Exemplo n.º 1
0
    def draw(self, context):
        layout = self.layout

        st = context.space_data
        text = st.text

        row = layout.row(align=True)
        row.template_header()

        TEXT_MT_editor_menus.draw_collapsible(context, layout)

        if text and text.is_modified:
            sub = row.row(align=True)
            sub.alert = True
            sub.operator("text.resolve_conflict", text="", icon='HELP')
            
        row = layout.row(align=True)
        row.template_ID(st, "text", new="text.new", unlink="text.unlink", open="text.open")
            
        if text:
            osl = text.name.endswith(".osl") or text.name.endswith(".oso")

            if not osl:
                row = layout.row()
                row.operator("text.run_script")
            
        if context.scene.mv.ui.use_default_blender_interface:

            row = layout.row(align=True)
            row.prop(st, "show_line_numbers", text="")
            row.prop(st, "show_word_wrap", text="")
            row.prop(st, "show_syntax_highlight", text="")

            if text:
                osl = text.name.endswith(".osl") or text.name.endswith(".oso")
    
                if osl:
                    row = layout.row()
                    row.operator("node.shader_script_update")
                else:
                    row = layout.row()
                    row.operator("text.run_script")
    
                    row = layout.row()
                    row.active = text.name.endswith(".py")
                    row.prop(text, "use_module")
        if text:
            row = layout.row()
            if text.filepath:
                if text.is_dirty:
                    row.label("(unsaved)",icon='ERROR')
                    row.label(text=iface_("File: *%r") %
                              text.filepath, translate=False)
                else:
                    row.label(text=iface_("File: %r") %
                              text.filepath, translate=False)
            else:
                row.label(text="Text: External"
                          if text.library
                          else "Text: Internal")
Exemplo n.º 2
0
    def draw(self, context):
        layout = self.layout

        scene = context.scene
        frame_current = scene.frame_current
        strip = act_strip(context)

        split = layout.split(percentage=0.3)
        split.label(text="Name:")
        split.prop(strip, "name", text="")

        split = layout.split(percentage=0.3)
        split.label(text="Type:")
        split.prop(strip, "type", text="")

        if strip.type not in {'SOUND'}:
            split = layout.split(percentage=0.3)
            split.label(text="Blend:")
            split.prop(strip, "blend_type", text="")

            row = layout.row(align=True)
            sub = row.row(align=True)
            sub.active = (not strip.mute)
            sub.prop(strip, "blend_alpha", text="Opacity", slider=True)
            row.prop(strip, "mute", toggle=True, icon='RESTRICT_VIEW_ON' if strip.mute else 'RESTRICT_VIEW_OFF', text="")
            row.prop(strip, "lock", toggle=True, icon='LOCKED' if strip.lock else 'UNLOCKED', text="")

        col = layout.column()
        sub = col.column()
        sub.enabled = not strip.lock
        sub.prop(strip, "channel")
        sub.prop(strip, "frame_start")
        sub.prop(strip, "frame_final_duration")

        col = layout.column(align=True)
        row = col.row(align=True)
        row.label(text=iface_("Final Length: %s") % bpy.utils.smpte_from_frame(strip.frame_final_duration),
                  translate=False)
        row = col.row(align=True)
        row.active = (frame_current >= strip.frame_start and frame_current <= strip.frame_start + strip.frame_duration)
        row.label(text=iface_("Playhead: %d") % (frame_current - strip.frame_start), translate=False)

        col.label(text=iface_("Frame Offset %d:%d") % (strip.frame_offset_start, strip.frame_offset_end),
                  translate=False)
        col.label(text=iface_("Frame Still %d:%d") % (strip.frame_still_start, strip.frame_still_end), translate=False)

        elem = False

        if strip.type == 'IMAGE':
            elem = strip.strip_elem_from_frame(frame_current)
        elif strip.type == 'MOVIE':
            elem = strip.elements[0]

        if elem and elem.orig_width > 0 and elem.orig_height > 0:
            col.label(text=iface_("Original Dimension: %dx%d") % (elem.orig_width, elem.orig_height), translate=False)
        else:
            col.label(text="Original Dimension: None")
Exemplo n.º 3
0
    def draw(self, context):
        layout = self.layout

        st = context.space_data
        text = st.text

        row = layout.row(align=True)
        row.template_header()

        if context.area.show_menus:
            row.menu("TEXT_MT_view")
            row.menu("TEXT_MT_text")

            if text:
                row.menu("TEXT_MT_edit")
                row.menu("TEXT_MT_format")

            row.menu("TEXT_MT_templates")

        if text and text.is_modified:
            sub = row.row()
            sub.alert = True
            sub.operator("text.resolve_conflict", text="", icon='HELP')

        row.template_ID(st, "text", new="text.new", unlink="text.unlink")

        row = layout.row(align=True)
        row.prop(st, "show_line_numbers", text="")
        row.prop(st, "show_word_wrap", text="")
        row.prop(st, "show_syntax_highlight", text="")

        if text:
            osl = text.name.endswith(".osl") or text.name.endswith(".oso")

            if osl:
                row = layout.row()
                row.operator("node.shader_script_update")
            else:
                row = layout.row()
                row.operator("text.run_script")

                row = layout.row()
                row.active = text.name.endswith(".py")
                row.prop(text, "use_module")

            row = layout.row()
            if text.filepath:
                if text.is_dirty:
                    row.label(text=iface_("File: *%r (unsaved)") %
                              text.filepath, translate=False)
                else:
                    row.label(text=iface_("File: %r") %
                              text.filepath, translate=False)
            else:
                row.label(text="Text: External"
                          if text.library
                          else "Text: Internal")
Exemplo n.º 4
0
    def draw(self, context):
        layout = self.layout

        st = context.space_data
        is_preview = st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}
        is_sequencer_view = st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}

        if st.view_type == 'PREVIEW':
            # Specifying the REGION_PREVIEW context is needed in preview-only
            # mode, else the lookup for the shortcut will fail in
            # wm_keymap_item_find_props() (see #32595).
            layout.operator_context = 'INVOKE_REGION_PREVIEW'
        layout.operator("sequencer.properties", icon='MENU_PANEL')
        layout.operator_context = 'INVOKE_DEFAULT'

        layout.separator()

        if is_sequencer_view:
            layout.operator("sequencer.view_all", text="View all Sequences")
            layout.operator("sequencer.view_selected")
        if is_preview:
            layout.operator_context = 'INVOKE_REGION_PREVIEW'
            layout.operator("sequencer.view_all_preview", text="Fit preview in window")

            layout.separator()

            ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))

            for a, b in ratios:
                layout.operator("sequencer.view_zoom_ratio", text=iface_("Zoom %d:%d") % (a, b), translate=False).ratio = a / b

            layout.separator()

            layout.operator_context = 'INVOKE_DEFAULT'

            # # XXX, invokes in the header view
            # layout.operator("sequencer.view_ghost_border", text="Overlay Border")

        if is_sequencer_view:
            layout.prop(st, "show_seconds")
            layout.prop(st, "show_frame_indicator")
            layout.prop(st, "show_strip_offset")

            layout.prop_menu_enum(st, "waveform_draw_type")

        if is_preview:
            if st.display_mode == 'IMAGE':
                layout.prop(st, "show_safe_areas")
            elif st.display_mode == 'WAVEFORM':
                layout.prop(st, "show_separate_color")

        layout.separator()

        if is_sequencer_view:
            layout.prop(st, "use_marker_sync")
            layout.separator()

        layout.operator("screen.area_dupli")
        layout.operator("screen.screen_full_area", text="Toggle Maximize Area")
        layout.operator("screen.screen_full_area").use_hide_panels = True
    def DECIMATE(self, layout, ob, md):
        decimate_type = md.decimate_type

        row = layout.row()
        row.prop(md, "decimate_type", expand=True)

        if decimate_type == 'COLLAPSE':
            layout.prop(md, "ratio")

            split = layout.split()
            row = split.row(align=True)
            row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
            row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')

            split.prop(md, "use_collapse_triangulate")
        elif decimate_type == 'UNSUBDIV':
            layout.prop(md, "iterations")
        else:  # decimate_type == 'DISSOLVE':
            layout.prop(md, "angle_limit")
            layout.prop(md, "use_dissolve_boundaries")
            layout.label("Delimit:")
            row = layout.row()
            row.prop(md, "delimit")

        layout.label(text=iface_("Face Count: %d") % md.face_count, translate=False)
    def draw(self, context):
        layout = self.layout

        strip = act_strip(context)

        layout.template_ID(strip, "scene")

        scene = strip.scene
        layout.prop(strip, "use_sequence")

        if not strip.use_sequence:
            layout.label(text="Camera Override")
            layout.template_ID(strip, "scene_camera")

            layout.prop(strip, "use_grease_pencil", text="Show Grease Pencil")

        if scene:
            layout.prop(scene, "audio_volume", text="Audio Volume")

        if not strip.use_sequence:
            if scene:
                # Warning, this is not a good convention to follow.
                # Expose here because setting the alpha from the 'Render' menu is very inconvenient.
                layout.label("Preview")
                layout.prop(scene.render, "alpha_mode")

        if scene:
            sta = scene.frame_start
            end = scene.frame_end
            layout.label(text=iface_("Original frame range: %d-%d (%d)") % (sta, end, end - sta + 1), translate=False)
Exemplo n.º 7
0
    def draw(self, context):
        layout = self.layout

        sima = context.space_data
        uv = sima.uv_editor
        toolsettings = context.tool_settings
        paint = toolsettings.image_paint

        show_uvedit = sima.show_uvedit
        show_render = sima.show_render

        layout.operator("image.properties", icon='MENU_PANEL')
        layout.operator("image.toolshelf", icon='MENU_PANEL')

        layout.separator()

        layout.prop(sima, "use_realtime_update")
        if show_uvedit:
            layout.prop(toolsettings, "show_uv_local_view")

        layout.prop(uv, "show_other_objects")
        layout.prop(uv, "show_metadata")
        if paint.brush and (context.image_paint_object or sima.mode == 'PAINT'):
            layout.prop(uv, "show_texpaint")
            layout.prop(toolsettings, "show_uv_local_view", text="Show same material")

        layout.separator()

        layout.operator("image.view_zoom_in")
        layout.operator("image.view_zoom_out")

        layout.separator()

        ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))

        for a, b in ratios:
            layout.operator("image.view_zoom_ratio", text=iface_("Zoom %d:%d") % (a, b), translate=False).ratio = a / b

        layout.separator()

        if show_uvedit:
            layout.operator("image.view_selected")

        layout.operator("image.view_all")
        layout.operator("image.view_all", text="View Fit").fit_view = True

        layout.separator()

        if show_render:
            layout.operator("image.cycle_render_slot", text="Render Slot Cycle Next")
            layout.operator("image.cycle_render_slot", text="Render Slot Cycle Previous").reverse = True
            layout.operator("image.clear_render_border", text = "Clear Render Border")
            layout.operator("image.render_border", text = "Render Border")
            layout.separator()


        layout.operator("screen.area_dupli")
        layout.operator("screen.screen_full_area", text="Toggle Maximize Area")
        layout.operator("screen.screen_full_area").use_hide_panels = True
Exemplo n.º 8
0
    def draw(self, context):
        layout = self.layout

        st = context.space_data
        text = st.text

        row = layout.row(align=True)

