blender/release/scripts/ui/space_userpref.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
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import os
import shutil
def ui_items_general(col, context):
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""" General UI Theme Settings (User Interface)
"""
row = col.row()
subsplit = row.split(percentage=0.95)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(context, "outline")
colsub.row().prop(context, "item", slider=True)
colsub.row().prop(context, "inner", slider=True)
colsub.row().prop(context, "inner_sel", slider=True)
subsplit = row.split(percentage=0.85)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(context, "text")
colsub.row().prop(context, "text_sel")
colsub.prop(context, "show_shaded")
subsub = colsub.column(align=True)
subsub.active = context.show_shaded
subsub.prop(context, "shadetop")
subsub.prop(context, "shadedown")
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col.separator()
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def opengl_lamp_buttons(column, lamp):
split = column.split(percentage=0.1)
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split.prop(lamp, "use", text="", icon='OUTLINER_OB_LAMP' if lamp.use else 'LAMP_DATA')
col = split.column()
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col.active = lamp.use
row = col.row()
row.label(text="Diffuse:")
row.prop(lamp, "diffuse_color", text="")
row = col.row()
row.label(text="Specular:")
row.prop(lamp, "specular_color", text="")
col = split.column()
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col.active = lamp.use
col.prop(lamp, "direction", text="")
class USERPREF_HT_header(bpy.types.Header):
bl_space_type = 'USER_PREFERENCES'
def draw(self, context):
layout = self.layout
layout.template_header(menus=False)
userpref = context.user_preferences
layout.operator_context = 'EXEC_AREA'
layout.operator("wm.save_homefile", text="Save As Default")
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layout.operator_context = 'INVOKE_DEFAULT'
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if userpref.active_section == 'INPUT':
layout.operator("wm.keyconfig_export")
layout.operator("wm.keyconfig_import")
elif userpref.active_section == 'ADDONS':
layout.operator("wm.addon_install")
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elif userpref.active_section == 'THEMES':
layout.operator("ui.reset_default_theme")
class USERPREF_PT_tabs(bpy.types.Panel):
bl_label = ""
bl_space_type = 'USER_PREFERENCES'
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
layout.prop(userpref, "active_section", expand=True)
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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class USERPREF_MT_interaction_presets(bpy.types.Menu):
bl_label = "Presets"
preset_subdir = "interaction"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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class USERPREF_MT_splash(bpy.types.Menu):
bl_label = "Splash"
def draw(self, context):
layout = self.layout
split = layout.split()
row = split.row()
row.label("")
row = split.row()
row.label("Interaction:")
# XXX, no redraws
# text = bpy.path.display_name(context.window_manager.keyconfigs.active.name)
# if not text:
# text = "Blender (default)"
row.menu("USERPREF_MT_keyconfigs", text="Preset")
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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class USERPREF_PT_interface(bpy.types.Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Interface"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'INTERFACE')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
view = userpref.view
row = layout.row()
col = row.column()
col.label(text="Display:")
col.prop(view, "show_tooltips")
col.prop(view, "show_object_info", text="Object Info")
col.prop(view, "show_large_cursors")
col.prop(view, "show_view_name", text="View Name")
col.prop(view, "show_playback_fps", text="Playback FPS")
col.prop(view, "use_global_scene")
col.prop(view, "object_origin_size")
col.separator()
col.separator()
col.separator()
col.prop(view, "show_mini_axis", text="Display Mini Axis")
sub = col.column()
sub.active = view.show_mini_axis
sub.prop(view, "mini_axis_size", text="Size")
sub.prop(view, "mini_axis_brightness", text="Brightness")
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col.separator()
row.separator()
row.separator()
col = row.column()
col.label(text="View Manipulation:")
col.prop(view, "use_mouse_auto_depth")
col.prop(view, "use_zoom_to_mouse")
col.prop(view, "use_rotate_around_active")
col.prop(view, "use_global_pivot")
col.separator()
col.prop(view, "use_auto_perspective")
col.prop(view, "smooth_view")
col.prop(view, "rotation_angle")
