import bpy class IMAGE_MT_view(bpy.types.Menu): __space_type__ = "IMAGE_EDITOR" __label__ = "View" def draw(self, context): layout = self.layout sima = context.space_data uv = sima.uv_editor settings = context.tool_settings show_uvedit = sima.show_uvedit layout.itemO("image.properties", icon="ICON_MENU_PANEL") layout.itemS() layout.itemR(sima, "update_automatically") if show_uvedit: layout.itemR(settings, "uv_local_view") # Numpad / layout.itemS() layout.itemO("image.view_zoom_in") layout.itemO("image.view_zoom_out") layout.itemS() ratios = [[1, 8], [1, 4], [1, 2], [1, 1], [2, 1], [4, 1], [8, 1]]; for a, b in ratios: text = "Zoom %d:%d" % (a, b) layout.item_floatO("image.view_zoom_ratio", "ratio", a/float(b), text=text) layout.itemS() if show_uvedit: layout.itemO("image.view_selected") layout.itemO("image.view_all") layout.itemO("screen.screen_full_area") class IMAGE_MT_select(bpy.types.Menu): __space_type__ = "IMAGE_EDITOR" __label__ = "Select" def draw(self, context): layout = self.layout layout.itemO("uv.select_border") layout.item_booleanO("uv.select_border", "pinned", True) layout.itemS() layout.itemO("uv.select_all_toggle") layout.itemO("uv.select_inverse") layout.itemO("uv.unlink_selection") layout.itemS() layout.itemO("uv.select_pinned") layout.itemO("uv.select_linked") class IMAGE_MT_image(bpy.types.Menu): __space_type__ = "IMAGE_EDITOR" __label__ = "Image" def draw(self, context): layout = self.layout sima = context.space_data ima = sima.image layout.itemO("image.new") layout.itemO("image.open") show_render = sima.show_render if ima: if not show_render: layout.itemO("image.replace") layout.itemO("image.reload") layout.itemO("image.save") layout.itemO("image.save_as") if ima.source == "SEQUENCE": layout.itemO("image.save_sequence") if not show_render: layout.itemS() if ima.packed_file: layout.itemO("image.unpack") else: layout.itemO("image.pack") # only for dirty && specific image types, perhaps # this could be done in operator poll too if ima.dirty: if ima.source in ("FILE", "GENERATED") and ima.type != "MULTILAYER": layout.item_booleanO("image.pack", "as_png", True, text="Pack As PNG") layout.itemS() layout.itemR(sima, "image_painting") class IMAGE_MT_uvs_showhide(bpy.types.Menu): __space_type__ = "IMAGE_EDITOR" __label__ = "Show/Hide Faces" def draw(self, context): layout = self.layout layout.itemO("uv.reveal") layout.itemO("uv.hide") layout.item_booleanO("uv.hide", "unselected", True) class IMAGE_MT_uvs_transform(bpy.types.Menu): __space_type__ = "IMAGE_EDITOR" __label__ = "Transform" def draw(self, context): layout = self.layout layout.item_enumO("tfm.transform", "mode", 'TRANSLATION') layout.item_enumO("tfm.transform", "mode", 'ROTATION') layout.item_enumO("tfm.transform", "mode", 'RESIZE') class IMAGE_MT_uvs_mirror(bpy.types.Menu): __space_type__ = "IMAGE_EDITOR" __label__ = "Mirror" def draw(self, context): layout = self.layout layout.item_enumO("uv.mirror", "axis", 'MIRROR_X') # "X Axis", M, layout.item_enumO("uv.mirror", "axis", 'MIRROR_Y') # "Y Axis", M, class IMAGE_MT_uvs_weldalign(bpy.types.Menu): __space_type__ = "IMAGE_EDITOR" __label__ = "Weld/Align" def draw(self, context): layout = self.layout layout.itemO("uv.weld") # W, 1 layout.items_enumO("uv.align", "axis") # W, 2/3/4 class IMAGE_MT_uvs(bpy.types.Menu): __space_type__ = "IMAGE_EDITOR" __label__ = "UVs" def draw(self, context): layout = self.layout sima = context.space_data uv = sima.uv_editor settings = context.tool_settings layout.itemR(uv, "snap_to_pixels") layout.itemR(uv, "constrain_to_image_bounds") layout.itemS() layout.itemR(uv, "live_unwrap") layout.itemO("uv.unwrap") layout.item_booleanO("uv.pin", "clear", True, text="Unpin") layout.itemO("uv.pin") layout.itemS() layout.itemO("uv.pack_islands") layout.itemO("uv.average_islands_scale") layout.itemO("uv.minimize_stretch") layout.itemO("uv.stitch") layout.itemS() layout.itemM("IMAGE_MT_uvs_transform") layout.itemM("IMAGE_MT_uvs_mirror") layout.itemM("IMAGE_MT_uvs_weldalign") layout.itemS() layout.itemR(settings, "proportional_editing") layout.item_menu_enumR(settings, "proportional_editing_falloff") layout.itemS() layout.itemM("IMAGE_MT_uvs_showhide") class IMAGE_HT_header(bpy.types.Header): __space_type__ = "IMAGE_EDITOR" def draw(self, context): sima = context.space_data ima = sima.image iuser = sima.image_user layout = self.layout settings = context.tool_settings show_render = sima.show_render show_paint = sima.show_paint show_uvedit = sima.show_uvedit layout.template_header() # menus if context.area.show_menus: row = layout.row() row.itemM("IMAGE_MT_view") if show_uvedit: row.itemM("IMAGE_MT_select") if ima and ima.dirty: row.itemM("IMAGE_MT_image", text="Image*") else: row.itemM("IMAGE_MT_image", text="Image") if show_uvedit: row.itemM("IMAGE_MT_uvs") layout.template_ID(sima, "image", new="image.new") # uv editing if show_uvedit: uvedit = sima.uv_editor layout.itemR(uvedit, "pivot", text="") layout.itemR(settings, "uv_sync_selection", text="") if settings.uv_sync_selection: layout.itemR(settings, "mesh_selection_mode", text="", expand=True) else: layout.itemR(settings, "uv_selection_mode", text="", expand=True) layout.itemR(uvedit, "sticky_selection_mode", text="") pass row = layout.row(align=True) row.itemR(settings, "snap", text="") if settings.snap: row.itemR(settings, "snap_mode", text="") """ mesh = context.edit_object.data row.item_pointerR(mesh, "active_uv_layer", mesh, "uv_layers") """ if ima: # layers layout.template_image_layers(ima, iuser) # painting layout.itemR(sima, "image_painting", text="") # draw options row = layout.row(align=True) row.itemR(sima, "draw_channels", text="", expand=True) row = layout.row(align=True) if ima.type == "COMPOSITE": row.itemO("image.record_composite", icon="ICON_REC") if ima.type == "COMPOSITE" and ima.source in ("MOVIE", "SEQUENCE"): row.itemO("image.play_composite", icon="ICON_PLAY") if show_uvedit or sima.image_painting: layout.itemR(sima, "update_automatically", text="") class IMAGE_PT_game_properties(bpy.types.Panel): __space_type__ = "IMAGE_EDITOR" __region_type__ = "UI" __label__ = "Game Properties" def poll(self, context): rd = context.scene.render_data sima = context.space_data return (sima and sima.image) and (rd.engine == 'BLENDER_GAME') def draw(self, context): sima = context.space_data layout = self.layout ima = sima.image if ima: split = layout.split() col = split.column() subcol = col.column(align=True) subcol.itemR(ima, "clamp_x") subcol.itemR(ima, "clamp_y") col.itemR(ima, "mapping", expand=True) col.itemR(ima, "tiles") col = split.column() subcol = col.column(align=True) subcol.itemR(ima, "animated") subcol = subcol.column() subcol.itemR(ima, "animation_start", text="Start") subcol.itemR(ima, "animation_end", text="End") subcol.itemR(ima, "animation_speed", text="Speed") subcol.active = ima.animated subrow = col.row(align=True) subrow.itemR(ima, "tiles_x", text="X") subrow.itemR(ima, "tiles_y", text="Y") subrow.active = ima.tiles or ima.animated class IMAGE_PT_view_properties(bpy.types.Panel): __space_type__ = "IMAGE_EDITOR" __region_type__ = "UI" __label__ = "View Properties" def poll(self, context): sima = context.space_data return (sima and (sima.image or sima.show_uvedit)) def draw(self, context): sima = context.space_data layout = self.layout ima = sima.image show_uvedit = sima.show_uvedit uvedit = sima.uv_editor split = layout.split() col = split.column() if ima: col.itemR(ima, "display_aspect") col = split.column() col.itemR(sima, "draw_repeated", text="Repeat") if show_uvedit: col.itemR(uvedit, "normalized_coordinates", text="Normalized") elif show_uvedit: col.itemR(uvedit, "normalized_coordinates", text="Normalized") if show_uvedit: col = layout.column() row = col.row() row.itemR(uvedit, "edge_draw_type", expand=True) row = col.row() row.itemR(uvedit, "draw_smooth_edges", text="Smooth") row.itemR(uvedit, "draw_modified_edges", text="Modified") row = col.row() row.itemR(uvedit, "draw_stretch", text="Stretch") row.itemR(uvedit, "draw_stretch_type", text="") #col.itemR(uvedit, "draw_edges") #col.itemR(uvedit, "draw_faces") bpy.types.register(IMAGE_MT_view) bpy.types.register(IMAGE_MT_select) bpy.types.register(IMAGE_MT_image) bpy.types.register(IMAGE_MT_uvs_showhide) bpy.types.register(IMAGE_MT_uvs_transform) bpy.types.register(IMAGE_MT_uvs_mirror) bpy.types.register(IMAGE_MT_uvs_weldalign) bpy.types.register(IMAGE_MT_uvs) bpy.types.register(IMAGE_HT_header) bpy.types.register(IMAGE_PT_game_properties) bpy.types.register(IMAGE_PT_view_properties)