        ALL_MT_editormenu.draw_hidden(context, layout) # bfa - show hide the editormenu
        TEXT_MT_editor_menus.draw_collapsible(context, layout)

        if text and text.is_modified:
            sub = row.row(align=True)
            sub.alert = True
            sub.operator("text.resolve_conflict", text="", icon='HELP')

        row = layout.row(align=True)
        row.template_ID(st, "text", new="text.new", unlink="text.unlink", open="text.open")

        if text:
            osl = text.name.endswith(".osl") or text.name.endswith(".oso")

            if osl:
                row = layout.row()
                row.operator("node.shader_script_update")
            else:
                row = layout.row()
                row.operator("text.run_script")

                row = layout.row()
                row.active = text.name.endswith(".py")
                row.prop(text, "use_module")

            row = layout.row()
            if text.filepath:
                if text.is_dirty:
                    row.label(text=iface_("File: *%r (unsaved)") %
                              text.filepath, translate=False)
                else:
                    row.label(text=iface_("File: %r") %
                              text.filepath, translate=False)
            else:
                row.label(text="Text: External"
                          if text.library
                          else "Text: Internal")
    def draw_layers(self, context, layout, gpd):
        row = layout.row()

        col = row.column()
        if len(gpd.layers) >= 2:
            layer_rows = 5
        else:
            layer_rows = 3
        col.template_list("GPENCIL_UL_annotation_layer", "", gpd, "layers", gpd.layers, "active_index",
                          rows=layer_rows, sort_reverse=True, sort_lock=True)

        col = row.column()

        sub = col.column(align=True)
        sub.operator("gpencil.layer_add", icon='ADD', text="")
        sub.operator("gpencil.layer_remove", icon='REMOVE', text="")

        gpl = context.active_gpencil_layer
        if gpl:
            if len(gpd.layers) > 1:
                col.separator()

                sub = col.column(align=True)
                sub.operator("gpencil.layer_move", icon='TRIA_UP', text="").type = 'UP'
                sub.operator("gpencil.layer_move", icon='TRIA_DOWN', text="").type = 'DOWN'

        tool_settings = context.tool_settings
        if gpd and gpl:
            layout.prop(gpl, "thickness")
        else:
            layout.prop(tool_settings, "annotation_thickness", text="Thickness")

        if gpl:
            # Full-Row - Frame Locking (and Delete Frame)
            row = layout.row(align=True)
            row.active = not gpl.lock

            if gpl.active_frame:
                lock_status = iface_("Locked") if gpl.lock_frame else iface_("Unlocked")
                lock_label = iface_("Frame: %d (%s)") % (gpl.active_frame.frame_number, lock_status)
            else:
                lock_label = iface_("Lock Frame")
            row.prop(gpl, "lock_frame", text=lock_label, icon='UNLOCKED')
            row.operator("gpencil.active_frame_delete", text="", icon='X')
Exemplo n.º 10
0
    def draw(self, context):
        layout = self.layout

        mat = context.material  # don't use node material
        halo = mat.halo

        def number_but(layout, toggle, number, name, color):
            row = layout.row(align=True)
            row.prop(halo, toggle, text="")
            sub = row.column(align=True)
            sub.active = getattr(halo, toggle)
            sub.prop(halo, number, text=name, translate=False)
            if not color == "":
                sub.prop(mat, color, text="")

        split = layout.split()

        col = split.column()
        col.prop(mat, "alpha")
        col.prop(mat, "diffuse_color", text="")
        col.prop(halo, "seed")

        col = split.column()
        col.prop(halo, "size")
        col.prop(halo, "hardness")
        col.prop(halo, "add")

        layout.label(text="Options:")

        split = layout.split()
        col = split.column()
        col.prop(halo, "use_texture")
        col.prop(halo, "use_vertex_normal")
        col.prop(halo, "use_extreme_alpha")
        col.prop(halo, "use_shaded")
        col.prop(halo, "use_soft")

        col = split.column()
        number_but(col, "use_ring", "ring_count", iface_("Rings"), "mirror_color")
        number_but(col, "use_lines", "line_count", iface_("Lines"), "specular_color")
        number_but(col, "use_star", "star_tip_count", iface_("Star Tips"), "")
Exemplo n.º 11
0
    def draw(self, context):
        layout = self.layout

        mat = context.material  # don't use node material
        halo = mat.halo

        def number_but(layout, toggle, number, name, color):
            row = layout.row(align=True)
            row.prop(halo, toggle, text="")
            sub = row.column(align=True)
            sub.active = getattr(halo, toggle)
            sub.prop(halo, number, text=name, translate=False)
            if not color == "":
                sub.prop(mat, color, text="")

        split = layout.split()

        col = split.column()
        col.prop(mat, "alpha")
        col.prop(mat, "diffuse_color", text="")

        col = split.column()
        col.prop(halo, "size")
        col.prop(halo, "hardness")

        layout.label(text=_("Options:"))

        number_but(layout, "use_ring", "ring_count", iface_(_("Rings")), "mirror_color")
        number_but(layout, "use_lines", "line_count", iface_(_("Lines")), "specular_color")
        number_but(layout, "use_star", "star_tip_count", iface_(_("Star Tips")), "")

        row = layout.row()
        row.prop(mat, "b4w_halo_sky_stars", text = _("Special: Stars"));

        if mat.b4w_halo_sky_stars:
            row = layout.row()
            row.prop(mat, "b4w_halo_stars_blend_height", text = _("Blending Height"));

            row = layout.row()
            row.prop(mat, "b4w_halo_stars_min_height", text = _("Minimum Height"));
Exemplo n.º 12
0
def draw_km(display_keymaps, kc, km, children, layout, level):
    km = km.active()

    layout.context_pointer_set("keymap", km)

    col = _indented_layout(layout, level)

    row = col.row(align=True)
    row.prop(km, "show_expanded_children", text="", emboss=False)
    row.label(text=km.name, text_ctxt=i18n_contexts.id_windowmanager)

    if km.is_user_modified or km.is_modal:
        subrow = row.row()
        subrow.alignment = 'RIGHT'

        if km.is_user_modified:
            subrow.operator("wm.keymap_restore", text="Restore")
        if km.is_modal:
            subrow.label(text="", icon='LINKED')
        del subrow

    if km.show_expanded_children:
        if children:
            # Put the Parent key map's entries in a 'global' sub-category
            # equal in hierarchy to the other children categories
            subcol = _indented_layout(col, level + 1)
            subrow = subcol.row(align=True)
            subrow.prop(km, "show_expanded_items", text="", emboss=False)
            subrow.label(text=iface_("%s (Global)") % km.name, translate=False)
        else:
            km.show_expanded_items = True

        # Key Map items
        if km.show_expanded_items:
            kmi_level = level + 3 if children else level + 1
            for kmi in km.keymap_items:
                draw_kmi(display_keymaps, kc, km, kmi, col, kmi_level)

            # "Add New" at end of keymap item list
            subcol = _indented_layout(col, kmi_level)
            subcol = subcol.split(percentage=0.2).column()
            subcol.operator("wm.keyitem_add", text="Add New", text_ctxt=i18n_contexts.id_windowmanager,
                            icon='ZOOMIN')

            col.separator()

        # Child key maps
        if children:
            for entry in children:
                draw_entry(display_keymaps, entry, col, level + 1)

        col.separator()
    def draw(self, context):
        layout = self.layout

        strip = act_strip(context)

        layout.template_ID(strip, "mask")

        mask = strip.mask

        if mask:
            sta = mask.frame_start
            end = mask.frame_end
            layout.label(text=iface_("Original frame range: %d-%d (%d)") % (sta, end, end - sta + 1), translate=False)
Exemplo n.º 14
0
    def draw(self, _context):
        layout = self.layout

        ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))

        for i, (a, b) in enumerate(ratios):
            if i in {3, 4}:  # Draw separators around Zoom 1:1.
                layout.separator()

            layout.operator(
                "image.view_zoom_ratio",
                text=iface_(f"Zoom {a:d}:{b:d}"),
                translate=False,
            ).ratio = a / b
    def draw(self, context):
        layout = self.layout

        sima = context.space_data
        uv = sima.uv_editor
        toolsettings = context.tool_settings

        show_uvedit = sima.show_uvedit
        show_render = sima.show_render

        layout.operator("image.properties", icon='MENU_PANEL')
        layout.operator("image.scopes", icon='MENU_PANEL')

        layout.separator()

        layout.prop(sima, "use_realtime_update")
        if show_uvedit:
            layout.prop(toolsettings, "show_uv_local_view")

        layout.prop(uv, "show_other_objects")

        layout.separator()

        layout.operator("image.view_zoom_in")
        layout.operator("image.view_zoom_out")

        layout.separator()

        ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))

        for a, b in ratios:
            layout.operator("image.view_zoom_ratio", text=iface_("Zoom %d:%d") % (a, b), translate=False).ratio = a / b

        layout.separator()

        if show_uvedit:
            layout.operator("image.view_selected")

        layout.operator("image.view_all")

        layout.separator()

        if show_render:
            layout.operator("image.cycle_render_slot", text="Render Slot Cycle Next")
            layout.operator("image.cycle_render_slot", text="Render Slot Cycle Previous").reverse = True
            layout.separator()

        layout.operator("screen.area_dupli")
        layout.operator("screen.screen_full_area")
Exemplo n.º 16
0
    def draw(self, context):
        layout = self.layout
        i18n_sett = context.window_manager.i18n_update_svn_settings

        if not i18n_sett.is_init and bpy.ops.ui.i18n_updatetranslation_svn_init_settings.poll():
            bpy.ops.ui.i18n_updatetranslation_svn_init_settings()

        if not i18n_sett.is_init:
            layout.label(text="Could not init languages data!")
            layout.label(text="Please edit the preferences of the UI Translate add-on")
        else:
            split = layout.split(0.75)
            split.template_list("UI_UL_i18n_languages", "", i18n_sett, "langs", i18n_sett, "active_lang", rows=8)
            col = split.column()
            col.operator("ui.i18n_updatetranslation_svn_init_settings", text="Reset Settings")
            deselect = any(l.use for l in i18n_sett.langs)
            op = col.operator("ui.i18n_updatetranslation_svn_settings_select",
                              text="Deselect All" if deselect else "Select All")
            op.use_invert = False
            op.use_select = not deselect
            col.operator("ui.i18n_updatetranslation_svn_settings_select", text="Invert Selection").use_invert = True
            col.separator()
            col.operator("ui.i18n_updatetranslation_svn_branches", text="Update Branches")
            col.operator("ui.i18n_updatetranslation_svn_trunk", text="Update Trunk")
            col.operator("ui.i18n_updatetranslation_svn_statistics", text="Statistics")

            if i18n_sett.active_lang >= 0 and i18n_sett.active_lang < len(i18n_sett.langs):
                lng = i18n_sett.langs[i18n_sett.active_lang]
                col = layout.column()
                col.active = lng.use
                row = col.row()
                row.label(text="[{}]: \"{}\" ({})".format(lng.uid, iface_(lng.name), lng.num_id), translate=False)
                row.prop(lng, "use", text="")
                col.prop(lng, "po_path")
                col.prop(lng, "po_path_trunk")
                col.prop(lng, "mo_path_trunk")
                col.prop(lng, "po_path_git")
            layout.separator()
            layout.prop(i18n_sett, "pot_path")

            layout.separator()
            layout.label("Add-ons:")
            row = layout.row()
            op = row.operator("ui.i18n_addon_translation_invoke", text="Refresh I18n Data...")
            op.op_id = "ui.i18n_addon_translation_update"
            op = row.operator("ui.i18n_addon_translation_invoke", text="Export PO...")
            op.op_id = "ui.i18n_addon_translation_export"
            op = row.operator("ui.i18n_addon_translation_invoke", text="Import PO...")
            op.op_id = "ui.i18n_addon_translation_import"
Exemplo n.º 17
0
 def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
     # assert(isinstance(item, bpy.types.MaterialSlot)
     ob = data
     slot = item
     ma = slot.material
     if self.layout_type in {'DEFAULT', 'COMPACT'}:
         layout.label(text=ma.name if ma else "", translate=False, icon_value=icon)
         if ma and not context.scene.render.use_shading_nodes:
             manode = ma.active_node_material
             if manode:
                 layout.label(text=iface_("Node %s") % manode.name, translate=False, icon_value=layout.icon(manode))
             elif ma.use_nodes:
                 layout.label(text="Node <none>")
     elif self.layout_type in {'GRID'}:
         layout.alignment = 'CENTER'
         layout.label(text="", icon_value=icon)
Exemplo n.º 18
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    def draw(self, context):
        layout = self.layout

        strip = act_strip(context)

        layout.template_ID(strip, "scene")

        scene = strip.scene

        layout.label(text="Camera Override")
        layout.template_ID(strip, "scene_camera")

        if scene:
            sta = scene.frame_start
            end = scene.frame_end
            layout.label(text=iface_("Original frame range: %d-%d (%d)") % (sta, end, end - sta + 1), translate=False)
Exemplo n.º 19
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    def draw(self, context):
        layout = self.layout

        md = context.fluid
        fluid = md.settings

        row = layout.row(align=True)
        row.alignment = 'RIGHT'
        row.label(text="Cache Path")

        layout.prop(fluid, "filepath", text="")

        # odd formatting here so translation script can extract string
        layout.operator(
            "fluid.bake", text=iface_("Bake (Req. Memory: %s)") % fluid.memory_estimate,
            translate=False, icon='MOD_FLUIDSIM'
        )
Exemplo n.º 20
0
    def draw(self, context):
        layout = self.layout

        sc = context.space_data

        if sc.view == 'CLIP':
            layout.operator("clip.properties", icon='MENU_PANEL')
            layout.operator("clip.tools", icon='MENU_PANEL')
            layout.separator()

            layout.operator("clip.view_selected")
            layout.operator("clip.view_all")
            layout.operator("clip.view_all", text="View Fit").fit_view = True

            layout.separator()
            layout.operator("clip.view_zoom_in")
            layout.operator("clip.view_zoom_out")

            layout.separator()
            layout.prop(sc, "show_metadata")
            layout.separator()

            ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))

            text = iface_("Zoom %d:%d")
            for a, b in ratios:
                layout.operator("clip.view_zoom_ratio",
                                text=text % (a, b),
                                translate=False).ratio = a / b
        else:
            if sc.view == 'GRAPH':
                layout.operator_context = 'INVOKE_REGION_PREVIEW'
                layout.operator("clip.graph_center_current_frame")
                layout.operator("clip.graph_view_all")
                layout.operator_context = 'INVOKE_DEFAULT'

            layout.prop(sc, "show_seconds")
            layout.prop(sc, "show_locked_time")
            layout.separator()

        layout.separator()
        layout.operator("screen.area_dupli")
        layout.operator("screen.screen_full_area")
        layout.operator("screen.screen_full_area", text="Toggle Fullscreen Area").use_hide_panels = True
Exemplo n.º 21
0
 def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
     # assert(isinstance(item, bpy.types.MaterialSlot)
     # ob = data
     slot = item
     ma = slot.material
     if self.layout_type in {"DEFAULT", "COMPACT"}:
         if ma:
             layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
         else:
             layout.label(text="", icon_value=icon)
         if ma and not context.scene.render.use_shading_nodes:
             manode = ma.active_node_material
             if manode:
                 layout.label(text=iface_("Node %s") % manode.name, translate=False, icon_value=layout.icon(manode))
             elif ma.use_nodes:
                 layout.label(text="Node <none>")
     elif self.layout_type == "GRID":
         layout.alignment = "CENTER"
         layout.label(text="", icon_value=icon)
Exemplo n.º 22
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    def draw(self, context):
        layout = self.layout
        node = context.active_node
        # set "node" context pointer for the panel layout
        layout.context_pointer_set("node", node)

        if hasattr(node, "draw_buttons_ext"):
            node.draw_buttons_ext(context, layout)
        elif hasattr(node, "draw_buttons"):
            node.draw_buttons(context, layout)

        # XXX this could be filtered further to exclude socket types which don't have meaningful input values (e.g. cycles shader)
        value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
        if value_inputs:
            layout.separator()
            layout.label("Inputs:")
            for socket in value_inputs:
                row = layout.row()
                socket.draw(context, row, node, iface_(socket.name, socket.bl_rna.translation_context))
Exemplo n.º 23
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    def DECIMATE(self, layout, ob, md):
        decimate_type = md.decimate_type

        row = layout.row()
        row.prop(md, "decimate_type", expand=True)

        if decimate_type == 'COLLAPSE':
            has_vgroup = bool(md.vertex_group)
            layout.prop(md, "ratio")

            split = layout.split()

            col = split.column()
            row = col.row(align=True)
            row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
            row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')

            layout_info = col

            col = split.column()
            row = col.row()
            row.active = has_vgroup
            row.prop(md, "vertex_group_factor")

            col.prop(md, "use_collapse_triangulate")
            row = col.split(percentage=0.75)
            row.prop(md, "use_symmetry")
            row.prop(md, "symmetry_axis", text="")
            

        elif decimate_type == 'UNSUBDIV':
            layout.prop(md, "iterations")
            layout_info = layout
        else:  # decimate_type == 'DISSOLVE':
            layout.prop(md, "angle_limit")
            layout.prop(md, "use_dissolve_boundaries")
            layout.label("Delimit:")
            row = layout.row()
            row.prop(md, "delimit")
            layout_info = layout

        layout_info.label(text=iface_("Faces: %d") % md.face_count, translate=False)
Exemplo n.º 24
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    def draw(self, context):
        layout = self.layout

        strip = act_strip(context)

        layout.template_ID(strip, "scene")

        scene = strip.scene

        layout.label(text="Camera Override")
        layout.template_ID(strip, "scene_camera")

        layout.prop(strip, "use_grease_pencil", text="Show Grease Pencil")

        if scene:
            layout.prop(scene, "audio_volume", text="Audio Volume")

            sta = scene.frame_start
            end = scene.frame_end
            layout.label(text=iface_("Original frame range: %d-%d (%d)") % (sta, end, end - sta + 1), translate=False)
Exemplo n.º 25
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    def draw(self, context):
        layout = self.layout

        sc = context.space_data

        if sc.view == "CLIP":
            layout.operator("clip.properties", icon="MENU_PANEL")
            layout.operator("clip.tools", icon="MENU_PANEL")
            layout.separator()

            layout.operator("clip.view_selected")
            layout.operator("clip.view_all")

            layout.separator()
            layout.operator("clip.view_zoom_in")
            layout.operator("clip.view_zoom_out")

            layout.separator()

            ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))

            text = iface_("Zoom %d:%d")
            for a, b in ratios:
                layout.operator("clip.view_zoom_ratio", text=text % (a, b), translate=False).ratio = a / b
        else:
            if sc.view == "GRAPH":
                layout.operator_context = "INVOKE_REGION_PREVIEW"
                layout.operator("clip.graph_center_current_frame")
                layout.operator("clip.graph_view_all")
                layout.operator_context = "INVOKE_DEFAULT"

            layout.prop(sc, "show_seconds")
            layout.separator()

        layout.separator()
        layout.operator("screen.area_dupli")
        layout.operator("screen.screen_full_area")
Exemplo n.º 26
0
    def draw(self, context):
        layout = self.layout
        obj = context.object
        view = context.space_data
        props = context.scene.lowpoly_tools_props
        addon_prefs = get_addon_prefs()
        shading = view.shading
        overlay = view.overlay
        # Basic
        if addon_prefs.show_undo:
            row = layout.row(align=True)
            row.operator('ed.undo')
            row.operator('ed.redo')

        # Tools
        row = layout.row(align=True)
        row.prop(props,
                 'disp_tools',
                 text="",
                 icon='TRIA_DOWN' if props.disp_tools else 'TRIA_RIGHT',
                 emboss=False)
        row.label(text="Tools:")

        if addon_prefs.show_select:
            row = row.row(align=True)
            row.scale_x = 3
            row.operator('mesh.select_random', text="", icon='RNDCURVE')
            row.operator('mesh.select_face_by_sides',
                         text="",
                         icon='VERTEXSEL')
            row.operator('mesh.edges_select_sharp', text="", icon='EDGESEL')
            row.operator('mesh.faces_select_linked_flat',
                         text="",
                         icon='FACESEL')
            row.menu('VIEW3D_MT_edit_mesh_select_similar',
                     text="",
                     icon='GROUP')

        if props.disp_tools:
            col = layout.column(align=True)

            col.operator_menu_enum('mesh.origin_set',
                                   'type',
                                   icon='ORIENTATION_GLOBAL')

            if addon_prefs.show_xyz:
                row = col.row(align=True)
                row.operator('mesh.face_align_x',
                             text="X",
                             icon='SNAP_INCREMENT')
                row.operator('mesh.face_align_y',
                             text="Y",
                             icon='SNAP_INCREMENT')
                row.operator('mesh.face_align_z',
                             text="Z",
                             icon='SNAP_INCREMENT')

            if addon_prefs.show_rotate:
                row = col.row(align=True)
                row.operator('mesh.edge_rotate',
                             text="Edge Rotate",
                             icon='EDGESEL')
                row.operator('mesh.face_rotate', icon='FACESEL')

            row = col.row(align=True)
            row.operator('mesh.bridge_edge_loops',
                         text="Bridge",
                         icon='PARTICLE_PATH')
            row.operator('mesh.fill_grid', icon='OUTLINER_OB_LATTICE')

            row = col.row(align=True)
            ope_prop = row.operator('mesh.vertices_smooth',
                                    text="Smooth",
                                    icon='SPHERECURVE')
            ope_prop.factor = 0.5
            row.operator('mesh.laprelax', text="LapRelax", icon='SMOOTHCURVE')

            if addon_prefs.show_symmetry:
                col.separator()
                row = col.row(align=True)
                row.operator('mesh.symmetrize_merge',
                             text="Symmetrize",
                             icon='MOD_MIRROR')
                row.operator('mesh.symmetry_snap_x',
                             text="Snap",
                             icon='ARROW_LEFTRIGHT')

            col.operator(
                'mesh.toggle_merge_vertices',
                icon='SNAP_ON' if
                context.scene.tool_settings.use_mesh_automerge else 'SNAP_OFF')

        # LoopTools
        if hasattr(bpy.types, 'VIEW3D_PT_tools_looptools'):
            row = layout.row(align=True)
            row.prop(
                props,
                'disp_looptools',
                text="",
                icon='TRIA_DOWN' if props.disp_looptools else 'TRIA_RIGHT',
                emboss=False)
            row.label(text="LoopTools:")

            if props.disp_looptools:
                col = layout.column(align=True)

                if addon_prefs.show_flatten:
                    row = col.row(align=True)
                    row.operator('mesh.looptools_flatten',
                                 text="Flatten",
                                 icon='MESH_PLANE')
                    row.operator('mesh.looptools_circle',
                                 text=" Circle ",
                                 icon='MESH_CIRCLE')

                row = col.row(align=True)
                row.operator('mesh.looptools_curve',
                             text="Curve",
                             icon='OUTLINER_DATA_CURVE')
                row.operator('mesh.looptools_relax',
                             text="Relax",
                             icon='SMOOTHCURVE')

                if addon_prefs.show_gstretch:
                    row = col.row(align=True)
                    row.operator('mesh.looptools_space',
                                 text="Space",
                                 icon='ALIGN_JUSTIFY')
                    row.operator('mesh.looptools_gstretch',
                                 text=iface_("Gstretch"),
                                 icon='GREASEPENCIL')

        # Easy Lattice
        if hasattr(bpy.types, 'EasyLattice_layout'):
            row = layout.row(align=True)
            row.prop(
                props,
                'disp_easy_lattice',
                text="",
                icon='TRIA_DOWN' if props.disp_easy_lattice else 'TRIA_RIGHT',
                emboss=False)
            row.label(text="Easy Lattice:")

            if props.disp_easy_lattice:
                bpy.types.EasyLattice_layout.draw(self, context)

        # Mark Edge
        row = layout.row(align=True)
        row.prop(props,
                 'disp_mark_edge',
                 text="",
                 icon='TRIA_DOWN' if props.disp_mark_edge else 'TRIA_RIGHT',
                 emboss=False)
        row.label(text="Mark Edge:")

        if props.disp_mark_edge:
            col = layout.column(align=True)

            row = col.row(align=True)
            row.operator('mesh.mark_sharp', text="Sharp",
                         icon='X').clear = True
            row.operator('mesh.mark_sharp', text="Sharp", icon='IPO_CONSTANT')

            row = col.row(align=True)
            row.operator('mesh.mark_seam', text="Seam", icon='X').clear = True
            row.operator('mesh.mark_seam', text="Seam", icon='IPO_CIRC')

        # Shading
        row = layout.row(align=True)
        row.prop(props,
                 'disp_shading',
                 text="",
                 icon='TRIA_DOWN' if props.disp_shading else 'TRIA_RIGHT',
                 emboss=False)
        row.label(text="Shading:")

        if props.disp_shading:
            col = layout.column(align=True)
            col.operator('object.wire_all', icon='MESH_UVSPHERE')

            row = col.row(align=True)
            row.operator('mesh.set_smooth', text="Flat",
                         icon='MESH_ICOSPHERE').clear = True
            row.operator('mesh.set_smooth', text="Smooth", icon='MATSPHERE')

            row = col.row(align=True)
            row.prop(shading, 'light')

        row = layout.row(align=True)
        row.label(text="Display:")
        # Properties
        split = layout.split()
        col = split.column()
        #col.prop(obj.data, 'show_edge_sharp', text="Sharp")
        col.prop(overlay, 'show_edge_sharp', text="Sharp")
        #col.prop(obj.data, 'show_edge_seams', text="Seam")
        col.prop(overlay, 'show_edge_seams', text="Seam")

        col.prop(obj, 'show_in_front', text="In Front")
        #col.prop(obj, 'show_name', text="Name")

        col = split.column()
        #col.prop(obj.data, 'show_edge_crease', text="Crease")
        col.prop(overlay, 'show_edge_crease', text="Crease")
        col.prop(obj.data, 'use_mirror_x')

        col.prop(shading, 'show_backface_culling')
Exemplo n.º 27
0
    def draw(self, context):
        layout = self.layout

        st = context.space_data
        is_preview = st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}
        is_sequencer_view = st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}

        if st.view_type == 'PREVIEW':
            # Specifying the REGION_PREVIEW context is needed in preview-only
            # mode, else the lookup for the shortcut will fail in
            # wm_keymap_item_find_props() (see #32595).
            layout.operator_context = 'INVOKE_REGION_PREVIEW'
        layout.operator("sequencer.properties", icon='MENU_PANEL')
        layout.operator_context = 'INVOKE_DEFAULT'

        layout.separator()

        if is_sequencer_view:
            layout.operator_context = 'INVOKE_REGION_WIN'
            layout.operator("sequencer.view_all", text="View all Sequences")
            layout.operator("sequencer.view_selected")
            layout.operator_context = 'INVOKE_DEFAULT'
        if is_preview:
            layout.operator_context = 'INVOKE_REGION_PREVIEW'
            layout.operator("sequencer.view_all_preview",
                            text="Fit preview in window")

            layout.separator()

            ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))

            for a, b in ratios:
                layout.operator("sequencer.view_zoom_ratio",
                                text=iface_("Zoom %d:%d") % (a, b),
                                translate=False).ratio = a / b

            layout.separator()

            layout.operator_context = 'INVOKE_DEFAULT'

            # # XXX, invokes in the header view
            # layout.operator("sequencer.view_ghost_border", text="Overlay Border")

        if is_sequencer_view:
            layout.prop(st, "show_seconds")
            layout.prop(st, "show_frame_indicator")
            layout.prop(st, "show_strip_offset")

            layout.prop_menu_enum(st, "waveform_draw_type")

        if is_preview:
            if st.display_mode == 'IMAGE':
                layout.prop(st, "show_safe_areas")
                layout.prop(st, "show_metadata")
            elif st.display_mode == 'WAVEFORM':
                layout.prop(st, "show_separate_color")

        layout.separator()

        if is_sequencer_view:
            layout.prop(st, "use_marker_sync")
            layout.separator()

        layout.operator("screen.area_dupli")
        layout.operator("screen.screen_full_area", text="Toggle Maximize Area")
        layout.operator("screen.screen_full_area").use_hide_panels = True
Exemplo n.º 28
0
    def draw(self, context):
        layout = self.layout

        scene = context.scene
        frame_current = scene.frame_current
        strip = act_strip(context)

        split = layout.split(percentage=0.3)
        split.label(text="Name:")
        split.prop(strip, "name", text="")

        split = layout.split(percentage=0.3)
        split.label(text="Type:")
        split.prop(strip, "type", text="")

        if strip.type != 'SOUND':
            split = layout.split(percentage=0.3)
            split.label(text="Blend:")
            split.prop(strip, "blend_type", text="")

            row = layout.row(align=True)
            sub = row.row(align=True)
            sub.active = (not strip.mute)
            sub.prop(strip, "blend_alpha", text="Opacity", slider=True)
            row.prop(strip, "mute", toggle=True, icon_only=True)
            row.prop(strip, "lock", toggle=True, icon_only=True)
        else:
            row = layout.row(align=True)
            row.prop(strip, "mute", toggle=True, icon_only=True)
            row.prop(strip, "lock", toggle=True, icon_only=True)

        col = layout.column()
        sub = col.column()
        sub.enabled = not strip.lock
        sub.prop(strip, "channel")
        sub.prop(strip, "frame_start")
        sub.prop(strip, "frame_final_duration")

        col = layout.column(align=True)
        row = col.row(align=True)
        row.label(text=iface_("Final Length: %s") %
                  bpy.utils.smpte_from_frame(strip.frame_final_duration),
                  translate=False)
        row = col.row(align=True)
        row.active = (
            frame_current >= strip.frame_start
            and frame_current <= strip.frame_start + strip.frame_duration)
        row.label(text=iface_("Playhead: %d") %
                  (frame_current - strip.frame_start),
                  translate=False)

        col.label(text=iface_("Frame Offset %d:%d") %
                  (strip.frame_offset_start, strip.frame_offset_end),
                  translate=False)
        col.label(text=iface_("Frame Still %d:%d") %
                  (strip.frame_still_start, strip.frame_still_end),
                  translate=False)

        elem = False

        if strip.type == 'IMAGE':
            elem = strip.strip_elem_from_frame(frame_current)
        elif strip.type == 'MOVIE':
            elem = strip.elements[0]

        if elem and elem.orig_width > 0 and elem.orig_height > 0:
            col.label(text=iface_("Original Dimension: %dx%d") %
                      (elem.orig_width, elem.orig_height),
                      translate=False)
        else:
            col.label(text="Original Dimension: None")
Exemplo n.º 29
0
    def execute(self, context):
        arm_obj = context.active_object
        arm_obj.data.layers[6] = True
        active_bone = get_active_bone(self, context)

        if active_bone is None:
            return {'CANCELLED'}

        # if has parent?
        parent_bone = active_bone.parent
        if parent_bone is None:
            self.report({'ERROR'}, iface_("'%s' No parent bone found") % active_bone.name)
            return {'CANCELLED'}

        active_name = active_bone.name
        parent_name = parent_bone.name

        # japanese name?
        auto = " auto"
        for c in active_name:
            try:
                if ord(c) > 255:
                    auto = "自動"
                    break
            except TypeError:
                pass

        LR = active_name[-2:] if active_name[-2:] in GV.TextLR else ""
        auto_name = active_name.rstrip(LR) + auto + LR

        vec = active_bone.tail - active_bone.head
        bone_length = vec * 0.3

        # calc bone location
        pos = active_bone.head

        # recalculate roll
        bpy.ops.b2pmxem.calculate_roll()

        # deselect bone
        bpy.ops.armature.select_all(action='DESELECT')

        # add auto_bone(edit_bone)
        eb = arm_obj.data.edit_bones.new(auto_name)
        eb.select = True
        eb.use_connect = False
        eb.parent = arm_obj.data.edit_bones[parent_name]
        eb.head = pos
        eb.tail = pos + bone_length
        eb.layers = [False, False, False, False, False, False, True, False, False, False, False, False,
                     False, False, False, False, False, False, False, False, False, False, False, False,
                     False, False, False, False, False, False, False, False]
        bone_name = eb.name

        # recalculate roll
        bpy.ops.b2pmxem.calculate_roll()

        bpy.ops.object.mode_set(mode='POSE')

        # Add COPY_ROTATION
        pb = arm_obj.pose.bones[bone_name]
        pb.lock_location = [True, True, True]
        autoInfluence = context.preferences.addons[GV.FolderName].preferences.autoInfluence
        add_copy_rotation(context, active=pb, target_name=active_name, influence=autoInfluence)

        # Custom Shape
        set_custom_shape(context, pb, shape=GV.ShapeAuto)

        # set active
        arm_obj.data.bones.active = arm_obj.data.bones[bone_name]
        bpy.ops.object.mode_set(mode='EDIT')

        return {'FINISHED'}
Exemplo n.º 30
0
    def draw(self, context):
        layout = self.layout

        theme = context.user_preferences.themes[0]

        split_themes = layout.split(percentage=0.2)

        sub = split_themes.column()

        sub.label(text="Presets:")
        subrow = sub.row(align=True)

        subrow.menu("USERPREF_MT_interface_theme_presets", text=USERPREF_MT_interface_theme_presets.bl_label)
        subrow.operator("wm.interface_theme_preset_add", text="", icon='ZOOMIN')
        subrow.operator("wm.interface_theme_preset_add", text="", icon='ZOOMOUT').remove_active = True
        sub.separator()

        sub.prop(theme, "theme_area", expand=True)

        split = layout.split(percentage=0.4)

        layout.separator()
        layout.separator()

        split = split_themes.split()

        if theme.theme_area == 'USER_INTERFACE':
            col = split.column()
            ui = theme.user_interface

            col.label(text="Regular:")
            self._theme_widget_style(col, ui.wcol_regular)

            col.label(text="Tool:")
            self._theme_widget_style(col, ui.wcol_tool)

            col.label(text="Radio Buttons:")
            self._theme_widget_style(col, ui.wcol_radio)

            col.label(text="Text:")
            self._theme_widget_style(col, ui.wcol_text)

            col.label(text="Option:")
            self._theme_widget_style(col, ui.wcol_option)

            col.label(text="Toggle:")
            self._theme_widget_style(col, ui.wcol_toggle)

            col.label(text="Number Field:")
            self._theme_widget_style(col, ui.wcol_num)

            col.label(text="Value Slider:")
            self._theme_widget_style(col, ui.wcol_numslider)

            col.label(text="Box:")
            self._theme_widget_style(col, ui.wcol_box)

            col.label(text="Menu:")
            self._theme_widget_style(col, ui.wcol_menu)

            col.label(text="Pulldown:")
            self._theme_widget_style(col, ui.wcol_pulldown)

            col.label(text="Menu Back:")
            self._theme_widget_style(col, ui.wcol_menu_back)

            col.label(text="Tooltip:")
            self._theme_widget_style(col, ui.wcol_tooltip)

            col.label(text="Menu Item:")
            self._theme_widget_style(col, ui.wcol_menu_item)

            col.label(text="Scroll Bar:")
            self._theme_widget_style(col, ui.wcol_scroll)

            col.label(text="Progress Bar:")
            self._theme_widget_style(col, ui.wcol_progress)

            col.label(text="List Item:")
            self._theme_widget_style(col, ui.wcol_list_item)

            ui_state = theme.user_interface.wcol_state
            col.label(text="State:")

            row = col.row()

            subsplit = row.split(percentage=0.95)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui_state, "inner_anim")
            colsub.row().prop(ui_state, "inner_anim_sel")
            colsub.row().prop(ui_state, "inner_driven")
            colsub.row().prop(ui_state, "inner_driven_sel")

            subsplit = row.split(percentage=0.85)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui_state, "inner_key")
            colsub.row().prop(ui_state, "inner_key_sel")
            colsub.row().prop(ui_state, "blend")

            col.separator()
            col.separator()

            col.label("Menu Shadow:")

            row = col.row()

            subsplit = row.split(percentage=0.95)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui, "menu_shadow_fac")

            subsplit = row.split(percentage=0.85)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui, "menu_shadow_width")

            col.separator()
            col.separator()

            col.label("Icons:")

            row = col.row()

            subsplit = row.split(percentage=0.95)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            # Not working yet.
            #~ colsub.active = False
            #~ colsub.row().prop(ui, "icon_file")

            subsplit = row.split(percentage=0.85)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui, "icon_alpha")

            col.separator()
            col.separator()

            col.label("Axis Colors:")

            row = col.row()

            subsplit = row.split(percentage=0.95)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui, "axis_x")
            colsub.row().prop(ui, "axis_y")
            colsub.row().prop(ui, "axis_z")

            subsplit = row.split(percentage=0.85)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()

            layout.separator()
            layout.separator()
        elif theme.theme_area == 'BONE_COLOR_SETS':
            col = split.column()

            for i, ui in enumerate(theme.bone_color_sets):
                col.label(text=iface_("Color Set %d:") % (i + 1), translate=False)  # i starts from 0

                row = col.row()

                subsplit = row.split(percentage=0.95)

                padding = subsplit.split(percentage=0.15)
                colsub = padding.column()
                colsub = padding.column()
                colsub.row().prop(ui, "normal")
                colsub.row().prop(ui, "select")
                colsub.row().prop(ui, "active")

                subsplit = row.split(percentage=0.85)

                padding = subsplit.split(percentage=0.15)
                colsub = padding.column()
                colsub = padding.column()
                colsub.row().prop(ui, "show_colored_constraints")
        elif theme.theme_area == 'STYLE':
            col = split.column()

            style = context.user_preferences.ui_styles[0]

            col.label(text="Panel Title:")
            self._ui_font_style(col, style.panel_title)

            col.separator()

            col.label(text="Widget:")
            self._ui_font_style(col, style.widget)

            col.separator()

            col.label(text="Widget Label:")
            self._ui_font_style(col, style.widget_label)
        else:
            self._theme_generic(split, getattr(theme, theme.theme_area.lower()))
Exemplo n.º 31
0
    def draw(self, context):
        layout = self.layout

        ob = context.object
        psys = context.particle_system
        pset = None

        if ob:
            row = layout.row()

            row.template_list("PARTICLE_UL_particle_systems",
                              "particle_systems",
                              ob,
                              "particle_systems",
                              ob.particle_systems,
                              "active_index",
                              rows=1)

            col = row.column(align=True)
            col.operator("object.particle_system_add",
                         icon='ZOOMIN',
                         text=_(""))
            col.operator("object.particle_system_remove",
                         icon='ZOOMOUT',
                         text=_(""))
            col.menu("PARTICLE_MT_specials", icon='DOWNARROW_HLT', text=_(""))

        if psys is None:
            pset = particle_get_settings(context)

            layout.operator("object.particle_system_add",
                            icon='ZOOMIN',
                            text=_("New"))

            if pset is None:
                return

            layout.template_ID(context.space_data, "pin_id")

            if pset.is_fluid:
                layout.label(text=_("Settings used for fluid"))
                return

            layout.prop(pset, "type", text=_("Type"))

        elif not psys.settings:
            split = layout.split(percentage=0.32)

            col = split.column()
            col.label(text=_("Settings:"))

            col = split.column()
            col.template_ID(psys, "settings", new="particle.new")
        else:
            pset = psys.settings

            split = layout.split(percentage=0.32)
            col = split.column()
            if pset.is_fluid is False:
                col.label(text=_("Settings:"))
                col.label(text=_("Type:"))

            col = split.column()
            if pset.is_fluid is False:
                row = col.row()
                row.enabled = particle_panel_enabled(context, psys)
                row.template_ID(psys, "settings", new="particle.new")

            if pset.is_fluid:
                layout.label(
                    text=iface_(_("%d fluid particles for this frame")) %
                    pset.count,
                    translate=False)
                return