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col.separator()
col.separator()
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col.label(text="2D Viewports:")
col.prop(view, "view2d_grid_spacing_min", text="Minimum Grid Spacing")
col.prop(view, "timecode_style")
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row.separator()
row.separator()
col = row.column()
#Toolbox doesn't exist yet
#col.label(text="Toolbox:")
#col.prop(view, "show_column_layout")
#col.label(text="Open Toolbox Delay:")
#col.prop(view, "open_left_mouse_delay", text="Hold LMB")
#col.prop(view, "open_right_mouse_delay", text="Hold RMB")
col.prop(view, "show_manipulator")
sub = col.column()
sub.active = view.show_manipulator
sub.prop(view, "manipulator_size", text="Size")
sub.prop(view, "manipulator_handle_size", text="Handle Size")
sub.prop(view, "manipulator_hotspot", text="Hotspot")
col.separator()
col.separator()
col.separator()
col.label(text="Menus:")
col.prop(view, "use_mouse_over_open")
col.label(text="Menu Open Delay:")
col.prop(view, "open_toplevel_delay", text="Top Level")
col.prop(view, "open_sublevel_delay", text="Sub Level")
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col.separator()
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col.prop(view, "show_splash")
class USERPREF_PT_edit(bpy.types.Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Edit"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'EDITING')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
edit = userpref.edit
row = layout.row()
col = row.column()
col.label(text="Link Materials To:")
col.prop(edit, "material_link", text="")
col.separator()
col.separator()
col.separator()
col.label(text="New Objects:")
col.prop(edit, "use_enter_edit_mode")
col.label(text="Align To:")
col.prop(edit, "object_align", text="")
col.separator()
col.separator()
col.separator()
col.label(text="Undo:")
col.prop(edit, "use_global_undo")
col.prop(edit, "undo_steps", text="Steps")
col.prop(edit, "undo_memory_limit", text="Memory Limit")
row.separator()
row.separator()
col = row.column()
col.label(text="Grease Pencil:")
col.prop(edit, "grease_pencil_manhattan_distance", text="Manhattan Distance")
col.prop(edit, "grease_pencil_euclidean_distance", text="Euclidean Distance")
#col.prop(edit, "use_grease_pencil_simplify_stroke", text="Simplify Stroke")
col.prop(edit, "grease_pencil_eraser_radius", text="Eraser Radius")
col.prop(edit, "use_grease_pencil_smooth_stroke", text="Smooth Stroke")
col.separator()
col.separator()
col.separator()
col.label(text="Playback:")
col.prop(edit, "use_negative_frames")
row.separator()
row.separator()
col = row.column()
col.label(text="Keyframing:")
col.prop(edit, "use_visual_keying")
col.prop(edit, "use_keyframe_insert_needed", text="Only Insert Needed")
col.separator()
col.prop(edit, "use_auto_keying", text="Auto Keyframing:")
sub = col.column()
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# sub.active = edit.use_keyframe_insert_auto # incorrect, timeline can enable
sub.prop(edit, "use_keyframe_insert_keyingset", text="Only Insert for Keying Set")
sub.prop(edit, "use_keyframe_insert_available", text="Only Insert Available")
col.separator()
col.label(text="New F-Curve Defaults:")
col.prop(edit, "keyframe_new_interpolation_type", text="Interpolation")
col.prop(edit, "keyframe_new_handle_type", text="Handles")
col.prop(edit, "use_insertkey_xyz_to_rgb", text="XYZ to RGB")
col.separator()
col.separator()
col.separator()
col.label(text="Transform:")
col.prop(edit, "use_drag_immediately")
row.separator()
row.separator()
col = row.column()
row = col.row(align=True)
row.prop(edit, "sculpt_paint_overlay_color", text="Sculpt Overlay Color")
col.separator()
col.separator()
col.separator()
col.label(text="Duplicate Data:")
col.prop(edit, "use_duplicate_mesh", text="Mesh")
col.prop(edit, "use_duplicate_surface", text="Surface")
col.prop(edit, "use_duplicate_curve", text="Curve")
col.prop(edit, "use_duplicate_text", text="Text")
col.prop(edit, "use_duplicate_metaball", text="Metaball")
col.prop(edit, "use_duplicate_armature", text="Armature")
col.prop(edit, "use_duplicate_lamp", text="Lamp")
col.prop(edit, "use_duplicate_material", text="Material")
col.prop(edit, "use_duplicate_texture", text="Texture")
#col.prop(edit, "use_duplicate_fcurve", text="F-Curve")
col.prop(edit, "use_duplicate_action", text="Action")
col.prop(edit, "use_duplicate_particle", text="Particle")
class USERPREF_PT_system(bpy.types.Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "System"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'SYSTEM')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
system = userpref.system
split = layout.split()
# 1. Column
column = split.column()
colsplit = column.split(percentage=0.85)
