.itemR(tex, "noise_depth", text="Depth")
-
+
if col2:
col = split.column()
col.itemR(tex, "nabla", text="Nabla")
split = layout.split()
split.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
-
+
col = split.column()
col.itemR(tex, "noise_size", text="Size")
col.itemR(tex, "turbulence")
-
+
col = split.column()
col.itemR(tex, "nabla")
layout.itemR(tex, "noise_basis", text="")
split = layout.split()
-
+
col = split.column()
col.itemR(tex, "noise_size", text="Size")
col.itemR(tex, "noise_depth", text="Depth")
-
+
if col2:
col = split.column()
col.itemR(tex, "turbulence")
col2 = context.region.width > narrowui
split = layout.split()
-
+
col = split.column()
col.itemR(tex, "noise_depth", text="Depth")
-
+
if col2:
col = split.column()
col.itemR(tex, "turbulence")
layout.itemR(tex, "progression")
else:
layout.itemR(tex, "progression", text="")
-
+
sub = layout.row()
sub.active = (tex.progression in ('LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'))
col = split.column()
col.itemR(tex, "noise_size", text="Size")
-
+
if col2:
col = split.column()
col.itemR(tex, "turbulence")
layout = self.layout
tex = context.texture
- slot = context.texture_slot
+ # slot = context.texture_slot
col2 = context.region.width > narrowui
split = layout.split()
row = col.row()
row.itemR(tex, "checker_even", text="Even")
row.itemR(tex, "checker_odd", text="Odd")
-
+
if col2:
col = split.column()
col.itemR(tex, "checker_distance", text="Distance")
-
+
layout.itemS()
split = layout.split()
def draw(self, context):
layout = self.layout
- tex = context.texture
+ # tex = context.texture
layout.itemL(text="Nothing yet")
def draw(self, context):
layout = self.layout
- tex = context.texture
+ # tex = context.texture
layout.itemL(text="Nothing yet")
col = split.column()
col.itemR(tex, "noise_size", text="Size")
-
+
if col2:
col = split.column()
col.itemR(tex, "nabla")
col = split.column()
col.itemR(tex, "noise_size", text="Size")
-
+
if col2:
col = split.column()
col.itemR(tex, "nabla")
col = split.column()
col.itemR(tex, "distortion", text="Distortion")
col.itemR(tex, "noise_size", text="Size")
-
+
if col2:
col = split.column()
col.itemR(tex, "nabla")
tex = context.texture
pd = tex.pointdensity
-
+
layout.itemR(pd, "turbulence", text="")
def draw(self, context):
narrowui = 180
+
class WorldButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
space = context.space_data
col2 = context.region.width > narrowui
-
+
if col2:
split = layout.split(percentage=0.65)
if scene:
else:
layout.template_ID(scene, "world", new="world.new")
+
class WORLD_PT_world(WorldButtonsPanel):
bl_label = "World"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
layout = self.layout
col2 = context.region.width > narrowui
world = context.world
-
+
if col2:
row = layout.row()
row.itemR(world, "paper_sky")
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")
layout.active = world.stars.enabled
split = layout.split()
-
+
col = split.column()
col.itemR(world.stars, "size")
col.itemR(world.stars, "color_randomization", text="Colors")
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
-import sys
import bpy
from bpy.props import *
layout.itemO("console.report_delete")
layout.itemO("console.report_copy")
+
class CONSOLE_MT_language(bpy.types.Menu):
bl_label = "Languages..."
