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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-12-26 16:11:04 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-12-26 16:11:04 +0300
commit233509245615d06f0274d04940ad67d8e636d7f0 (patch)
tree4c29f431c3ee2680bb76ff1cc5420f75ad089dbb /source/blender/editors/space_buttons/buttons_scene.c
parent7715e45a7adf2cc07856956aef27fc6359af94e1 (diff)
UI: Panels
* API and usage is basically the same still. * Panels were moved to region level. I first thought of keeping them at area level, but having them at region level it's simpler to handle events and do drawing, and also to integrate with view2d. They can still become area level overlapping regions, if we make a floating (or docked) region that can contain panels. * Added back a few panels from the scene buttons for testing. Issues still: * The view2d handling and alignment refresh of panels is not correct yet in the buttons window. * I did not yet bring back the block handlers system. It was basically a system that stored which panel was open and where the events for that panel would go. Just a few functions, but not sure how it fits in 2.5. * There was a case where dragging panels would not properly remove the window level handler, but could not redo anymore even though I don't think I fixed it. * Some text in the panels goes past the end of the button, that is due to the checkmark button drawing, not related to this commit. Other UI code changes: * Renamed interface.h to interface_intern.h for consistency. * Fixed some issues with freeing of blocks when they changed due to context. * uiDrawBlock now takes a context pointer (mostly for block drawextra).
Diffstat (limited to 'source/blender/editors/space_buttons/buttons_scene.c')
-rw-r--r--source/blender/editors/space_buttons/buttons_scene.c324
1 files changed, 324 insertions, 0 deletions
diff --git a/source/blender/editors/space_buttons/buttons_scene.c b/source/blender/editors/space_buttons/buttons_scene.c
new file mode 100644
index 00000000000..c5b03195017
--- /dev/null
+++ b/source/blender/editors/space_buttons/buttons_scene.c
@@ -0,0 +1,324 @@
+/**
+ * $Id:
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2008 Blender Foundation.
+ * All rights reserved.
+ *
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "DNA_space_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+
+#include "BLI_threads.h"
+
+#include "BKE_context.h"
+#include "BKE_global.h"
+
+#include "RE_pipeline.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "buttons_intern.h"
+
+#define R_DISPLAYIMAGE 0
+#define R_DISPLAYWIN 1
+#define R_DISPLAYSCREEN 2
+
+static void render_panel_output(const bContext *C, ARegion *ar)
+{
+ //ID *id;
+ int a,b;
+ uiBlock *block;
+ //char *strp;
+
+ block= uiBeginBlock(C, ar, "render_panel_output", UI_EMBOSS, UI_HELV);
+ if(uiNewPanel(C, ar, block, "Output", "Render", 0, 0, 318, 204)==0) return;
+
+ uiBlockBeginAlign(block);
+ uiDefIconBut(block, BUT, 0, ICON_FILESEL, 10, 190, 20, 20, 0, 0, 0, 0, 0, "Select the directory/name for saving animations");
