[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [24202] trunk/blender/release/scripts: renamed buttons ui files to properties to match UI name change, needed to update some imports too
Campbell Barton
ideasman42 at gmail.com
Sat Oct 31 20:57:59 CET 2009
Revision: 24202
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=24202
Author: campbellbarton
Date: 2009-10-31 20:57:59 +0100 (Sat, 31 Oct 2009)
Log Message:
-----------
renamed buttons ui files to properties to match UI name change, needed to update some imports too
Modified Paths:
--------------
trunk/blender/release/scripts/io/engine_render_pov.py
Added Paths:
-----------
trunk/blender/release/scripts/ui/properties_data_armature.py
trunk/blender/release/scripts/ui/properties_data_bone.py
trunk/blender/release/scripts/ui/properties_data_camera.py
trunk/blender/release/scripts/ui/properties_data_curve.py
trunk/blender/release/scripts/ui/properties_data_empty.py
trunk/blender/release/scripts/ui/properties_data_lamp.py
trunk/blender/release/scripts/ui/properties_data_lattice.py
trunk/blender/release/scripts/ui/properties_data_mesh.py
trunk/blender/release/scripts/ui/properties_data_metaball.py
trunk/blender/release/scripts/ui/properties_data_modifier.py
trunk/blender/release/scripts/ui/properties_data_text.py
trunk/blender/release/scripts/ui/properties_game.py
trunk/blender/release/scripts/ui/properties_material.py
trunk/blender/release/scripts/ui/properties_object.py
trunk/blender/release/scripts/ui/properties_object_constraint.py
trunk/blender/release/scripts/ui/properties_particle.py
trunk/blender/release/scripts/ui/properties_physics_cloth.py
trunk/blender/release/scripts/ui/properties_physics_common.py
trunk/blender/release/scripts/ui/properties_physics_field.py
trunk/blender/release/scripts/ui/properties_physics_fluid.py
trunk/blender/release/scripts/ui/properties_physics_smoke.py
trunk/blender/release/scripts/ui/properties_physics_softbody.py
trunk/blender/release/scripts/ui/properties_render.py
trunk/blender/release/scripts/ui/properties_scene.py
trunk/blender/release/scripts/ui/properties_texture.py
trunk/blender/release/scripts/ui/properties_world.py
Removed Paths:
-------------
trunk/blender/release/scripts/ui/buttons_data_armature.py
trunk/blender/release/scripts/ui/buttons_data_bone.py
trunk/blender/release/scripts/ui/buttons_data_camera.py
trunk/blender/release/scripts/ui/buttons_data_curve.py
trunk/blender/release/scripts/ui/buttons_data_empty.py
trunk/blender/release/scripts/ui/buttons_data_lamp.py
trunk/blender/release/scripts/ui/buttons_data_lattice.py
trunk/blender/release/scripts/ui/buttons_data_mesh.py
trunk/blender/release/scripts/ui/buttons_data_metaball.py
trunk/blender/release/scripts/ui/buttons_data_modifier.py
trunk/blender/release/scripts/ui/buttons_data_text.py
trunk/blender/release/scripts/ui/buttons_game.py
trunk/blender/release/scripts/ui/buttons_material.py
trunk/blender/release/scripts/ui/buttons_object.py
trunk/blender/release/scripts/ui/buttons_object_constraint.py
trunk/blender/release/scripts/ui/buttons_particle.py
trunk/blender/release/scripts/ui/buttons_physics_cloth.py
trunk/blender/release/scripts/ui/buttons_physics_common.py
trunk/blender/release/scripts/ui/buttons_physics_field.py
trunk/blender/release/scripts/ui/buttons_physics_fluid.py
trunk/blender/release/scripts/ui/buttons_physics_smoke.py
trunk/blender/release/scripts/ui/buttons_physics_softbody.py
trunk/blender/release/scripts/ui/buttons_render.py
trunk/blender/release/scripts/ui/buttons_scene.py
trunk/blender/release/scripts/ui/buttons_texture.py
trunk/blender/release/scripts/ui/buttons_world.py
Modified: trunk/blender/release/scripts/io/engine_render_pov.py
===================================================================
--- trunk/blender/release/scripts/io/engine_render_pov.py 2009-10-31 19:31:45 UTC (rev 24201)
+++ trunk/blender/release/scripts/io/engine_render_pov.py 2009-10-31 19:57:59 UTC (rev 24202)
@@ -826,28 +826,28 @@
bpy.types.register(PovrayRender)
