# ##### 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. # # ##### END GPL LICENSE BLOCK ##### # import bpy from rna_prop_ui import PropertyPanel narrowui = 180 class SceneButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "scene" def poll(self, context): return context.scene class SCENE_PT_scene(SceneButtonsPanel): bl_label = "Scene" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout wide_ui = context.region.width > narrowui scene = context.scene if wide_ui: layout.prop(scene, "camera") layout.prop(scene, "set", text="Background") else: layout.prop(scene, "camera", text="") layout.prop(scene, "set", text="") class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel): _context_path = "scene" class SCENE_PT_unit(SceneButtonsPanel): bl_label = "Units" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout wide_ui = context.region.width > narrowui unit = context.scene.unit_settings col = layout.column() col.row().prop(unit, "system", expand=True) split = layout.split() split.active = (unit.system != 'NONE') col = split.column() col.prop(unit, "scale_length", text="Scale") if wide_ui: col = split.column() col.prop(unit, "use_separate") class SCENE_PT_keying_sets(SceneButtonsPanel): bl_label = "Keying Sets" def draw(self, context): layout = self.layout scene = context.scene wide_ui = context.region.width > narrowui row = layout.row() col = row.column() col.template_list(scene, "keying_sets", scene, "active_keying_set_index", rows=2) col = row.column(align=True) col.operator("anim.keying_set_add", icon='ZOOMIN', text="") col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="") ks = scene.active_keying_set if ks: row = layout.row() col = row.column() col.prop(ks, "name") col.prop(ks, "absolute") if wide_ui: col = row.column() col.label(text="Keyframing Settings:") col.prop(ks, "insertkey_needed", text="Needed") col.prop(ks, "insertkey_visual", text="Visual") col.prop(ks, "insertkey_xyz_to_rgb", text="XYZ to RGB") class SCENE_PT_keying_set_paths(SceneButtonsPanel): bl_label = "Active Keying Set" def poll(self, context): return (context.scene.active_keying_set is not None) def draw(self, context): layout = self.layout scene = context.scene ks = scene.active_keying_set wide_ui = context.region.width > narrowui row = layout.row() row.label(text="Paths:") row = layout.row() col = row.column() col.template_list(ks, "paths", ks, "active_path_index", rows=2) col = row.column(align=True) col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="") col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="") ksp = ks.active_path if ksp: col = layout.column() col.label(text="Target:") col.template_any_ID(ksp, "id", "id_type") col.template_path_builder(ksp, "data_path", ksp.id) row = layout.row() col = row.column() col.label(text="Array Target:") col.prop(ksp, "entire_array") if ksp.entire_array is False: col.prop(ksp, "array_index") if wide_ui: col = row.column() col.label(text="F-Curve Grouping:") col.prop(ksp, "grouping") if ksp.grouping == 'NAMED': col.prop(ksp, "group") class SCENE_PT_physics(SceneButtonsPanel): bl_label = "Gravity" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_header(self, context): self.layout.prop(context.scene, "use_gravity", text="") def draw(self, context): layout = self.layout scene = context.scene wide_ui = context.region.width > narrowui layout.active = scene.use_gravity if wide_ui: layout.prop(scene, "gravity", text="") else: layout.column().prop(scene, "gravity", text="") bpy.types.register(SCENE_PT_scene) bpy.types.register(SCENE_PT_unit) bpy.types.register(SCENE_PT_keying_sets) bpy.types.register(SCENE_PT_keying_set_paths) bpy.types.register(SCENE_PT_physics) bpy.types.register(SCENE_PT_custom_props)