+ uiDefBut(block, TEX,0,"", 31, 190, 279, 20,G.scene->r.pic, 0.0,79.0, 0, 0, "Directory/name to save animations, # characters defines the position and length of frame numbers");
+ uiDefIconBut(block, BUT,0, ICON_FILESEL, 10, 168, 20, 20, 0, 0, 0, 0, 0, "Select the directory/name for a Backbuf image");
+ uiDefBut(block, TEX,0,"", 31, 168, 259, 20,G.scene->r.backbuf, 0.0,79.0, 0, 0, "Image to use as background for rendering");
+ uiDefIconButBitS(block, ICONTOG, R_BACKBUF, 0, ICON_CHECKBOX_HLT-1, 290, 168, 20, 20, &G.scene->r.bufflag, 0.0, 0.0, 0, 0, "Enable/Disable use of Backbuf image");
+ uiBlockEndAlign(block);
+
+ uiDefButBitI(block, TOG, R_EXTENSION, 0, "Extensions", 10, 142, 100, 20, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Adds filetype extensions to the filename when rendering animations");
+
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, R_TOUCH, 0, "Touch", 170, 142, 50, 20, &G.scene->r.mode, 0.0, 0.0, 0, 0, "Create an empty file before rendering each frame, remove if cancelled (and empty)");
+ uiDefButBitI(block, TOG, R_NO_OVERWRITE, 0, "No Overwrite", 220, 142, 90, 20, &G.scene->r.mode, 0.0, 0.0, 0, 0, "Skip rendering frames when the file exists (image output only)");
+ uiBlockEndAlign(block);
+
+ /* SET BUTTON */
+ uiBlockBeginAlign(block);
+ /*XXX id= (ID *)G.scene->set;
+ IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->scene), id, &(G.buts->menunr));
+ if(strp[0])
+ uiDefButS(block, MENU, 0, strp, 10, 114, 20, 20, &(G.buts->menunr), 0, 0, 0, 0, "Scene to link as a Set");
+ MEM_freeN(strp);*/
+
+ if(G.scene->set) {
+ uiBlockSetButLock(block, 1, NULL);
+ //XXX uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 0, "", 31, 114, 100, 20, &(G.scene->set), "Name of the Set");
+ uiBlockClearButLock(block);
+ uiDefIconBut(block, BUT, 0, ICON_X, 132, 114, 20, 20, 0, 0, 0, 0, 0, "Remove Set link");
+ } else {
+ uiDefBut(block, LABEL, 0, "No Set Scene", 31, 114, 200, 20, 0, 0, 0, 0, 0, "");
+ }
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+ uiDefIconButBitI(block, TOGN, R_FIXED_THREADS, 0, ICON_AUTO, 10, 63, 20, 20, &G.scene->r.mode, 0.0, 0.0, 0, 0, "Automatically set the threads to the number of processors on the system");
+ if ((G.scene->r.mode & R_FIXED_THREADS)==0) {
+ char thread_str[16];
+ sprintf(thread_str, " Threads: %d", BLI_system_thread_count());
+ uiDefBut(block, LABEL, 0, thread_str, 30, 63,80,20, 0, 0, 0, 0, 0, "");
+ } else {
+ uiDefButS(block, NUM, 0, "Threads:", 30, 63, 80, 20, &G.scene->r.threads, 1, BLENDER_MAX_THREADS, 0, 0, "Amount of threads for render (takes advantage of multi-core and multi-processor computers)");
+ }
+ uiBlockEndAlign(block);
+
+ uiBlockSetCol(block, TH_AUTO);
+
+ uiBlockBeginAlign(block);
+ for(b=2; b>=0; b--)
+ for(a=0; a<3; a++)
+ uiDefButBitS(block, TOG, 1<<(3*b+a), 800,"", (short)(10+18*a),(short)(10+14*b),16,12, &G.winpos, 0, 0, 0, 0, "Render window placement on screen");
+ uiBlockEndAlign(block);
+
+#ifdef WITH_OPENEXR
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, R_EXR_TILE_FILE, 0, "Save Buffers", 72, 31, 120, 19, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Save tiles for all RenderLayers and used SceneNodes to files in the temp directory (saves memory, allows Full Sampling)");
