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authorJoseph Eagar <joeedh@gmail.com>2010-09-04 09:31:25 +0400
committerJoseph Eagar <joeedh@gmail.com>2010-09-04 09:31:25 +0400
commitbb7339a7aec37bdb2ee8a21599e6c65b37ef1277 (patch)
tree6fb8da94c6e43098c606f768e722484b04b8645c /release/scripts/ui/properties_texture.py
parent37f2c8a64c3277f100ab084ef1bb3846bc7b2c62 (diff)
parent8a320974f1b3e6004db3b3ad64f97742f878cbee (diff)
merge with trunk at r31523
Diffstat (limited to 'release/scripts/ui/properties_texture.py')
-rw-r--r--release/scripts/ui/properties_texture.py555
1 files changed, 209 insertions, 346 deletions
diff --git a/release/scripts/ui/properties_texture.py b/release/scripts/ui/properties_texture.py
index 2bfbe188c9e..5163ae884ed 100644
--- a/release/scripts/ui/properties_texture.py
+++ b/release/scripts/ui/properties_texture.py
@@ -20,8 +20,6 @@
import bpy
from rna_prop_ui import PropertyPanel
-narrowui = bpy.context.user_preferences.view.properties_width_check
-
class TEXTURE_MT_specials(bpy.types.Menu):
bl_label = "Texture Specials"
@@ -65,47 +63,29 @@ def context_tex_datablock(context):
return idblock
-class TextureButtonsPanel(bpy.types.Panel):
+class TextureButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
tex = context.texture
- if not tex:
- return False
- engine = context.scene.render.engine
- return (tex.type != 'NONE' or tex.use_nodes) and (engine in self.COMPAT_ENGINES)
-
+ return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.scene.render.engine in cls.COMPAT_ENGINES)
-class TEXTURE_PT_preview(TextureButtonsPanel):
- bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def draw(self, context):
- layout = self.layout
-
- tex = context.texture
- slot = getattr(context, "texture_slot", None)
- idblock = context_tex_datablock(context)
-
- if idblock:
- layout.template_preview(tex, parent=idblock, slot=slot)
- else:
- layout.template_preview(tex, slot=slot)
-
-
-class TEXTURE_PT_context_texture(TextureButtonsPanel):
+class TEXTURE_PT_context_texture(TextureButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
engine = context.scene.render.engine
if not hasattr(context, "texture_slot"):
return False
return ((context.material or context.world or context.lamp or context.brush or context.texture)
- and (engine in self.COMPAT_ENGINES))
+ and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
@@ -113,7 +93,6 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel):
node = context.texture_node
space = context.space_data
tex = context.texture
- wide_ui = context.region.width > narrowui
idblock = context_tex_datablock(context)
tex_collection = space.pin_id == None and type(idblock) != bpy.types.Brush and not node
@@ -127,11 +106,8 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel):
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="")
- if wide_ui:
- split = layout.split(percentage=0.65)
- col = split.column()
- else:
- col = layout.column()
+ split = layout.split(percentage=0.65)
+ col = split.column()
if tex_collection:
col.template_ID(idblock, "active_texture", new="texture.new")
@@ -143,11 +119,10 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel):
if space.pin_id:
col.template_ID(space, "pin_id")
- if wide_ui:
- col = split.column()
+ col = split.column()
if not space.pin_id:
- col.prop(space, "brush_texture", text="Brush", toggle=True)
+ col.prop(space, "show_brush_texture", text="Brush", toggle=True)
if tex:
split = layout.split(percentage=0.2)
@@ -159,23 +134,28 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel):
split.prop(slot, "output_node", text="")
else:
- if wide_ui:
- split.label(text="Type:")
- split.prop(tex, "type", text="")
- else:
- layout.prop(tex, "type", text="")
+ split.label(text="Type:")
+ split.prop(tex, "type", text="")
-class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel):
- _context_path = "texture"
+class TEXTURE_PT_preview(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def poll(self, context): # use alternate poll since NONE texture type is ok
- engine = context.scene.render.engine
- return context.texture and (engine in self.COMPAT_ENGINES)
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+ slot = getattr(context, "texture_slot", None)
+ idblock = context_tex_datablock(context)
+
