Goal of this PR is mainly to improve flexibility and of VSE layout and screen space efficiency. Previously, strip properties were displayed in timeline sidebar. This was limiting, because if you want to display as much properties as possible, the timeline area had to be taller, but this was at the expense of space available for preview. However there is plenty of space in properties editor, which is mostly unused in VSE. Therefore strip properties were moved to the properties editor. ID pinning and path displayed in top section aren't drawn, since strip is not an ID and can not be pinned. Since there is more space for properties, various panels are changed to be open by default. Mainly transform and time panels, since they are used often. There is one minor change: The waveform display property of sound strip was previously hidden, if timeline area had per strip waveform display overlay set. This is no longer possible to do and the property is always visible. Pull Request: https://projects.blender.org/blender/blender/pulls/140395
201 lines
7.2 KiB
Python
201 lines
7.2 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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from bpy.types import Header, Panel
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from rna_prop_ui import PropertyPanel
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from bl_ui import anim
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from bpy.app.translations import (
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pgettext_iface as iface_,
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)
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class PROPERTIES_HT_header(Header):
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bl_space_type = 'PROPERTIES'
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@staticmethod
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def _search_poll(space):
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return (space.show_properties_tool or
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space.show_properties_render or
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space.show_properties_output or
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space.show_properties_view_layer or
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space.show_properties_scene or
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space.show_properties_world or
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space.show_properties_collection or
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space.show_properties_object or
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space.show_properties_modifiers or
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space.show_properties_effects or
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space.show_properties_particles or
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space.show_properties_physics or
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space.show_properties_constraints or
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space.show_properties_data or
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space.show_properties_bone or
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space.show_properties_bone_constraints or
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space.show_properties_material or
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space.show_properties_texture or
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space.show_properties_strip or
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space.show_properties_strip_modifier
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)
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def draw(self, context):
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layout = self.layout
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view = context.space_data
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region = context.region
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ui_scale = context.preferences.system.ui_scale
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layout.template_header()
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layout.separator_spacer()
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if self._search_poll(context.space_data):
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# The following is an ugly attempt to make the search button center-align better visually.
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# A dummy icon is inserted that has to be scaled as the available width changes.
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content_size_est = 160 * ui_scale
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layout_scale = min(1, max(0, (region.width / content_size_est) - 1))
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if layout_scale > 0:
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row = layout.row()
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row.scale_x = layout_scale
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row.label(icon='BLANK1')
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layout.prop(view, "search_filter", icon='VIEWZOOM', text="")
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layout.separator_spacer()
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layout.popover(panel="PROPERTIES_PT_options", text="")
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class PROPERTIES_PT_navigation_bar(Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'NAVIGATION_BAR'
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bl_label = "Navigation Bar"
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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layout = self.layout
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view = context.space_data
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layout.scale_x = 1.4
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layout.scale_y = 1.4
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if view.search_filter:
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layout.prop_tabs_enum(
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view, "context", data_highlight=view,
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property_highlight="tab_search_results", icon_only=True,
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)
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else:
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layout.prop_tabs_enum(view, "context", icon_only=True)
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class PROPERTIES_PT_options(Panel):
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"""Show options for the properties editor"""
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'HEADER'
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bl_label = "Options"
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def draw(self, context):
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layout = self.layout
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space = context.space_data
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col = layout.column()
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col.label(text="Sync with Outliner")
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col.row().prop(space, "outliner_sync", expand=True)
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layout.separator()
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layout.use_property_decorate = False
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visible_tabs = [
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("show_properties_tool", "Tool", 'TOOL_SETTINGS'),
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("show_properties_render", "Render", 'SCENE'),
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("show_properties_output", "Output", 'OUTPUT'),
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("show_properties_view_layer", "View Layer", 'RENDERLAYERS'),
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("show_properties_scene", "Scene", 'SCENE_DATA'),
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("show_properties_world", "World", 'WORLD'),
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("show_properties_collection", "Collection", 'OUTLINER_COLLECTION'),
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("show_properties_object", "Object", 'OBJECT_DATA'),
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("show_properties_modifiers", "Modifiers", 'MODIFIER'),
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("show_properties_effects", "Effects", 'SHADERFX'),
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("show_properties_particles", "Particles", 'PARTICLES'),
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("show_properties_physics", "Physics", 'PHYSICS'),
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("show_properties_constraints", "Constraints", 'CONSTRAINT'),
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("show_properties_data", "Data", 'MESH_DATA'),
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("show_properties_bone", "Bone", 'BONE_DATA'),
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("show_properties_bone_constraints", "Bone Constraints", 'CONSTRAINT_BONE'),
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("show_properties_material", "Material", 'MATERIAL'),
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("show_properties_texture", "Texture", 'TEXTURE'),
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("show_properties_strip", "Strip", 'SEQ_SEQUENCER'),
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("show_properties_strip_modifier", "Strip Modifiers", 'SEQ_STRIP_MODIFIER')
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]
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col = layout.column(align=True)
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col.label(text="Visible Tabs")
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for prop, name, icon in visible_tabs:
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row = col.row(align=True)
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row.label(text=iface_(name), icon=icon)
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row.prop(space, prop, text="")
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class PropertiesAnimationMixin:
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"""Mix-in class for Animation panels.
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This class can be used to show a generic 'Animation' panel for IDs shown in
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the properties editor. Specific ID types need specific subclasses.
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For an example, see DATA_PT_camera_animation in properties_data_camera.py
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"""
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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bl_label = "Animation"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = PropertyPanel.bl_order - 1 # Order just above the Custom Properties.
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_animated_id_context_property = ""
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"""context.{_animatable_id_context_property} is used to find the animated ID."""
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@classmethod
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def _animated_id(cls, context):
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assert cls._animated_id_context_property, "set _animated_id_context_property on {!r}".format(cls)
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# If the pinned ID is of a different type, there could still be an ID
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# for which to show this panel. For example, a camera object can be
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# pinned, and then this panel can be shown for its camera data.
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return getattr(context, cls._animated_id_context_property, None)
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@classmethod
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def poll(cls, context):
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animated_id = cls._animated_id(context)
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return animated_id is not None
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def draw(self, context):
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layout = self.layout
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col = layout.column(align=True)
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col.use_property_split = True
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col.use_property_decorate = False
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self.draw_action_and_slot_selector(context, col, self._animated_id(context))
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@classmethod
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def draw_action_and_slot_selector(cls, context, layout, animated_id):
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if not animated_id:
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class_list = [c.__name__ for c in cls.mro()]
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print("PropertiesAnimationMixin: no animatable data-block, this is a bug "
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"in one of these classes: {!r}".format(class_list))
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layout.label(text="No animatable data-block, please report as bug", icon='ERROR')
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return
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anim.draw_action_and_slot_selector_for_id(layout, animated_id)
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classes = (
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PROPERTIES_HT_header,
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PROPERTIES_PT_navigation_bar,
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PROPERTIES_PT_options,
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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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