for language in languages:
layout.item_stringO("console.language", "language", language, text=language[0].upper() + language[1:])
+
def add_scrollback(text, text_type):
for l in text.split('\n'):
bpy.ops.console.scrollback_append(text=l.replace('\t', ' '),
return ('FINISHED',)
-
class ConsoleLanguage(bpy.types.Operator):
'''Set the current language for this console'''
bl_idname = "console.language"
- language = StringProperty(name="Language", maxlen= 32, default= "")
+ language = StringProperty(name="Language", maxlen=32, default="")
def execute(self, context):
sc = context.space_data
layout = self.layout
sima = context.space_data
- uv = sima.uv_editor
+ # uv = sima.uv_editor
settings = context.tool_settings
show_uvedit = sima.show_uvedit
iuser = sima.image_user
settings = context.tool_settings
- show_render = sima.show_render
- show_paint = sima.show_paint
+ # show_render = sima.show_render
+ # show_paint = sima.show_paint
show_uvedit = sima.show_uvedit
row = layout.row(align=True)
else:
layout.itemR(settings, "uv_selection_mode", text="", expand=True)
layout.itemR(uvedit, "sticky_selection_mode", text="", icon_only=True)
- 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")
- """
+ # mesh = context.edit_object.data
+ # row.item_pointerR(mesh, "active_uv_layer", mesh, "uv_textures")
if ima:
# layers
layout = self.layout
sima = context.space_data
- ima = sima.image
+ # ima = sima.image
iuser = sima.image_user
layout.template_image(sima, "image", iuser, compact=True)
def draw(self, context):
layout = self.layout
- st = context.space_data
scene = context.scene
rd = scene.render_data
def draw(self, context):
layout = self.layout
- rd = context.scene.render_data
+ # rd = context.scene.render_data
layout.itemO("screen.render", text="Render Image", icon='ICON_RENDER_STILL')
layout.item_booleanO("screen.render", "animation", True, text="Render Animation", icon='ICON_RENDER_ANIMATION')
bpy.ops.add(HELP_OT_user_community)
bpy.ops.add(HELP_OT_report_bug)
bpy.ops.add(HELP_OT_operator_cheat_sheet)
+
if snode.tree_type == 'MATERIAL':
ob = snode.id_from
- id = snode.id
+ snode_id = snode.id
if ob:
layout.template_ID(ob, "active_material", new="material.new")
- if id:
- layout.itemR(id, "use_nodes")
+ if snode_id:
+ layout.itemR(snode_id, "use_nodes")
elif snode.tree_type == 'TEXTURE':
row.itemR(snode, "texture_type", text="", expand=True)
- id = snode.id
+ snode_id = snode.id
id_from = snode.id_from
if id_from:
layout.template_ID(id_from, "active_texture", new="texture.new")
- if id:
- layout.itemR(id, "use_nodes")
+ if snode_id:
+ layout.itemR(snode_id, "use_nodes")
elif snode.tree_type == 'COMPOSITING':
- id = snode.id
+ snode_id = snode.id
- layout.itemR(id, "use_nodes")
- layout.itemR(id.render_data, "free_unused_nodes", text="Free Unused")
+ layout.itemR(snode_id, "use_nodes")
+ layout.itemR(snode_id.render_data, "free_unused_nodes", text="Free Unused")
layout.itemR(snode, "backdrop")
def draw(self, context):
layout = self.layout
-
+
layout.itemO("node.properties", icon='ICON_MENU_PANEL')
layout.itemS()
def draw(self, context):
layout = self.layout
- st = context.space_data
-
layout.column()
layout.item_enumO("sequencer.select_active_side", "side", 'LEFT', text="Strips to the Left")
layout.item_enumO("sequencer.select_active_side", "side", 'RIGHT', text="Strips to the Right")
def draw(self, context):
layout = self.layout
- st = context.space_data
-
layout.column()
layout.itemO("marker.add", text="Add Marker")
layout.itemO("marker.duplicate", text="Duplicate Marker")
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
- st = context.space_data
-
layout.column()
layout.itemO("sequencer.scene_strip_add", text="Scene")
layout.itemO("sequencer.movie_strip_add", text="Movie")
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