+ if idblock:
+ layout.template_preview(tex, parent=idblock, slot=slot)
+ else:
+ layout.template_preview(tex, slot=slot)
-class TEXTURE_PT_colors(TextureButtonsPanel):
+class TEXTURE_PT_colors(TextureButtonsPanel, bpy.types.Panel):
bl_label = "Colors"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -184,7 +164,6 @@ class TEXTURE_PT_colors(TextureButtonsPanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
layout.prop(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
@@ -199,10 +178,9 @@ class TEXTURE_PT_colors(TextureButtonsPanel):
sub.prop(tex, "factor_green", text="G")
sub.prop(tex, "factor_blue", text="B")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.label(text="Adjust:")
- col.prop(tex, "brightness")
+ col.prop(tex, "intensity")
col.prop(tex, "contrast")
col.prop(tex, "saturation")
@@ -212,19 +190,21 @@ class TEXTURE_PT_colors(TextureButtonsPanel):
class TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
if not hasattr(context, "texture_slot"):
return False
engine = context.scene.render.engine
- return TextureButtonsPanel.poll(self, context) and (engine in self.COMPAT_ENGINES)
+ return TextureButtonsPanel.poll(self, context) and (engine in cls.COMPAT_ENGINES)
-class TEXTURE_PT_mapping(TextureSlotPanel):
+class TEXTURE_PT_mapping(TextureSlotPanel, bpy.types.Panel):
bl_label = "Mapping"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
idblock = context_tex_datablock(context)
if type(idblock) == bpy.types.Brush and not context.sculpt_object:
return False
@@ -233,7 +213,7 @@ class TEXTURE_PT_mapping(TextureSlotPanel):
return False
engine = context.scene.render.engine
- return (engine in self.COMPAT_ENGINES)
+ return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
@@ -242,16 +222,15 @@ class TEXTURE_PT_mapping(TextureSlotPanel):
tex = context.texture_slot
# textype = context.texture
- wide_ui = context.region.width > narrowui
if type(idblock) != bpy.types.Brush:
split = layout.split(percentage=0.3)
col = split.column()
col.label(text="Coordinates:")
col = split.column()
- col.prop(tex, "texture_coordinates", text="")
+ col.prop(tex, "texture_coords", text="")
- if tex.texture_coordinates == 'ORCO':
+ if tex.texture_coords == 'ORCO':
"""
ob = context.object
if ob and ob.type == 'MESH':
@@ -259,7 +238,7 @@ class TEXTURE_PT_mapping(TextureSlotPanel):
split.label(text="Mesh:")
split.prop(ob.data, "texco_mesh", text="")
"""
- elif tex.texture_coordinates == 'UV':
+ elif tex.texture_coords == 'UV':
split = layout.split(percentage=0.3)
split.label(text="Layer:")
ob = context.object
@@ -268,7 +247,7 @@ class TEXTURE_PT_mapping(TextureSlotPanel):
else:
split.prop(tex, "uv_layer", text="")
- elif tex.texture_coordinates == 'OBJECT':
+ elif tex.texture_coords == 'OBJECT':
split = layout.split(percentage=0.3)
split.label(text="Object:")
split.prop(tex, "object", text="")
@@ -290,38 +269,35 @@ class TEXTURE_PT_mapping(TextureSlotPanel):
split = layout.split()
col = split.column()
- if tex.texture_coordinates in ('ORCO', 'UV'):
- col.prop(tex, "from_dupli")
- elif tex.texture_coordinates == 'OBJECT':
- col.prop(tex, "from_original")
- elif wide_ui:
+ if tex.texture_coords in ('ORCO', 'UV'):
+ col.prop(tex, "use_from_dupli")
+ elif tex.texture_coords == 'OBJECT':
+ col.prop(tex, "use_from_original")
+ else:
col.label()
- if wide_ui:
- col = split.column()
+ col = split.column()
row = col.row()
- row.prop(tex, "x_mapping", text="")
- row.prop(tex, "y_mapping", text="")
- row.prop(tex, "z_mapping", text="")
+ row.prop(tex, "mapping_x", text="")
+ row.prop(tex, "mapping_y", text="")
+ row.prop(tex, "mapping_z", text="")
split = layout.split()
col = split.column()
col.prop(tex, "offset")
- if wide_ui:
- col = split.column()
- else:
- col.separator()
+ col = split.column()
- col.prop(tex, "size")
+ col.prop(tex, "scale")
-class TEXTURE_PT_influence(TextureSlotPanel):
+class TEXTURE_PT_influence(TextureSlotPanel, bpy.types.Panel):
bl_label = "Influence"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
idblock = context_tex_datablock(context)
if type(idblock) == bpy.types.Brush:
return False
@@ -330,7 +306,7 @@ class TEXTURE_PT_influence(TextureSlotPanel):
return False
engine = context.scene.render.engine
- return (engine in self.COMPAT_ENGINES)
+ return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
@@ -340,7 +316,6 @@ class TEXTURE_PT_influence(TextureSlotPanel):
# textype = context.texture
tex = context.texture_slot
- wide_ui = context.region.width > narrowui
def factor_but(layout, active, toggle, factor, name):
row = layout.row(align=True)
@@ -355,70 +330,66 @@ class TEXTURE_PT_influence(TextureSlotPanel):
col = split.column()
col.label(text="Diffuse:")
- factor_but(col, tex.map_diffuse, "map_diffuse", "diffuse_factor", "Intensity")
- factor_but(col, tex.map_colordiff, "map_colordiff", "colordiff_factor", "Color")
- factor_but(col, tex.map_alpha, "map_alpha", "alpha_factor", "Alpha")
- factor_but(col, tex.map_translucency, "map_translucency", "translucency_factor", "Translucency")
+ factor_but(col, tex.use_map_diffuse, "use_map_diffuse", "diffuse_factor", "Intensity")
+ factor_but(col, tex.use_map_color_diffuse, "use_map_color_diffuse", "diffuse_color_factor", "Color")
+ factor_but(col, tex.use_map_alpha, "use_map_alpha", "alpha_factor", "Alpha")
+ factor_but(col, tex.use_map_translucency, "use_map_translucency", "translucency_factor", "Translucency")
col.label(text="Specular:")
- factor_but(col, tex.map_specular, "map_specular", "specular_factor", "Intensity")
- factor_but(col, tex.map_colorspec, "map_colorspec", "colorspec_factor", "Color")
- factor_but(col, tex.map_hardness, "map_hardness", "hardness_factor", "Hardness")
+ factor_but(col, tex.use_map_specular, "use_map_specular", "specular_factor", "Intensity")
+ factor_but(col, tex.use_map_color_spec, "use_map_color_spec", "specular_color_factor", "Color")
+ factor_but(col, tex.use_map_hardness, "use_map_hardness", "hardness_factor", "Hardness")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.label(text="Shading:")
- factor_but(col, tex.map_ambient, "map_ambient", "ambient_factor", "Ambient")
- factor_but(col, tex.map_emit, "map_emit", "emit_factor", "Emit")
- factor_but(col, tex.map_mirror, "map_mirror", "mirror_factor", "Mirror")
- factor_but(col, tex.map_raymir, "map_raymir", "raymir_factor", "Ray Mirror")
+ factor_but(col, tex.use_map_ambient, "use_map_ambient", "ambient_factor", "Ambient")
+ factor_but(col, tex.use_map_emit, "use_map_emit", "emit_factor", "Emit")
+ factor_but(col, tex.use_map_mirror, "use_map_mirror", "mirror_factor", "Mirror")
+ factor_but(col, tex.use_map_raymir, "use_map_raymir", "raymir_factor", "Ray Mirror")
col.label(text="Geometry:")
# XXX replace 'or' when displacement is fixed to not rely on normal influence value.
- factor_but(col, (tex.map_normal or tex.map_displacement), "map_normal", "normal_factor", "Normal")
- factor_but(col, tex.map_warp, "map_warp", "warp_factor", "Warp")
- factor_but(col, tex.map_displacement, "map_displacement", "displacement_factor", "Displace")
+ factor_but(col, (tex.use_map_normal or tex.use_map_displacement), "use_map_normal", "normal_factor", "Normal")
+ factor_but(col, tex.use_map_warp, "use_map_warp", "warp_factor", "Warp")
+ factor_but(col, tex.use_map_displacement, "use_map_displacement", "displacement_factor", "Displace")
#sub = col.column()
- #sub.active = tex.map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
+ #sub.active = tex.use_map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
#sub.prop(tex, "default_value", text="Amount", slider=True)
elif idblock.type == 'VOLUME':
split = layout.split()
col = split.column()
- factor_but(col, tex.map_density, "map_density", "density_factor", "Density")
- factor_but(col, tex.map_emission, "map_emission", "emission_factor", "Emission")
- factor_but(col, tex.map_scattering, "map_scattering", "scattering_factor", "Scattering")
- factor_but(col, tex.map_reflection, "map_reflection", "reflection_factor", "Reflection")
-
- if wide_ui:
- col = split.column()
- col.label(text=" ")
- factor_but(col, tex.map_coloremission, "map_coloremission", "coloremission_factor", "Emission Color")
- factor_but(col, tex.map_colortransmission, "map_colortransmission", "colortransmission_factor", "Transmission Color")
- factor_but(col, tex.map_colorreflection, "map_colorreflection", "colorreflection_factor", "Reflection Color")
+ factor_but(col, tex.use_map_density, "use_map_density", "density_factor", "Density")
+ factor_but(col, tex.use_map_emission, "use_map_emission", "emission_factor", "Emission")
