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
137 lines
3.8 KiB
Python
137 lines
3.8 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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class DataButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.speaker and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_speaker(DataButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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speaker = context.speaker
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space = context.space_data
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split = layout.split(percentage=0.65)
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if ob:
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split.template_ID(ob, "data")
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elif speaker:
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split.template_ID(space, "pin_id")
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class DATA_PT_speaker(DataButtonsPanel, Panel):
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bl_label = "Sound"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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speaker = context.speaker
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split = layout.split(percentage=0.75)
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split.template_ID(speaker, "sound", open="sound.open_mono")
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split.prop(speaker, "muted")
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row = layout.row()
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row.prop(speaker, "volume")
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row.prop(speaker, "pitch")
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class DATA_PT_distance(DataButtonsPanel, Panel):
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bl_label = "Distance"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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speaker = context.speaker
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split = layout.split()
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col = split.column()
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col.label("Volume:")
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col.prop(speaker, "volume_min", text="Minimum")
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col.prop(speaker, "volume_max", text="Maximum")
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col.prop(speaker, "attenuation")
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col = split.column()
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col.label("Distance:")
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col.prop(speaker, "distance_max", text="Maximum")
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col.prop(speaker, "distance_reference", text="Reference")
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class DATA_PT_cone(DataButtonsPanel, Panel):
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bl_label = "Cone"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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speaker = context.speaker
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split = layout.split()
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col = split.column()
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col.label("Angle:")
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col.prop(speaker, "cone_angle_outer", text="Outer")
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col.prop(speaker, "cone_angle_inner", text="Inner")
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col = split.column()
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col.label("Volume:")
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col.prop(speaker, "cone_volume_outer", text="Outer")
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class DATA_PT_custom_props_speaker(DataButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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_context_path = "object.data"
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_property_type = bpy.types.Speaker
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classes = (
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DATA_PT_context_speaker,
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DATA_PT_speaker,
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DATA_PT_distance,
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DATA_PT_cone,
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DATA_PT_custom_props_speaker,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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