diff options
Diffstat (limited to 'release/scripts/ui/properties_texture.py')
-rw-r--r-- | release/scripts/ui/properties_texture.py | 555 |
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() |