+ factor_but(col, tex.use_map_scatter, "use_map_scattering", "scattering_factor", "Scattering")
+ factor_but(col, tex.use_map_reflect, "use_map_reflection", "reflection_factor", "Reflection")
+
+ col = split.column()
+ col.label(text=" ")
+ factor_but(col, tex.use_map_color_emission, "use_map_color_emission", "emission_color_factor", "Emission Color")
+ factor_but(col, tex.use_map_color_transmission, "use_map_color_transmission", "transmission_color_factor", "Transmission Color")
+ factor_but(col, tex.use_map_color_reflection, "use_map_color_reflection", "reflection_color_factor", "Reflection Color")
elif type(idblock) == bpy.types.Lamp:
split = layout.split()
col = split.column()
- factor_but(col, tex.map_color, "map_color", "color_factor", "Color")
+ factor_but(col, tex.use_map_color, "map_color", "color_factor", "Color")
- if wide_ui:
- col = split.column()
- factor_but(col, tex.map_shadow, "map_shadow", "shadow_factor", "Shadow")
+ col = split.column()
+ factor_but(col, tex.use_map_shadow, "map_shadow", "shadow_factor", "Shadow")
elif type(idblock) == bpy.types.World:
split = layout.split()
col = split.column()
- factor_but(col, tex.map_blend, "map_blend", "blend_factor", "Blend")
- factor_but(col, tex.map_horizon, "map_horizon", "horizon_factor", "Horizon")
+ factor_but(col, tex.use_map_blend, "use_map_blend", "blend_factor", "Blend")
+ factor_but(col, tex.use_map_horizon, "use_map_horizon", "horizon_factor", "Horizon")
- if wide_ui:
- col = split.column()
- factor_but(col, tex.map_zenith_up, "map_zenith_up", "zenith_up_factor", "Zenith Up")
- factor_but(col, tex.map_zenith_down, "map_zenith_down", "zenith_down_factor", "Zenith Down")
+ col = split.column()
+ factor_but(col, tex.use_map_zenith_up, "use_map_zenith_up", "zenith_up_factor", "Zenith Up")
+ factor_but(col, tex.use_map_zenith_down, "use_map_zenith_down", "zenith_down_factor", "Zenith Down")
layout.separator()
@@ -426,15 +397,14 @@ class TEXTURE_PT_influence(TextureSlotPanel):
col = split.column()
col.prop(tex, "blend_type", text="Blend")
- col.prop(tex, "rgb_to_intensity")
+ col.prop(tex, "use_rgb_to_intensity")
sub = col.column()
- sub.active = tex.rgb_to_intensity
+ sub.active = tex.use_rgb_to_intensity
sub.prop(tex, "color", text="")
- if wide_ui:
- col = split.column()
- col.prop(tex, "negate", text="Negative")
- col.prop(tex, "stencil")
+ col = split.column()
+ col.prop(tex, "invert", text="Negative")
+ col.prop(tex, "use_stencil")
if type(idblock) in (bpy.types.Material, bpy.types.World):
col.prop(tex, "default_value", text="DVar", slider=True)
@@ -443,15 +413,15 @@ class TEXTURE_PT_influence(TextureSlotPanel):
class TextureTypePanel(TextureButtonsPanel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
tex = context.texture
engine = context.scene.render.engine
- return ((tex and tex.type == self.tex_type and not tex.use_nodes) and (engine in self.COMPAT_ENGINES))
+ return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
-class TEXTURE_PT_clouds(TextureTypePanel):
+class TEXTURE_PT_clouds(TextureTypePanel, bpy.types.Panel):
bl_label = "Clouds"
tex_type = 'CLOUDS'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -460,28 +430,23 @@ class TEXTURE_PT_clouds(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
- layout.prop(tex, "stype", expand=True)
+ layout.prop(tex, "cloud_type", expand=True)
layout.label(text="Noise:")
layout.prop(tex, "noise_type", text="Type", expand=True)
- if wide_ui:
- layout.prop(tex, "noise_basis", text="Basis")
- else:
- layout.prop(tex, "noise_basis", text="")
+ layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
col = split.column()
- col.prop(tex, "noise_size", text="Size")
+ col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.prop(tex, "nabla", text="Nabla")
-class TEXTURE_PT_wood(TextureTypePanel):
+class TEXTURE_PT_wood(TextureTypePanel, bpy.types.Panel):
bl_label = "Wood"
tex_type = 'WOOD'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -490,35 +455,28 @@ class TEXTURE_PT_wood(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
- layout.prop(tex, "noisebasis2", expand=True)
- if wide_ui:
- layout.prop(tex, "stype", expand=True)
- else:
- layout.prop(tex, "stype", text="")
+ layout.prop(tex, "noisebasis_2", expand=True)
+ layout.prop(tex, "wood_type", expand=True)
