Instead of storing a single active view-layer in the workspace, one is stored for each scene the workspace showed before. With this, some things become possible: * Multiple windows in the same workspace but showing different scenes. * Toggling back and forth scene keeps same active view-layer for each scene. * Activating workspace which didn't show current scene before, the current view-layer is kept. A necessary evil for this is that accessing view-layer and object mode from .py can't be done via workspace directly anymore. It has to be done through the window, so RNA can use the correct scene. So instead of `workspace.view_layer`, it's `window.view_layer` now (same with mode) even though it's still workspace data. Fixes T53432.
392 lines
13 KiB
Python
392 lines
13 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Header, Menu
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class INFO_HT_header(Header):
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bl_space_type = 'INFO'
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def draw(self, context):
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layout = self.layout
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window = context.window
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workspace = context.workspace
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screen = context.screen
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scene = context.scene
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layer = context.view_layer
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view_render = workspace.view_render
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row = layout.row(align=True)
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row.template_header()
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INFO_MT_editor_menus.draw_collapsible(context, layout)
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layout.separator()
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if screen.show_fullscreen:
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layout.operator("screen.back_to_previous", icon='SCREEN_BACK', text="Back to Previous")
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layout.separator()
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else:
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layout.template_ID(window, "workspace", new="workspace.workspace_add_menu", unlink="workspace.workspace_delete")
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layout.template_search_preview(window, "screen", workspace, "screens", new="screen.new", unlink="screen.delete", rows=2, cols=6)
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if hasattr(window, 'object_mode'):
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act_mode_item = bpy.types.Object.bl_rna.properties['mode'].enum_items[window.object_mode]
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else:
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act_mode_item = bpy.types.Object.bl_rna.properties['mode'].enum_items[layer.objects.active.mode]
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layout.operator_menu_enum("object.mode_set", "mode", text=act_mode_item.name, icon=act_mode_item.icon)
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row = layout.row()
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row.active = not workspace.use_scene_settings
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# Active workspace view-layer is retrieved through window, not through workspace.
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row.template_search(window, "view_layer", scene, "view_layers")
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if view_render.has_multiple_engines:
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row.prop(view_render, "engine", text="")
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layout.separator()
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layout.template_ID(window, "scene", new="scene.new", unlink="scene.delete")
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layout.separator()
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layout.template_running_jobs()
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layout.template_reports_banner()
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row = layout.row(align=True)
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if bpy.app.autoexec_fail is True and bpy.app.autoexec_fail_quiet is False:
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row.label("Auto-run disabled", icon='ERROR')
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if bpy.data.is_saved:
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props = row.operator("wm.revert_mainfile", icon='SCREEN_BACK', text="Reload Trusted")
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props.use_scripts = True
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row.operator("script.autoexec_warn_clear", text="Ignore")
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# include last so text doesn't push buttons out of the header
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row.label(bpy.app.autoexec_fail_message)
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return
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row.operator("wm.splash", text="", icon='BLENDER', emboss=False)
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row.label(text=scene.statistics(context.view_layer), translate=False)
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class INFO_MT_editor_menus(Menu):
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bl_idname = "INFO_MT_editor_menus"
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bl_label = ""
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def draw(self, context):
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self.draw_menus(self.layout, context)
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@staticmethod
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def draw_menus(layout, context):
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view_render = context.view_render
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layout.menu("INFO_MT_file")
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if view_render.use_game_engine:
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layout.menu("INFO_MT_game")
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else:
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layout.menu("INFO_MT_render")
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layout.menu("INFO_MT_window")
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layout.menu("INFO_MT_help")
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class INFO_MT_file(Menu):
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bl_label = "File"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_AREA'
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layout.operator("wm.read_homefile", text="New", icon='NEW')
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layout.operator("wm.open_mainfile", text="Open...", icon='FILE_FOLDER')
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layout.menu("INFO_MT_file_open_recent", icon='OPEN_RECENT')
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layout.operator("wm.revert_mainfile", icon='FILE_REFRESH')
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layout.operator("wm.recover_last_session", icon='RECOVER_LAST')
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layout.operator("wm.recover_auto_save", text="Recover Auto Save...", icon='RECOVER_AUTO')
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layout.separator()
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layout.operator_context = 'EXEC_AREA' if context.blend_data.is_saved else 'INVOKE_AREA'