col = colsplit.column()
col.label(text="General:")
col.prop(system, "dpi")
col.prop(system, "frame_server_port")
col.prop(system, "scrollback", text="Console Scrollback")
col.prop(system, "author", text="Author")
col.prop(system, "use_scripts_auto_execute")
col.prop(system, "use_tabs_as_spaces")
col.separator()
col.separator()
col.separator()
col.label(text="Sound:")
col.row().prop(system, "audio_device", expand=True)
sub = col.column()
sub.active = system.audio_device != 'NONE'
#sub.prop(system, "use_preview_images")
sub.prop(system, "audio_channels", text="Channels")
sub.prop(system, "audio_mixing_buffer", text="Mixing Buffer")
sub.prop(system, "audio_sample_rate", text="Sample Rate")
sub.prop(system, "audio_sample_format", text="Sample Format")
col.separator()
col.separator()
col.separator()
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col.label(text="Screencast:")
col.prop(system, "screencast_fps")
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col.prop(system, "screencast_wait_time")
col.separator()
col.separator()
col.separator()
#column = split.column()
#colsplit = column.split(percentage=0.85)
# No translation in 2.5 yet
#col.prop(system, "language")
#col.label(text="Translate:")
#col.prop(system, "use_translate_tooltips", text="Tooltips")
#col.prop(system, "use_translate_buttons", text="Labels")
#col.prop(system, "use_translate_toolbox", text="Toolbox")
#col.separator()
#col.prop(system, "use_textured_fonts")
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# 2. Column
column = split.column()
colsplit = column.split(percentage=0.85)
col = colsplit.column()
col.label(text="OpenGL:")
col.prop(system, "gl_clip_alpha", slider=True)
col.prop(system, "use_mipmaps")
col.prop(system, "use_vertex_buffer_objects")
#Anti-aliasing is disabled as it breaks broder/lasso select
#col.prop(system, "use_antialiasing")
col.label(text="Window Draw Method:")
col.prop(system, "window_draw_method", text="")
col.label(text="Textures:")
col.prop(system, "gl_texture_limit", text="Limit Size")
col.prop(system, "texture_time_out", text="Time Out")
col.prop(system, "texture_collection_rate", text="Collection Rate")
col.separator()
col.separator()
col.separator()
col.label(text="Sequencer:")
col.prop(system, "prefetch_frames")
col.prop(system, "memory_cache_limit")
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# 3. Column
column = split.column()
column.label(text="Solid OpenGL lights:")
split = column.split(percentage=0.1)
split.label()
split.label(text="Colors:")
split.label(text="Direction:")
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lamp = system.solid_lights[0]
opengl_lamp_buttons(column, lamp)
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lamp = system.solid_lights[1]
opengl_lamp_buttons(column, lamp)
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lamp = system.solid_lights[2]
opengl_lamp_buttons(column, lamp)
column.separator()
column.separator()
column.separator()
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column.label(text="Color Picker Type:")
column.row().prop(system, "color_picker_type", text="")
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column.separator()
column.separator()
column.separator()
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column.prop(system, "use_weight_color_range", text="Custom Weight Paint Range")
sub = column.column()
sub.active = system.use_weight_color_range
sub.template_color_ramp(system, "weight_color_range", expand=True)
class USERPREF_PT_theme(bpy.types.Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Themes"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@staticmethod
def _theme_generic(split, themedata):
row = split.row()
subsplit = row.split(percentage=0.95)
padding1 = subsplit.split(percentage=0.15)
padding1.column()
subsplit = row.split(percentage=0.85)
padding2 = subsplit.split(percentage=0.15)
padding2.column()
colsub_pair = padding1.column(), padding2.column()
props_type = {}
for i, prop in enumerate(themedata.rna_type.properties):
attr = prop.identifier
if attr == "rna_type":
continue
props_type.setdefault((prop.type, prop.subtype), []).append(prop.identifier)
for props_type, props_ls in sorted(props_type.items()):
for i, attr in enumerate(props_ls):
colsub_pair[i % 2].row().prop(themedata, attr)
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'THEMES')
def draw(self, context):
layout = self.layout
theme = context.user_preferences.themes[0]
split_themes = layout.split(percentage=0.2)
split_themes.prop(theme, "theme_area", expand=True)
split = layout.split(percentage=0.4)
layout.separator()
layout.separator()
split = split_themes.split()
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if theme.theme_area == 'USER_INTERFACE':
col = split.column()
