blender/release/scripts/config.py

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Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor. Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
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#!BPY
"""
Name: 'Scripts Config Editor'
Blender: 236
Group: 'System'
Tooltip: 'View and edit available scripts configuration data'
"""
__author__ = "Willian P. Germano"
__version__ = "0.1 2005/04/14"
__email__ = ('scripts', 'Author, wgermano:ig*com*br')
__url__ = ('blender', 'blenderartists.org')
Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor. Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
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__bpydoc__ ="""\
This script can be used to view and edit configuration data stored
by other scripts.
Technical: this data is saved as dictionary keys with the
Blender.Registry module functions. It is persistent while Blender is
running and, if the script's author chose to, is also saved to a file
in the scripts config data dir.
Usage:
- Start Screen:
To access any available key, select it from (one of) the menu(s).
Hotkeys:<br>
ESC or Q: [Q]uit<br>
H: [H]elp
- Keys Config Screen:
This screen exposes the configuration data for the chosen script key. If the
buttons don't fit completely on the screen, you can scroll up or down with
arrow keys or a mouse wheel. Leave the mouse pointer over any button to get
a tooltip about that option.
Any change can be reverted -- unless you have already applied it.
If the key is already stored in a config file, there will be a toggle button
(called 'file') that controls whether the changes will be written back to
the file or not. If you just want to change the configuration for the current
session, simply unset that button. Note, though, that data from files has
precedence over those keys already loaded in Blender, so if you re-run this
config editor, unsaved changes will not be seen.
Hotkeys:<br>
ESC: back to Start Screen<br>
Q: [Q]uit<br>
U: [U]ndo changes<br>
ENTER: apply changes (can't be reverted, then)<br>
UP, DOWN Arrows and mouse wheel: scroll text up / down
Notes:
a) Available keys are determined by which scripts you use. If the key you
expect isn't available (or maybe there are none or too few keys), either the
related script doesn't need or still doesn't support this feature or the key
has not been stored yet, in which case you just need to run that script once
to make its config data available.
b) There are two places where config data files can be saved: the
bpydata/config/ dir (1) inside the default scripts dir or (2) inside the user
defined Python scripts dir
(User Preferences window -> File Paths tab -> Python path). If available,
(2) is the default and also the recommended option, because then fresh Blender
installations won't delete your config data. To use this option, simply set a
dir for Python scripts at the User Preferences window and make sure this dir
has the subdirs bpydata/ and bpydata/config/ inside it.
c) The key called "General" in the "Other" menu has general config options.
All scripts where that data is relevant are recommended to access it and set
behaviors accordingly.
"""
# $Id$
#
# --------------------------------------------------------------------------
# config.py version 0.1 2005/04/08
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2004: Willian P. Germano, wgermano _at_ ig.com.br
#
# 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,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
from Blender import Draw, BGL, Registry, Window, sys as bsys
from Blender.Window import Theme
from BPyRegistry import LoadConfigData, SaveConfigData, HasConfigData,\
BPY_KEY_IN_FILE
MAX_STR_LEN = 300 # max length for a string
MAX_ITEMS_NUM = 100 # max number for each type of button
Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor. Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
