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blender/release/scripts/startup/bl_ui/space_info.py

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# ##### 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,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Header, Menu
class INFO_HT_header(Header):
bl_space_type = 'INFO'
def draw(self, context):
layout = self.layout
2010-03-06 01:40:29 +00:00
window = context.window
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
workspace = context.workspace
screen = context.screen
scene = context.scene
layer = context.view_layer
view_render = workspace.view_render
row = layout.row(align=True)
row.template_header()
INFO_MT_editor_menus.draw_collapsible(context, layout)
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
layout.separator()
if screen.show_fullscreen:
layout.operator("screen.back_to_previous", icon='SCREEN_BACK', text="Back to Previous")
layout.separator()
else:
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
layout.template_ID(window, "workspace", new="workspace.workspace_add_menu", unlink="workspace.workspace_delete")
layout.template_search_preview(window, "screen", workspace, "screens", new="screen.new", unlink="screen.delete", rows=2, cols=6)
if layer.objects.active:
act_mode_item = bpy.types.Object.bl_rna.properties["mode"].enum_items[layer.objects.active.mode]
layout.operator_menu_enum("object.mode_set", "mode", text=act_mode_item.name, icon=act_mode_item.icon)
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
row = layout.row()
row.active = not workspace.use_scene_settings
# Active workspace view-layer is retrieved through window, not through workspace.
row.template_search(window, "view_layer", scene, "view_layers")
if view_render.has_multiple_engines:
row.prop(view_render, "engine", text="")
layout.separator()
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
layout.template_ID(window, "scene", new="scene.new", unlink="scene.delete")
layout.separator()
layout.template_running_jobs()
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layout.template_reports_banner()
row = layout.row(align=True)
if bpy.app.autoexec_fail is True and bpy.app.autoexec_fail_quiet is False:
row.label("Auto-run disabled", icon='ERROR')
if bpy.data.is_saved:
props = row.operator("wm.revert_mainfile", icon='SCREEN_BACK', text="Reload Trusted")
props.use_scripts = True
row.operator("script.autoexec_warn_clear", text="Ignore")
# include last so text doesn't push buttons out of the header
row.label(bpy.app.autoexec_fail_message)
return
row.operator("wm.splash", text="", icon='BLENDER', emboss=False)
row.label(text=scene.statistics(context.view_layer), translate=False)
class INFO_MT_editor_menus(Menu):
bl_idname = "INFO_MT_editor_menus"
bl_label = ""
def draw(self, context):
self.draw_menus(self.layout, context)
@staticmethod
def draw_menus(layout, context):
view_render = context.view_render
layout.menu("INFO_MT_file")
if view_render.use_game_engine:
layout.menu("INFO_MT_game")
else:
layout.menu("INFO_MT_render")
layout.menu("INFO_MT_window")
layout.menu("INFO_MT_help")
class INFO_MT_file(Menu):
bl_label = "File"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_AREA'
layout.operator("wm.read_homefile", text="New", icon='NEW')
layout.operator("wm.open_mainfile", text="Open...", icon='FILE_FOLDER')
layout.menu("INFO_MT_file_open_recent", icon='OPEN_RECENT')
layout.operator("wm.revert_mainfile", icon='FILE_REFRESH')
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layout.operator("wm.recover_last_session", icon='RECOVER_LAST')
layout.operator("wm.recover_auto_save", text="Recover Auto Save...", icon='RECOVER_AUTO')
layout.separator()
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layout.operator_context = 'EXEC_AREA' if context.blend_data.is_saved else 'INVOKE_AREA'
layout.operator("wm.save_mainfile", text="Save", icon='FILE_TICK')
layout.operator_context = 'INVOKE_AREA'
layout.operator("wm.save_as_mainfile", text="Save As...", icon='SAVE_AS')
layout.operator_context = 'INVOKE_AREA'
layout.operator("wm.save_as_mainfile", text="Save Copy...", icon='SAVE_COPY').copy = True
layout.separator()
layout.operator("screen.userpref_show", text="User Preferences...", icon='PREFERENCES')
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layout.operator_context = 'INVOKE_AREA'
layout.operator("wm.save_homefile", icon='SAVE_PREFS')
layout.operator("wm.read_factory_settings", icon='LOAD_FACTORY')
if any(bpy.utils.app_template_paths()):
app_template = context.user_preferences.app_template
if app_template:
layout.operator(
"wm.read_factory_settings",
text="Load Factory Template Settings",
icon='LOAD_FACTORY',
).app_template = app_template
del app_template
layout.menu("USERPREF_MT_app_templates", icon='FILE_BLEND')
layout.separator()
layout.operator_context = 'INVOKE_AREA'
layout.operator("wm.link", text="Link", icon='LINK_BLEND')
layout.operator("wm.append", text="Append", icon='APPEND_BLEND')
layout.menu("INFO_MT_file_previews")
layout.separator()
layout.menu("INFO_MT_file_import", icon='IMPORT')
layout.menu("INFO_MT_file_export", icon='EXPORT')
layout.separator()
layout.menu("INFO_MT_file_external_data", icon='EXTERNAL_DATA')
layout.operator("wm.blend_strings_utf8_validate", icon='FILE_BLEND')
layout.separator()
layout.operator_context = 'EXEC_AREA'
if bpy.data.is_dirty and context.user_preferences.view.use_quit_dialog:
layout.operator_context = 'INVOKE_SCREEN' # quit dialog
layout.operator("wm.quit_blender", text="Quit", icon='QUIT')
class INFO_MT_file_import(Menu):
bl_idname = "INFO_MT_file_import"
bl_label = "Import"
def draw(self, context):
