Add an Action Slot selector to the Action editor's header, next to the Action selector. The selector shows all slots in the action that are suitable for animating objects (as the Action editor itself is limited to showing the Action of the active object). This also considerably simplifies the 'Animation Debug' panel, as some debugging code has been removed, as well as the display of any animation layers. The latter can be reintroduced (if necessary) when multi-layer animation support is added. Most importantly, it removes the WindowManager property that was used as a hack to assign layered Actions to objects. API change: the RNA property `AnimData.slot` is now a pointer property that reflects the actual slot (it used to be an enum property). Some small changes to the UI code were necessary to make the selector show the slot's display name (and not their internal name). Pull Request: https://projects.blender.org/blender/blender/pulls/125416
299 lines
9.1 KiB
Python
299 lines
9.1 KiB
Python
# SPDX-FileCopyrightText: 2011-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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# note, properties_animviz is a helper module only.
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# support reloading sub-modules
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if "bpy" in locals():
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from importlib import reload
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_modules_loaded[:] = [reload(val) for val in _modules_loaded]
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del reload
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_modules = [
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"anim",
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"asset_shelf",
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"node_add_menu",
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"node_add_menu_compositor",
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"node_add_menu_geometry",
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"node_add_menu_shader",
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"node_add_menu_texture",
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"properties_animviz",
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"properties_constraint",
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"properties_data_armature",
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"properties_data_bone",
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"properties_data_camera",
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"properties_data_curve",
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"properties_data_curves",
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"properties_data_empty",
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"properties_data_gpencil",
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"properties_data_grease_pencil",
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"properties_data_light",
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"properties_data_lattice",
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"properties_data_mesh",
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"properties_data_metaball",
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"properties_data_modifier",
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"properties_data_pointcloud",
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"properties_data_shaderfx",
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"properties_data_lightprobe",
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"properties_data_speaker",
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"properties_data_volume",
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"properties_mask_common",
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"properties_material",
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"properties_material_gpencil",
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"properties_object",
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"properties_paint_common",
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"properties_grease_pencil_common",
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"properties_particle",
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"properties_physics_cloth",
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"properties_physics_common",
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"properties_physics_dynamicpaint",
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"properties_physics_field",
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"properties_physics_geometry_nodes",
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"properties_physics_rigidbody",
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"properties_physics_rigidbody_constraint",
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"properties_physics_fluid",
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"properties_physics_softbody",
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"properties_render",
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"properties_output",
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"properties_view_layer",
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"properties_scene",
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"properties_texture",
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"properties_world",
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"properties_collection",
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"temp_anim_layers",
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"generic_ui_list",
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# Generic Space Modules
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#
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# Depends on DNA_WORKSPACE_TOOL (C define).
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"space_toolsystem_common",
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"space_toolsystem_toolbar",
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"space_clip",
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"space_console",
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"space_dopesheet",
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"space_filebrowser",
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"space_graph",
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"space_image",
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"space_info",
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"space_nla",
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"space_node",
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"space_outliner",
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"space_properties",
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"space_sequencer",
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"space_spreadsheet",
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"space_statusbar",
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"space_text",
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"space_time",
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"space_topbar",
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"space_userpref",
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"space_view3d",
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"space_view3d_toolbar",
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# XXX, keep last so panels show after all other tool options.
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"properties_workspace",
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]
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import bpy
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if bpy.app.build_options.freestyle:
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_modules.append("properties_freestyle")
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__import__(name=__name__, fromlist=_modules)
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_namespace = globals()
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_modules_loaded = [_namespace[name] for name in _modules]
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del _namespace
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# Bypass the caching mechanism in the "Format" panel to make sure it is properly translated on language update.
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@bpy.app.handlers.persistent
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def translation_update(_):
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from .properties_output import RENDER_PT_format
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RENDER_PT_format._frame_rate_args_prev = None
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def register():
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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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for mod in _modules_loaded:
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for cls in mod.classes:
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register_class(cls)
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space_filebrowser.register_props()
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from bpy.props import (
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EnumProperty,
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StringProperty,
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)
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from bpy.types import (
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WindowManager,
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)
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# space_userprefs.py
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def addon_filter_items(_self, _context):
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import addon_utils
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items = [
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('All', "All", "All Add-ons"),
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('User', "User", "All Add-ons Installed by User"),
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]
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items_unique = set()
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for mod in addon_utils.modules(refresh=False):
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bl_info = addon_utils.module_bl_info(mod)
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items_unique.add(bl_info["category"])
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items.extend([(cat, cat, "") for cat in sorted(items_unique)])
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return items
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WindowManager.addon_search = StringProperty(
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name="Filter",
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description="Filter by add-on name, author & category",
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options={'TEXTEDIT_UPDATE'},
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)
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WindowManager.addon_filter = EnumProperty(
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items=addon_filter_items,
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name="Category",
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description="Filter add-ons by category",
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)
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# These items are static but depend on the version cycle.