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layout.operator("wm.save_mainfile", text="Save", icon='FILE_TICK')
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layout.operator_context = 'INVOKE_AREA'
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layout.operator("wm.save_as_mainfile", text="Save As...", icon='SAVE_AS')
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layout.operator_context = 'INVOKE_AREA'
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layout.operator("wm.save_as_mainfile", text="Save Copy...", icon='SAVE_COPY').copy = True
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layout.separator()
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layout.operator("screen.userpref_show", text="User Preferences...", icon='PREFERENCES')
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layout.operator_context = 'INVOKE_AREA'
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layout.operator("wm.save_homefile", icon='SAVE_PREFS')
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layout.operator("wm.read_factory_settings", icon='LOAD_FACTORY')
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if any(bpy.utils.app_template_paths()):
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app_template = context.user_preferences.app_template
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if app_template:
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layout.operator(
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"wm.read_factory_settings",
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text="Load Factory Template Settings",
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icon='LOAD_FACTORY',
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).app_template = app_template
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del app_template
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layout.menu("USERPREF_MT_app_templates", icon='FILE_BLEND')
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layout.separator()
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layout.operator_context = 'INVOKE_AREA'
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layout.operator("wm.link", text="Link", icon='LINK_BLEND')
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layout.operator("wm.append", text="Append", icon='APPEND_BLEND')
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layout.menu("INFO_MT_file_previews")
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layout.separator()
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layout.menu("INFO_MT_file_import", icon='IMPORT')
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layout.menu("INFO_MT_file_export", icon='EXPORT')
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layout.separator()
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layout.menu("INFO_MT_file_external_data", icon='EXTERNAL_DATA')
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layout.separator()
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layout.operator_context = 'EXEC_AREA'
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if bpy.data.is_dirty and context.user_preferences.view.use_quit_dialog:
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layout.operator_context = 'INVOKE_SCREEN' # quit dialog
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layout.operator("wm.quit_blender", text="Quit", icon='QUIT')
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class INFO_MT_file_import(Menu):
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bl_idname = "INFO_MT_file_import"
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bl_label = "Import"
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def draw(self, context):
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if bpy.app.build_options.collada:
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self.layout.operator("wm.collada_import", text="Collada (Default) (.dae)")
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if bpy.app.build_options.alembic:
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self.layout.operator("wm.alembic_import", text="Alembic (.abc)")
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class INFO_MT_file_export(Menu):
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bl_idname = "INFO_MT_file_export"
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bl_label = "Export"
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def draw(self, context):
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if bpy.app.build_options.collada:
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self.layout.operator("wm.collada_export", text="Collada (Default) (.dae)")
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if bpy.app.build_options.alembic:
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self.layout.operator("wm.alembic_export", text="Alembic (.abc)")
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class INFO_MT_file_external_data(Menu):
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bl_label = "External Data"
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def draw(self, context):
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layout = self.layout
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icon = 'CHECKBOX_HLT' if bpy.data.use_autopack else 'CHECKBOX_DEHLT'
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layout.operator("file.autopack_toggle", icon=icon)
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layout.separator()
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pack_all = layout.row()
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pack_all.operator("file.pack_all")
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pack_all.active = not bpy.data.use_autopack
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unpack_all = layout.row()
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unpack_all.operator("file.unpack_all")
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unpack_all.active = not bpy.data.use_autopack
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layout.separator()
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layout.operator("file.make_paths_relative")
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layout.operator("file.make_paths_absolute")
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layout.operator("file.report_missing_files")
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layout.operator("file.find_missing_files")
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class INFO_MT_file_previews(Menu):
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bl_label = "Data Previews"
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def draw(self, context):
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layout = self.layout
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layout.operator("wm.previews_ensure")
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layout.operator("wm.previews_batch_generate")
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layout.separator()
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layout.operator("wm.previews_clear")
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layout.operator("wm.previews_batch_clear")
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class INFO_MT_game(Menu):
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bl_label = "Game"
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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layout.operator("view3d.game_start")
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layout.separator()
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layout.prop(gs, "show_debug_properties")
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layout.prop(gs, "show_framerate_profile")
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layout.prop(gs, "show_physics_visualization")