if bpy.app.build_options.collada:
self.layout.operator("wm.collada_import", text="Collada (Default) (.dae)")
if bpy.app.build_options.alembic:
self.layout.operator("wm.alembic_import", text="Alembic (.abc)")
class INFO_MT_file_export(Menu):
bl_idname = "INFO_MT_file_export"
bl_label = "Export"
def draw(self, context):
if bpy.app.build_options.collada:
self.layout.operator("wm.collada_export", text="Collada (Default) (.dae)")
if bpy.app.build_options.alembic:
self.layout.operator("wm.alembic_export", text="Alembic (.abc)")
class INFO_MT_file_external_data(Menu):
bl_label = "External Data"
def draw(self, context):
layout = self.layout
icon = 'CHECKBOX_HLT' if bpy.data.use_autopack else 'CHECKBOX_DEHLT'
layout.operator("file.autopack_toggle", icon=icon)
layout.separator()
pack_all = layout.row()
pack_all.operator("file.pack_all")
pack_all.active = not bpy.data.use_autopack
unpack_all = layout.row()
unpack_all.operator("file.unpack_all")
unpack_all.active = not bpy.data.use_autopack
layout.separator()
layout.operator("file.make_paths_relative")
layout.operator("file.make_paths_absolute")
layout.operator("file.report_missing_files")
layout.operator("file.find_missing_files")
class INFO_MT_file_previews(Menu):
bl_label = "Data Previews"
def draw(self, context):
layout = self.layout
layout.operator("wm.previews_ensure")
layout.operator("wm.previews_batch_generate")
layout.separator()
layout.operator("wm.previews_clear")
layout.operator("wm.previews_batch_clear")
class INFO_MT_game(Menu):
bl_label = "Game"
def draw(self, context):
layout = self.layout
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gs = context.scene.game_settings
layout.operator("view3d.game_start")
layout.separator()
layout.prop(gs, "show_debug_properties")
layout.prop(gs, "show_framerate_profile")
layout.prop(gs, "show_physics_visualization")
layout.prop(gs, "use_deprecation_warnings")
layout.prop(gs, "use_animation_record")
layout.separator()
layout.prop(gs, "use_auto_start")
class INFO_MT_render(Menu):
bl_label = "Render"
def draw(self, context):
layout = self.layout
layout.operator("render.render", text="Render Image", icon='RENDER_STILL').use_viewport = True
props = layout.operator("render.render", text="Render Animation", icon='RENDER_ANIMATION')
props.animation = True
props.use_viewport = True
layout.separator()
layout.operator("render.opengl", text="OpenGL Render Image")
layout.operator("render.opengl", text="OpenGL Render Animation").animation = True
layout.menu("INFO_MT_opengl_render")
layout.separator()
layout.operator("render.view_show")
layout.operator("render.play_rendered_anim", icon='PLAY')
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class INFO_MT_opengl_render(Menu):
bl_label = "OpenGL Render Options"
def draw(self, context):
layout = self.layout
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rd = context.scene.render
layout.prop(rd, "use_antialiasing")
layout.prop(rd, "use_full_sample")
layout.prop_menu_enum(rd, "antialiasing_samples")
layout.prop_menu_enum(rd, "alpha_mode")
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class INFO_MT_window(Menu):
bl_label = "Window"
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def draw(self, context):
import sys
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layout = self.layout
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layout.operator("wm.window_new")
layout.operator("wm.window_fullscreen_toggle", icon='FULLSCREEN_ENTER')
layout.separator()
layout.operator("screen.screenshot")
layout.operator("screen.screencast")
if sys.platform[:3] == "win":
layout.separator()
layout.operator("wm.console_toggle", icon='CONSOLE')
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Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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if context.scene.render.use_multiview:
layout.separator()
layout.operator("wm.set_stereo_3d", icon='CAMERA_STEREO')
class INFO_MT_help(Menu):
bl_label = "Help"
def draw(self, context):
layout = self.layout
layout.operator(
"wm.url_open", text="Manual", icon='HELP',
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).url = "https://docs.blender.org/manual/en/dev/"
layout.operator(
"wm.url_open", text="Release Log", icon='URL',
).url = "http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/%d.%d" % bpy.app.version[:2]
layout.separator()
layout.operator(
"wm.url_open", text="Blender Website", icon='URL',
).url = "https://www.blender.org"
layout.operator(
"wm.url_open", text="Blender Store", icon='URL',
).url = "https://store.blender.org"
layout.operator(
"wm.url_open", text="Developer Community", icon='URL',
).url = "https://www.blender.org/get-involved/"
layout.operator(
"wm.url_open", text="User Community", icon='URL',
).url = "https://www.blender.org/support/user-community"
layout.separator()
layout.operator(
"wm.url_open", text="Report a Bug", icon='URL',
).url = "https://developer.blender.org/maniphest/task/edit/form/1"
layout.separator()
layout.operator(
"wm.url_open", text="Python API Reference", icon='URL',
).url = bpy.types.WM_OT_doc_view._prefix
layout.operator("wm.operator_cheat_sheet", icon='TEXT')
layout.operator("wm.sysinfo", icon='TEXT')
layout.separator()
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layout.operator("wm.splash", icon='BLENDER')
classes = (
INFO_HT_header,
INFO_MT_editor_menus,
INFO_MT_file,
INFO_MT_file_import,
INFO_MT_file_export,
INFO_MT_file_external_data,
INFO_MT_file_previews,
INFO_MT_game,
INFO_MT_render,
INFO_MT_opengl_render,
INFO_MT_window,
INFO_MT_help,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)