Files
test/scripts/startup/bl_ui/properties_scene.py
Christoph Lendenfeld 30b0c5b225 Fix: Inserting keys no longer sets the FCurve channel color
When pressing `I` in the viewport, the colors of the FCurve channels were no longer set correctly.

Caused by #113504

Fix by removing the flag that determined that in the first place,
and read straight from the user preferences. Then move the code
that sets the mode on the FCurve into the function that actually creates it.

For 99% of cases the code went to the user preference flag `AUTOKEY_FLAG_XYZ2RGB`
and if that was set, the `INSERTKEY_XYZ2RGB` would be set. The only case where this
was not from the user preferences was from custom keying sets.
There was an override flag for FCurve colors on custom keying sets.
I removed that with this patch since the use case is not apparent
and custom keying sets are hardly used.

Pull Request: https://projects.blender.org/blender/blender/pulls/115297
2023-11-24 13:05:10 +01:00

442 lines
13 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.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)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# Do not make this one editable in uiList for now...
layout.label(text=kspath.data_path, translate=False, icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class SceneButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
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_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_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
_context_path = "scene"
_property_type = bpy.types.Scene
classes = (
SCENE_UL_keying_set_paths,
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_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)