            row = col.row()
            row.enabled = particle_panel_enabled(context, psys)
            row.prop(pset, "type", text=_(""))
            row.prop(psys, "seed")

        if pset:
            if pset.type == 'HAIR':
                split = layout.split(percentage=0.65)
                if psys is not None and psys.is_edited:
                    split.operator("particle.edited_clear",
                                   text=_("Free Edit"))
                else:
                    row = split.row()
                    row.enabled = particle_panel_enabled(context, psys)
                    row.prop(pset, "regrow_hair")
                row = split.row()
                row.enabled = particle_panel_enabled(context, psys)
                row.prop(pset, "hair_step")
                if psys is not None and psys.is_edited:
                    if psys.is_global_hair:
                        layout.operator("particle.connect_hair")
                    else:
                        layout.operator("particle.disconnect_hair")
            else:
                layout.label(text=_(
                    "Enable emission with Object->Animation->Apply default animation."
                ))
Exemplo n.º 32
0
    def draw(self, context):
        layout = self.layout
        i18n_sett = context.window_manager.i18n_update_svn_settings

        if not i18n_sett.is_init and bpy.ops.ui.i18n_updatetranslation_svn_init_settings.poll(
        ):
            # Cannot call the operator from here, this code might run while `pyrna_write_check()` returns False
            # (which prevents any operator call from Python), during initialization of Blender.
            UI_OT_i18n_updatetranslation_svn_init_settings.execute_static(
                context, settings.settings)

        if not i18n_sett.is_init:
            layout.label(text="Could not init languages data!")
            layout.label(
                text="Please edit the preferences of the UI Translate add-on")
            layout.operator("ui.i18n_updatetranslation_svn_init_settings",
                            text="Init Settings")
        else:
            split = layout.split(factor=0.75)
            split.template_list("UI_UL_i18n_languages",
                                "",
                                i18n_sett,
                                "langs",
                                i18n_sett,
                                "active_lang",
                                rows=8)
            col = split.column()
            col.operator("ui.i18n_updatetranslation_svn_init_settings",
                         text="Reset Settings")
            deselect = any(l.use for l in i18n_sett.langs)
            op = col.operator(
                "ui.i18n_updatetranslation_svn_settings_select",
                text="Deselect All" if deselect else "Select All")
            op.use_invert = False
            op.use_select = not deselect
            col.operator("ui.i18n_updatetranslation_svn_settings_select",
                         text="Invert Selection").use_invert = True
            col.separator()
            col.operator("ui.i18n_updatetranslation_svn_branches",
                         text="Update Branches")
            col.operator("ui.i18n_updatetranslation_svn_trunk",
                         text="Update Trunk")
            col.separator()
            col.operator("ui.i18n_cleanuptranslation_svn_branches",
                         text="Clean up Branches")
            col.operator("ui.i18n_updatetranslation_svn_statistics",
                         text="Statistics")

            if i18n_sett.active_lang >= 0 and i18n_sett.active_lang < len(
                    i18n_sett.langs):
                lng = i18n_sett.langs[i18n_sett.active_lang]
                col = layout.column()
                col.active = lng.use
                row = col.row()
                row.label(text="[{}]: \"{}\" ({})".format(
                    lng.uid, iface_(lng.name), lng.num_id),
                          translate=False)
                row.prop(lng, "use", text="")
                col.prop(lng, "po_path")
                col.prop(lng, "po_path_trunk")
                col.prop(lng, "mo_path_trunk")
                col.prop(lng, "po_path_git")
            layout.separator()
            layout.prop(i18n_sett, "pot_path")

            layout.separator()
            layout.label(text="Add-ons:")
            row = layout.row()
            op = row.operator("ui.i18n_addon_translation_invoke",
                              text="Refresh I18n Data...")
            op.op_id = "ui.i18n_addon_translation_update"
            op = row.operator("ui.i18n_addon_translation_invoke",
                              text="Export PO...")
            op.op_id = "ui.i18n_addon_translation_export"
            op = row.operator("ui.i18n_addon_translation_invoke",
                              text="Import PO...")
            op.op_id = "ui.i18n_addon_translation_import"
Exemplo n.º 33
0
    def execute(self, context):
        active_bone = get_active_bone(self, context)

        if active_bone is None:
            return {'CANCELLED'}

        # get master name
        name_list = active_bone.name.rsplit('_')

        if len(name_list) != 4:
            self.report({'ERROR'}, iface_("Bone name format incorrect (e.g. %s)") % "skirt_0_0_L")
            return {'FINISHED'}

        name_base = name_list[0]
        threshold = context.preferences.addons[GV.FolderName].preferences.threshold

        # get max bone num
        bone_max = 0
        bone_list = []
        is_center = False

        for bone in context.object.data.edit_bones:
            name_list = bone.name.rsplit('_')

            if len(name_list) not in (3, 4):
                continue

            temp_base = name_list[0]

            if temp_base == name_base:
                # select
                bone.select = bone.select_head = bone.select_tail = True

                if len(name_list) == 4:
                    bone_list.append(bone)

                if name_list[1] == '0':
                    bone_max += 1

                    if name_list[2] == '0':
                        if abs(bone.head[0]) < threshold:
                            is_center = True

        LR = 'R' if self.reverse else 'L'
        quot, rem = divmod(bone_max, 2)

        for bone in bone_list:
            name_list = bone.name.rsplit('_')

            # 'L' (reverse == False)
            if name_list[3] == LR:
                bone.name = bone.name.rstrip('_' + LR)

            # 'R' (center ON)
            elif is_center:
                bone.name = '_'.join([name_list[0], name_list[1], str(bone_max - int(name_list[2]))])

            # (center OFF)
            else:
                bone.name = '_'.join([name_list[0], name_list[1], str(bone_max - 1 - int(name_list[2]))])

        return {'FINISHED'}
    def draw(self, context):
        layout = self.layout

        space = context.space_data
        obj = context.active_object
        object_mode = 'OBJECT' if obj is None else obj.mode

        layout.operator("outliner.id_copy", text="Copy", icon='COPYDOWN')
        layout.operator("outliner.id_paste", text="Paste", icon='PASTEDOWN')

        layout.separator()

        layout.operator("outliner.delete", text="Delete", icon='X')
        layout.operator("outliner.delete",
                        text="Delete Hierarchy").hierarchy = True

        layout.separator()

        layout.operator("outliner.object_operation",
                        text="Select",
                        icon='RESTRICT_SELECT_OFF').type = 'SELECT'
        layout.operator("outliner.object_operation",
                        text="Select Hierarchy").type = 'SELECT_HIERARCHY'
        layout.operator("outliner.object_operation",
                        text="Deselect").type = 'DESELECT'

        layout.separator()

        if object_mode in {'EDIT', 'POSE'}:
            name = bpy.types.Object.bl_rna.properties["mode"].enum_items[
                object_mode].name
            layout.operator(
                "outliner.object_operation",
                text=iface_("%s Set", i18n_contexts.operator_default) %
                name).type = 'OBJECT_MODE_ENTER'
            layout.operator(
                "outliner.object_operation",
                text=iface_("%s Clear", i18n_contexts.operator_default) %
                name).type = 'OBJECT_MODE_EXIT'
            del name

            layout.separator()

        if not (space.display_mode == 'VIEW_LAYER'
                and not space.use_filter_collection):
            layout.operator("outliner.id_operation",
                            text="Unlink").type = 'UNLINK'
            layout.separator()

        layout.operator("outliner.collection_new",
                        text="New Collection").nested = True

        layout.separator()

        layout.operator_menu_enum("outliner.id_operation",
                                  "type",
                                  text="ID Data")

        layout.separator()

        OUTLINER_MT_context_menu.draw_common_operators(layout)
Exemplo n.º 35
0
    def draw_layer(self, context, layout, gpl):
        row = layout.row(align=True)
        row.prop(gpl, "opacity", text="Opacity", slider=True)

        # Layer options
        split = layout.split(percentage=0.5)
        split.active = not gpl.lock
        split.prop(gpl, "show_x_ray")
        split.prop(gpl, "show_points")

        # Offsets + Parenting (where available)
        if context.space_data.type == 'VIEW_3D':
            split = layout.split(percentage=0.5)
        else:
            split = layout.column(
            )  # parenting is not available in 2D editors...
        split.active = not gpl.lock

        # Offsets - Color Tint
        col = split.column()
        subcol = col.column(align=True)
        subcol.label("Tint")
        subcol.enabled = not gpl.lock
        subcol.prop(gpl, "tint_color", text="")
        subcol.prop(gpl, "tint_factor", text="Factor", slider=True)

        # Offsets - Thickness
        row = col.row(align=True)
        row.prop(gpl, "line_change", text="Thickness Change", slider=True)
        row.operator("gpencil.stroke_apply_thickness",
                     icon='STYLUS_PRESSURE',
                     text="")

        # Parenting
        if context.space_data.type == 'VIEW_3D':
            col = split.column(align=True)
            col.label(text="Parent:")
            col.prop(gpl, "parent", text="")

            sub = col.column()
            sub.prop(gpl, "parent_type", text="")
            parent = gpl.parent
            if parent and gpl.parent_type == 'BONE' and parent.type == 'ARMATURE':
                sub.prop_search(gpl,
                                "parent_bone",
                                parent.data,
                                "bones",
                                text="")

        layout.separator()

        # Full-Row - Frame Locking (and Delete Frame)
        row = layout.row(align=True)
        row.active = not gpl.lock

        if gpl.active_frame:
            lock_status = iface_("Locked") if gpl.lock_frame else iface_(
                "Unlocked")
            lock_label = iface_("Frame: %d (%s)") % (
                gpl.active_frame.frame_number, lock_status)
        else:
            lock_label = iface_("Lock Frame")
        row.prop(gpl, "lock_frame", text=lock_label, icon='UNLOCKED')
        row.operator("gpencil.active_frame_delete", text="", icon='X')

        layout.separator()

        # Onion skinning
        col = layout.column(align=True)
        col.active = not gpl.lock

        row = col.row()
        row.prop(gpl, "use_onion_skinning")
        sub = row.row(align=True)
        icon = 'RESTRICT_RENDER_OFF' if gpl.use_ghosts_always else 'RESTRICT_RENDER_ON'
        sub.prop(gpl, "use_ghosts_always", text="", icon=icon)
        sub.prop(gpl, "use_ghost_custom_colors", text="", icon='COLOR')

        split = col.split(percentage=0.5)
        split.active = gpl.use_onion_skinning

        # - Before Frames
        sub = split.column(align=True)
        row = sub.row(align=True)
        row.active = gpl.use_ghost_custom_colors
        row.prop(gpl, "before_color", text="")
        sub.prop(gpl, "ghost_before_range", text="Before")

        # - After Frames
        sub = split.column(align=True)
        row = sub.row(align=True)
        row.active = gpl.use_ghost_custom_colors
        row.prop(gpl, "after_color", text="")
        sub.prop(gpl, "ghost_after_range", text="After")
Exemplo n.º 36
0
    def execute(self, context):
        active_bone = get_active_bone(self, context)

        if active_bone is None:
            return {'CANCELLED'}

        # get master name
        name_list = active_bone.name.rsplit('_')

        if len(name_list) != 3:
            self.report({'ERROR'}, iface_("Bone name format incorrect (e.g. %s)") % "skirt_0_0")
            return {'FINISHED'}

        name_base = name_list[0]
        threshold = context.preferences.addons[GV.FolderName].preferences.threshold

        # get max bone num
        bone_max = 0
        bone_list = []
        is_center = False

        for bone in context.object.data.edit_bones:
            name_list = bone.name.rsplit('_')

            if len(name_list) != 3:
                continue

            temp_base = name_list[0]

            if temp_base == name_base:
                # select
                bone.select = bone.select_head = bone.select_tail = True
                bone_list.append(bone)

                if name_list[1] == '0':
                    bone_max += 1

                    if name_list[2] == '0':
                        if abs(bone.head[0]) < threshold:
                            is_center = True

        quot, rem = divmod(bone_max, 2)

        for bone in bone_list:
            name_list = bone.name.rsplit('_')
            LR = 'R' if bone.head[0] < 0 else 'L'

            if is_center:
                if name_list[2] == '0':
                    continue

                # center ON and odd number
                if rem == 1:
                    if int(name_list[2]) <= quot:
                        bone.name = bone.name + '_' + LR
                    else:
                        bone.name = '_'.join([name_list[0], name_list[1], str(bone_max - int(name_list[2])), LR])