- st = context.space_data
layout.column()
layout.item_enumO("sequencer.effect_strip_add", 'type', 'ADD')
def draw(self, context):
layout = self.layout
- st = context.space_data
-
layout.operator_context = 'INVOKE_REGION_WIN'
layout.column()
def draw(self, context):
layout = self.layout
- st = context.space_data
scene = context.scene
tools = context.tool_settings
screen = context.screen
def draw(self, context):
layout = self.layout
- tools = context.tool_settings
+ # tools = context.tool_settings
layout.itemO("marker.add", text="Add Marker")
layout.itemO("marker.duplicate", text="Duplicate Marker")
bl_label = "View"
def draw(self, context):
- layout = self.layout
+ pass # layout = self.layout
class USERPREF_PT_tabs(bpy.types.Panel):
col.itemR(v3d, "editmesh_active", slider=True)
col = split.column()
-
+
col.itemR(v3d, "object_selected")
col.itemR(v3d, "object_active")
col.itemR(v3d, "object_grouped")
col.itemR(graph, "button")
col.itemR(graph, "button_title")
col.itemR(graph, "button_text")
-
+
col = split.column()
col.itemR(graph, "header")
col.itemR(graph, "grid")
col.itemR(graph, "list")
col.itemR(graph, "channel_group")
-
+
col = split.column()
col.itemR(graph, "active_channels_group")
col.itemR(graph, "dopesheet_channel")
col.itemR(graph, "dopesheet_subchannel")
col.itemR(graph, "vertex")
-
+
col = split.column()
col.itemR(graph, "current_frame")
col.itemR(graph, "handle_vertex")
col.itemR(graph, "handle_vertex_select")
col.itemS()
col.itemR(graph, "handle_vertex_size")
-
+
elif theme.active_theme == 'FILE_BROWSER':
- file = theme.file_browser
+ file_browse = theme.file_browser
col = split.column()
- col.itemR(file, "back")
- col.itemR(file, "text")
- col.itemR(file, "text_hi")
+ col.itemR(file_browse, "back")
+ col.itemR(file_browse, "text")
+ col.itemR(file_browse, "text_hi")
col = split.column()
- col.itemR(file, "header")
- col.itemR(file, "list")
+ col.itemR(file_browse, "header")
+ col.itemR(file_browse, "list")
col = split.column()
- col.itemR(file, "selected_file")
- col.itemR(file, "tiles")
+ col.itemR(file_browse, "selected_file")
+ col.itemR(file_browse, "tiles")
col = split.column()
- col.itemR(file, "active_file")
- col.itemR(file, "active_file_text")
+ col.itemR(file_browse, "active_file")
+ col.itemR(file_browse, "active_file_text")
elif theme.active_theme == 'NLA_EDITOR':
nla = theme.nla_editor
col.itemR(nla, "back")
col.itemR(nla, "button")
col.itemR(nla, "button_title")
-
+
col = split.column()
col.itemR(nla, "button_text")
col.itemR(nla, "text")
col.itemR(nla, "header")
-
+
col = split.column()
col.itemR(nla, "grid")
col.itemR(nla, "bars")
col.itemR(nla, "bars_selected")
-
+
col = split.column()
col.itemR(nla, "strips")
col.itemR(nla, "strips_selected")
col = split.column()
col.itemR(image, "back")
col.itemR(image, "button")
-
+
col = split.column()
col.itemR(image, "button_title")
col.itemR(image, "button_text")
col = split.column()
col.itemR(prop, "back")
-
+
col = split.column()
col.itemR(prop, "title")
col.itemR(text, "button")
col.itemR(text, "button_title")
col.itemR(text, "button_text")
-
+
col = split.column()
col.itemR(text, "text")
col.itemR(text, "text_hi")
col = split.column()
col.itemR(time, "grid")
-
+
col = split.column()
col.itemR(time, "current_frame")
col.itemR(node, "button")
col.itemR(node, "button_title")
col.itemR(node, "button_text")
-
+
col = split.column()
col.itemR(node, "text")
col = split.column()
col.itemR(out, "text")
-
+
col = split.column()
col.itemR(out, "text_hi")
col = split.column()
col.itemR(prefs, "text")
-
+
col = split.column()
col.itemR(prefs, "header")
col = split.column()
sub = col.split(percentage=0.2)
- sub1 = sub.column()
+ sub.column() # sub1, unused
sub2 = sub.column()
sub2.itemL(text="Save & Load:")