# Use some of the existing buttons.
-import buttons_render
-buttons_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
-buttons_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
-buttons_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
-buttons_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
-del buttons_render
+import properties_render
+properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
+del properties_render
# Use only a subset of the world panels
-import buttons_world
-buttons_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
-buttons_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
-buttons_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
-buttons_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
-del buttons_world
+import properties_world
+properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
+del properties_world
# Example of wrapping every class 'as is'
-import buttons_material
-for member in dir(buttons_material):
- subclass = getattr(buttons_material, member)
+import properties_material
+for member in dir(properties_material):
+ subclass = getattr(properties_material, member)
try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except: pass
-del buttons_material
+del properties_material
class RenderButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
Deleted: trunk/blender/release/scripts/ui/buttons_data_armature.py
===================================================================
--- trunk/blender/release/scripts/ui/buttons_data_armature.py 2009-10-31 19:31:45 UTC (rev 24201)
+++ trunk/blender/release/scripts/ui/buttons_data_armature.py 2009-10-31 19:57:59 UTC (rev 24202)
@@ -1,184 +0,0 @@
-
-import bpy
-
-class DataButtonsPanel(bpy.types.Panel):
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "data"
-
- def poll(self, context):
- return context.armature
-
-class DATA_PT_context_arm(DataButtonsPanel):
- bl_label = ""
- bl_show_header = False
-
- def draw(self, context):
- layout = self.layout
-
- ob = context.object
- arm = context.armature
- space = context.space_data
-
- split = layout.split(percentage=0.65)
-
- if ob:
- split.template_ID(ob, "data")
- split.itemS()
- elif arm:
- split.template_ID(space, "pin_id")
- split.itemS()
-
-class DATA_PT_skeleton(DataButtonsPanel):
- bl_label = "Skeleton"
-
- def draw(self, context):
- layout = self.layout
-
- ob = context.object
- arm = context.armature
- space = context.space_data
-
- layout.itemR(arm, "pose_position", expand=True)
-
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Layers:")
- col.itemR(arm, "layer", text="")
- col.itemL(text="Protected Layers:")
- col.itemR(arm, "layer_protection", text="")
-
- col = split.column()
- col.itemL(text="Deform:")
- col.itemR(arm, "deform_vertexgroups", text="Vertex Groups")
- col.itemR(arm, "deform_envelope", text="Envelopes")
- col.itemR(arm, "deform_quaternion", text="Quaternion")
- col.itemR(arm, "deform_bbone_rest", text="B-Bones Rest")
-
-class DATA_PT_display(DataButtonsPanel):
- bl_label = "Display"
-
- def draw(self, context):
- layout = self.layout
-
- arm = context.armature
-
- layout.row().itemR(arm, "drawtype", expand=True)
-
- flow = layout.column_flow()
- flow.itemR(arm, "draw_names", text="Names")
- flow.itemR(arm, "draw_axes", text="Axes")
- flow.itemR(arm, "draw_custom_bone_shapes", text="Shapes")
- flow.itemR(arm, "draw_group_colors", text="Colors")
- flow.itemR(arm, "delay_deform", text="Delay Refresh")
-
-class DATA_PT_bone_groups(DataButtonsPanel):
- bl_label = "Bone Groups"
-
- def poll(self, context):
- return (context.object and context.object.type=='ARMATURE' and context.object.pose)
-
- def draw(self, context):
- layout = self.layout
-
- ob = context.object
- pose = ob.pose
-
- row = layout.row()
- row.template_list(pose, "bone_groups", pose, "active_bone_group_index", rows=2)
-
- col = row.column(align=True)
- col.active = (ob.proxy == None)
- col.itemO("pose.group_add", icon='ICON_ZOOMIN', text="")
- col.itemO("pose.group_remove", icon='ICON_ZOOMOUT', text="")
-
- group = pose.active_bone_group
- if group:
- col = layout.column()
- col.active= (ob.proxy == None)
- col.itemR(group, "name")
-
- split = layout.split(0.5)
- split.active= (ob.proxy == None)
- split.itemR(group, "color_set")
- if group.color_set:
- split.template_triColorSet(group, "colors")
-
- row = layout.row(align=True)
- row.active = (ob.proxy == None)
-
- row.itemO("pose.group_assign", text="Assign")
- row.itemO("pose.group_remove", text="Remove") #row.itemO("pose.bone_group_remove_from", text="Remove")
- #row.itemO("object.bone_group_select", text="Select")
- #row.itemO("object.bone_group_deselect", text="Deselect")
-
-class DATA_PT_paths(DataButtonsPanel):
- bl_label = "Paths"
-
- def draw(self, context):
- layout = self.layout
-
- arm = context.armature
-
- layout.itemR(arm, "paths_type", expand=True)
-
- split = layout.split()
-
- col = split.column()
- sub = col.column(align=True)
- if (arm.paths_type == 'CURRENT_FRAME'):
- sub.itemR(arm, "path_before_current", text="Before")
- sub.itemR(arm, "path_after_current", text="After")
- elif (arm.paths_type == 'RANGE'):
- sub.itemR(arm, "path_start_frame", text="Start")
- sub.itemR(arm, "path_end_frame", text="End")
-
- sub.itemR(arm, "path_size", text="Step")
- col.row().itemR(arm, "paths_location", expand=True)
-
- col = split.column()
- col.itemL(text="Display:")
- col.itemR(arm, "paths_show_frame_numbers", text="Frame Numbers")
- col.itemR(arm, "paths_highlight_keyframes", text="Keyframes")
- col.itemR(arm, "paths_show_keyframe_numbers", text="Keyframe Numbers")
-
- layout.itemS()
-
- row = layout.row()
- row.itemO("pose.paths_calculate", text="Calculate Paths")
- row.itemO("pose.paths_clear", text="Clear Paths")
-
-class DATA_PT_ghost(DataButtonsPanel):
- bl_label = "Ghost"
-
- def draw(self, context):
- layout = self.layout
-
- arm = context.armature
-
- layout.itemR(arm, "ghost_type", expand=True)
-
- split = layout.split()
-
- col = split.column()
-
- sub = col.column(align=True)
- if arm.ghost_type == 'RANGE':
- sub.itemR(arm, "ghost_start_frame", text="Start")
- sub.itemR(arm, "ghost_end_frame", text="End")
- sub.itemR(arm, "ghost_size", text="Step")
- elif arm.ghost_type == 'CURRENT_FRAME':
- sub.itemR(arm, "ghost_step", text="Range")
- sub.itemR(arm, "ghost_size", text="Step")
-
- col = split.column()
- col.itemL(text="Display:")
- col.itemR(arm, "ghost_only_selected", text="Selected Only")
-
-bpy.types.register(DATA_PT_context_arm)
-bpy.types.register(DATA_PT_skeleton)
-bpy.types.register(DATA_PT_display)
-bpy.types.register(DATA_PT_bone_groups)
-bpy.types.register(DATA_PT_paths)
-bpy.types.register(DATA_PT_ghost)
Deleted: trunk/blender/release/scripts/ui/buttons_data_bone.py
===================================================================
--- trunk/blender/release/scripts/ui/buttons_data_bone.py 2009-10-31 19:31:45 UTC (rev 24201)
+++ trunk/blender/release/scripts/ui/buttons_data_bone.py 2009-10-31 19:57:59 UTC (rev 24202)
@@ -1,229 +0,0 @@
-
-import bpy
-
-class BoneButtonsPanel(bpy.types.Panel):
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "bone"
-
- def poll(self, context):
- return (context.bone or context.edit_bone)
-
-class BONE_PT_context_bone(BoneButtonsPanel):
- bl_label = ""
- bl_show_header = False
-
- def draw(self, context):
- layout = self.layout
-
- bone = context.bone
- if not bone:
- bone = context.edit_bone
-
- row = layout.row()
- row.itemL(text="", icon='ICON_BONE_DATA')
- row.itemR(bone, "name", text="")
-
-class BONE_PT_transform(BoneButtonsPanel):
- bl_label = "Transform"
-
- def draw(self, context):
- layout = self.layout
-
- ob = context.object
- bone = context.bone
- if not bone:
- bone = context.edit_bone
-
- row = layout.row()
- row.column().itemR(bone, "head")
- row.column().itemR(bone, "tail")
-
- col = row.column()
- sub = col.column(align=True)
- sub.itemL(text="Roll:")
- sub.itemR(bone, "roll", text="")
- sub.itemL()
- sub.itemR(bone, "locked")
-
- else:
- pchan = ob.pose.pose_channels[context.bone.name]
-
- row = layout.row()
- col = row.column()
- col.itemR(pchan, "location")
- col.active = not (bone.parent and bone.connected)
-
- col = row.column()
- if pchan.rotation_mode == 'QUATERNION':
- col.itemR(pchan, "rotation_quaternion", text="Rotation")
- elif pchan.rotation_mode == 'AXIS_ANGLE':
- #col.itemL(text="Rotation")
@@ Diff output truncated at 10240 characters. @@
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