                # center ON and even number
                else:
                    if int(name_list[2]) == quot:
                        continue

                    if int(name_list[2]) < quot:
                        bone.name = bone.name + '_' + LR
                    else:
                        bone.name = '_'.join([name_list[0], name_list[1], str(bone_max - int(name_list[2])), LR])
            else:
                # (center OFF and odd number)
                if rem == 1:
                    if int(name_list[2]) == quot:
                        continue

                if int(name_list[2]) < quot:
                    bone.name = bone.name + '_' + LR
                else:
                    bone.name = '_'.join([name_list[0], name_list[1], str(bone_max - 1 - int(name_list[2])), LR])

        return {'FINISHED'}
Exemplo n.º 37
0
    def draw(self, context):
        layout = self.layout

        if context.scene.render.engine == 'BLENDER_GAME':
            layout.label("Not available in the Game Engine")
            return

        ob = context.object
        psys = context.particle_system
        part = 0

        if ob:
            row = layout.row()

            row.template_list("UI_UL_list", "particle_systems", ob, "particle_systems",
                              ob.particle_systems, "active_index", rows=1)

            col = row.column(align=True)
            col.operator("object.particle_system_add", icon='ZOOMIN', text="")
            col.operator("object.particle_system_remove", icon='ZOOMOUT', text="")

        if psys is None:
            part = particle_get_settings(context)

            if part is None:
                return

            layout.template_ID(context.space_data, "pin_id")

            if part.is_fluid:
                layout.label(text="Settings used for fluid")
                return

            layout.prop(part, "type", text="Type")

        elif not psys.settings:
            split = layout.split(percentage=0.32)

            col = split.column()
            col.label(text="Settings:")

            col = split.column()
            col.template_ID(psys, "settings", new="particle.new")
        else:
            part = psys.settings

            split = layout.split(percentage=0.32)
            col = split.column()
            if part.is_fluid is False:
                col.label(text="Settings:")
                col.label(text="Type:")

            col = split.column()
            if part.is_fluid is False:
                row = col.row()
                row.enabled = particle_panel_enabled(context, psys)
                row.template_ID(psys, "settings", new="particle.new")

            if part.is_fluid:
                layout.label(text=iface_("%d fluid particles for this frame") % part.count, translate=False)
                return

            row = col.row()
            row.enabled = particle_panel_enabled(context, psys)
            row.prop(part, "type", text="")
            row.prop(psys, "seed")

        if part:
            split = layout.split(percentage=0.65)
            if part.type == 'HAIR':
                if psys is not None and psys.is_edited:
                    split.operator("particle.edited_clear", text="Free Edit")
                else:
                    row = split.row()
                    row.enabled = particle_panel_enabled(context, psys)
                    row.prop(part, "regrow_hair")
                    row.prop(part, "use_advanced_hair")
                row = split.row()
                row.enabled = particle_panel_enabled(context, psys)
                row.prop(part, "hair_step")
                if psys is not None and psys.is_edited:
                    if psys.is_global_hair:
                        layout.operator("particle.connect_hair")
                    else:
                        layout.operator("particle.disconnect_hair")
            elif psys is not None and part.type == 'REACTOR':
                split.enabled = particle_panel_enabled(context, psys)
                split.prop(psys, "reactor_target_object")
                split.prop(psys, "reactor_target_particle_system", text="Particle System")
Exemplo n.º 38
0
    def draw(self, context):
        layout = self.layout

        sima = context.space_data
        uv = sima.uv_editor
        toolsettings = context.tool_settings
        paint = toolsettings.image_paint

        show_uvedit = sima.show_uvedit
        show_render = sima.show_render

        layout.operator("image.properties", icon='MENU_PANEL')
        layout.operator("image.toolshelf", icon='MENU_PANEL')

        layout.separator()

        layout.prop(sima, "use_realtime_update")
        if show_uvedit:
            layout.prop(toolsettings, "show_uv_local_view")

        layout.prop(uv, "show_other_objects")
        layout.prop(uv, "show_metadata")
        if paint.brush and (context.image_paint_object
                            or sima.mode == 'PAINT'):
            layout.prop(uv, "show_texpaint")
            layout.prop(toolsettings,
                        "show_uv_local_view",
                        text="Show Same Material")

        layout.separator()

        layout.operator("image.view_zoom_in")
        layout.operator("image.view_zoom_out")

        layout.separator()

        ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))

        for a, b in ratios:
            layout.operator("image.view_zoom_ratio",
                            text=iface_("Zoom %d:%d") % (a, b),
                            translate=False).ratio = a / b

        layout.separator()

        if show_uvedit:
            layout.operator("image.view_selected")

        layout.operator("image.view_all")
        layout.operator("image.view_all", text="View Fit").fit_view = True

        layout.separator()

        if show_render:
            layout.operator("image.render_border")
            layout.operator("image.clear_render_border")

            layout.separator()

            layout.operator("image.cycle_render_slot",
                            text="Render Slot Cycle Next")
            layout.operator("image.cycle_render_slot",
                            text="Render Slot Cycle Previous").reverse = True
            layout.separator()

        layout.operator("screen.area_dupli")
        layout.operator("screen.screen_full_area")
        layout.operator("screen.screen_full_area",
                        text="Toggle Fullscreen Area").use_hide_panels = True
    def draw_layer(self, context, layout, gpl):
        row = layout.row(align=True)
        row.prop(gpl, "opacity", text="Opacity", slider=True)

        # Layer options
        split = layout.split(percentage=0.5)
        split.active = not gpl.lock
        split.prop(gpl, "show_x_ray")
        split.prop(gpl, "show_points")

        # Offsets + Parenting (where available)
        if context.space_data.type == 'VIEW_3D':
            split = layout.split(percentage=0.5)
        else:
            split = layout.column()  # parenting is not available in 2D editors...
        split.active = not gpl.lock

        # Offsets - Color Tint
        col = split.column()
        subcol = col.column(align=True)
        subcol.label("Tint")
        subcol.enabled = not gpl.lock
        subcol.prop(gpl, "tint_color", text="")
        subcol.prop(gpl, "tint_factor", text="Factor", slider=True)

        # Offsets - Thickness
        row = col.row(align=True)
        row.prop(gpl, "line_change", text="Thickness Change", slider=True)
        row.operator("gpencil.stroke_apply_thickness", icon='STYLUS_PRESSURE', text="")

        # Parenting 
        if context.space_data.type == 'VIEW_3D':
            col = split.column(align=True)
            col.label(text="Parent:")
            col.prop(gpl, "parent", text="")

            sub = col.column()
            sub.prop(gpl, "parent_type", text="")
            parent = gpl.parent
            if parent and gpl.parent_type == 'BONE' and parent.type == 'ARMATURE':
                sub.prop_search(gpl, "parent_bone", parent.data, "bones", text="")

        layout.separator()

        # Full-Row - Frame Locking (and Delete Frame)
        row = layout.row(align=True)
        row.active = not gpl.lock

        if gpl.active_frame:
            lock_status = iface_("Locked") if gpl.lock_frame else iface_("Unlocked")
            lock_label = iface_("Frame: %d (%s)") % (gpl.active_frame.frame_number, lock_status)
        else:
            lock_label = iface_("Lock Frame")
        row.prop(gpl, "lock_frame", text=lock_label, icon='UNLOCKED')
        row.operator("gpencil.active_frame_delete", text="", icon='X')

        layout.separator()

        # Onion skinning
        col = layout.column(align=True)
        col.active = not gpl.lock

        row = col.row()
        row.prop(gpl, "use_onion_skinning")
        sub = row.row(align=True)
        icon = 'RESTRICT_RENDER_OFF' if gpl.use_ghosts_always else 'RESTRICT_RENDER_ON'
        sub.prop(gpl, "use_ghosts_always", text="", icon=icon)
        sub.prop(gpl, "use_ghost_custom_colors", text="", icon='COLOR')

        split = col.split(percentage=0.5)
        split.active = gpl.use_onion_skinning

        # - Before Frames
        sub = split.column(align=True)
        row = sub.row(align=True)
        row.active = gpl.use_ghost_custom_colors
        row.prop(gpl, "before_color", text="")
        sub.prop(gpl, "ghost_before_range", text="Before")

        # - After Frames
        sub = split.column(align=True)
        row = sub.row(align=True)
        row.active = gpl.use_ghost_custom_colors
        row.prop(gpl, "after_color", text="")
        sub.prop(gpl, "ghost_after_range", text="After")
Exemplo n.º 40
0
    def draw(self, context):
        layout = self.layout

        st = context.space_data
        text = st.text

        row = layout.row(align=True)
        row.template_header()

        TEXT_MT_editor_menus.draw_collapsible(context, layout)

        if text and text.is_modified:
            sub = row.row(align=True)
            sub.alert = True
            sub.operator("text.resolve_conflict", text="", icon='HELP')

        row = layout.row(align=True)
        row.template_ID(st,
                        "text",
                        new="text.new",
                        unlink="text.unlink",
                        open="text.open")

        if text:
            osl = text.name.endswith(".osl") or text.name.endswith(".oso")

            if not osl:
                row = layout.row()
                row.operator("text.run_script")

        if context.scene.mv.ui.use_default_blender_interface:

            row = layout.row(align=True)
            row.prop(st, "show_line_numbers", text="")
            row.prop(st, "show_word_wrap", text="")
            row.prop(st, "show_syntax_highlight", text="")

            if text:
                osl = text.name.endswith(".osl") or text.name.endswith(".oso")

                if osl:
                    row = layout.row()
                    row.operator("node.shader_script_update")
                else:
                    row = layout.row()
                    row.operator("text.run_script")

                    row = layout.row()
                    row.active = text.name.endswith(".py")
                    row.prop(text, "use_module")
        if text:
            row = layout.row()
            if text.filepath:
                if text.is_dirty:
                    row.label("(unsaved)", icon='ERROR')
                    row.label(text=iface_("File: *%r") % text.filepath,
                              translate=False)
                else:
                    row.label(text=iface_("File: %r") % text.filepath,
                              translate=False)
            else:
                row.label(text="Text: External" if text.
                          library else "Text: Internal")
Exemplo n.º 41
0
    def draw(self, context):
        layout = self.layout

        md = context.fluid
        fluid = md.settings

        col = layout.column()
        if not bpy.app.build_options.mod_fluid:
            col.label("Built without fluids")
            return

        col.prop(fluid, "type")
        if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'}:
            col.prop(fluid, "use")

        layout = layout.column()
        if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'}:
            layout.active = fluid.use

        if fluid.type == 'DOMAIN':
            # odd formatting here so translation script can extract string
            layout.operator("fluid.bake", text=iface_("Bake (Req. Memory: %s)") % fluid.memory_estimate,
                            translate=False, icon='MOD_FLUIDSIM')

            if bpy.app.build_options.openmp:
                layout.prop(fluid, "threads", text="Simulation Threads")

            split = layout.split()

            col = split.column()
            col.label(text="Resolution:")
            col.prop(fluid, "resolution", text="Final")
            col.label(text="Render Display:")
            col.prop(fluid, "render_display_mode", text="")

            col = split.column()
            col.label()
            col.prop(fluid, "preview_resolution", text="Preview")
            col.label(text="Viewport Display:")
            col.prop(fluid, "viewport_display_mode", text="")

            split = layout.split()

            col = split.column()
            col.label(text="Time:")
            sub = col.column(align=True)
            sub.prop(fluid, "start_time", text="Start")
            sub.prop(fluid, "end_time", text="End")
            col.prop(fluid, "simulation_rate", text="Speed")

            col = split.column()
            col.label()
            sub = col.column(align=True)
            sub.prop(fluid, "use_speed_vectors")
            sub.prop(fluid, "use_reverse_frames")
            col.prop(fluid, "frame_offset", text="Offset")

            layout.prop(fluid, "filepath", text="")

        elif fluid.type == 'FLUID':
            split = layout.split()

            col = split.column()
            col.label(text="Volume Initialization:")
            col.prop(fluid, "volume_initialization", text="")
            col.prop(fluid, "use_animated_mesh")

            col = split.column()
            col.label(text="Initial Velocity:")
            col.prop(fluid, "initial_velocity", text="")

        elif fluid.type == 'OBSTACLE':
            split = layout.split()

            col = split.column()
            col.label(text="Volume Initialization:")
            col.prop(fluid, "volume_initialization", text="")
            col.prop(fluid, "use_animated_mesh")

            col = split.column()
            subsplit = col.split()
            subcol = subsplit.column()
            if fluid.use_animated_mesh:
                subcol.enabled = False
            subcol.label(text="Slip Type:")
            subcol.prop(fluid, "slip_type", text="")
            if fluid.slip_type == 'PARTIALSLIP':
                subcol.prop(fluid, "partial_slip_factor", slider=True, text="Amount")

            col.label(text="Impact:")
            col.prop(fluid, "impact_factor", text="Factor")

        elif fluid.type == 'INFLOW':
            split = layout.split()

            col = split.column()
            col.label(text="Volume Initialization:")
            col.prop(fluid, "volume_initialization", text="")
            col.prop(fluid, "use_animated_mesh")
            row = col.row()
            row.active = not fluid.use_animated_mesh
            row.prop(fluid, "use_local_coords")

            col = split.column()
            col.label(text="Inflow Velocity:")
            col.prop(fluid, "inflow_velocity", text="")

        elif fluid.type == 'OUTFLOW':
            col = layout.column()
            col.label(text="Volume Initialization:")
            col.prop(fluid, "volume_initialization", text="")
            col.prop(fluid, "use_animated_mesh")

