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authorCampbell Barton <ideasman42@gmail.com>2018-05-30 18:47:48 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-05-30 19:00:11 +0300
commit85ce4d957cee0de45b620d30af4061253ff8b18f (patch)
treec5b7144dcbfb26071c554a73e3aafaa1b69b8310 /release/scripts/startup/bl_ui/properties_scene.py
parent9fabe3ef530189c23763681262e5e31b56620d08 (diff)
UI: use split property layout for some panels
Object, render, scene properties now use split-property layout, also cycles interface. Patch by @billreynish w/ minor edits.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_scene.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_scene.py116
1 files changed, 58 insertions, 58 deletions
diff --git a/release/scripts/startup/bl_ui/properties_scene.py b/release/scripts/startup/bl_ui/properties_scene.py
index 4f3b293faa3..23714584acd 100644
--- a/release/scripts/startup/bl_ui/properties_scene.py
+++ b/release/scripts/startup/bl_ui/properties_scene.py
@@ -19,10 +19,10 @@
# <pep8 compliant>
import bpy
from bpy.types import (
- Menu,
- Panel,
- UIList,
- )
+ Menu,
+ Panel,
+ UIList,
+)
from rna_prop_ui import PropertyPanel
@@ -69,12 +69,12 @@ class SCENE_PT_scene(SceneButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
-
+ layout.use_property_split = True
scene = context.scene
layout.prop(scene, "camera")
- layout.prop(scene, "background_set", text="Background")
- layout.prop(scene, "active_clip", text="Active Clip")
+ layout.prop(scene, "background_set")
+ layout.prop(scene, "active_clip")
class SCENE_PT_unit(SceneButtonsPanel, Panel):
@@ -91,23 +91,18 @@ class SCENE_PT_unit(SceneButtonsPanel, Panel):
row.operator("scene.units_length_preset_add", text="", icon='ZOOMIN')
row.operator("scene.units_length_preset_add", text="", icon='ZOOMOUT').remove_active = True
- layout.separator()
+ layout.use_property_split = True
- split = layout.split(percentage=0.35)
- split.label("Length:")
- split.prop(unit, "system", text="")
- split = layout.split(percentage=0.35)
- split.label("Angle:")
- split.prop(unit, "system_rotation", text="")
+ col = layout.column()
+ col.prop(unit, "system")
+
+ col = layout.column()
+ col.prop(unit, "system_rotation")
col = layout.column()
col.enabled = unit.system != 'NONE'
- split = col.split(percentage=0.35)
- split.label("Unit Scale:")
- split.prop(unit, "scale_length", text="")
- split = col.split(percentage=0.35)
- split.row()
- split.prop(unit, "use_separate")
+ col.prop(unit, "scale_length")
+ col.prop(unit, "use_separate")
class SceneKeyingSetsPanel:
@@ -115,18 +110,19 @@ class SceneKeyingSetsPanel:
@staticmethod
def draw_keyframing_settings(context, layout, ks, ksp):
SceneKeyingSetsPanel._draw_keyframing_setting(
- context, layout, ks, ksp, "Needed",
- "use_insertkey_override_needed", "use_insertkey_needed",
- userpref_fallback="use_keyframe_insert_needed")
-
+ context, layout, ks, ksp, "Needed",
+ "use_insertkey_override_needed", "use_insertkey_needed",
+ userpref_fallback="use_keyframe_insert_needed",
+ )
SceneKeyingSetsPanel._draw_keyframing_setting(
- context, layout, ks, ksp, "Visual",
- "use_insertkey_override_visual", "use_insertkey_visual",
- userpref_fallback="use_visual_keying")
-
+ context, layout, ks, ksp, "Visual",
+ "use_insertkey_override_visual", "use_insertkey_visual",
+ userpref_fallback="use_visual_keying",
+ )
SceneKeyingSetsPanel._draw_keyframing_setting(
- context, layout, ks, ksp, "XYZ to RGB",
- "use_insertkey_override_xyz_to_rgb", "use_insertkey_xyz_to_rgb")
+ context, layout, ks, ksp, "XYZ to RGB",
+ "use_insertkey_override_xyz_to_rgb", "use_insertkey_xyz_to_rgb",
+ )
@staticmethod
def _draw_keyframing_setting(context, layout, ks, ksp, label, toggle_prop, prop, userpref_fallback=None):
