Added single column UI layouts

This changes the layout when the properties window gets too narrow to render the contents properly. 

Currently implemented for render, scene, world, object and materials, but the rest can be done easily.
Here's a video for demonstration:

http://www.reynish.com/files/blender25/properties_resize.mov

It automatically detects the window width and then skips the indicators that tells the layout to go to the next column. It requires very minimal changes to the UI scripts so we don't have to maintain two versions of the layouts.
This commit is contained in:
2009-11-12 12:35:37 +00:00
parent 1df6575074
commit 9596b369bd
6 changed files with 360 additions and 195 deletions

View File

@@ -19,6 +19,7 @@
# <pep8 compliant>
import bpy
narrowui = 180
class WorldButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
@@ -71,11 +72,17 @@ class WORLD_PT_world(WorldButtonsPanel):
layout = self.layout
world = context.world
row = layout.row()
row.itemR(world, "paper_sky")
row.itemR(world, "blend_sky")
row.itemR(world, "real_sky")
if (context.region.width > narrowui):
row = layout.row()
row.itemR(world, "paper_sky")
row.itemR(world, "blend_sky")
row.itemR(world, "real_sky")
else:
col = layout.column()
col.itemR(world, "paper_sky")
col.itemR(world, "blend_sky")
col.itemR(world, "real_sky")
row = layout.row()
row.column().itemR(world, "horizon_color")
@@ -100,12 +107,17 @@ class WORLD_PT_mist(WorldButtonsPanel):
world = context.world
layout.active = world.mist.enabled
split = layout.split()
col = split.column()
col.itemR(world.mist, "intensity", slider=True)
col.itemR(world.mist, "start")
flow = layout.column_flow()
flow.itemR(world.mist, "intensity", slider=True)
flow.itemR(world.mist, "start")
flow.itemR(world.mist, "depth")
flow.itemR(world.mist, "height")
if (context.region.width > narrowui):
col = split.column()
col.itemR(world.mist, "depth")
col.itemR(world.mist, "height")
layout.itemR(world.mist, "falloff")
@@ -126,11 +138,16 @@ class WORLD_PT_stars(WorldButtonsPanel):
layout.active = world.stars.enabled
flow = layout.column_flow()
flow.itemR(world.stars, "size")
flow.itemR(world.stars, "color_randomization", text="Colors")
flow.itemR(world.stars, "min_distance", text="Min. Dist")
flow.itemR(world.stars, "average_separation", text="Separation")
split = layout.split()
col = split.column()
col.itemR(world.stars, "size")
col.itemR(world.stars, "color_randomization", text="Colors")
if (context.region.width > narrowui):
col = split.column()
col.itemR(world.stars, "min_distance", text="Min. Dist")
col.itemR(world.stars, "average_separation", text="Separation")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
@@ -163,7 +180,8 @@ class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
sub.itemR(ao, "falloff_strength", text="Strength")
if ao.gather_method == 'RAYTRACE':
col = split.column()
if (context.region.width > narrowui):
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "sample_method", text="")
@@ -178,7 +196,8 @@ class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
sub.itemR(ao, "bias")
if ao.gather_method == 'APPROXIMATE':
col = split.column()
if (context.region.width > narrowui):
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "passes")
@@ -196,10 +215,9 @@ class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
col = split.column()
col.itemR(ao, "energy")
col = split.column()
sub = col.split(percentage=0.3)
sub.itemL(text="Color:")
sub.itemR(ao, "color", text="")
if (context.region.width > narrowui):
col = split.column()
col.itemR(ao, "color")
bpy.types.register(WORLD_PT_context_world)
bpy.types.register(WORLD_PT_preview)