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# ---
# The "General" configure options key is managed from this script.
verbose = True
confirm_overwrite = True
tooltips = {
'verbose': 'print script messages (info, warnings, errors) to the console',
'confirm_overwrite': 'scripts should always confirm before overwriting files'
}
CFG_LIST = ['verbose', 'confirm_overwrite', 'tooltips']
KEY_NAME = 'General'
def update_registry():
rd = {}
for var in CFG_LIST:
exec("rd['%s']=%s" % (var, var))
Registry.SetKey(KEY_NAME, rd, True)
rd = Registry.GetKey('General', True)
if rd:
try:
for var in CFG_LIST[:-1]: # no need to update tooltips
exec("%s=rd['%s']" % (var, var))
except: update_registry()
else:
update_registry()
# ---
# script globals:
CFGKEY = ''
LABELS = []
GD = {} # groups dict (includes "Other" for unmapped keys)
INDEX = 0 # to pass button indices to fs callbacks
FREEKEY_IDX = 0 # index of set of keys not mapped to a script name
KEYMENUS = []
ALL_SCRIPTS = {}
ALL_GROUPS = []
START_SCREEN = 0
CONFIG_SCREEN = 1
DISK_UPDATE = True # write changed data to its config file
ACCEPTED_TYPES = [bool, int, float, str, unicode]
SCREEN = START_SCREEN
SCROLL_DOWN = 0
# events:
BEVT_START = 50
BEVT_EXIT = 0 + BEVT_START
BEVT_BACK = 1 + BEVT_START
BEVT_DISK = 2 + BEVT_START
BEVT_CANCEL = 3 + BEVT_START
BEVT_APPLY = 4 + BEVT_START
BEVT_HELP = 5 + BEVT_START
BEVT_DEL = 6 + BEVT_START
BEVT_KEYMENU = []
BUT_KEYMENU = []
BEVT_BOOL = 100
BEVT_INT = BEVT_BOOL + MAX_ITEMS_NUM
BEVT_FLOAT = BEVT_BOOL + 2*MAX_ITEMS_NUM
BEVT_STR = BEVT_BOOL + 3*MAX_ITEMS_NUM
BEVT_BROWSEDIR = BEVT_BOOL + 4*MAX_ITEMS_NUM
BEVT_BROWSEFILE = BEVT_BOOL + 5*MAX_ITEMS_NUM
BUT_TYPES = {
bool: 0,
int: 0,
float: 0,
str: 0
}
# Function definitions:
def get_keys():
LoadConfigData() # loads all data from files in (u)scripts/bpydata/config/
return [k for k in Registry.Keys() if k[0] != "_"]
def show_help(script = 'config.py'):
Blender.ShowHelp(script)
def fs_dir_callback(pathname):
global CFGKEY, INDEX
pathname = bsys.dirname(pathname)
datatypes = CFGKEY.sorteddata
datatypes[str][INDEX][1] = pathname
def fs_file_callback(pathname):
global CFGKEY, INDEX
datatypes = CFGKEY.sorteddata
datatypes[str][INDEX][1] = pathname
# parse Bpymenus file to get all script filenames
# (used to show help for a given key)
def fill_scripts_dict():
global ALL_SCRIPTS, ALL_GROUPS
group = ''
group_len = 0
sep = bsys.sep
home = Blender.Get('homedir')
if not home:
errmsg = """
Can't find Blender's home dir and so can't find the
Bpymenus file automatically stored inside it, which
is needed by this script. Please run the
Help -> System -> System Information script to get
information about how to fix this.
"""
raise SystemError, errmsg
fname = bsys.join(home, 'Bpymenus')
if not bsys.exists(fname): return False
f = file(fname, 'r')
lines = f.readlines()
f.close()
for l in lines:
if l.rfind('{') > 0:
group = l.split()[0]
ALL_GROUPS.append(group)
group_len += 1
continue
elif l[0] != "'": continue
fields = l.split("'")
if len(fields) > 2:
menuname = fields[1].replace('...','')
fields = fields[2].split()
if len(fields) > 1:
fname = fields[1].split(sep)[-1]
i = 1
while not fname.endswith('.py'):
i += 1
fname = "%s %s" % (fname, fields[i])
Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor. Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
2005-04-16 05:25:42 +00:00
ALL_SCRIPTS[fname] = (menuname, group_len - 1)
return True
def map_to_registered_script(name):
global ALL_SCRIPTS
if not name.endswith('.py'):
name = "%s.py" % name
if ALL_SCRIPTS.has_key(name):
return ALL_SCRIPTS[name] # == (menuname, group index)
return None
def reset():
global LABELS, GD, KEYMENUS, KEYS
# init_data is recalled when a key is deleted, so:
LABELS = []
GD = {}
KEYMENUS = []
KEYS = get_keys()
# gather all script info, fill gui menus
def init_data():
global KEYS, GD, ALL_GROUPS, ALL_SCRIPTS, KEYMENUS, LABELS
global BUT_KEYMENU, BEVT_KEYMENU, FREEKEY_IDX
for k in ALL_GROUPS:
GD[k] = []
GD[None] = []