col = layout.column()
- col.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
+ col.active = tex.wood_type in ('RINGNOISE', 'BANDNOISE')
col.label(text="Noise:")
col.row().prop(tex, "noise_type", text="Type", expand=True)
- if wide_ui:
- layout.prop(tex, "noise_basis", text="Basis")
- else:
- layout.prop(tex, "noise_basis", text="")
+ layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
- split.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
+ split.active = tex.wood_type in ('RINGNOISE', 'BANDNOISE')
col = split.column()
- col.prop(tex, "noise_size", text="Size")
+ col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "turbulence")
col = split.column()
col.prop(tex, "nabla")
-class TEXTURE_PT_marble(TextureTypePanel):
+class TEXTURE_PT_marble(TextureTypePanel, bpy.types.Panel):
bl_label = "Marble"
tex_type = 'MARBLE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -527,30 +485,25 @@ class TEXTURE_PT_marble(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
- layout.prop(tex, "stype", expand=True)
- layout.prop(tex, "noisebasis2", expand=True)
+ layout.prop(tex, "marble_type", expand=True)
+ layout.prop(tex, "noisebasis_2", expand=True)
layout.label(text="Noise:")
layout.prop(tex, "noise_type", text="Type", expand=True)
- if wide_ui:
- layout.prop(tex, "noise_basis", text="Basis")
- else:
- layout.prop(tex, "noise_basis", text="")
+ layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
col = split.column()
- col.prop(tex, "noise_size", text="Size")
+ col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.prop(tex, "turbulence")
col.prop(tex, "nabla")
-class TEXTURE_PT_magic(TextureTypePanel):
+class TEXTURE_PT_magic(TextureTypePanel, bpy.types.Panel):
bl_label = "Magic"
tex_type = 'MAGIC'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -559,19 +512,17 @@ class TEXTURE_PT_magic(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(tex, "noise_depth", text="Depth")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.prop(tex, "turbulence")
-class TEXTURE_PT_blend(TextureTypePanel):
+class TEXTURE_PT_blend(TextureTypePanel, bpy.types.Panel):
bl_label = "Blend"
tex_type = 'BLEND'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -580,20 +531,16 @@ class TEXTURE_PT_blend(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
- if wide_ui:
- layout.prop(tex, "progression")
- else:
- layout.prop(tex, "progression", text="")
+ layout.prop(tex, "progression")
sub = layout.row()
sub.active = (tex.progression in ('LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'))
- sub.prop(tex, "flip_axis", expand=True)
+ sub.prop(tex, "use_flip_axis", expand=True)
-class TEXTURE_PT_stucci(TextureTypePanel):
+class TEXTURE_PT_stucci(TextureTypePanel, bpy.types.Panel):
bl_label = "Stucci"
tex_type = 'STUCCI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -602,27 +549,22 @@ class TEXTURE_PT_stucci(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
- layout.prop(tex, "stype", expand=True)
+ layout.prop(tex, "stucci_type", expand=True)
layout.label(text="Noise:")
layout.prop(tex, "noise_type", text="Type", expand=True)
- if wide_ui:
- layout.prop(tex, "noise_basis", text="Basis")
- else:
- layout.prop(tex, "noise_basis", text="")
+ layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
col = split.column()
- col.prop(tex, "noise_size", text="Size")
+ col.prop(tex, "noise_scale", text="Size")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.prop(tex, "turbulence")
-class TEXTURE_PT_image(TextureTypePanel):
+class TEXTURE_PT_image(TextureTypePanel, bpy.types.Panel):
bl_label = "Image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -637,18 +579,18 @@ class TEXTURE_PT_image(TextureTypePanel):
def texture_filter_common(tex, layout):
layout.label(text="Filter:")
- layout.prop(tex, "filter", text="")
- if tex.mipmap and tex.filter in ('AREA', 'EWA', 'FELINE'):
- if tex.filter == 'FELINE':
+ layout.prop(tex, "filter_type", text="")
+ if tex.use_mipmap and tex.filter_type in ('AREA', 'EWA', 'FELINE'):
+ if tex.filter_type == 'FELINE':
layout.prop(tex, "filter_probes", text="Probes")
else:
layout.prop(tex, "filter_eccentricity", text="Eccentricity")
layout.prop(tex, "filter_size")
- layout.prop(tex, "filter_size_minimum")
+ layout.prop(tex, "use_filter_size_min")