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layout.prop(gs, "use_deprecation_warnings")
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layout.prop(gs, "use_animation_record")
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layout.separator()
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layout.prop(gs, "use_auto_start")
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class INFO_MT_render(Menu):
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bl_label = "Render"
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def draw(self, context):
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layout = self.layout
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layout.operator("render.render", text="Render Image", icon='RENDER_STILL').use_viewport = True
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props = layout.operator("render.render", text="Render Animation", icon='RENDER_ANIMATION')
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props.animation = True
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props.use_viewport = True
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layout.separator()
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layout.operator("render.opengl", text="OpenGL Render Image")
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layout.operator("render.opengl", text="OpenGL Render Animation").animation = True
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layout.menu("INFO_MT_opengl_render")
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layout.separator()
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layout.operator("render.view_show")
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layout.operator("render.play_rendered_anim", icon='PLAY')
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class INFO_MT_opengl_render(Menu):
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bl_label = "OpenGL Render Options"
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.prop(rd, "use_antialiasing")
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layout.prop(rd, "use_full_sample")
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layout.prop_menu_enum(rd, "antialiasing_samples")
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layout.prop_menu_enum(rd, "alpha_mode")
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class INFO_MT_window(Menu):
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bl_label = "Window"
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def draw(self, context):
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import sys
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layout = self.layout
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layout.operator("wm.window_new")
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layout.operator("wm.window_fullscreen_toggle", icon='FULLSCREEN_ENTER')
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layout.separator()
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layout.operator("screen.screenshot")
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layout.operator("screen.screencast")
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if sys.platform[:3] == "win":
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layout.separator()
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layout.operator("wm.console_toggle", icon='CONSOLE')
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if context.scene.render.use_multiview:
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layout.separator()
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layout.operator("wm.set_stereo_3d", icon='CAMERA_STEREO')
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class INFO_MT_help(Menu):
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bl_label = "Help"
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def draw(self, context):
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layout = self.layout
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layout.operator(
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"wm.url_open", text="Manual", icon='HELP',
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).url = "https://docs.blender.org/manual/en/dev/"
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layout.operator(
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"wm.url_open", text="Release Log", icon='URL',
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).url = "http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/%d.%d" % bpy.app.version[:2]
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layout.separator()
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layout.operator(
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"wm.url_open", text="Blender Website", icon='URL',
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).url = "https://www.blender.org"
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layout.operator(
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"wm.url_open", text="Blender Store", icon='URL',
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).url = "https://store.blender.org"
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layout.operator(
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"wm.url_open", text="Developer Community", icon='URL',
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).url = "https://www.blender.org/get-involved/"
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layout.operator(
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"wm.url_open", text="User Community", icon='URL',
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).url = "https://www.blender.org/support/user-community"
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layout.separator()
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layout.operator(
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"wm.url_open", text="Report a Bug", icon='URL',
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).url = "https://developer.blender.org/maniphest/task/edit/form/1"
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layout.separator()
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layout.operator(
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"wm.url_open", text="Python API Reference", icon='URL',
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).url = bpy.types.WM_OT_doc_view._prefix
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layout.operator("wm.operator_cheat_sheet", icon='TEXT')
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layout.operator("wm.sysinfo", icon='TEXT')
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layout.separator()
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layout.operator("wm.splash", icon='BLENDER')
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classes = (
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INFO_HT_header,
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INFO_MT_editor_menus,
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INFO_MT_file,
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INFO_MT_file_import,
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INFO_MT_file_export,
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INFO_MT_file_external_data,
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INFO_MT_file_previews,
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INFO_MT_game,
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INFO_MT_render,
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INFO_MT_opengl_render,
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INFO_MT_window,
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INFO_MT_help,
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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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