Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
391 lines
13 KiB
Python
391 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.render_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(workspace, 'object_mode'):
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act_mode_item = bpy.types.Object.bl_rna.properties['mode'].enum_items[workspace.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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row.template_search(workspace, "render_layer", scene, "render_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.render_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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