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https://github.com/DarklightGames/io_scene_psk_psa.git
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The PSK export operator now uses the new Blender 4.1 panels instead of the layout boxes
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@ -121,37 +121,40 @@ class PSK_OT_export(Operator, ExportHelper):
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pg = getattr(context.scene, 'psk_export')
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# MESH
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box = layout.box()
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box.label(text='Mesh', icon='MESH_DATA')
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box.prop(pg, 'use_raw_mesh_data')
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mesh_header, mesh_panel = layout.panel('01_mesh', default_closed=False)
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mesh_header.label(text='Mesh', icon='MESH_DATA')
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if mesh_panel:
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mesh_panel.prop(pg, 'use_raw_mesh_data')
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# BONES
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box = layout.box()
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box.label(text='Bones', icon='BONE_DATA')
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bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
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row = box.row(align=True)
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for item in bone_filter_mode_items:
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identifier = item.identifier
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item_layout = row.row(align=True)
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item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
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item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
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bones_header, bones_panel = layout.panel('02_bones', default_closed=False)
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bones_header.label(text='Bones', icon='BONE_DATA')
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if bones_panel:
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bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
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row = bones_panel.row(align=True)
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for item in bone_filter_mode_items:
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identifier = item.identifier
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item_layout = row.row(align=True)
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item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
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item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
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if pg.bone_filter_mode == 'BONE_COLLECTIONS':
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row = box.row()
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rows = max(3, min(len(pg.bone_collection_list), 10))
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row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows)
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if pg.bone_filter_mode == 'BONE_COLLECTIONS':
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row = bones_panel.row()
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rows = max(3, min(len(pg.bone_collection_list), 10))
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row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows)
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box.prop(pg, 'should_enforce_bone_name_restrictions')
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bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
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# MATERIALS
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box = layout.box()
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box.label(text='Materials', icon='MATERIAL')
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row = box.row()
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rows = max(3, min(len(pg.bone_collection_list), 10))
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row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
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col = row.column(align=True)
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col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP')
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col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN')
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materials_header, materials_panel = layout.panel('03_materials', default_closed=False)
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materials_header.label(text='Materials', icon='MATERIAL')
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if materials_panel:
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row = materials_panel.row()
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rows = max(3, min(len(pg.bone_collection_list), 10))
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row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
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col = row.column(align=True)
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col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP')
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col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN')
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def execute(self, context):
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pg = context.scene.psk_export
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