+ if(G.scene->r.scemode & R_EXR_TILE_FILE)
+ uiDefButBitI(block, TOG, R_FULL_SAMPLE, 0, "FullSample", 192, 31, 118, 19, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Saves for every OSA sample the entire RenderLayer results (Higher quality sampling but slower)");
+ uiBlockEndAlign(block);
+#endif
+
+ uiDefButS(block, MENU, 0, "Render Display %t|Render Window %x1|Image Editor %x0|Full Screen %x2",
+ 72, 10, 120, 19, &G.displaymode, 0.0, (float)R_DISPLAYWIN, 0, 0, "Sets render output display");
+
+ /* Dither control */
+ uiDefButF(block, NUM,0, "Dither:", 10,89,100,19, &G.scene->r.dither_intensity, 0.0, 2.0, 0, 0, "The amount of dithering noise present in the output image (0.0 = no dithering)");
+
+ /* Toon shading buttons */
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, R_EDGE, 0,"Edge", 115, 89, 60, 20, &G.scene->r.mode, 0, 0, 0, 0, "Enable Toon Edge-enhance");
+ //XXX uiDefBlockBut(block, edge_render_menu, NULL, "Edge Settings", 175, 89, 135, 20, "Display Edge settings");
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, R_NO_TEX, 0, "Disable Tex", 115, 63, 75, 20, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Disables Textures for render");
+ uiDefButBitI(block, TOG, R_FREE_IMAGE, 0, "Free Tex Images", 210, 63, 100, 20, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Frees all Images used by Textures after each render");
+ uiBlockEndAlign(block);
+
+ uiEndBlock(C, block);
+}
+
+static void do_bake_func(bContext *C, void *unused_v, void *unused_p)
+{
+ //XXX objects_bake_render_ui(0);
+}
+
+static void render_panel_bake(const bContext *C, ARegion *ar)
+{
+ uiBlock *block;
+ uiBut *but;
+
+ block= uiBeginBlock(C, ar, "render_panel_bake", UI_EMBOSS, UI_HELV);
+ uiNewPanelTabbed("Anim", "Render");
+ if(uiNewPanel(C, ar, block, "Bake", "Render", 320, 0, 318, 204)==0) return;
+
+ but= uiDefBut(block, BUT, 0, "BAKE", 10, 150, 190,40, 0, 0, 0, 0, 0, "Start the bake render for selected Objects");
+ uiButSetFunc(but, do_bake_func, NULL, NULL);
+
+ uiBlockBeginAlign(block);
+ uiDefButBitS(block, TOG, R_BAKE_TO_ACTIVE, 0, "Selected to Active", 10,120,190,20,&G.scene->r.bake_flag, 0.0, 0, 0, 0, "Bake shading on the surface of selected objects to the active object");
+ uiDefButF(block, NUM, 0, "Dist:", 10,100,95,20,&G.scene->r.bake_maxdist, 0.0, 1000.0, 1, 0, "Maximum distance from active object to other object (in blender units)");
+ uiDefButF(block, NUM, 0, "Bias:", 105,100,95,20,&G.scene->r.bake_biasdist, 0.0, 1000.0, 1, 0, "Bias towards faces further away from the object (in blender units)");
+ uiBlockEndAlign(block);
+
+ if(G.scene->r.bake_mode == RE_BAKE_NORMALS)
+ uiDefButS(block, MENU, 0, "Normal Space %t|Camera %x0|World %x1|Object %x2|Tangent %x3",
+ 10,70,190,20, &G.scene->r.bake_normal_space, 0, 0, 0, 0, "Choose normal space for baking");
+ else if(G.scene->r.bake_mode == RE_BAKE_AO || G.scene->r.bake_mode == RE_BAKE_DISPLACEMENT) {
+ uiDefButBitS(block, TOG, R_BAKE_NORMALIZE, 0, "Normalized", 10,70,190,20, &G.scene->r.bake_flag, 0.0, 0, 0, 0,
+ G.scene->r.bake_mode == RE_BAKE_AO ?