        elif fluid.type == 'PARTICLE':
            split = layout.split()

            col = split.column()
            col.label(text="Influence:")
            col.prop(fluid, "particle_influence", text="Size")
            col.prop(fluid, "alpha_influence", text="Alpha")

            col = split.column()
            col.label(text="Type:")
            col.prop(fluid, "use_drops")
            col.prop(fluid, "use_floats")
            col.prop(fluid, "show_tracer")

            layout.prop(fluid, "filepath", text="")

        elif fluid.type == 'CONTROL':
            split = layout.split()

            col = split.column()
            col.label(text="")
            col.prop(fluid, "quality", slider=True)
            col.prop(fluid, "use_reverse_frames")

            col = split.column()
            col.label(text="Time:")
            sub = col.column(align=True)
            sub.prop(fluid, "start_time", text="Start")
            sub.prop(fluid, "end_time", text="End")

            split = layout.split()

            col = split.column()
            col.label(text="Attraction Force:")
            sub = col.column(align=True)
            sub.prop(fluid, "attraction_strength", text="Strength")
            sub.prop(fluid, "attraction_radius", text="Radius")

            col = split.column()
            col.label(text="Velocity Force:")
            sub = col.column(align=True)
            sub.prop(fluid, "velocity_strength", text="Strength")
            sub.prop(fluid, "velocity_radius", text="Radius")
    def draw_layers(self, context, layout, gpd):
        row = layout.row()

        col = row.column()
        if len(gpd.layers) >= 2:
            layer_rows = 5
        else:
            layer_rows = 3
        col.template_list("GPENCIL_UL_annotation_layer",
                          "",
                          gpd,
                          "layers",
                          gpd.layers,
                          "active_index",
                          rows=layer_rows,
                          sort_reverse=True,
                          sort_lock=True)

        col = row.column()

        sub = col.column(align=True)
        sub.operator("gpencil.layer_annotation_add", icon='ADD', text="")
        sub.operator("gpencil.layer_annotation_remove", icon='REMOVE', text="")

        gpl = context.active_annotation_layer
        if gpl:
            if len(gpd.layers) > 1:
                col.separator()

                sub = col.column(align=True)
                sub.operator("gpencil.layer_annotation_move",
                             icon='TRIA_UP',
                             text="").type = 'UP'
                sub.operator("gpencil.layer_annotation_move",
                             icon='TRIA_DOWN',
                             text="").type = 'DOWN'

        tool_settings = context.tool_settings
        if gpd and gpl:
            layout.prop(gpl, "thickness")
        else:
            layout.prop(tool_settings,
                        "annotation_thickness",
                        text="Thickness")

        if gpl:
            # Full-Row - Frame Locking (and Delete Frame)
            row = layout.row(align=True)
            row.active = not gpl.lock

            if gpl.active_frame:
                lock_status = iface_("Locked") if gpl.lock_frame else iface_(
                    "Unlocked")
                lock_label = iface_("Frame: %d (%s)") % (
                    gpl.active_frame.frame_number, lock_status)
            else:
                lock_label = iface_("Lock Frame")
            row.prop(gpl, "lock_frame", text=lock_label, icon='UNLOCKED')
            row.operator("gpencil.annotation_active_frame_delete",
                         text="",
                         icon='X')
Exemplo n.º 43
0
    def draw(self, context):
        layout = self.layout

        if context.scene.render.engine == 'BLENDER_GAME':
            layout.label("Not available in the Game Engine")
            return

        ob = context.object
        psys = context.particle_system
        part = 0

        if ob:
            row = layout.row()

            row.template_list("UI_UL_list", "particle_systems", ob, "particle_systems",
                              ob.particle_systems, "active_index", rows=2)

            col = row.column(align=True)
            col.operator("object.particle_system_add", icon='ZOOMIN', text="")
            col.operator("object.particle_system_remove", icon='ZOOMOUT', text="")

        if psys is None:
            part = particle_get_settings(context)

            if part is None:
                return

            layout.template_ID(context.space_data, "pin_id")

            if part.is_fluid:
                layout.label(text="Settings used for fluid")
                return

            layout.prop(part, "type", text="Type")

        elif not psys.settings:
            split = layout.split(percentage=0.32)

            col = split.column()
            col.label(text="Name:")
            col.label(text="Settings:")

            col = split.column()
            col.prop(psys, "name", text="")
            col.template_ID(psys, "settings", new="particle.new")
        else:
            part = psys.settings

            split = layout.split(percentage=0.32)
            col = split.column()
            col.label(text="Name:")
            if part.is_fluid is False:
                col.label(text="Settings:")
                col.label(text="Type:")

            col = split.column()
            col.prop(psys, "name", text="")
            if part.is_fluid is False:
                row = col.row()
                row.enabled = particle_panel_enabled(context, psys)
                row.template_ID(psys, "settings", new="particle.new")

            #row = layout.row()
            #row.label(text="Viewport")
            #row.label(text="Render")

            if part.is_fluid:
                layout.label(text=iface_("%d fluid particles for this frame") % part.count, translate=False)
                return

            row = col.row()
            row.enabled = particle_panel_enabled(context, psys)
            row.prop(part, "type", text="")
            row.prop(psys, "seed")

        if part:
            split = layout.split(percentage=0.65)
            if part.type == 'HAIR':
                if psys is not None and psys.is_edited:
                    split.operator("particle.edited_clear", text="Free Edit")
                else:
                    row = split.row()
                    row.enabled = particle_panel_enabled(context, psys)
                    row.prop(part, "regrow_hair")
                    row.prop(part, "use_advanced_hair")
                row = split.row()
                row.enabled = particle_panel_enabled(context, psys)
                row.prop(part, "hair_step")
                if psys is not None and psys.is_edited:
                    if psys.is_global_hair:
                        layout.operator("particle.connect_hair")
                    else:
                        layout.operator("particle.disconnect_hair")
            elif psys is not None and part.type == 'REACTOR':
                split.enabled = particle_panel_enabled(context, psys)
                split.prop(psys, "reactor_target_object")
                split.prop(psys, "reactor_target_particle_system", text="Particle System")
Exemplo n.º 44
0
    def draw(self, context):
        layout = self.layout

        ob = context.object
        psys = context.particle_system
        pset = None

        if ob:
            row = layout.row()

            row.template_list("PARTICLE_UL_particle_systems", "particle_systems", ob, "particle_systems",
                              ob.particle_systems, "active_index", rows=1)

            col = row.column(align=True)
            col.operator("object.particle_system_add", icon='ZOOMIN', text="")
            col.operator("object.particle_system_remove", icon='ZOOMOUT', text="")
            col.menu("PARTICLE_MT_specials", icon='DOWNARROW_HLT', text="")

        if psys is None:
            pset = particle_get_settings(context)

            layout.operator("object.particle_system_add", icon='ZOOMIN', text=_("New"))

            if pset is None:
                return

            layout.template_ID(context.space_data, "pin_id")

            if pset.is_fluid:
                layout.label(text=_("Settings used for fluid"))
                return

            layout.prop(pset, "type", text=_("Type"))

        elif not psys.settings:
            split = layout.split(percentage=0.32)

            col = split.column()
            col.label(text=_("Settings:"))

            col = split.column()
            col.template_ID(psys, "settings", new="particle.new")
        else:
            pset = psys.settings

            split = layout.split(percentage=0.32)
            col = split.column()
            if pset.is_fluid is False:
                col.label(text=_("Settings:"))
                col.label(text=_("Type:"))

            col = split.column()
            if pset.is_fluid is False:
                row = col.row()
                row.enabled = particle_panel_enabled(context, psys)
                row.template_ID(psys, "settings", new="particle.new")

            if pset.is_fluid:
                layout.label(text=iface_(_("%d fluid particles for this frame")) % pset.count, translate=False)
                return

            row = col.row()
            row.enabled = particle_panel_enabled(context, psys)
            row.prop(pset, "type", text="")
            row.prop(psys, "seed")

        if pset:
            if pset.type == 'HAIR':
                split = layout.split(percentage=0.65)
                if psys is not None and psys.is_edited:
                    split.operator("particle.edited_clear", text=_("Free Edit"))
                else:
                    row = split.row()
                    row.enabled = particle_panel_enabled(context, psys)
                    row.prop(pset, "regrow_hair")
                row = split.row()
                row.enabled = particle_panel_enabled(context, psys)
                row.prop(pset, "hair_step")
                if psys is not None and psys.is_edited:
                    if psys.is_global_hair:
                        layout.operator("particle.connect_hair")
                    else:
                        layout.operator("particle.disconnect_hair")
            else:
                if not ob.b4w_use_default_animation:
                    layout.label(text=_("Particle emission is disabled."), icon="ERROR")
                    layout.label(text=_("Enable it with Object->Animation->Apply default animation."))
Exemplo n.º 45
0
    def execute(self, context):
        # deselect bone
        bpy.ops.armature.select_all(action='DESELECT')

        arm_obj = context.active_object
        arm_obj.data.layers[2] = True
        bones = arm_obj.data.edit_bones

        parent_name = None

        # L
        # arm_L --------------------------------------
        bone = Get_Edit_Bone(bones, "腕_L", "arm_L")
        if bone is not None:
            # if has parent?
            if bone.parent is None or len(bone.children) == 0:
                self.report(
                    {'ERROR'},
                    iface_("'%s' No parent bone and child bone found") %
                    bone.name)

            else:
                parent_name = self.add_sleeve(context, bone)

        # elbow_L --------------------------------------
        bone = Get_Edit_Bone(bones, "ひじ_L", "elbow_L")
        if bone is not None:
            # if has parent?
            if bone.parent is None or len(bone.children) == 0:
                self.report(
                    {'ERROR'},
                    iface_("'%s' No parent bone and child bone found") %
                    bone.name)

            else:
                self.add_sleeve(context, bone, parent_name)

        parent_name = None

        # R
        # arm_R --------------------------------------
        bone = Get_Edit_Bone(bones, "腕_R", "arm_R")
        if bone is not None:
            # if has parent?
            if bone.parent is None or len(bone.children) == 0:
                self.report(
                    {'ERROR'},
                    iface_("'%s' No parent bone and child bone found") %
                    bone.name)

            else:
                parent_name = self.add_sleeve(context, bone)

        # elbow_R --------------------------------------
        bone = Get_Edit_Bone(bones, "ひじ_R", "elbow_R")
        if bone is not None:
            # if has parent?
            if bone.parent is None or len(bone.children) == 0:
                self.report(
                    {'ERROR'},
                    iface_("'%s' No parent bone and child bone found") %
                    bone.name)

            else:
                self.add_sleeve(context, bone, parent_name)

        # recalculate roll
        bpy.ops.b2pmxem.calculate_roll()

        return {'FINISHED'}
Exemplo n.º 46
0
    def draw(self, context):
        layout = self.layout
        i18n_sett = context.window_manager.i18n_update_svn_settings

        if not i18n_sett.is_init and bpy.ops.ui.i18n_updatetranslation_svn_init_settings.poll(
        ):
            bpy.ops.ui.i18n_updatetranslation_svn_init_settings()

        if not i18n_sett.is_init:
            layout.label(text="Could not init languages data!")
            layout.label(
                text="Please edit the preferences of the UI Translate addon")
        else:
            split = layout.split(0.75)
            split.template_list("UI_UL_i18n_languages",
                                "",
                                i18n_sett,
                                "langs",
                                i18n_sett,
                                "active_lang",
                                rows=8)
            col = split.column()
            col.operator("ui.i18n_updatetranslation_svn_init_settings",
                         text="Reset Settings")
            deselect = any(l.use for l in i18n_sett.langs)
            op = col.operator(
                "ui.i18n_updatetranslation_svn_settings_select",
                text="Deselect All" if deselect else "Select All")
            op.use_invert = False
            op.use_select = not deselect
            col.operator("ui.i18n_updatetranslation_svn_settings_select",
                         text="Invert Selection").use_invert = True
            col.separator()
            col.operator("ui.i18n_updatetranslation_svn_branches",
                         text="Update Branches")
            col.operator("ui.i18n_updatetranslation_svn_trunk",
                         text="Update Trunk")
            col.operator("ui.i18n_updatetranslation_svn_statistics",
                         text="Statistics")

            if i18n_sett.active_lang >= 0 and i18n_sett.active_lang < len(
                    i18n_sett.langs):
                lng = i18n_sett.langs[i18n_sett.active_lang]
                col = layout.column()
                col.active = lng.use
                row = col.row()
                row.label(text="[{}]: \"{}\" ({})".format(
                    lng.uid, iface_(lng.name), lng.num_id),
                          translate=False)
                row.prop(lng, "use", text="")
                col.prop(lng, "po_path")
                col.prop(lng, "po_path_trunk")
                col.prop(lng, "mo_path_trunk")
            layout.separator()
            layout.prop(i18n_sett, "pot_path")