for k in KEYS:
res = map_to_registered_script(k)
if res:
GD[ALL_GROUPS[res[1]]].append((k, res[0]))
else: GD[None].append((k, k))
for k in GD.keys():
if not GD[k]: GD.pop(k)
if GD.has_key(None):
GD['Other'] = GD[None]
GD.pop(None)
FREEKEY_IDX = -1
BUT_KEYMENU = range(len(GD))
for k in GD.keys():
kmenu = ['Configuration Keys: %s%%t' % k]
for j in GD[k]:
kmenu.append(j[1])
kmenu = "|".join(kmenu)
KEYMENUS.append(kmenu)
LABELS.append(k)
if FREEKEY_IDX < 0:
FREEKEY_IDX = LABELS.index('Other')
length = len(KEYMENUS)
BEVT_KEYMENU = range(1, length + 1)
BUT_KEYMENU = range(length)
# for theme colors:
def float_colors(cols):
return map(lambda x: x / 255.0, cols)
class Config:
def __init__(self, key, has_group = True):
global DISK_UPDATE
self.key = key
self.has_group = has_group
self.name = key
self.fromdisk = HasConfigData(key) & BPY_KEY_IN_FILE
if not self.fromdisk: DISK_UPDATE = False
else: DISK_UPDATE = True
self.origdata = Registry.GetKey(key, True)
data = self.data = self.origdata.copy()
if not data:
Draw.PupMenu('ERROR: couldn\'t find requested data')
self.data = None
return
keys = data.keys()
nd = {}
for k in keys:
nd[k.lower()] = k
if nd.has_key('tooltips'):
ndval = nd['tooltips']
self.tips = data[ndval]
data.pop(ndval)
else: self.tips = 0
if nd.has_key('limits'):
ndval = nd['limits']
self.limits = data[ndval]
data.pop(ndval)
else: self.limits = 0
if self.has_group:
scriptname = key
if not scriptname.endswith('.py'):
scriptname = "%s.py" % scriptname
elif nd.has_key('script'):
ndval = nd['script']
scriptname = data[ndval]
data.pop(ndval)
if not scriptname.endswith('.py'):
scriptname = "%s.py" % scriptname
else: scriptname = None
self.scriptname = scriptname
self.sort()
def needs_update(self): # check if user changed data
data = self.data
new = self.sorteddata
for vartype in new.keys():
for i in new[vartype]:
if data[i[0]] != i[1]: return 1
return 0 # no changes
def update(self): # update original key
global DISK_UPDATE
data = self.data
odata = self.origdata
new = self.sorteddata
for vartype in new.keys():
for i in new[vartype]:
if data[i[0]] != i[1]: data[i[0]] = i[1]
if odata[i[0]] != i[1]: odata[i[0]] = i[1]
if DISK_UPDATE: Registry.SetKey(self.key, odata, True)
def delete(self):
global DISK_UPDATE
delmsg = 'OK?%t|Delete key from memory'
if DISK_UPDATE:
delmsg = "%s and from disk" % delmsg
if Draw.PupMenu(delmsg) == 1:
Registry.RemoveKey(self.key, DISK_UPDATE)
return True
return False
def revert(self): # revert to original key
data = self.data
new = self.sorteddata
for vartype in new.keys():
for i in new[vartype]:
if data[i[0]] != i[1]: i[1] = data[i[0]]
def sort(self): # create a new dict with types as keys
global ACCEPTED_TYPES, BUT_TYPES
data = self.data
datatypes = {}
keys = [k for k in data.keys() if k[0] != '_']
for k in keys:
val = data[k]
tval = type(val)
if tval not in ACCEPTED_TYPES: continue
if not datatypes.has_key(tval):
datatypes[tval] = []
datatypes[type(val)].append([k, val])
if datatypes.has_key(unicode):
if not datatypes.has_key(str): datatypes[str] = datatypes[unicode]
else:
for i in datatypes[unicode]: datatypes[str].append(i)
datatypes.pop(unicode)
for k in datatypes.keys():
dk = datatypes[k]
dk.sort()
dk.reverse()
BUT_TYPES[k] = range(len(dk))
self.sorteddata = datatypes
# GUI:
# gui callbacks:
def gui(): # drawing the screen
global SCREEN, START_SCREEN, CONFIG_SCREEN, KEYMENUS, LABELS
global BEVT_KEYMENU, BUT_KEYMENU, CFGKEY
global BUT_TYPES, SCROLL_DOWN, VARS_NUM
WIDTH, HEIGHT = Window.GetAreaSize()
theme = Theme.Get()[0]
tui = theme.get('ui')
ttxt = theme.get('text')
COL_BG = float_colors(ttxt.back)
COL_TXT = ttxt.text
COL_TXTHI = ttxt.text_hi
BGL.glClearColor(COL_BG[0],COL_BG[1],COL_BG[2],COL_BG[3])
BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
BGL.glColor3ub(COL_TXT[0],COL_TXT[1], COL_TXT[2])
if SCREEN == START_SCREEN:
x = 10
y = 10
h = 20
w = 90
BGL.glRasterPos2i(x, y)
Draw.Text('Select a configuration key to access it. Press Q or ESC to leave.')