@@ -197,6 +193,7 @@ class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Active Keying Set"
+ bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
@@ -258,22 +255,21 @@ class SCENE_PT_color_management(SceneButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
+ layout.use_property_split = True
scene = context.scene
col = layout.column()
- col.label(text="Display:")
col.prop(scene.display_settings, "display_device")
- col = layout.column()
col.separator()
- col.label(text="Render:")
- col.template_colormanaged_view_settings(scene, "view_settings")
col = layout.column()
+ col.template_colormanaged_view_settings(scene, "view_settings")
+
col.separator()
- col.label(text="Sequencer:")
- col.prop(scene.sequencer_colorspace_settings, "name")
+ col = layout.column()
+ col.prop(scene.sequencer_colorspace_settings, "name", text="Sequencer Color Space")
class SCENE_PT_audio(SceneButtonsPanel, Panel):
@@ -283,27 +279,29 @@ class SCENE_PT_audio(SceneButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
+ layout.use_property_split = True
scene = context.scene
rd = context.scene.render
ffmpeg = rd.ffmpeg
layout.prop(scene, "audio_volume")
- layout.operator("sound.bake_animation")
- split = layout.split()
+ col = layout.column()
+ col.prop(scene, "audio_distance_model")
+
+ col.prop(ffmpeg, "audio_channels")
+ col.prop(ffmpeg, "audio_mixrate", text="Sample Rate")
- col = split.column()
- col.label("Distance Model:")
- col.prop(scene, "audio_distance_model", text="")
- sub = col.column(align=True)
- sub.prop(scene, "audio_doppler_speed", text="Speed")
- sub.prop(scene, "audio_doppler_factor", text="Doppler")
+ layout.separator()
- col = split.column()
- col.label("Format:")
- col.prop(ffmpeg, "audio_channels", text="")
- col.prop(ffmpeg, "audio_mixrate", text="Rate")
+ col = layout.column(align=True)
+ col.prop(scene, "audio_doppler_speed", text="Doppler Speed")
+ col.prop(scene, "audio_doppler_factor", text="Doppler Factor")
+
+ layout.separator()
+
+ layout.operator("sound.bake_animation")
class SCENE_PT_physics(SceneButtonsPanel, Panel):
@@ -315,16 +313,18 @@ class SCENE_PT_physics(SceneButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
+ layout.use_property_split = True
scene = context.scene
layout.active = scene.use_gravity
- layout.prop(scene, "gravity", text="")
+ layout.prop(scene, "gravity")
class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel):
bl_label = "Rigid Body World"
+ bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
@@ -403,6 +403,7 @@ class SCENE_PT_rigid_body_field_weights(SceneButtonsPanel, Panel):
class SCENE_PT_simplify(SceneButtonsPanel, Panel):
bl_label = "Simplify"
+ bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw_header(self, context):
@@ -411,22 +412,21 @@ class SCENE_PT_simplify(SceneButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
+ layout.use_property_split = True
rd = context.scene.render
layout.active = rd.use_simplify
- split = layout.split()
+ col = layout.column()
+ col.prop(rd, "simplify_subdivision", text="Max Viewport Subdivision")
+ col.prop(rd, "simplify_child_particles", text="Max Child Particles")
- col = split.column()
- col.label(text="Viewport:")
- col.prop(rd, "simplify_subdivision", text="Subdivision")
- col.prop(rd, "simplify_child_particles", text="Child Particles")
+ col.separator()
- col = split.column()
- col.label(text="Render:")
- col.prop(rd, "simplify_subdivision_render", text="Subdivision")
- col.prop(rd, "simplify_child_particles_render", text="Child Particles")
+ col = layout.column()
+ col.prop(rd, "simplify_subdivision_render", text="Max Render Subdivision")
+ col.prop(rd, "simplify_child_particles_render", text="Max Child Particles")
class SCENE_PT_viewport_display(SceneButtonsPanel, Panel):