Files
test2/release/scripts/startup/bl_ui/properties_collection.py
Dalai Felinto e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
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
2017-10-16 17:29:04 -02:00

168 lines
6.7 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
class CollectionButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "collection"
class COLLECTION_PT_context_collection(CollectionButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
space = context.space_data
collection = context.layer_collection
name = collection.name
if name == 'Master Collection':
layout.label(text=name, icon='COLLAPSEMENU')
else:
layout.prop(collection, "name", text="", icon='COLLAPSEMENU')
class COLLECTION_PT_clay_settings(CollectionButtonsPanel, Panel):
bl_label = "Render Settings"
COMPAT_ENGINES = {'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene_props = context.scene.collection_properties['BLENDER_CLAY']
collection = context.layer_collection
collection_props = collection.engine_overrides['BLENDER_CLAY']
col = layout.column()
col.template_override_property(collection_props, scene_props, "matcap_icon", custom_template="icon_view")
col.template_override_property(collection_props, scene_props, "matcap_rotation")
col.template_override_property(collection_props, scene_props, "matcap_hue")
col.template_override_property(collection_props, scene_props, "matcap_saturation")
col.template_override_property(collection_props, scene_props, "matcap_value")
col.template_override_property(collection_props, scene_props, "ssao_factor_cavity")
col.template_override_property(collection_props, scene_props, "ssao_factor_edge")
col.template_override_property(collection_props, scene_props, "ssao_distance")
col.template_override_property(collection_props, scene_props, "ssao_attenuation")
col.template_override_property(collection_props, scene_props, "hair_brightness_randomness")
class COLLECTION_PT_object_mode_settings(CollectionButtonsPanel, Panel):
bl_label = "Object Mode Settings"
@classmethod
def poll(cls, context):
workspace = context.workspace
return workspace and hasattr(workspace, 'object_mode') and (workspace.object_mode == 'OBJECT')
def draw(self, context):
layout = self.layout
scene_props = context.scene.collection_properties['ObjectMode']
collection = context.layer_collection
collection_props = collection.engine_overrides['ObjectMode']
col = layout.column()
col.template_override_property(collection_props, scene_props, "show_wire")
col.template_override_property(collection_props, scene_props, "show_backface_culling")
class COLLECTION_PT_edit_mode_settings(CollectionButtonsPanel, Panel):
bl_label = "Edit Mode Settings"
@classmethod
def poll(cls, context):
workspace = context.workspace
return workspace and hasattr(workspace, 'object_mode') and (workspace.object_mode == 'EDIT')
def draw(self, context):
layout = self.layout
scene_props = context.scene.collection_properties['EditMode']
collection = context.layer_collection
collection_props = collection.engine_overrides['EditMode']
col = layout.column()
col.template_override_property(collection_props, scene_props, "show_occlude_wire")
col.template_override_property(collection_props, scene_props, "backwire_opacity")
col.template_override_property(collection_props, scene_props, "face_normals_show")
col.template_override_property(collection_props, scene_props, "vert_normals_show")
col.template_override_property(collection_props, scene_props, "loop_normals_show")
col.template_override_property(collection_props, scene_props, "normals_length")
col.template_override_property(collection_props, scene_props, "show_weight")
class COLLECTION_PT_paint_weight_mode_settings(CollectionButtonsPanel, Panel):
bl_label = "Weight Paint Mode Settings"
@classmethod
def poll(cls, context):
workspace = context.workspace
return workspace and hasattr(workspace, 'object_mode') and (workspace.object_mode == 'WEIGHT_PAINT')
def draw(self, context):
layout = self.layout
scene_props = context.scene.collection_properties['WeightPaintMode']
collection = context.layer_collection
collection_props = collection.engine_overrides['WeightPaintMode']
col = layout.column()
col.template_override_property(collection_props, scene_props, "use_shading")
col.template_override_property(collection_props, scene_props, "use_wire")
class COLLECTION_PT_paint_vertex_mode_settings(CollectionButtonsPanel, Panel):
bl_label = "Vertex Paint Mode Settings"
@classmethod
def poll(cls, context):
workspace = context.workspace
return workspace and hasattr(workspace, 'object_mode') and (workspace.object_mode == 'VERTEX_PAINT')
def draw(self, context):
layout = self.layout
scene_props = context.scene.collection_properties['VertexPaintMode']
collection = context.layer_collection
collection_props = collection.engine_overrides['VertexPaintMode']
col = layout.column()
col.template_override_property(collection_props, scene_props, "use_shading")
col.template_override_property(collection_props, scene_props, "use_wire")
classes = (
COLLECTION_PT_context_collection,
COLLECTION_PT_clay_settings,
COLLECTION_PT_object_mode_settings,
COLLECTION_PT_edit_mode_settings,
COLLECTION_PT_paint_weight_mode_settings,
COLLECTION_PT_paint_vertex_mode_settings,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)