km_len = len(KEYMENUS)
km_columns = (WIDTH - x) / w
if km_columns == 0: km_rows = km_len
else:
km_rows = km_len / km_columns
if (km_len % km_columns): km_rows += 1
if km_rows == 0: km_rows = 1
ystart = y + 2*h*km_rows
if ystart > (HEIGHT - 70): ystart = HEIGHT - 70
y = ystart
column = 1
for i, km in enumerate(KEYMENUS):
column += 1
BGL.glRasterPos2i(x + 2, y + h + 5)
Draw.Text(LABELS[i])
BUT_KEYMENU[i] = Draw.Menu(km, BEVT_KEYMENU[i],
x, y, w - 10, h, 0, 'Choose a key to access its configuration data')
if column > km_columns:
column = 1
y -= 2*h
if y < 35: break
x = 10
else: x += w
x = 10
y = 50 + ystart
BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2])
BGL.glRasterPos2i(x, y)
Draw.Text('Scripts Configuration Editor')
Draw.PushButton('help', BEVT_HELP, x, 22, 45, 16,
'View help information about this script (hotkey: H)')
elif SCREEN == CONFIG_SCREEN:
x = y = 10
h = 18
data = CFGKEY.sorteddata
tips = CFGKEY.tips
fromdisk = CFGKEY.fromdisk
limits = CFGKEY.limits
VARS_NUM = 0
for k in data.keys():
VARS_NUM += len(data[k])
lines = VARS_NUM + 5 # to account for header and footer
y = lines*h
if y > HEIGHT - 20: y = HEIGHT - 20
BGL.glColor3ub(COL_TXTHI[0],COL_TXTHI[1], COL_TXTHI[2])
BGL.glRasterPos2i(x, y)
Draw.Text('Scripts Configuration Editor')
y -= 20
BGL.glColor3ub(COL_TXT[0],COL_TXT[1], COL_TXT[2])
txtsize = 10
if HEIGHT < lines*h:
BGL.glRasterPos2i(10, 5)
txtsize += Draw.Text('Arrow keys or mouse wheel to scroll, ')
BGL.glRasterPos2i(txtsize, 5)
Draw.Text('Q or ESC to return.')
BGL.glRasterPos2i(x, y)
Draw.Text('Key: "%s"' % CFGKEY.name)
bh = 16
bw = 45
by = 16
i = -1
if CFGKEY.scriptname:
i = 0
Draw.PushButton('help', BEVT_HELP, x, by, bw, bh,
'Show documentation for the script that owns this key (hotkey: H)')
Draw.PushButton('back', BEVT_BACK, x + (1+i)*bw, by, bw, bh,
'Back to config keys selection screen (hotkey: ESC)')
Draw.PushButton('exit', BEVT_EXIT, x + (2+i)*bw, by, bw, bh,
'Exit from Scripts Config Editor (hotkey: Q)')
Draw.PushButton('revert', BEVT_CANCEL, x + (3+i)*bw, by, bw, bh,
'Revert data to original values (hotkey: U)')
Draw.PushButton('apply', BEVT_APPLY, x + (4+i)*bw, by, bw, bh,
'Apply changes, if any (hotkey: ENTER)')
delmsg = 'Delete this data key from memory'
if fromdisk: delmsg = "%s and from disk" % delmsg
Draw.PushButton('delete', BEVT_DEL, x + (5+i)*bw, by, bw, bh,
'%s (hotkey: DELETE)' % delmsg)
if fromdisk:
Draw.Toggle("file", BEVT_DISK, x + 3 + (6+i)*bw, by, bw, bh, DISK_UPDATE,
'Update also the file where this config key is stored')
i = -1
top = -1
y -= 20
yend = 30
if data.has_key(bool) and y > 0:
lst = data[bool]
for l in lst:
top += 1
i += 1
if top < SCROLL_DOWN: continue
y -= h
if y < yend: break
w = 20
tog = data[bool][i][1]
if tips and tips.has_key(l[0]): tooltip = tips[l[0]]
else: tooltip = "click to toggle"