sub2.itemR(paths, "use_relative_paths")
userpref = context.user_preferences
wm = context.manager
#input = userpref.input
- input = userpref
+ #input = userpref
inputs = userpref.inputs
split = layout.split(percentage=0.25)
# Keymap Settings
col = split.column()
- kc = wm.active_keyconfig
+ # kc = wm.active_keyconfig
defkc = wm.default_keyconfig
km = wm.active_keymap
def execute(self, context):
wm = context.manager
km = wm.active_keymap
- kmi = km.add_item("", 'A', 'PRESS')
+ km.add_item("", 'A', 'PRESS') # kmi
return ('FINISHED',)
def draw(self, context):
layout = self.layout
- view = context.space_data
+ # view = context.space_data
mode_string = context.mode
edit_object = context.edit_object
object = context.active_object
if edit_object:
sub.itemM("VIEW3D_MT_edit_%s" % edit_object.type.lower())
elif object:
- ob_mode_string = object.mode
-
if mode_string not in ['PAINT_WEIGHT', 'PAINT_TEXTURE']:
sub.itemM("VIEW3D_MT_%s" % mode_string.lower())
else:
layout.itemO("view3d.snap_cursor_to_grid", text="Cursor to Grid")
layout.itemO("view3d.snap_cursor_to_active", text="Cursor to Active")
+
class VIEW3D_MT_uv_map(dynamic_menu.DynMenu):
bl_label = "UV Mapping"
def draw(self, context):
layout = self.layout
- sculpt = context.tool_settings.sculpt
-
layout.itemO("paint.vertex_color_set")
props = layout.itemO("paint.vertex_color_set", text="Set Selected Vertex Colors", properties=True)
props.selected = True
layout.item_menu_enumO("brush.curve_preset", property="shape")
layout.itemS()
- if brush.sculpt_tool != 'GRAB':
+ sculpt_tool = brush.sculpt_tool
+
+ if sculpt_tool != 'GRAB':
layout.itemR(brush, "use_airbrush")
- if brush.sculpt_tool != 'LAYER':
+ if sculpt_tool != 'LAYER':
layout.itemR(brush, "use_anchor")
- if brush.sculpt_tool in ('DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'):
+ if sculpt_tool in ('DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'):
layout.itemR(brush, "flip_direction")
- if brush.sculpt_tool == 'LAYER':
+ if sculpt_tool == 'LAYER':
layout.itemR(brush, "use_persistent")
layout.itemO("sculpt.set_persistent_base")
layout.column().itemR(scene, "cursor_location", text="3D Cursor:")
+
class VIEW3D_PT_3dview_item(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
row.itemL(text="", icon='ICON_BONE_DATA')
row.itemR(bone, "name", text="")
+
class VIEW3D_PT_3dview_display(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
def poll(self, context):
view = context.space_data
- bg = context.space_data.background_image
+ # bg = context.space_data.background_image
return (view)
def draw_header(self, context):
row.itemR(brush, "strength", slider=True)
row.itemR(brush, "use_strength_pressure", text="")
- ''' # XXX - TODO
- row = col.row(align=True)
- row.itemR(brush, "jitter", slider=True)
- row.itemR(brush, "use_jitter_pressure", toggle=True, text="")
- '''
+ # XXX - TODO
+ #row = col.row(align=True)
+ #row.itemR(brush, "jitter", slider=True)
+ #row.itemR(brush, "use_jitter_pressure", toggle=True, text="")
+
col = layout.column()
if brush.sculpt_tool in ('DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'):
row.itemR(brush, "strength", slider=True)
row.itemR(brush, "use_strength_pressure", toggle=True, text="")
- ''' # XXX - TODO
- row = col.row(align=True)
- row.itemR(brush, "jitter", slider=True)
- row.itemR(brush, "use_jitter_pressure", toggle=True, text="")
- '''
+ # XXX - TODO
+ #row = col.row(align=True)
+ #row.itemR(brush, "jitter", slider=True)
+ #row.itemR(brush, "use_jitter_pressure", toggle=True, text="")
class VIEW3D_PT_tools_brush_stroke(PaintPanel):
def draw(self, context):
layout = self.layout
- wpaint = context.tool_settings.weight_paint
-
col = layout.column()
# col.itemL(text="Blend:")
col.itemO("object.vertex_group_normalize_all", text="Normalize All")