-class TEXTURE_PT_image_sampling(TextureTypePanel):
+class TEXTURE_PT_image_sampling(TextureTypePanel, bpy.types.Panel):
bl_label = "Image Sampling"
bl_default_closed = True
tex_type = 'IMAGE'
@@ -659,37 +601,34 @@ class TEXTURE_PT_image_sampling(TextureTypePanel):
tex = context.texture
# slot = context.texture_slot
- wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.label(text="Alpha:")
col.prop(tex, "use_alpha", text="Use")
- col.prop(tex, "calculate_alpha", text="Calculate")
+ col.prop(tex, "use_calculate_alpha", text="Calculate")
col.prop(tex, "invert_alpha", text="Invert")
col.separator()
- col.prop(tex, "flip_axis", text="Flip X/Y Axis")
+ col.prop(tex, "use_flip_axis", text="Flip X/Y Axis")
- if wide_ui:
- col = split.column()
- else:
- col.separator()
- col.prop(tex, "normal_map")
+ col = split.column()
+
+ col.prop(tex, "use_normal_map")
row = col.row()
- row.active = tex.normal_map
+ row.active = tex.use_normal_map
row.prop(tex, "normal_space", text="")
- col.prop(tex, "mipmap")
+ col.prop(tex, "use_mipmap")
row = col.row()
- row.active = tex.mipmap
- row.prop(tex, "mipmap_gauss")
- col.prop(tex, "interpolation")
+ row.active = tex.use_mipmap
+ row.prop(tex, "use_mipmap_gauss")
+ col.prop(tex, "use_interpolation")
texture_filter_common(tex, col)
-class TEXTURE_PT_image_mapping(TextureTypePanel):
+class TEXTURE_PT_image_mapping(TextureTypePanel, bpy.types.Panel):
bl_label = "Image Mapping"
bl_default_closed = True
tex_type = 'IMAGE'
@@ -699,12 +638,8 @@ class TEXTURE_PT_image_mapping(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
- if wide_ui:
- layout.prop(tex, "extension")
- else:
- layout.prop(tex, "extension", text="")
+ layout.prop(tex, "extension")
split = layout.split()
@@ -714,21 +649,19 @@ class TEXTURE_PT_image_mapping(TextureTypePanel):
col.prop(tex, "repeat_x", text="X")
col.prop(tex, "repeat_y", text="Y")
- if wide_ui:
- col = split.column(align=True)
+ col = split.column(align=True)
col.label(text="Mirror:")
- col.prop(tex, "mirror_x", text="X")
- col.prop(tex, "mirror_y", text="Y")
+ col.prop(tex, "use_mirror_x", text="X")
+ col.prop(tex, "use_mirror_y", text="Y")
layout.separator()
elif tex.extension == 'CHECKER':
col = split.column(align=True)
row = col.row()
- row.prop(tex, "checker_even", text="Even")
- row.prop(tex, "checker_odd", text="Odd")
+ row.prop(tex, "use_checker_even", text="Even")
+ row.prop(tex, "use_checker_odd", text="Odd")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.prop(tex, "checker_distance", text="Distance")
layout.separator()
@@ -741,27 +674,13 @@ class TEXTURE_PT_image_mapping(TextureTypePanel):
col.prop(tex, "crop_min_x", text="X")
col.prop(tex, "crop_min_y", text="Y")
- if wide_ui:
- col = split.column(align=True)
+ col = split.column(align=True)
col.label(text="Crop Maximum:")
col.prop(tex, "crop_max_x", text="X")
col.prop(tex, "crop_max_y", text="Y")
-class TEXTURE_PT_plugin(TextureTypePanel):
- bl_label = "Plugin"
- tex_type = 'PLUGIN'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- def draw(self, context):
- layout = self.layout
-
- # tex = context.texture
-
- layout.label(text="Nothing yet")
-
-
-class TEXTURE_PT_envmap(TextureTypePanel):
+class TEXTURE_PT_envmap(TextureTypePanel, bpy.types.Panel):
bl_label = "Environment Map"
tex_type = 'ENVIRONMENT_MAP'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -772,7 +691,6 @@ class TEXTURE_PT_envmap(TextureTypePanel):
tex = context.texture
env = tex.environment_map
- wide_ui = context.region.width > narrowui
row = layout.row()
row.prop(env, "source", expand=True)
@@ -790,19 +708,18 @@ class TEXTURE_PT_envmap(TextureTypePanel):
split = layout.split()
col = split.column()
- col.prop(env, "ignore_layers")
+ col.prop(env, "layers_ignore")
col.prop(env, "resolution")
col.prop(env, "depth")
- if wide_ui:
- col = split.column(align=True)
+ col = split.column(align=True)
col.label(text="Clipping:")
col.prop(env, "clip_start", text="Start")
col.prop(env, "clip_end", text="End")
-class TEXTURE_PT_envmap_sampling(TextureTypePanel):
+class TEXTURE_PT_envmap_sampling(TextureTypePanel, bpy.types.Panel):
bl_label = "Environment Map Sampling"
bl_default_closed = True
tex_type = 'ENVIRONMENT_MAP'
@@ -816,7 +733,7 @@ class TEXTURE_PT_envmap_sampling(TextureTypePanel):