ui = theme.user_interface.wcol_regular
col.label(text="Regular:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_tool
col.label(text="Tool:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_radio
col.label(text="Radio Buttons:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_text
col.label(text="Text:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_option
col.label(text="Option:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_toggle
col.label(text="Toggle:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_num
col.label(text="Number Field:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_numslider
col.label(text="Value Slider:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_box
col.label(text="Box:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_menu
col.label(text="Menu:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_pulldown
col.label(text="Pulldown:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_menu_back
col.label(text="Menu Back:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_menu_item
col.label(text="Menu Item:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_scroll
col.label(text="Scroll Bar:")
ui_items_general(col, ui)
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ui = theme.user_interface.wcol_progress
col.label(text="Progress Bar:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_list_item
col.label(text="List Item:")
ui_items_general(col, ui)
ui = theme.user_interface.wcol_state
col.label(text="State:")
row = col.row()
subsplit = row.split(percentage=0.95)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(ui, "inner_anim")
colsub.row().prop(ui, "inner_anim_sel")
colsub.row().prop(ui, "inner_driven")
colsub.row().prop(ui, "inner_driven_sel")
subsplit = row.split(percentage=0.85)
padding = subsplit.split(percentage=0.15)
colsub = padding.column()
colsub = padding.column()
colsub.row().prop(ui, "inner_key")
colsub.row().prop(ui, "inner_key_sel")
colsub.row().prop(ui, "blend")
ui = theme.user_interface
col.separator()
col.separator()
split = col.split(percentage=0.93)
split.prop(ui, "icon_file")
layout.separator()
layout.separator()
else:
self._theme_generic(split, getattr(theme, theme.theme_area.lower()))
class USERPREF_PT_file(bpy.types.Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Files"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'FILES')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
paths = userpref.filepaths
split = layout.split(percentage=0.7)
col = split.column()
col.label(text="File Paths:")
colsplit = col.split(percentage=0.95)
col1 = colsplit.split(percentage=0.3)
sub = col1.column()
sub.label(text="Fonts:")
sub.label(text="Textures:")
sub.label(text="Texture Plugins:")
sub.label(text="Sequence Plugins:")
sub.label(text="Render Output:")
sub.label(text="Scripts:")
sub.label(text="Sounds:")
sub.label(text="Temp:")
sub.label(text="Image Editor:")
sub.label(text="Animation Player:")
sub = col1.column()
sub.prop(paths, "font_directory", text="")
sub.prop(paths, "texture_directory", text="")
sub.prop(paths, "texture_plugin_directory", text="")
sub.prop(paths, "sequence_plugin_directory", text="")
sub.prop(paths, "render_output_directory", text="")
sub.prop(paths, "script_directory", text="")
sub.prop(paths, "sound_directory", text="")
sub.prop(paths, "temporary_directory", text="")
sub.prop(paths, "image_editor", text="")
subsplit = sub.split(percentage=0.3)
subsplit.prop(paths, "animation_player_preset", text="")
subsplit.prop(paths, "animation_player", text="")
col = split.column()
col.label(text="Save & Load:")
col.prop(paths, "use_relative_paths")
col.prop(paths, "use_file_compression")
col.prop(paths, "use_load_ui")
col.prop(paths, "use_filter_files")
col.prop(paths, "show_hidden_files_datablocks")
col.prop(paths, "hide_recent_locations")
col.prop(paths, "show_thumbnails")
col.separator()
col.separator()
col.label(text="Auto Save:")
col.prop(paths, "save_version")
col.prop(paths, "recent_files")
col.prop(paths, "use_save_preview_images")
col.prop(paths, "use_auto_save_temporary_files")
sub = col.column()
sub.active = paths.use_auto_save_temporary_files
sub.prop(paths, "auto_save_time", text="Timer (mins)")
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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from space_userpref_keymap import InputKeyMapPanel
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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class USERPREF_PT_input(InputKeyMapPanel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Input"
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'INPUT')
def draw_input_prefs(self, inputs, layout):
# General settings
row = layout.row()
col = row.column()
sub = col.column()