BUT_TYPES[bool][i] = Draw.Toggle("", BEVT_BOOL + i,
x, y, w, h, tog, tooltip)
BGL.glRasterPos2i(x + w + 3, y + 5)
Draw.Text(l[0].lower().replace('_', ' '))
i = -1
y -= 5
if data.has_key(int) and y > 0:
lst = data[int]
for l in lst:
w = 70
top += 1
i += 1
if top < SCROLL_DOWN: continue
y -= h
if y < yend: break
val = data[int][i][1]
if limits: min, max = limits[l[0]]
else: min, max = 0, 10
if tips and tips.has_key(l[0]): tooltip = tips[l[0]]
else: tooltip = "click / drag to change"
BUT_TYPES[int][i] = Draw.Number("", BEVT_INT + i,
x, y, w, h, val, min, max, tooltip)
BGL.glRasterPos2i(x + w + 3, y + 3)
Draw.Text(l[0].lower().replace('_', ' '))
i = -1
y -= 5
if data.has_key(float) and y > 0:
lst = data[float]
for l in lst:
w = 70
top += 1
i += 1
if top < SCROLL_DOWN: continue
y -= h
if y < yend: break
val = data[float][i][1]
if limits: min, max = limits[l[0]]
else: min, max = 0.0, 1.0
if tips and tips.has_key(l[0]): tooltip = tips[l[0]]
else: tooltip = "click and drag to change"
BUT_TYPES[float][i] = Draw.Number("", BEVT_FLOAT + i,
x, y, w, h, val, min, max, tooltip)
BGL.glRasterPos2i(x + w + 3, y + 3)
Draw.Text(l[0].lower().replace('_', ' '))
i = -1
y -= 5
if data.has_key(str) and y > 0:
lst = data[str]
for l in lst:
top += 1
i += 1
if top < SCROLL_DOWN: continue
y -= h
if y < yend: break
name = l[0].lower()
is_dir = is_file = False
if name.find('_dir', -4) > 0: is_dir = True
elif name.find('_file', -5) > 0: is_file = True
w = WIDTH - 20
wbrowse = 50
if is_dir and w > wbrowse: w -= wbrowse
if tips and tips.has_key(l[0]): tooltip = tips[l[0]]
else: tooltip = "click to write a new string"
name = name.replace('_',' ') + ': '
if len(l[1]) > MAX_STR_LEN:
l[1] = l[1][:MAX_STR_LEN]
Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor. Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
2005-04-16 05:25:42 +00:00
BUT_TYPES[str][i] = Draw.String(name, BEVT_STR + i,
x, y, w, h, l[1], MAX_STR_LEN, tooltip)
if is_dir:
Draw.PushButton('browse', BEVT_BROWSEDIR + i, x+w+1, y, wbrowse, h,
'click to open a file selector (pick any file in the desired dir)')
elif is_file:
Draw.PushButton('browse', BEVT_BROWSEFILE + i, x + w + 1, y, 50, h,
'click to open a file selector')
def fit_scroll():
global SCROLL_DOWN, VARS_NUM
max = VARS_NUM - 1 # so last item is always visible
if SCROLL_DOWN > max:
SCROLL_DOWN = max
elif SCROLL_DOWN < 0:
SCROLL_DOWN = 0
def event(evt, val): # input events
global SCREEN, START_SCREEN, CONFIG_SCREEN
global SCROLL_DOWN, CFGKEY
if not val: return
if evt == Draw.ESCKEY:
if SCREEN == START_SCREEN: Draw.Exit()
else:
if CFGKEY.needs_update():
if Draw.PupMenu('UPDATE?%t|Data was changed') == 1:
CFGKEY.update()
SCREEN = START_SCREEN
SCROLL_DOWN = 0
Draw.Redraw()
return
elif evt == Draw.QKEY:
if SCREEN == CONFIG_SCREEN and CFGKEY.needs_update():
if Draw.PupMenu('UPDATE?%t|Data was changed') == 1:
