Merged changes in the trunk up to revision 53584.

Conflicts resolved:
release/scripts/startup/bl_ui/properties_render.py
source/blender/blenloader/intern/readfile.c
source/blender/editors/interface/interface_templates.c
source/blender/makesrna/RNA_enum_types.h

Also made additional code updates for:
r53355 UIList - Python-extendable list of UI items
r53460 Alpha premul pipeline cleanup
This commit is contained in:
2013-01-05 22:24:05 +00:00
577 changed files with 20475 additions and 7280 deletions

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@@ -0,0 +1,70 @@
bl_info = {
"name": "Example Addon Preferences",
"author": "Your Name Here",
"version": (1, 0),
"blender": (2, 65, 0),
"location": "SpaceBar Search -> Addon Preferences Example",
"description": "Example Addon",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Object"}
import bpy
from bpy.types import Operator, AddonPreferences
from bpy.props import StringProperty, IntProperty, BoolProperty
class ExampleAddonPreferences(AddonPreferences):
bl_idname = __name__
filepath = StringProperty(
name="Example File Path",
subtype='FILE_PATH',
)
number = IntProperty(
name="Example Number",
default=4,
)
boolean = BoolProperty(
name="Example Boolean",
default=False,
)
def draw(self, context):
layout = self.layout
layout.label(text="This is a preferences view for our addon")
layout.prop(self, "filepath")
layout.prop(self, "number")
layout.prop(self, "boolean")
class OBJECT_OT_addon_prefs_example(Operator):
"""Display example preferences"""
bl_idname = "object.addon_prefs_example"
bl_label = "Addon Preferences Example"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
user_preferences = context.user_preferences
addon_prefs = user_preferences.addons[__name__].preferences
info = ("Path: %s, Number: %d, Boolean %r" %
(addon_prefs.filepath, addon_prefs.number, addon_prefs.boolean))
self.report({'INFO'}, info)
print(info)
return {'FINISHED'}
# Registration
def register():
bpy.utils.register_class(OBJECT_OT_addon_prefs_example)
bpy.utils.register_class(ExampleAddonPreferences)
def unregister():
bpy.utils.unregister_class(OBJECT_OT_addon_prefs_example)
bpy.utils.unregister_class(ExampleAddonPreferences)

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@@ -0,0 +1,89 @@
"""
Basic UIList Example
+++++++++++++++++++
This script is the UIList subclass used to show material slots, with a bunch of additional commentaries.
Notice the name of the class, this naming convention is similar as the one for panels or menus.
.. note::
UIList subclasses must be registered for blender to use them.
"""
import bpy
class MATERIAL_UL_matslots_example(bpy.types.UIList):
# The draw_item function is called for each item of the collection that is visible in the list.
# data is the RNA object containing the collection,
# item is the current drawn item of the collection,
# icon is the "computed" icon for the item (as an integer, because some objects like materials or textures
# have custom icons ID, which are not available as enum items).
# active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the
# active item of the collection).
# active_propname is the name of the active property (use 'getattr(active_data, active_propname)').
# index is index of the current item in the collection.
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
ob = data
slot = item
ma = slot.material
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), this will also make the row easily
# selectable in the list!
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
layout.label(ma.name if ma else "", icon_value=icon)
# And now we can add other UI stuff...
# Here, we add nodes info if this material uses (old!) shading nodes.
if ma and not context.scene.render.use_shading_nodes:
manode = ma.active_node_material
if manode:
# The static method UILayout.icon returns the integer value of the icon ID "computed" for the given
# RNA object.
layout.label("Node %s" % manode.name, icon_value=layout.icon(manode))
elif ma.use_nodes:
layout.label("Node <none>")
else:
layout.label("")
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon_value=icon)
# And now we can use this list everywhere in Blender. Here is a small example panel.
class UIListPanelExample(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "UIList Panel"
bl_idname = "OBJECT_PT_ui_list_example"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
obj = context.object
# template_list now takes two new args.
# The first one is the identifier of the registered UIList to use (if you want only the default list,
# with no custom draw code, use "UI_UL_list").
layout.template_list("MATERIAL_UL_matslots_example", "", obj, "material_slots", obj, "active_material_index")
# The second one can usually be left as an empty string. It's an additional ID used to distinguish lists in case you
# use the same list several times in a given area.
layout.template_list("MATERIAL_UL_matslots_example", "compact", obj, "material_slots",
obj, "active_material_index", type='COMPACT')
def register():
bpy.utils.register_class(MATERIAL_UL_matslots_example)
bpy.utils.register_class(UIListPanelExample)
def unregister():
bpy.utils.unregister_class(MATERIAL_UL_matslots_example)
bpy.utils.unregister_class(UIListPanelExample)
if __name__ == "__main__":
register()

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@@ -3749,6 +3749,18 @@ Types
:type: float
.. attribute:: maxJumps
The maximum number of jumps a character can perform before having to touch the ground. By default this is set to 1. 2 allows for a double jump, etc.
:type: int
.. attribute:: jumpCount
The current jump count. This can be used to have different logic for a single jump versus a double jump. For example, a different animation for the second jump.
:type: int
.. method:: jump()
The character jumps based on it's jump speed.

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@@ -614,6 +614,10 @@ def pyfunc2sphinx(ident, fw, identifier, py_func, is_class=True):
'''
function or class method to sphinx
'''
if type(py_func) == type(bpy.types.Space.draw_handler_add):
return
arg_str = inspect.formatargspec(*inspect.getargspec(py_func))
if not is_class: