View menu in animation and video editors are too different from each other and unorganized. Same operators appear in different places in different editors. That makes navigating them harder, because for example you expect framing operators at the bottom because they're at the bottom in graph editor, but they're at the top in Sequencer and 3D Viewport. It's important that ordering of operators match as well as possible, so that users can expect certain operators in certain places and dont spend time searching for buttons in messy menus. I tried to match ordering to 3D viewport menu as much as possible, and also to use separators right, so that grouping of items is logical and can be shareable between editors. This grouping also looks better and makes navigation easier, because it splits huge pile of toggles at the top of the menus in smaller chunks and puts operators between them, so they're esier to separate them in one glance. Split off from #116492 Pull Request: https://projects.blender.org/blender/blender/pulls/117162
343 lines
10 KiB
Python
343 lines
10 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Menu, Panel
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from bpy.app.translations import contexts as i18n_contexts
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# Header buttons for timeline header (play, etc.)
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class TIME_HT_editor_buttons:
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@staticmethod
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def draw_header(context, layout):
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scene = context.scene
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tool_settings = context.tool_settings
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screen = context.screen
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layout.separator_spacer()
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row = layout.row(align=True)
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row.prop(tool_settings, "use_keyframe_insert_auto", text="", toggle=True)
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sub = row.row(align=True)
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sub.active = tool_settings.use_keyframe_insert_auto
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sub.popover(
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panel="TIME_PT_auto_keyframing",
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text="",
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)
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row = layout.row(align=True)
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row.operator("screen.frame_jump", text="", icon='REW').end = False
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row.operator("screen.keyframe_jump", text="", icon='PREV_KEYFRAME').next = False
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if not screen.is_animation_playing:
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# if using JACK and A/V sync:
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# hide the play-reversed button
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# since JACK transport doesn't support reversed playback
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if scene.sync_mode == 'AUDIO_SYNC' and context.preferences.system.audio_device == 'JACK':
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row.scale_x = 2
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row.operator("screen.animation_play", text="", icon='PLAY')
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row.scale_x = 1
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else:
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row.operator("screen.animation_play", text="", icon='PLAY_REVERSE').reverse = True
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row.operator("screen.animation_play", text="", icon='PLAY')
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else:
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row.scale_x = 2
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row.operator("screen.animation_play", text="", icon='PAUSE')
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row.scale_x = 1
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row.operator("screen.keyframe_jump", text="", icon='NEXT_KEYFRAME').next = True
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row.operator("screen.frame_jump", text="", icon='FF').end = True
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layout.separator_spacer()
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row = layout.row()
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if scene.show_subframe:
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row.scale_x = 1.15
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row.prop(scene, "frame_float", text="")
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else:
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row.scale_x = 0.95
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row.prop(scene, "frame_current", text="")
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row = layout.row(align=True)
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row.prop(scene, "use_preview_range", text="", toggle=True)
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sub = row.row(align=True)
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sub.scale_x = 0.8
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if not scene.use_preview_range:
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sub.prop(scene, "frame_start", text="Start")
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sub.prop(scene, "frame_end", text="End")
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else:
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sub.prop(scene, "frame_preview_start", text="Start")
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sub.prop(scene, "frame_preview_end", text="End")
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class TIME_MT_editor_menus(Menu):
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bl_idname = "TIME_MT_editor_menus"
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bl_label = ""
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def draw(self, context):
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layout = self.layout
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horizontal = (layout.direction == 'VERTICAL')
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st = context.space_data
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if horizontal:
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row = layout.row()
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sub = row.row(align=True)
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else:
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sub = layout
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sub.popover(
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panel="TIME_PT_playback",
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text="Playback",
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)
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sub.popover(
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panel="TIME_PT_keyframing_settings",
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text="Keying",
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text_ctxt=i18n_contexts.id_windowmanager,
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)
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# Add a separator to keep the popover button from aligning with the menu button.