texture_filter_common(tex, layout)
-class TEXTURE_PT_musgrave(TextureTypePanel):
+class TEXTURE_PT_musgrave(TextureTypePanel, bpy.types.Panel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -825,22 +742,17 @@ class TEXTURE_PT_musgrave(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
- if wide_ui:
- layout.prop(tex, "musgrave_type")
- else:
- layout.prop(tex, "musgrave_type", text="")
+ layout.prop(tex, "musgrave_type")
split = layout.split()
col = split.column()
- col.prop(tex, "highest_dimension", text="Dimension")
+ col.prop(tex, "dimension_max", text="Dimension")
col.prop(tex, "lacunarity")
col.prop(tex, "octaves")
- if wide_ui:
- col = split.column()
+ col = split.column()
if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.prop(tex, "offset")
if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
@@ -849,22 +761,18 @@ class TEXTURE_PT_musgrave(TextureTypePanel):
layout.label(text="Noise:")
- if wide_ui:
- layout.prop(tex, "noise_basis", text="Basis")
- else:
- layout.prop(tex, "noise_basis", text="")
+ layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
col = split.column()
- col.prop(tex, "noise_size", text="Size")
+ col.prop(tex, "noise_scale", text="Size")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.prop(tex, "nabla")
-class TEXTURE_PT_voronoi(TextureTypePanel):
+class TEXTURE_PT_voronoi(TextureTypePanel, bpy.types.Panel):
bl_label = "Voronoi"
tex_type = 'VORONOI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -873,7 +781,6 @@ class TEXTURE_PT_voronoi(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
split = layout.split()
@@ -884,11 +791,10 @@ class TEXTURE_PT_voronoi(TextureTypePanel):
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.prop(tex, "minkovsky_exponent", text="Exponent")
col.label(text="Coloring:")
- col.prop(tex, "coloring", text="")
+ col.prop(tex, "color_mode", text="")
col.prop(tex, "noise_intensity", text="Intensity")
- if wide_ui:
- col = split.column()
+ col = split.column()
sub = col.column(align=True)
sub.label(text="Feature Weights:")
sub.prop(tex, "weight_1", text="1", slider=True)
@@ -901,14 +807,13 @@ class TEXTURE_PT_voronoi(TextureTypePanel):
split = layout.split()
col = split.column()
- col.prop(tex, "noise_size", text="Size")
+ col.prop(tex, "noise_scale", text="Size")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.prop(tex, "nabla")
-class TEXTURE_PT_distortednoise(TextureTypePanel):
+class TEXTURE_PT_distortednoise(TextureTypePanel, bpy.types.Panel):
bl_label = "Distorted Noise"
tex_type = 'DISTORTED_NOISE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -917,44 +822,39 @@ class TEXTURE_PT_distortednoise(TextureTypePanel):
layout = self.layout
tex = context.texture
- wide_ui = context.region.width > narrowui
- if wide_ui:
- layout.prop(tex, "noise_distortion")
- layout.prop(tex, "noise_basis", text="Basis")
- else:
- layout.prop(tex, "noise_distortion", text="")
- layout.prop(tex, "noise_basis", text="")
+ layout.prop(tex, "noise_distortion")
+ layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
col = split.column()
col.prop(tex, "distortion", text="Distortion")
- col.prop(tex, "noise_size", text="Size")
+ col.prop(tex, "noise_scale", text="Size")
- if wide_ui:
- col = split.column()
+ col = split.column()
col.prop(tex, "nabla")
-class TEXTURE_PT_voxeldata(TextureButtonsPanel):
+class TEXTURE_PT_voxeldata(TextureButtonsPanel, bpy.types.Panel):
bl_label = "Voxel Data"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
tex = context.texture
engine = context.scene.render.engine
- return (tex and tex.type == 'VOXEL_DATA' and (engine in self.COMPAT_ENGINES))
+ return tex and (tex.type == 'VOXEL_DATA' and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
tex = context.texture
- vd = tex.voxeldata
+ vd = tex.voxel_data
layout.prop(vd, "file_format")
- if vd.file_format in ['BLENDER_VOXEL', 'RAW_8BIT']:
- layout.prop(vd, "source_path")
+ if vd.file_format in ('BLENDER_VOXEL', 'RAW_8BIT'):
+ layout.prop(vd, "filepath")
if vd.file_format == 'RAW_8BIT':
layout.prop(vd, "resolution")
elif vd.file_format == 'SMOKE':
@@ -963,38 +863,35 @@ class TEXTURE_PT_voxeldata(TextureButtonsPanel):
elif vd.file_format == 'IMAGE_SEQUENCE':
layout.template_ID(tex, "image", open="image.open")