+ "Bake ambient occlusion normalized, without taking into acount material settings":
+ "Normalized displacement value to fit the 'Dist' range"
+ );
+ }
+
+ uiDefButS(block, MENU, 0, "Quad Split Order%t|Quad Split Auto%x0|Quad Split A (0,1,2) (0,2,3)%x1|Quad Split B (1,2,3) (1,3,0)%x2",
+ 10,10,190,20, &G.scene->r.bake_quad_split, 0, 0, 0, 0, "Method to divide quads (use A or B for external applications that use a fixed order)");
+
+#if 0
+ uiBlockBeginAlign(block);
+ uiDefButBitS(block, TOG, R_BAKE_OSA, 0, "OSA", 10,120,190,20, &G.scene->r.bake_flag, 0, 0, 0, 0, "Enables Oversampling (Anti-aliasing)");
+ uiDefButS(block, ROW,0,"5", 10,100,50,20,&G.scene->r.bake_osa,2.0,5.0, 0, 0, "Sets oversample level to 5");
+ uiDefButS(block, ROW,0,"8", 60,100,45,20,&G.scene->r.bake_osa,2.0,8.0, 0, 0, "Sets oversample level to 8");
+ uiDefButS(block, ROW,0,"11", 105,100,45,20,&G.scene->r.bake_osa,2.0,11.0, 0, 0, "Sets oversample level to 11");
+ uiDefButS(block, ROW,0,"16", 150,100,50,20,&G.scene->r.bake_osa,2.0,16.0, 0, 0, "Sets oversample level to 16");
+#endif
+ uiBlockBeginAlign(block);
+ uiDefButS(block, ROW,0,"Full Render", 210,170,120,20,&G.scene->r.bake_mode, 1.0, RE_BAKE_ALL, 0, 0, "");
+ uiDefButS(block, ROW,0,"Ambient Occlusion",210,150,120,20,&G.scene->r.bake_mode, 1.0, RE_BAKE_AO, 0, 0, "");
+ uiDefButS(block, ROW,0,"Shadow", 210,130,120,20,&G.scene->r.bake_mode, 1.0, RE_BAKE_SHADOW, 0, 0, "");
+ uiDefButS(block, ROW,0,"Normals", 210,110,120,20,&G.scene->r.bake_mode, 1.0, RE_BAKE_NORMALS, 0, 0, "");
+ uiDefButS(block, ROW,0,"Textures", 210,90,120,20,&G.scene->r.bake_mode, 1.0, RE_BAKE_TEXTURE, 0, 0, "");
+ uiDefButS(block, ROW,0,"Displacement", 210,70,120,20,&G.scene->r.bake_mode, 1.0, RE_BAKE_DISPLACEMENT, 0, 0, "");
+ uiBlockEndAlign(block);
+
+ uiDefButBitS(block, TOG, R_BAKE_CLEAR, 0, "Clear", 210,40,120,20,&G.scene->r.bake_flag, 0.0, 0, 0, 0, "Clear Images before baking");
+
+ uiDefButS(block, NUM, 0,"Margin:", 210,10,120,20,&G.scene->r.bake_filter, 0.0, 32.0, 0, 0, "Amount of pixels to extend the baked result with, as post process filter");
+
+ uiEndBlock(C, block);
+}
+
+static void render_panel_render(const bContext *C, ARegion *ar)
+{
+ uiBlock *block;
+ char str[256];
+
+ block= uiBeginBlock(C, ar, "render_panel_render", UI_EMBOSS, UI_HELV);
+ if(uiNewPanel(C, ar, block, "Render", "Render", 320, 0, 318, 204)==0) return;
+
+ uiBlockBeginAlign(block);
+ uiDefBut(block, BUT,0,"RENDER", 369, 164, 191,37, 0, 0, 0, 0, 0, "Render the current frame (F12)");
+#ifndef DISABLE_YAFRAY
+ /* yafray: on request, render engine menu is back again, and moved to Render panel */
+ uiDefButS(block, MENU, 0, "Rendering Engine %t|Blender Internal %x0|YafRay %x1",
+ 369, 142, 191, 20, &G.scene->r.renderer, 0, 0, 0, 0, "Choose rendering engine");
+#else
+ uiDefButS(block, MENU, 0, "Rendering Engine %t|Blender Internal %x0",
+ 369, 142, 191, 20, &G.scene->r.renderer, 0, 0, 0, 0, "Choose rendering engine");
+#endif /* disable yafray */
+
+ uiBlockBeginAlign(block);
+ if((G.scene->r.scemode & R_FULL_SAMPLE) && (G.scene->r.scemode & R_EXR_TILE_FILE))
+ uiDefButBitI(block, TOG, R_OSA, 0, "FSA", 369,109,122,20,&G.scene->r.mode, 0, 0, 0, 0, "Saves all samples, then composites, and then merges (for best Anti-aliasing)");