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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sub.label(text="Presets:")
subrow = sub.row(align=True)
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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subrow.menu("USERPREF_MT_interaction_presets", text=bpy.types.USERPREF_MT_interaction_presets.bl_label)
subrow.operator("wm.interaction_preset_add", text="", icon='ZOOMIN')
subrow.operator("wm.interaction_preset_add", text="", icon='ZOOMOUT').remove_active = True
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
sub.separator()
sub.label(text="Mouse:")
sub1 = sub.column()
sub1.active = (inputs.select_mouse == 'RIGHT')
sub1.prop(inputs, "use_mouse_emulate_3_button")
sub.prop(inputs, "use_mouse_continuous")
sub.label(text="Select With:")
sub.row().prop(inputs, "select_mouse", expand=True)
sub = col.column()
sub.label(text="Double Click:")
sub.prop(inputs, "mouse_double_click_time", text="Speed")
sub.separator()
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sub.prop(inputs, "use_emulate_numpad")
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sub.separator()
sub.label(text="Orbit Style:")
sub.row().prop(inputs, "view_rotate_method", expand=True)
sub.label(text="Zoom Style:")
sub.row().prop(inputs, "view_zoom_method", text="")
if inputs.view_zoom_method == 'DOLLY':
sub.row().prop(inputs, "view_zoom_axis", expand=True)
sub.prop(inputs, "invert_mouse_wheel_zoom")
#sub.prop(inputs, "use_mouse_mmb_paste")
#col.separator()
sub = col.column()
sub.label(text="Mouse Wheel:")
sub.prop(inputs, "invert_zoom_wheel", text="Invert Wheel Zoom Direction")
#sub.prop(view, "wheel_scroll_lines", text="Scroll Lines")
col.separator()
''' not implemented yet
sub = col.column()
sub.label(text="NDOF Device:")
sub.prop(inputs, "ndof_pan_speed", text="Pan Speed")
sub.prop(inputs, "ndof_rotate_speed", text="Orbit Speed")
'''
row.separator()
def draw(self, context):
layout = self.layout
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#import time
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#start = time.time()
userpref = context.user_preferences
wm = context.window_manager
inputs = userpref.inputs
split = layout.split(percentage=0.25)
# Input settings
self.draw_input_prefs(inputs, split)
# Keymap Settings
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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self.draw_keymaps(context, split)
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#print("runtime", time.time() - start)
class USERPREF_PT_addons(bpy.types.Panel):
bl_space_type = 'USER_PREFERENCES'
bl_label = "Addons"
bl_region_type = 'WINDOW'
bl_options = {'HIDE_HEADER'}
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_addons_cats = None
_addons_fake_modules = {}
@classmethod
def poll(cls, context):
userpref = context.user_preferences
return (userpref.active_section == 'ADDONS')
@staticmethod
def module_get(mod_name):
return USERPREF_PT_addons._addons_fake_modules[mod_name]
@staticmethod
def _addon_list():
import os
import sys
import time
modules = []
loaded_modules = set()
# RELEASE SCRIPTS: official scripts distributed in Blender releases
paths = bpy.utils.script_paths("addons")
# CONTRIB SCRIPTS: good for testing but not official scripts yet
# if folder addons_contrib/ exists, scripts in there will be loaded too
paths += bpy.utils.script_paths("addons_contrib")
# EXTERN SCRIPTS: external projects scripts
# if folder addons_extern/ exists, scripts in there will be loaded too
paths += bpy.utils.script_paths("addons_extern")
if bpy.app.debug:
t_main = time.time()
# fake module importing
def fake_module(mod_name, mod_path, speedy=True):
if bpy.app.debug:
print("fake_module", mod_name, mod_path)
import ast
ModuleType = type(ast)
if speedy:
lines = []
line_iter = iter(open(mod_path, "r", encoding='UTF-8'))
l = ""
while not l.startswith("bl_addon_info"):
l = line_iter.readline()
if len(l) == 0:
break
while l.rstrip():
lines.append(l)
l = line_iter.readline()
del line_iter
data = "".join(lines)
else:
data = open(mod_path, "r").read()
ast_data = ast.parse(data, filename=mod_path)
body_info = None
for body in ast_data.body:
if body.__class__ == ast.Assign:
if len(body.targets) == 1:
if getattr(body.targets[0], "id", "") == "bl_addon_info":
body_info = body
break
if body_info:
mod = ModuleType(mod_name)
mod.bl_addon_info = ast.literal_eval(body.value)
mod.__file__ = mod_path
mod.__time__ = os.path.getmtime(mod_path)
return mod
else:
return None
modules_stale = set(USERPREF_PT_addons._addons_fake_modules.keys())
for path in paths:
for mod_name, mod_path in bpy.path.module_names(path):
modules_stale -= {mod_name}
mod = USERPREF_PT_addons._addons_fake_modules.get(mod_name)
if mod:
if mod.__time__ != os.path.getmtime(mod_path):