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sub.separator(factor=0.4)
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if horizontal:
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sub = row.row(align=True)
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sub.menu("TIME_MT_view")
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if st.show_markers:
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sub.menu("TIME_MT_marker")
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class TIME_MT_marker(Menu):
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bl_label = "Marker"
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def draw(self, context):
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layout = self.layout
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marker_menu_generic(layout, context)
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class TIME_MT_view(Menu):
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bl_label = "View"
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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st = context.space_data
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layout.prop(st, "show_region_hud")
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layout.separator()
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# NOTE: "action" now, since timeline is in the dopesheet editor, instead of as own editor
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layout.operator("action.view_all")
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layout.operator("action.view_frame")
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layout.separator()
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layout.prop(st, "show_markers")
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layout.prop(st, "show_seconds")
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layout.prop(st, "show_locked_time")
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layout.separator()
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layout.prop(scene, "show_keys_from_selected_only")
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layout.prop(st.dopesheet, "show_only_errors")
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layout.separator()
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layout.menu("TIME_MT_cache")
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layout.separator()
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layout.menu("INFO_MT_area")
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class TIME_MT_cache(Menu):
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bl_label = "Cache"
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def draw(self, context):
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layout = self.layout
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st = context.space_data
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layout.prop(st, "show_cache")
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layout.separator()
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col = layout.column()
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col.enabled = st.show_cache
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col.prop(st, "cache_softbody")
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col.prop(st, "cache_particles")
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col.prop(st, "cache_cloth")
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col.prop(st, "cache_simulation_nodes")
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col.prop(st, "cache_smoke")
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col.prop(st, "cache_dynamicpaint")
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col.prop(st, "cache_rigidbody")
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def marker_menu_generic(layout, context):
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# layout.operator_context = 'EXEC_REGION_WIN'
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layout.column()
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tool_settings = context.tool_settings
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layout.prop(tool_settings, "lock_markers")
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layout.separator()
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layout.operator("screen.marker_jump", text="Jump to Previous Marker").next = False
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layout.operator("screen.marker_jump", text="Jump to Next Marker").next = True
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layout.separator()
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layout.operator("marker.camera_bind")
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layout.separator()
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layout.menu('NLA_MT_marker_select')
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layout.separator()
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layout.operator("marker.move", text="Move Marker")
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props = layout.operator("wm.call_panel", text="Rename Marker")
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props.name = "TOPBAR_PT_name_marker"
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props.keep_open = False
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layout.separator()
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layout.operator("marker.delete", text="Delete Marker")
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if len(bpy.data.scenes) > 10:
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layout.operator_context = 'INVOKE_DEFAULT'
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layout.operator("marker.make_links_scene", text="Duplicate Marker to Scene...", icon='OUTLINER_OB_EMPTY')
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else:
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layout.operator_menu_enum("marker.make_links_scene", "scene", text="Duplicate Marker to Scene")
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layout.operator("marker.duplicate", text="Duplicate Marker")
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layout.operator("marker.add", text="Add Marker")
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###################################
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class TimelinePanelButtons:
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bl_space_type = 'DOPESHEET_EDITOR'
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bl_region_type = 'UI'
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@staticmethod
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def has_timeline(context):
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return context.space_data.mode == 'TIMELINE'
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class TIME_PT_playback(TimelinePanelButtons, Panel):
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bl_label = "Playback"
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bl_region_type = 'HEADER'
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bl_ui_units_x = 11
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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screen = context.screen
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scene = context.scene
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layout.prop(scene, "sync_mode", text="Sync")
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col = layout.column(heading="Audio")
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col.prop(scene, "use_audio_scrub", text="Scrubbing")
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col.prop(scene, "use_audio")
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col = layout.column(heading="Playback")
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col.prop(scene, "lock_frame_selection_to_range", text="Limit to Frame Range")
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col.prop(screen, "use_follow", text="Follow Current Frame")
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col = layout.column(heading="Play In")
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col.prop(screen, "use_play_top_left_3d_editor", text="Active Editor")
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col.prop(screen, "use_play_3d_editors", text="3D Viewport")
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col.prop(screen, "use_play_animation_editors", text="Animation Editors")
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col.prop(screen, "use_play_image_editors", text="Image Editor")
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col.prop(screen, "use_play_properties_editors", text="Properties Editor")
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col.prop(screen, "use_play_clip_editors", text="Movie Clip Editor")
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col.prop(screen, "use_play_node_editors", text="Node Editors")
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col.prop(screen, "use_play_sequence_editors", text="Video Sequencer")
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col.prop(screen, "use_play_spreadsheet_editors", text="Spreadsheet")
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col = layout.column(heading="Show")
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col.prop(scene, "show_subframe", text="Subframes")
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layout.separator()
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row = layout.row(align=True)
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row.operator("anim.start_frame_set")
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row.operator("anim.end_frame_set")
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class TIME_PT_keyframing_settings(TimelinePanelButtons, Panel):
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bl_label = "Keyframing Settings"
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bl_options = {'HIDE_HEADER'}
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bl_region_type = 'HEADER'
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@classmethod
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def poll(cls, context):
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# only for timeline editor
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return cls.has_timeline(context)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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tool_settings = context.tool_settings
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col = layout.column(align=True)
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col.label(text="Active Keying Set")
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row = col.row(align=True)
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row.prop_search(scene.keying_sets_all, "active", scene, "keying_sets_all", text="")
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row.operator("anim.keyframe_insert", text="", icon='KEY_HLT')
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row.operator("anim.keyframe_delete", text="", icon='KEY_DEHLT')
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col = layout.column(align=True)
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col.label(text="New Keyframe Type")
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col.prop(tool_settings, "keyframe_type", text="")
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layout.prop(tool_settings, "use_keyframe_cycle_aware")
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class TIME_PT_auto_keyframing(TimelinePanelButtons, Panel):
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bl_label = "Auto Keyframing"
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bl_options = {'HIDE_HEADER'}
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bl_region_type = 'HEADER'
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bl_ui_units_x = 9
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@classmethod
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def poll(cls, context):
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# Only for timeline editor.
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return cls.has_timeline(context)
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def draw(self, context):
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layout = self.layout
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tool_settings = context.tool_settings
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prefs = context.preferences
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layout.active = tool_settings.use_keyframe_insert_auto
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layout.prop(tool_settings, "auto_keying_mode", expand=True)
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col = layout.column(align=True)
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col.prop(tool_settings, "use_keyframe_insert_keyingset", text="Only Active Keying Set", toggle=False)
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if not prefs.edit.use_keyframe_insert_available:
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col.prop(tool_settings, "use_record_with_nla", text="Layered Recording")
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###################################
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classes = (
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TIME_MT_editor_menus,
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TIME_MT_marker,
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TIME_MT_view,
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TIME_MT_cache,
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TIME_PT_playback,
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TIME_PT_keyframing_settings,
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TIME_PT_auto_keyframing,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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