Files
test2/scripts/startup/bl_ui/properties_data_armature.py
Leon Schittek d30d8b4bfa UI: Add padding to items in ui lists and tree views
Add a utility function to add horizontal padding to the left and right
of items in UI lists and tree views to make them more consistent with
other buttons like menu entries.

Pull Request: https://projects.blender.org/blender/blender/pulls/125498
2024-07-29 23:52:38 +02:00

434 lines
14 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Panel, Menu, UIList
from rna_prop_ui import PropertyPanel
from bl_ui.properties_animviz import (
MotionPathButtonsPanel,
MotionPathButtonsPanel_display,
)
class ArmatureButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.armature
class DATA_PT_context_arm(ArmatureButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif arm:
layout.template_ID(space, "pin_id")
class DATA_PT_pose(ArmatureButtonsPanel, Panel):
bl_label = "Pose"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.row().prop(arm, "pose_position", expand=True)
class DATA_PT_display(ArmatureButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
arm = context.armature
layout.prop(arm, "display_type", text="Display As")
col = layout.column(heading="Show")
col.prop(arm, "show_names", text="Names")
col.prop(arm, "show_bone_custom_shapes", text="Shapes")
col.prop(arm, "show_bone_colors", text="Bone Colors")
if ob:
col.prop(ob, "show_in_front", text="In Front")
col = layout.column(align=False, heading="Axes")
row = col.row(align=True)
row.prop(arm, "show_axes", text="")
sub = row.row(align=True)
sub.active = arm.show_axes
sub.prop(arm, "axes_position", text="Position")
sub = col.row(align=True)
sub.prop(arm, "relation_line_position", text="Relations", expand=True)
class DATA_UL_bone_collections(UIList):
def draw_item(self, _context, layout, armature, bcoll, _icon, _active_data, _active_propname, _index):
active_bone = armature.edit_bones.active or armature.bones.active
has_active_bone = active_bone and bcoll.name in active_bone.collections
layout.prop(bcoll, "name", text="", emboss=False, icon='DOT' if has_active_bone else 'BLANK1')
if armature.override_library:
icon = 'LIBRARY_DATA_OVERRIDE' if bcoll.is_local_override else 'BLANK1'
layout.prop(bcoll, "is_local_override", text="", emboss=False, icon=icon)
layout.prop(bcoll, "is_visible", text="", emboss=False, icon='HIDE_OFF' if bcoll.is_visible else 'HIDE_ON')
class DATA_PT_bone_collections(ArmatureButtonsPanel, Panel):
bl_label = "Bone Collections"
def draw(self, context):
layout = self.layout
arm = context.armature
active_bcoll = arm.collections.active
row = layout.row()
row.template_bone_collection_tree()
col = row.column(align=True)
col.operator("armature.collection_add", icon='ADD', text="")
col.operator("armature.collection_remove", icon='REMOVE', text="")
col.separator()
col.menu("ARMATURE_MT_collection_context_menu", icon='DOWNARROW_HLT', text="")
if active_bcoll:
col.separator()
col.operator("armature.collection_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("armature.collection_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
row = layout.row()
sub = row.row(align=True)
sub.operator("armature.collection_assign", text="Assign")
sub.operator("armature.collection_unassign", text="Remove")
sub = row.row(align=True)
sub.operator("armature.collection_select", text="Select")
sub.operator("armature.collection_deselect", text="Deselect")
class ARMATURE_MT_collection_context_menu(Menu):
bl_label = "Bone Collection Specials"
def draw(self, context):
layout = self.layout
layout.operator("armature.collection_show_all")
layout.operator("armature.collection_unsolo_all")
layout.separator()
layout.operator("armature.collection_remove_unused", text="Remove Unused")
class ARMATURE_MT_collection_tree_context_menu(Menu):
bl_label = "Bone Collections"
def draw(self, context):
layout = self.layout
arm = context.armature
active_bcoll_is_locked = arm.collections.active and not arm.collections.active.is_editable
# The poll function doesn't have access to the parent index property, so
# it cannot disable this operator depending on whether the parent is
# editable or not. That means this menu has to do the disabling for it.
sub = layout.column()
sub.enabled = not active_bcoll_is_locked
sub.operator("armature.collection_add", text="Add Bone Collection")
sub.operator("armature.collection_remove")
sub.operator("armature.collection_remove_unused", text="Remove Unused Collections")
layout.separator()
layout.operator("armature.collection_show_all")
layout.operator("armature.collection_unsolo_all")
layout.separator()