print("reloading addon:", mod_name, mod.__time__, os.path.getmtime(mod_path), mod_path)
del USERPREF_PT_addons._addons_fake_modules[mod_name]
mod = None
if mod is None:
mod = fake_module(mod_name, mod_path)
if mod:
USERPREF_PT_addons._addons_fake_modules[mod_name] = mod
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# just incase we get stale modules, not likely
for mod_stale in modules_stale:
del USERPREF_PT_addons._addons_fake_modules[mod_stale]
del modules_stale
mod_list = list(USERPREF_PT_addons._addons_fake_modules.values())
mod_list.sort(key=lambda mod: (mod.bl_addon_info['category'], mod.bl_addon_info['name']))
return mod_list
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
used_ext = {ext.module for ext in userpref.addons}
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# collect the categories that can be filtered on
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addons = [(mod, addon_info_get(mod)) for mod in self._addon_list()]
cats = {info["category"] for mod, info in addons}
cats.discard("")
if USERPREF_PT_addons._addons_cats != cats:
bpy.types.WindowManager.addon_filter = bpy.props.EnumProperty(items=[(cat, cat, "") for cat in ["All", "Enabled", "Disabled"] + sorted(cats)], name="Category", description="Filter add-ons by category")
bpy.types.WindowManager.addon_search = bpy.props.StringProperty(name="Search", description="Search within the selected filter")
USERPREF_PT_addons._addons_cats = cats
split = layout.split(percentage=0.2)
col = split.column()
col.prop(context.window_manager, "addon_search", text="", icon='VIEWZOOM')
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col.prop(context.window_manager, "addon_filter", text="Filter", expand=True)
col = split.column()
filter = context.window_manager.addon_filter
search = context.window_manager.addon_search.lower()
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for mod, info in addons:
module_name = mod.__name__
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is_enabled = module_name in used_ext
# check if add-on should be visible with current filters
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if (filter == "All") or \
(filter == info["category"]) or \
(filter == "Enabled" and is_enabled) or \
(filter == "Disabled" and not is_enabled):
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if search and search not in info["name"].lower():
if info["author"]:
if search not in info["author"].lower():
continue
else:
continue
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# Addon UI Code
box = col.column().box()
colsub = box.column()
row = colsub.row()
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row.operator("wm.addon_expand", icon='TRIA_DOWN' if info["show_expanded"] else 'TRIA_RIGHT', emboss=False).module = module_name
rowsub = row.row()
rowsub.active = is_enabled
rowsub.label(text='%s: %s' % (info['category'], info["name"]))
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if info["warning"]:
rowsub.label(icon='ERROR')
if is_enabled:
row.operator("wm.addon_disable", icon='CHECKBOX_HLT', text="", emboss=False).module = module_name
else:
row.operator("wm.addon_enable", icon='CHECKBOX_DEHLT', text="", emboss=False).module = module_name
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# Expanded UI (only if additional infos are available)
if info["show_expanded"]:
if info["description"]:
split = colsub.row().split(percentage=0.15)
split.label(text='Description:')
split.label(text=info["description"])
if info["location"]:
split = colsub.row().split(percentage=0.15)
split.label(text='Location:')
split.label(text=info["location"])
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if info["author"]:
split = colsub.row().split(percentage=0.15)
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split.label(text='Author:')
split.label(text=info["author"])
if info["version"]:
split = colsub.row().split(percentage=0.15)
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split.label(text='Version:')
split.label(text='.'.join(str(x) for x in info["version"]))
if info["warning"]:
split = colsub.row().split(percentage=0.15)
split.label(text="Warning:")
split.label(text=' ' + info["warning"], icon='ERROR')
if info["wiki_url"] or info["tracker_url"]:
split = colsub.row().split(percentage=0.15)
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split.label(text="Internet:")
if info["wiki_url"]:
split.operator("wm.url_open", text="Link to the Wiki", icon='HELP').url = info["wiki_url"]
if info["tracker_url"]:
split.operator("wm.url_open", text="Report a Bug", icon='URL').url = info["tracker_url"]
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if info["wiki_url"] and info["tracker_url"]:
split.separator()
else:
split.separator()
split.separator()