+ else
+ uiDefButBitI(block, TOG, R_OSA, 0, "OSA", 369,109,122,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables Oversampling (Anti-aliasing)");
+ uiDefButS(block, ROW,0,"5", 369,88,29,20,&G.scene->r.osa,2.0,5.0, 0, 0, "Render 5 samples per pixel for smooth edges (Fast)");
+ uiDefButS(block, ROW,0,"8", 400,88,29,20,&G.scene->r.osa,2.0,8.0, 0, 0, "Render 8 samples per pixel for smooth edges (Recommended)");
+ uiDefButS(block, ROW,0,"11", 431,88,29,20,&G.scene->r.osa,2.0,11.0, 0, 0, "Render 11 samples per pixel for smooth edges (High Quality)");
+ uiDefButS(block, ROW,0,"16", 462,88,29,20,&G.scene->r.osa,2.0,16.0, 0, 0, "Render 16 samples per pixel for smooth edges (Highest Quality)");
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, R_MBLUR, 0, "MBLUR", 496,109,64,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables Motion Blur calculation");
+ uiDefButF(block, NUM,0,"Bf:", 496,88,64,20,&G.scene->r.blurfac, 0.01, 5.0, 10, 2, "Sets motion blur factor");
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+ uiDefButS(block, NUM,0,"Xparts:", 369,46,95,29,&G.scene->r.xparts,1.0, 512.0, 0, 0, "Sets the number of horizontal parts to render image in (For panorama sets number of camera slices)");
+ uiDefButS(block, NUM,0,"Yparts:", 465,46,95,29,&G.scene->r.yparts,1.0, 64.0, 0, 0, "Sets the number of vertical parts to render image in");
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+ uiDefButS(block, ROW,800,"Sky", 369,13,35,20,&G.scene->r.alphamode,3.0,0.0, 0, 0, "Fill background with sky");
+ uiDefButS(block, ROW,800,"Premul", 405,13,50,20,&G.scene->r.alphamode,3.0,1.0, 0, 0, "Multiply alpha in advance");
+ uiDefButS(block, ROW,800,"Key", 456,13,35,20,&G.scene->r.alphamode,3.0,2.0, 0, 0, "Alpha and color values remain unchanged");
+ uiBlockEndAlign(block);
+
+ uiDefButS(block, MENU, 0,"Octree resolution %t|64 %x64|128 %x128|256 %x256|512 %x512", 496,13,64,20,&G.scene->r.ocres,0.0,0.0, 0, 0, "Octree resolution for ray tracing and baking, Use higher values for complex scenes");
+
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, R_SHADOW, 0,"Shadow", 565,172,52,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable shadow calculation");
+ uiDefButBitI(block, TOG, R_SSS, 0,"SSS", 617,172,32,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable subsurface scattering map rendering");
+ uiDefButBitI(block, TOG, R_PANORAMA, 0,"Pano", 649,172,38,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable panorama rendering (output width is multiplied by Xparts)");
+ uiDefButBitI(block, TOG, R_ENVMAP, 0,"EnvMap", 565,142,52,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable environment map rendering");
+ uiDefButBitI(block, TOG, R_RAYTRACE, 0,"Ray",617,142,32,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable ray tracing");
+ uiDefButBitI(block, TOG, R_RADIO, 0,"Radio", 649,142,38,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable radiosity rendering");
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+ uiDefButS(block, ROW,0,"100%", 565,109,122,20,&G.scene->r.size,1.0,100.0, 0, 0, "Set render size to defined size");
+ uiDefButS(block, ROW,0,"75%", 565,88,40,20,&G.scene->r.size,1.0,75.0, 0, 0, "Set render size to 3/4 of defined size");