CFGKEY.update()
Draw.Exit()
return
elif evt == Draw.HKEY:
if SCREEN == START_SCREEN: show_help()
elif CFGKEY.scriptname: show_help(CFGKEY.scriptname)
return
elif SCREEN == CONFIG_SCREEN:
if evt in [Draw.DOWNARROWKEY, Draw.WHEELDOWNMOUSE]:
SCROLL_DOWN += 1
fit_scroll()
elif evt in [Draw.UPARROWKEY, Draw.WHEELUPMOUSE]:
SCROLL_DOWN -= 1
fit_scroll()
elif evt == Draw.UKEY:
if CFGKEY.needs_update():
CFGKEY.revert()
elif evt == Draw.RETKEY or evt == Draw.PADENTER:
if CFGKEY.needs_update():
CFGKEY.update()
elif evt == Draw.DELKEY:
if CFGKEY.delete():
reset()
init_data()
SCREEN = START_SCREEN
SCROLL_DOWN = 0
else: return
Draw.Redraw()
def button_event(evt): # gui button events
global SCREEN, START_SCREEN, CONFIG_SCREEN, CFGKEY, DISK_UPDATE
global BEVT_KEYMENU, BUT_KEYMENU, BUT_TYPES, SCROLL_DOWN, GD, INDEX
global BEVT_EXIT, BEVT_BACK, BEVT_APPLY, BEVT_CANCEL, BEVT_HELP, FREEKEY_IDX
if SCREEN == START_SCREEN:
for e in BEVT_KEYMENU:
if evt == e:
index = e - 1
k = BUT_KEYMENU[index].val - 1
CFGKEY = Config(GD[LABELS[index]][k][0], index != FREEKEY_IDX)
if CFGKEY.data:
SCREEN = CONFIG_SCREEN
Draw.Redraw()
return
if evt == BEVT_EXIT:
Draw.Exit()
elif evt == BEVT_HELP:
show_help()
return
elif SCREEN == CONFIG_SCREEN:
datatypes = CFGKEY.sorteddata
if evt >= BEVT_BROWSEFILE:
INDEX = evt - BEVT_BROWSEFILE
Window.FileSelector(fs_file_callback, 'Choose file')
elif evt >= BEVT_BROWSEDIR:
INDEX = evt - BEVT_BROWSEDIR
Window.FileSelector(fs_dir_callback, 'Choose any file')
elif evt >= BEVT_STR:
var = BUT_TYPES[str][evt - BEVT_STR].val
datatypes[str][evt - BEVT_STR][1] = var
elif evt >= BEVT_FLOAT:
var = BUT_TYPES[float][evt - BEVT_FLOAT].val
datatypes[float][evt - BEVT_FLOAT][1] = var
elif evt >= BEVT_INT:
var = BUT_TYPES[int][evt - BEVT_INT].val
datatypes[int][evt - BEVT_INT][1] = var
elif evt >= BEVT_BOOL:
var = datatypes[bool][evt - BEVT_BOOL][1]
if var == True: var = False
else: var = True
datatypes[bool][evt - BEVT_BOOL][1] = var
elif evt == BEVT_BACK:
if SCREEN == CONFIG_SCREEN:
SCREEN = START_SCREEN
SCROLL_DOWN = 0
Draw.Redraw()
elif evt == BEVT_EXIT:
if CFGKEY.needs_update():
if Draw.PupMenu('UPDATE?%t|Data was changed') == 1:
CFGKEY.update()
Draw.Exit()
return
elif evt == BEVT_APPLY:
if CFGKEY.needs_update():
CFGKEY.update()
elif evt == BEVT_CANCEL:
if CFGKEY.needs_update():
CFGKEY.revert()
elif evt == BEVT_DEL:
if CFGKEY.delete():
reset()
init_data()
SCREEN = START_SCREEN
SCROLL_DOWN = 0
elif evt == BEVT_DISK:
if DISK_UPDATE: DISK_UPDATE = False
else: DISK_UPDATE = True
elif evt == BEVT_HELP:
show_help(CFGKEY.scriptname)
return
else:
return
Draw.Redraw()
# End of definitions
KEYS = get_keys()
if not KEYS:
Draw.PupMenu("NO DATA: please read this help screen")
Blender.ShowHelp('config.py')
else:
fill_scripts_dict()
init_data()
Draw.Register(gui, event, button_event)