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items = [
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('OFFICIAL', "Official", "Officially supported"),
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('COMMUNITY', "Community", "Maintained by community developers"),
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]
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if bpy.app.version_cycle == "alpha":
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items.append(('TESTING', "Testing", "Newly contributed scripts (excluded from release builds)"))
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WindowManager.addon_support = EnumProperty(
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items=items,
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name="Support",
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description="Display support level",
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default={'OFFICIAL', 'COMMUNITY'},
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options={'ENUM_FLAG'},
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)
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del items
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bpy.app.handlers.translation_update_post.append(translation_update)
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# done...
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def unregister():
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from bpy.utils import unregister_class
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for mod in reversed(_modules_loaded):
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for cls in reversed(mod.classes):
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if cls.is_registered:
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unregister_class(cls)
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for cls in reversed(classes):
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if cls.is_registered:
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unregister_class(cls)
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try:
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bpy.app.handlers.translation_update_post.remove(translation_update)
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except ValueError:
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pass
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# Define a default UIList, when a list does not need any custom drawing...
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# Keep in sync with its #defined name in UI_interface.hh
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class UI_UL_list(bpy.types.UIList):
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# These are common filtering or ordering operations (same as the default C ones!).
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@staticmethod
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def filter_items_by_name(pattern, bitflag, items, propname="name", flags=None, reverse=False):
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"""
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Set FILTER_ITEM for items which name matches filter_name one (case-insensitive).
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pattern is the filtering pattern.
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propname is the name of the string property to use for filtering.
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flags must be a list of integers the same length as items, or None!
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return a list of flags (based on given flags if not None),
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or an empty list if no flags were given and no filtering has been done.
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"""
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import fnmatch
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import re
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if not pattern or not items: # Empty pattern or list = no filtering!
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return flags or []
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if flags is None:
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flags = [0] * len(items)
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# Implicitly add heading/trailing wildcards.
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pattern_regex = re.compile(fnmatch.translate("*" + pattern + "*"), re.IGNORECASE)
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for i, item in enumerate(items):
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name = getattr(item, propname, None)
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# This is similar to a logical XOR.
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if bool(name and pattern_regex.match(name)) is not reverse:
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flags[i] |= bitflag
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return flags
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@staticmethod
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def sort_items_helper(sort_data, key, reverse=False):
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"""
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Common sorting utility. Returns a neworder list mapping org_idx -> new_idx.
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sort_data must be an (unordered) list of tuples [(org_idx, ...), (org_idx, ...), ...].
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key must be the same kind of callable you would use for sorted() builtin function.
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reverse will reverse the sorting!
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"""
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sort_data.sort(key=key, reverse=reverse)
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neworder = [None] * len(sort_data)
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for newidx, (orgidx, *_) in enumerate(sort_data):
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neworder[orgidx] = newidx
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return neworder
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@classmethod
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def sort_items_by_name(cls, items, propname="name"):
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"""
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Re-order items using their names (case-insensitive).
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propname is the name of the string property to use for sorting.
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return a list mapping org_idx -> new_idx,
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or an empty list if no sorting has been done.
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"""
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_sort = [(idx, getattr(it, propname, "")) for idx, it in enumerate(items)]
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return cls.sort_items_helper(_sort, lambda e: e[1].lower())
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class UI_MT_list_item_context_menu(bpy.types.Menu):
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"""
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UI List item context menu definition. Scripts can append/prepend this to
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add own operators to the context menu. They must check context though, so
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their items only draw in a valid context and for the correct UI list.
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"""
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bl_label = "List Item"
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bl_idname = "UI_MT_list_item_context_menu"
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def draw(self, context):
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# Dummy function. This type is just for scripts to append their own
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# context menu items.
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pass
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class UI_MT_button_context_menu(bpy.types.Menu):
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"""
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UI button context menu definition. Scripts can append/prepend this to
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add own operators to the context menu. They must check context though, so
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their items only draw in a valid context and for the correct buttons.
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"""
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bl_label = "List Item"
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bl_idname = "UI_MT_button_context_menu"
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def draw(self, context):
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# Draw menu entries created with the legacy `WM_MT_button_context` class.
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# This is deprecated, and support will be removed in a future release.
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if hasattr(bpy.types, "WM_MT_button_context"):
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self.layout.menu_contents("WM_MT_button_context")
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classes = (
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UI_UL_list,
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UI_MT_list_item_context_menu,
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UI_MT_button_context_menu,
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)
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