+ uiDefButS(block, ROW,0,"50%", 606,88,40,20,&G.scene->r.size,1.0,50.0, 0, 0, "Set render size to 1/2 of defined size");
+ uiDefButS(block, ROW,0,"25%", 647,88,40,20,&G.scene->r.size,1.0,25.0, 0, 0, "Set render size to 1/4 of defined size");
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, R_FIELDS, 0,"Fields", 565,55,60,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables field rendering");
+ uiDefButBitI(block, TOG, R_ODDFIELD, 0,"Odd", 627,55,39,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables Odd field first rendering (Default: Even field)");
+ uiDefButBitI(block, TOG, R_FIELDSTILL, 0,"X", 668,55,19,20,&G.scene->r.mode, 0, 0, 0, 0, "Disables time difference in field calculations");
+
+ sprintf(str, "Filter%%t|Box %%x%d|Tent %%x%d|Quad %%x%d|Cubic %%x%d|Gauss %%x%d|CatRom %%x%d|Mitch %%x%d", R_FILTER_BOX, R_FILTER_TENT, R_FILTER_QUAD, R_FILTER_CUBIC, R_FILTER_GAUSS, R_FILTER_CATROM, R_FILTER_MITCH);
+ uiDefButS(block, MENU, 0,str, 565,34,60,20, &G.scene->r.filtertype, 0, 0, 0, 0, "Set sampling filter for antialiasing");
+ uiDefButF(block, NUM,0,"", 627,34,60,20,&G.scene->r.gauss,0.5, 1.5, 10, 2, "Sets the filter size");
+
+ uiDefButBitI(block, TOG, R_BORDER, 0, "Border", 565,13,122,20, &G.scene->r.mode, 0, 0, 0, 0, "Render a small cut-out of the image (Shift+B to set in the camera view)");
+ uiBlockEndAlign(block);
+
+ uiEndBlock(C, block);
+}
+
+
+void render_panel_anim(const bContext *C, ARegion *ar)
+{
+ Scene *scene= CTX_data_scene(C);
+ uiBlock *block;
+
+ block= uiBeginBlock(C, ar, "render_panel_anim", UI_EMBOSS, UI_HELV);
+ if(uiNewPanel(C, ar, block, "Anim", "Render", 640, 0, 318, 204) == 0) return;
+
+ uiDefBut(block, BUT, 0, "ANIM", 692,142,192,47, 0, 0, 0, 0, 0, "Render the animation to disk from start to end frame, (Ctrl+F12)");
+
+ uiBlockSetCol(block, TH_BUT_SETTING1);
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, R_DOSEQ, 0, "Do Sequence",692,114,192,20, &scene->r.scemode, 0, 0, 0, 0, "Enables sequence output rendering (Default: 3D rendering)");
+ uiDefButBitI(block, TOG, R_DOCOMP, 0, "Do Composite",692,90,192,20, &scene->r.scemode, 0, 0, 0, 0, "Uses compositing nodes for output rendering");
+ uiBlockEndAlign(block);
+
+ uiBlockSetCol(block, TH_AUTO);
+ uiDefBut(block, BUT, 0, "PLAY",692,50,94,33, 0, 0, 0, 0, 0, "Play rendered images/avi animation (Ctrl+F11), (Play Hotkeys: A-Noskip, P-PingPong)");
+ uiDefButS(block, NUM, 0, "rt:",789,50,95,33, &G.rt, -1000.0, 1000.0, 0, 0, "General testing/debug button");
+
+ uiBlockBeginAlign(block);
+ uiDefButI(block, NUM,0,"Sta:",692,20,94,24, &scene->r.sfra,1.0,MAXFRAMEF, 0, 0, "The start frame of the animation (inclusive)");
+ uiDefButI(block, NUM,0,"End:",789,20,95,24, &scene->r.efra,SFRA,MAXFRAMEF, 0, 0, "The end frame of the animation (inclusive)");
+ uiDefButI(block, NUM,0,"Step:",692,0,192,18, &scene->frame_step, 1.0, MAXFRAMEF, 0, 0, "Frame Step");
+ uiBlockEndAlign(block);
+
+ uiEndBlock(C, block);
+}
+
+void buttons_scene(const bContext *C, ARegion *ar)
+{
+ SpaceButs *sbuts= (SpaceButs*)CTX_wm_space_data(C);
+ int tab= sbuts->tab[CONTEXT_SCENE];
+
+ if(tab == TAB_SCENE_RENDER) {
+ render_panel_output(C, ar);
+ render_panel_render(C, ar);
+ render_panel_anim(C, ar);
+ render_panel_bake(C, ar);
+ }
+}
+