layout.template_image(tex, "image", tex.image_user, compact=True)
- #layout.prop(vd, "frames")
+ #layout.prop(vd, "frame_duration")
- layout.prop(vd, "still")
+ layout.prop(vd, "use_still_frame")
row = layout.row()
- row.active = vd.still
- row.prop(vd, "still_frame_number")
+ row.active = vd.use_still_frame
+ row.prop(vd, "still_frame")
layout.prop(vd, "interpolation")
layout.prop(vd, "extension")
layout.prop(vd, "intensity")
-class TEXTURE_PT_pointdensity(TextureButtonsPanel):
+class TEXTURE_PT_pointdensity(TextureButtonsPanel, bpy.types.Panel):
bl_label = "Point Density"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
tex = context.texture
engine = context.scene.render.engine
- return (tex and tex.type == 'POINT_DENSITY' and (engine in self.COMPAT_ENGINES))
+ return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
tex = context.texture
- pd = tex.pointdensity
- wide_ui = context.region.width > narrowui
+ pd = tex.point_density
- if wide_ui:
- layout.prop(pd, "point_source", expand=True)
- else:
- layout.prop(pd, "point_source", text="")
+ layout.prop(pd, "point_source", expand=True)
split = layout.split()
@@ -1009,12 +906,12 @@ class TEXTURE_PT_pointdensity(TextureButtonsPanel):
sub.label(text="System:")
sub.prop_object(pd, "particle_system", pd.object, "particle_systems", text="")
sub.label(text="Cache:")
- sub.prop(pd, "particle_cache", text="")
+ sub.prop(pd, "particle_cache_space", text="")
else:
col.label(text="Object:")
col.prop(pd, "object", text="")
col.label(text="Cache:")
- col.prop(pd, "vertices_cache", text="")
+ col.prop(pd, "vertex_cache_space", text="")
col.separator()
@@ -1025,40 +922,39 @@ class TEXTURE_PT_pointdensity(TextureButtonsPanel):
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_AGE'):
layout.template_color_ramp(pd, "color_ramp", expand=True)
- if wide_ui:
- col = split.column()
+ col = split.column()
col.label()
col.prop(pd, "radius")
col.label(text="Falloff:")
col.prop(pd, "falloff", text="")
if pd.falloff == 'SOFT':
- col.prop(pd, "falloff_softness")
+ col.prop(pd, "falloff_soft")
-class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel):
+class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, bpy.types.Panel):
bl_label = "Turbulence"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
tex = context.texture
engine = context.scene.render.engine
- return (tex and tex.type == 'POINT_DENSITY' and (engine in self.COMPAT_ENGINES))
+ return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES))
def draw_header(self, context):
layout = self.layout
tex = context.texture
- pd = tex.pointdensity
+ pd = tex.point_density
- layout.prop(pd, "turbulence", text="")
+ layout.prop(pd, "use_turbulence", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
- pd = tex.pointdensity
- layout.active = pd.turbulence
- wide_ui = context.region.width > narrowui
+ pd = tex.point_density
+ layout.active = pd.use_turbulence
split = layout.split()
@@ -1068,57 +964,24 @@ class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel):
col.label(text="Noise Basis:")
col.prop(pd, "noise_basis", text="")
- if wide_ui:
- col = split.column()
- col.label()
- col.prop(pd, "turbulence_size")
+ col = split.column()
+ col.label()
+ col.prop(pd, "turbulence_scale")
col.prop(pd, "turbulence_depth")
col.prop(pd, "turbulence_strength")
-classes = [
- TEXTURE_MT_specials,
- TEXTURE_MT_envmap_specials,
-
- TEXTURE_PT_context_texture,
- TEXTURE_PT_preview,
-
- TEXTURE_PT_clouds, # Texture Type Panels
- TEXTURE_PT_wood,
- TEXTURE_PT_marble,
- TEXTURE_PT_magic,
- TEXTURE_PT_blend,
- TEXTURE_PT_stucci,
- TEXTURE_PT_image,
- TEXTURE_PT_image_sampling,
- TEXTURE_PT_image_mapping,
- TEXTURE_PT_plugin,
- TEXTURE_PT_envmap,
- TEXTURE_PT_envmap_sampling,
- TEXTURE_PT_musgrave,
- TEXTURE_PT_voronoi,
- TEXTURE_PT_distortednoise,
- TEXTURE_PT_voxeldata,
- TEXTURE_PT_pointdensity,
- TEXTURE_PT_pointdensity_turbulence,
-
- TEXTURE_PT_colors,
- TEXTURE_PT_mapping,
- TEXTURE_PT_influence,
-
- TEXTURE_PT_custom_props]
+class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "texture"
def register():
- register = bpy.types.register
- for cls in classes:
- register(cls)
+ pass
def unregister():
- unregister = bpy.types.unregister
- for cls in classes:
- unregister(cls)
+ pass
if __name__ == "__main__":
register()