            layout.separator()
            layout.label("Addons:")
            row = layout.row()
            op = row.operator("ui.i18n_addon_translation_invoke",
                              text="Refresh I18n Data...")
            op.op_id = "ui.i18n_addon_translation_update"
            op = row.operator("ui.i18n_addon_translation_invoke",
                              text="Export PO...")
            op.op_id = "ui.i18n_addon_translation_export"
            op = row.operator("ui.i18n_addon_translation_invoke",
                              text="Import PO...")
            op.op_id = "ui.i18n_addon_translation_import"
Exemplo n.º 47
0
    def draw(self, context):
        layout = self.layout

        md = context.fluid
        fluid = md.settings

        col = layout.column()
        if not bpy.app.build_options.mod_fluid:
            col.label("Built without fluids")
            return

        col.prop(fluid, "type")
        if fluid.type not in {
                'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'
        }:
            col.prop(fluid, "use")

        layout = layout.column()
        if fluid.type not in {
                'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'
        }:
            layout.active = fluid.use

        if fluid.type == 'DOMAIN':
            # odd formatting here so translation script can extract string
            layout.operator("fluid.bake",
                            text=iface_("Bake (Req. Memory: %s)") %
                            fluid.memory_estimate,
                            translate=False,
                            icon='MOD_FLUIDSIM')

            if bpy.app.build_options.openmp:
                layout.prop(fluid, "threads", text="Simulation Threads")

            split = layout.split()

            col = split.column()
            col.label(text="Resolution:")
            col.prop(fluid, "resolution", text="Final")
            col.label(text="Render Display:")
            col.prop(fluid, "render_display_mode", text="")

            col = split.column()
            col.label()
            col.prop(fluid, "preview_resolution", text="Preview")
            col.label(text="Viewport Display:")
            col.prop(fluid, "viewport_display_mode", text="")

            split = layout.split()

            col = split.column()
            col.label(text="Time:")
            sub = col.column(align=True)
            sub.prop(fluid, "start_time", text="Start")
            sub.prop(fluid, "end_time", text="End")
            col.prop(fluid, "simulation_rate", text="Speed")

            col = split.column()
            col.label()
            sub = col.column(align=True)
            sub.prop(fluid, "use_speed_vectors")
            sub.prop(fluid, "use_reverse_frames")
            col.prop(fluid, "frame_offset", text="Offset")

            layout.prop(fluid, "filepath", text="")

        elif fluid.type == 'FLUID':
            split = layout.split()

            col = split.column()
            col.label(text="Volume Initialization:")
            col.prop(fluid, "volume_initialization", text="")
            col.prop(fluid, "use_animated_mesh")

            col = split.column()
            col.label(text="Initial Velocity:")
            col.prop(fluid, "initial_velocity", text="")

        elif fluid.type == 'OBSTACLE':
            split = layout.split()

            col = split.column()
            col.label(text="Volume Initialization:")
            col.prop(fluid, "volume_initialization", text="")
            col.prop(fluid, "use_animated_mesh")

            col = split.column()
            subsplit = col.split()
            subcol = subsplit.column()
            #if fluid.use_animated_mesh:
            #    subcol.enabled = False
            subcol.label(text="Slip Type:")
            subcol.prop(fluid, "slip_type", text="")
            if fluid.slip_type == 'PARTIALSLIP':
                subcol.prop(fluid,
                            "partial_slip_factor",
                            slider=True,
                            text="Amount")

            col.label(text="Impact:")
            col.prop(fluid, "impact_factor", text="Factor")

        elif fluid.type == 'INFLOW':
            split = layout.split()

            col = split.column()
            col.label(text="Volume Initialization:")
            col.prop(fluid, "volume_initialization", text="")
            col.prop(fluid, "use_animated_mesh")
            row = col.row()
            row.active = not fluid.use_animated_mesh
            row.prop(fluid, "use_local_coords")

            col = split.column()
            col.label(text="Inflow Velocity:")
            col.prop(fluid, "inflow_velocity", text="")

        elif fluid.type == 'OUTFLOW':
            col = layout.column()
            col.label(text="Volume Initialization:")
            col.prop(fluid, "volume_initialization", text="")
            col.prop(fluid, "use_animated_mesh")

        elif fluid.type == 'PARTICLE':
            split = layout.split()

            col = split.column()
            col.label(text="Influence:")
            col.prop(fluid, "particle_influence", text="Size")
            col.prop(fluid, "alpha_influence", text="Alpha")

            col = split.column()
            col.label(text="Type:")
            col.prop(fluid, "use_drops")
            col.prop(fluid, "use_floats")
            col.prop(fluid, "show_tracer")

            layout.prop(fluid, "filepath", text="")

        elif fluid.type == 'CONTROL':
            split = layout.split()

            col = split.column()
            col.label(text="")
            col.prop(fluid, "quality", slider=True)
            col.prop(fluid, "use_reverse_frames")

            col = split.column()
            col.label(text="Time:")
            sub = col.column(align=True)
            sub.prop(fluid, "start_time", text="Start")
            sub.prop(fluid, "end_time", text="End")

            split = layout.split()

            col = split.column()
            col.label(text="Attraction Force:")
            sub = col.column(align=True)
            sub.prop(fluid, "attraction_strength", text="Strength")
            sub.prop(fluid, "attraction_radius", text="Radius")

            col = split.column()
            col.label(text="Velocity Force:")
            sub = col.column(align=True)
            sub.prop(fluid, "velocity_strength", text="Strength")
            sub.prop(fluid, "velocity_radius", text="Radius")
    def draw(self, context):
        layout = self.layout
        wm = context.window_manager
        layout.use_property_decorate = False
        st = context.space_data
        text = st.text
        if text:
            if wm.toggle_find_search:
                row = layout.row()
                if text.filepath:
                    if text.is_dirty:
                        row.label(
                            text=iface_(f"File: *{text.filepath:s} (unsaved)"),
                            translate=False,
                        )
                    else:
                        row.label(
                            text=iface_("File: {text.filepath:s}"),
                            translate=False,
                        )
                else:
                    row.label(
                        text="Text: External"
                        if text.library
                        else "Text: Internal",
                    )
            else:                    
                layout = self.layout              
                st = context.space_data

                # find
                col = layout.column()
                #col = col.scale_x = 1.6
                row = col.row(align=True)

                row.operator("text.find_set_selected", text="", icon='EYEDROPPER') 
                subrow = row.split()
                subrow.scale_x = 1.6     
                subrow.prop(st, "find_text", text="")
                subrow.activate_init = True
                row.operator("text.find", text="Find Next")        

                layout.separator_spacer()

                # replace                        
                col = layout.column()
                row = col.row(align=True)
                row.operator("text.replace_set_selected", text="", icon='EYEDROPPER')
                subrow = row.split()
                subrow.scale_x = 1.6         
                subrow.prop(st, "replace_text", text="")
                row.operator("text.replace", text="Replace")        

                layout.separator_spacer()

                # settings                   
                row = layout.row(align=False)      
                if not st.text:
                    row.active = False
                row.prop(st, "use_match_case", text="", toggle=True, icon="SMALL_CAPS")    # case
                row.prop(st, "use_find_wrap", text="", toggle=True, icon="LOOP_BACK")  # warp
                row.prop(st, "use_find_all", text="", toggle=True, icon="DUPLICATE")  # all

                layout.separator_spacer()

                col = layout.column()
                row = col.row(align=False)       
                row.prop(wm, 'toggle_find_search', text="", icon="X", toggle=True)
Exemplo n.º 49
0
    def draw(self, context):
        layout = self.layout

        theme = context.user_preferences.themes[0]

        split_themes = layout.split(percentage=0.2)

        sub = split_themes.column()

        sub.label(text="Presets:")
        subrow = sub.row(align=True)

        subrow.menu("USERPREF_MT_interface_theme_presets",
                    text=USERPREF_MT_interface_theme_presets.bl_label)
        subrow.operator("wm.interface_theme_preset_add",
                        text="",
                        icon='ZOOMIN')
        subrow.operator("wm.interface_theme_preset_add",
                        text="",
                        icon='ZOOMOUT').remove_active = True
        sub.separator()

        sub.prop(theme, "theme_area", expand=True)

        split = layout.split(percentage=0.4)

        layout.separator()
        layout.separator()

        split = split_themes.split()

        if theme.theme_area == 'USER_INTERFACE':
            col = split.column()
            ui = theme.user_interface

            col.label(text="Regular:")
            self._theme_widget_style(col, ui.wcol_regular)

            col.label(text="Tool:")
            self._theme_widget_style(col, ui.wcol_tool)

            col.label(text="Radio Buttons:")
            self._theme_widget_style(col, ui.wcol_radio)

            col.label(text="Text:")
            self._theme_widget_style(col, ui.wcol_text)

            col.label(text="Option:")
            self._theme_widget_style(col, ui.wcol_option)

            col.label(text="Toggle:")
            self._theme_widget_style(col, ui.wcol_toggle)

            col.label(text="Number Field:")
            self._theme_widget_style(col, ui.wcol_num)

            col.label(text="Value Slider:")
            self._theme_widget_style(col, ui.wcol_numslider)

            col.label(text="Box:")
            self._theme_widget_style(col, ui.wcol_box)

            col.label(text="Menu:")
            self._theme_widget_style(col, ui.wcol_menu)

            col.label(text="Pie Menu:")
            self._theme_widget_style(col, ui.wcol_pie_menu)

            col.label(text="Pulldown:")
            self._theme_widget_style(col, ui.wcol_pulldown)

            col.label(text="Menu Back:")
            self._theme_widget_style(col, ui.wcol_menu_back)

            col.label(text="Tooltip:")
            self._theme_widget_style(col, ui.wcol_tooltip)

            col.label(text="Menu Item:")
            self._theme_widget_style(col, ui.wcol_menu_item)

            col.label(text="Scroll Bar:")
            self._theme_widget_style(col, ui.wcol_scroll)

            col.label(text="Progress Bar:")
            self._theme_widget_style(col, ui.wcol_progress)

            col.label(text="List Item:")
            self._theme_widget_style(col, ui.wcol_list_item)

            ui_state = theme.user_interface.wcol_state
            col.label(text="State:")

            row = col.row()

            subsplit = row.split(percentage=0.95)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui_state, "inner_anim")
            colsub.row().prop(ui_state, "inner_anim_sel")
            colsub.row().prop(ui_state, "inner_driven")
            colsub.row().prop(ui_state, "inner_driven_sel")

            subsplit = row.split(percentage=0.85)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui_state, "inner_key")
            colsub.row().prop(ui_state, "inner_key_sel")
            colsub.row().prop(ui_state, "blend")

            col.separator()
            col.separator()

            col.label("Menu Shadow:")

            row = col.row()

            subsplit = row.split(percentage=0.95)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui, "menu_shadow_fac")

            subsplit = row.split(percentage=0.85)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui, "menu_shadow_width")

            col.separator()
            col.separator()

            col.label("Icons:")

            row = col.row()

            subsplit = row.split(percentage=0.95)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            # Not working yet.
            #~ colsub.active = False
            #~ colsub.row().prop(ui, "icon_file")

            subsplit = row.split(percentage=0.85)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui, "icon_alpha")

            col.separator()
            col.separator()

            col.label("Axis Colors:")

            row = col.row()

            subsplit = row.split(percentage=0.95)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()
            colsub.row().prop(ui, "axis_x")
            colsub.row().prop(ui, "axis_y")
            colsub.row().prop(ui, "axis_z")

            subsplit = row.split(percentage=0.85)

            padding = subsplit.split(percentage=0.15)
            colsub = padding.column()
            colsub = padding.column()

            layout.separator()
            layout.separator()
        elif theme.theme_area == 'BONE_COLOR_SETS':
            col = split.column()

            for i, ui in enumerate(theme.bone_color_sets):
                col.label(text=iface_("Color Set %d:") % (i + 1),
                          translate=False)  # i starts from 0

                row = col.row()

                subsplit = row.split(percentage=0.95)

                padding = subsplit.split(percentage=0.15)
                colsub = padding.column()
                colsub = padding.column()
                colsub.row().prop(ui, "normal")
                colsub.row().prop(ui, "select")
                colsub.row().prop(ui, "active")

                subsplit = row.split(percentage=0.85)

                padding = subsplit.split(percentage=0.15)
                colsub = padding.column()
                colsub = padding.column()
                colsub.row().prop(ui, "show_colored_constraints")
        elif theme.theme_area == 'STYLE':
            col = split.column()

            style = context.user_preferences.ui_styles[0]

            col.label(text="Panel Title:")
            self._ui_font_style(col, style.panel_title)

            col.separator()

            col.label(text="Widget:")
            self._ui_font_style(col, style.widget)

            col.separator()

            col.label(text="Widget Label:")
            self._ui_font_style(col, style.widget_label)
        else:
            self._theme_generic(split, getattr(theme,
                                               theme.theme_area.lower()))