# These operators can be used to assign to a named collection as well, and
# don't necessarily always use the active bone collection. That means that
# they have the same limitation as described above.
sub = layout.column()
sub.enabled = not active_bcoll_is_locked
sub.operator("armature.collection_assign", text="Assign Selected Bones")
sub.operator("armature.collection_unassign", text="Remove Selected Bones")
layout.separator()
layout.operator("armature.collection_select", text="Select Bones")
layout.operator("armature.collection_deselect", text="Deselect Bones")
layout.separator()
layout.operator("UI_OT_view_item_rename", text="Rename")
class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel):
bl_label = "Inverse Kinematics"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.pose
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
itasc = ob.pose.ik_param
layout.prop(ob.pose, "ik_solver")
if itasc:
layout.prop(itasc, "mode")
layout.prop(itasc, "translate_root_bones")
simulation = (itasc.mode == 'SIMULATION')
if simulation:
layout.prop(itasc, "reiteration_method", expand=False)
col = layout.column()
col.active = not simulation or itasc.reiteration_method != 'NEVER'
col.prop(itasc, "precision")
col.prop(itasc, "iterations")
if simulation:
col.prop(itasc, "use_auto_step")
sub = layout.column(align=True)
if itasc.use_auto_step:
sub.prop(itasc, "step_min", text="Steps Min")
sub.prop(itasc, "step_max", text="Max")
else:
sub.prop(itasc, "step_count", text="Steps")
col.prop(itasc, "solver")
if simulation:
col.prop(itasc, "feedback")
col.prop(itasc, "velocity_max")
if itasc.solver == 'DLS':
col.separator()
col.prop(itasc, "damping_max", text="Damping Max", slider=True)
col.prop(itasc, "damping_epsilon", text="Damping Epsilon", slider=True)
class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
# bl_label = "Bones Motion Paths"
bl_options = {'DEFAULT_CLOSED'}
bl_context = "data"
@classmethod
def poll(cls, context):
# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.pose.animation_visualization
pchan = context.active_pose_bone
mpath = pchan.motion_path if pchan else None
self.draw_settings(context, avs, mpath, bones=True)
class DATA_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
# bl_label = "Bones Motion Paths"
bl_context = "data"
bl_parent_id = "DATA_PT_motion_paths"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.pose.animation_visualization
pchan = context.active_pose_bone
mpath = pchan.motion_path if pchan else None
self.draw_settings(context, avs, mpath, bones=True)
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "object.data"
_property_type = bpy.types.Armature
class DATA_PT_custom_props_bcoll(ArmatureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "armature.collections.active"
_property_type = bpy.types.BoneCollection
bl_parent_id = "DATA_PT_bone_collections"
@classmethod
def poll(cls, context):
arm = context.armature
if not arm:
return False
is_lib_override = arm.id_data.override_library and arm.id_data.override_library.reference
if is_lib_override:
# This is due to a limitation in scripts/modules/rna_prop_ui.py; if that
# limitation is lifted, this poll function should be adjusted.
return False
return arm.collections.active
# Bone Selection Sets.
class POSE_MT_selection_sets_context_menu(Menu):
bl_label = "Selection Sets Specials"
def draw(self, context):
layout = self.layout
layout.operator("pose.selection_set_delete_all", icon='X')
layout.operator("pose.selection_set_remove_bones", icon='X')
layout.operator("pose.selection_set_copy", icon='COPYDOWN')
layout.operator("pose.selection_set_paste", icon='PASTEDOWN')
class POSE_PT_selection_sets(Panel):
bl_label = "Selection Sets"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object and
context.object.type == 'ARMATURE' and
context.object.pose)
def draw(self, context):
layout = self.layout
arm = context.object
row = layout.row()
row.enabled = (context.mode == 'POSE')
# UI list
rows = 4 if len(arm.selection_sets) > 0 else 1
row.template_list(
"POSE_UL_selection_set", "", # type and unique id
arm, "selection_sets", # pointer to the CollectionProperty
arm, "active_selection_set", # pointer to the active identifier
rows=rows
)
# add/remove/specials UI list Menu
col = row.column(align=True)
col.operator("pose.selection_set_add", icon='ADD', text="")
col.operator("pose.selection_set_remove", icon='REMOVE', text="")
col.menu("POSE_MT_selection_sets_context_menu", icon='DOWNARROW_HLT', text="")
# move up/down arrows
if len(arm.selection_sets) > 0:
col.separator()
col.operator("pose.selection_set_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("pose.selection_set_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
# buttons
row = layout.row()
sub = row.row(align=True)
sub.operator("pose.selection_set_assign", text="Assign")
sub.operator("pose.selection_set_unassign", text="Remove")
sub = row.row(align=True)
sub.operator("pose.selection_set_select", text="Select")
sub.operator("pose.selection_set_deselect", text="Deselect")
class POSE_UL_selection_set(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row()
row.prop(item, "name", text="", emboss=False)
if self.layout_type in ('DEFAULT', 'COMPACT'):
row.prop(item, "is_selected", text="")
class POSE_MT_selection_set_create(Menu):
bl_label = "Choose Selection Set"
def draw(self, context):
layout = self.layout
layout.operator("pose.selection_set_add_and_assign",
text="New Selection Set")
class POSE_MT_selection_sets_select(Menu):
bl_label = 'Select Selection Set'
@classmethod
def poll(cls, context):
return bpy.types.POSE_OT_selection_set_select.poll(context)
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_DEFAULT'
for idx, sel_set in enumerate(context.object.selection_sets):
props = layout.operator("pose.selection_set_select", text=sel_set.name)
props.selection_set_index = idx
classes = (
DATA_PT_context_arm,
DATA_PT_pose,
DATA_PT_bone_collections,
DATA_UL_bone_collections,
ARMATURE_MT_collection_context_menu,
ARMATURE_MT_collection_tree_context_menu,
DATA_PT_motion_paths,
DATA_PT_motion_paths_display,
DATA_PT_display,
DATA_PT_iksolver_itasc,
DATA_PT_custom_props_arm,
DATA_PT_custom_props_bcoll,
POSE_MT_selection_set_create,
POSE_MT_selection_sets_context_menu,
POSE_MT_selection_sets_select,
POSE_PT_selection_sets,
POSE_UL_selection_set,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)