Files
test/scripts/startup/bl_ui/properties_scene.py
Aaron Carlisle 4560e60670 UI: Add Scene/ViewLayer selectors to Properties tabs
Add Scene and View Layer selectors to the Scene and View Layer tabs
in the Properties Editor, matching the existing controls in the topbar.

See PR for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/143266
2025-08-20 17:12:46 +02:00

496 lines
14 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import (
Panel,
UIList,
)
from rna_prop_ui import PropertyPanel
from bl_ui.space_properties import PropertiesAnimationMixin
from bl_ui.properties_physics_common import (
point_cache_ui,
effector_weights_ui,
)
from bpy.app.translations import pgettext_iface as iface_
class SCENE_UL_keying_set_paths(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
# assert(isinstance(item, bpy.types.KeyingSetPath)
kspath = item
icon = layout.enum_item_icon(kspath, "id_type", kspath.id_type)
# Do not make this one editable in uiList for now...
layout.label(text=kspath.data_path, translate=False, icon_value=icon)
class SceneButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
class SCENE_PT_context_scene(SceneButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
window = context.window
layout.template_ID(window, "scene", new="scene.new", unlink="scene.delete")
class SCENE_PT_scene(SceneButtonsPanel, Panel):
bl_label = "Scene"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
layout.prop(scene, "camera")
layout.prop(scene, "background_set")
layout.prop(scene, "active_clip", text="Active Clip")
class SCENE_PT_unit(SceneButtonsPanel, Panel):
bl_label = "Units"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(unit, "system")
col = layout.column()
col.enabled = unit.system != 'NONE'
col.prop(unit, "scale_length")
col.prop(unit, "use_separate")
col = layout.column()
col.prop(unit, "system_rotation", text="Rotation")
subcol = col.column()
subcol.enabled = unit.system != 'NONE'
subcol.prop(unit, "length_unit", text="Length")
subcol.prop(unit, "mass_unit", text="Mass")
subcol.prop(unit, "time_unit", text="Time")
subcol.prop(unit, "temperature_unit", text="Temperature")
class SceneKeyingSetsPanel:
@staticmethod
def draw_keyframing_settings(context, layout, ks, ksp):
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, iface_("Needed"),
"use_insertkey_override_needed", "use_insertkey_needed",
userpref_fallback="use_auto_keyframe_insert_needed",
)
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, iface_("Visual"),
"use_insertkey_override_visual", "use_insertkey_visual",
userpref_fallback="use_visual_keying",
)
@staticmethod
def _draw_keyframing_setting(context, layout, ks, ksp, label, toggle_prop, prop, userpref_fallback=None):
if ksp:
item = ksp
if getattr(ks, toggle_prop):
owner = ks
propname = prop
else:
owner = context.preferences.edit
if userpref_fallback:
propname = userpref_fallback
else:
propname = prop
else:
item = ks
owner = context.preferences.edit
if userpref_fallback:
propname = userpref_fallback
else:
propname = prop
row = layout.row(align=True)
subrow = row.row(align=True)
subrow.active = getattr(item, toggle_prop)
if subrow.active:
subrow.prop(item, prop, text=label)
else:
subrow.prop(owner, propname, text=label)
row.prop(item, toggle_prop, text="", icon='STYLUS_PRESSURE', toggle=True) # XXX: needs dedicated icon
class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Keying Sets"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
row = layout.row()
col = row.column()
col.template_list("UI_UL_list", "keying_sets", scene, "keying_sets", scene.keying_sets, "active_index", rows=1)
col = row.column(align=True)
col.operator("anim.keying_set_add", icon='ADD', text="")
col.operator("anim.keying_set_remove", icon='REMOVE', text="")
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False)
ks = scene.keying_sets.active
if ks and ks.is_path_absolute:
col = flow.column()
col.prop(ks, "bl_description")
subcol = flow.column()
subcol.operator_context = 'INVOKE_DEFAULT'
subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
class SCENE_PT_keyframing_settings(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Keyframing Settings"
bl_parent_id = "SCENE_PT_keying_sets"
@classmethod
def poll(cls, context):
ks = context.scene.keying_sets.active
return (ks and ks.is_path_absolute)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
ks = scene.keying_sets.active
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column(align=True)
col.alignment = 'RIGHT'
col.label(text="General Override")
self.draw_keyframing_settings(context, col, ks, None)
ksp = ks.paths.active
if ksp:
col.separator()
col = flow.column(align=True)
col.alignment = 'RIGHT'
col.label(text="Active Set Override")
self.draw_keyframing_settings(context, col, ks, ksp)
class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Active Keying Set"
bl_parent_id = "SCENE_PT_keying_sets"
@classmethod
def poll(cls, context):
ks = context.scene.keying_sets.active
return (ks and ks.is_path_absolute)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.keying_sets.active
row = layout.row()
row.label(text="Paths:")
row = layout.row()
col = row.column()
col.template_list("SCENE_UL_keying_set_paths", "", ks, "paths", ks.paths, "active_index", rows=1)
col = row.column(align=True)
col.operator("anim.keying_set_path_add", icon='ADD', text="")
col.operator("anim.keying_set_path_remove", icon='REMOVE', text="")
# TODO: 1) the template_any_ID needs to be fixed for the text alignment.
# 2) use_property_decorate has to properly skip the non animatable properties.
# Properties affected with needless draw:
# group_method, template_any_ID drop-down, use_entire_array.
layout.use_property_split = True
layout.use_property_decorate = False # No animation (remove this later on).
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=True)
ksp = ks.paths.active
if ksp:
col = flow.column(align=True)
col.alignment = 'RIGHT'
col.template_any_ID(ksp, "id", "id_type", text="Target ID-Block")
col.separator()
col.template_path_builder(ksp, "data_path", ksp.id, text="Data Path")
col = flow.column()
col.prop(ksp, "use_entire_array", text="Array All Items")
if not ksp.use_entire_array:
col.prop(ksp, "array_index", text="Index")
col.separator()
col.prop(ksp, "group_method", text="F-Curve Grouping")
if ksp.group_method == 'NAMED':
col.prop(ksp, "group")
class SCENE_PT_audio(SceneButtonsPanel, Panel):
bl_label = "Audio"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(scene, "audio_volume")
col.separator()
col = col.column(align=True)
col.prop(scene, "audio_distance_model")
col.prop(scene, "audio_doppler_speed", text="Doppler Speed")
col.prop(scene, "audio_doppler_factor", text="Doppler Factor")
col.separator()
layout.operator("sound.bake_animation")
class SCENE_PT_physics(SceneButtonsPanel, Panel):
bl_label = "Gravity"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
self.layout.prop(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
layout.active = scene.use_gravity
layout.prop(scene, "gravity")
class SCENE_PT_simulation(SceneButtonsPanel, Panel):
bl_label = "Simulation"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
col = layout.column()
col.prop(scene, "use_custom_simulation_range", text="Simulation Range")
subcol = col.column(align=True)
subcol.active = scene.use_custom_simulation_range
subcol.prop(scene, "simulation_frame_start", text="Start")
subcol.prop(scene, "simulation_frame_end", text="End")
class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel):
bl_label = "Rigid Body World"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
scene = context.scene
rbw = scene.rigidbody_world
if rbw is not None:
self.layout.prop(rbw, "enabled", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rbw = scene.rigidbody_world
if rbw is None:
layout.operator("rigidbody.world_add")
else:
layout.operator("rigidbody.world_remove")
class RigidBodySubPanel(SceneButtonsPanel):
bl_parent_id = "SCENE_PT_rigid_body_world"
@classmethod
def poll(cls, context):
scene = context.scene
return scene and scene.rigidbody_world
class SCENE_PT_rigid_body_world_settings(RigidBodySubPanel, Panel):
bl_label = "Settings"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rbw = scene.rigidbody_world
if rbw:
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.active = rbw.enabled
col = col.column()
col.prop(rbw, "collection")
col.prop(rbw, "constraints")
col = col.column()
col.prop(rbw, "time_scale", text="Speed")
col = flow.column()
col.active = rbw.enabled
col.prop(rbw, "use_split_impulse")
col = col.column()
col.prop(rbw, "substeps_per_frame")
col.prop(rbw, "solver_iterations")
class SCENE_PT_rigid_body_cache(RigidBodySubPanel, Panel):
bl_label = "Cache"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
scene = context.scene
rbw = scene.rigidbody_world
point_cache_ui(self, rbw.point_cache, rbw.point_cache.is_baked is False and rbw.enabled, 'RIGID_BODY')
class SCENE_PT_rigid_body_field_weights(RigidBodySubPanel, Panel):
bl_label = "Field Weights"
bl_parent_id = "SCENE_PT_rigid_body_world"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
scene = context.scene
rbw = scene.rigidbody_world
effector_weights_ui(self, rbw.effector_weights, 'RIGID_BODY')
class SCENE_PT_eevee_light_probes(SceneButtonsPanel, Panel):
bl_label = "Light Probes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
col = layout.column()
# TODO(fclem): Move to probe
col.prop(props, "gi_cubemap_resolution", text="Spheres Resolution")
row = col.row(align=True)
row.operator("object.lightprobe_cache_bake", text="Bake All Light Probe Volumes").subset = 'ALL'
row.operator("object.lightprobe_cache_free", text="", icon='TRASH').subset = 'ALL'
class SCENE_PT_animation(SceneButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
_animated_id_context_property = "scene"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
col = layout.column(align=True)
col.label(text="Scene")
self.draw_action_and_slot_selector(context, col, scene)
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
_context_path = "scene"
_property_type = bpy.types.Scene
classes = (
SCENE_UL_keying_set_paths,
SCENE_PT_context_scene,
SCENE_PT_scene,
SCENE_PT_unit,
SCENE_PT_physics,
SCENE_PT_simulation,
SCENE_PT_keying_sets,
SCENE_PT_keying_set_paths,
SCENE_PT_keyframing_settings,
SCENE_PT_audio,
SCENE_PT_rigid_body_world,
SCENE_PT_rigid_body_world_settings,
SCENE_PT_rigid_body_cache,
SCENE_PT_rigid_body_field_weights,
SCENE_PT_eevee_light_probes,
SCENE_PT_animation,
SCENE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)