# Append missing scripts
# First collect scripts that are used but have no script file.
module_names = {mod.__name__ for mod, info in addons}
missing_modules = {ext for ext in used_ext if ext not in module_names}
if missing_modules and filter in ("All", "Enabled"):
col.column().separator()
col.column().label(text="Missing script files")
module_names = {mod.__name__ for mod, info in addons}
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for module_name in sorted(missing_modules):
is_enabled = module_name in used_ext
# Addon UI Code
box = col.column().box()
colsub = box.column()
row = colsub.row()
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row.label(text=module_name, icon='ERROR')
if is_enabled:
row.operator("wm.addon_disable", icon='CHECKBOX_HLT', text="", emboss=False).module = module_name
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from bpy.props import *
def addon_info_get(mod, info_basis={"name": "", "author": "", "version": (), "blender": (), "api": 0, "location": "", "description": "", "wiki_url": "", "tracker_url": "", "category": "", "warning": "", "show_expanded": False}):
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addon_info = getattr(mod, "bl_addon_info", {})
# avoid re-initializing
if "_init" in addon_info:
return addon_info
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if not addon_info:
mod.bl_addon_info = addon_info
for key, value in info_basis.items():
addon_info.setdefault(key, value)
if not addon_info["name"]:
addon_info["name"] = mod.__name__
addon_info["_init"] = None
return addon_info
class WM_OT_addon_enable(bpy.types.Operator):
"Enable an addon"
bl_idname = "wm.addon_enable"
bl_label = "Enable Add-On"
module = StringProperty(name="Module", description="Module name of the addon to enable")
def execute(self, context):
mod = bpy.utils.addon_enable(self.module)
if mod:
# check if add-on is written for current blender version, or raise a warning
info = addon_info_get(mod)
if info.get("blender", (0, 0, 0)) > bpy.app.version:
self.report("WARNING','This script was written for a newer version of Blender and might not function (correctly).\nThe script is enabled though.")
return {'FINISHED'}
else:
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return {'CANCELLED'}
class WM_OT_addon_disable(bpy.types.Operator):
"Disable an addon"
bl_idname = "wm.addon_disable"
bl_label = "Disable Add-On"
module = StringProperty(name="Module", description="Module name of the addon to disable")
def execute(self, context):
bpy.utils.addon_disable(self.module)
return {'FINISHED'}
class WM_OT_addon_install(bpy.types.Operator):
"Install an addon"
bl_idname = "wm.addon_install"
bl_label = "Install Add-On..."
module = StringProperty(name="Module", description="Module name of the addon to disable")
filepath = StringProperty(name="File Path", description="File path to write file to")
filter_folder = BoolProperty(name="Filter folders", description="", default=True, options={'HIDDEN'})
filter_python = BoolProperty(name="Filter python", description="", default=True, options={'HIDDEN'})
filter_glob = StringProperty(default="*.py;*.zip", options={'HIDDEN'})
def execute(self, context):
import traceback
import zipfile
pyfile = self.filepath
# dont use bpy.utils.script_paths("addons") because we may not be able to write to it.
path_addons = bpy.utils.user_resource('SCRIPTS', 'addons')
# should never happen.
if not path_addons:
self.report({'WARNING'}, "Failed to get addons path\n")
return {'CANCELLED'}
# create path if not existing.
if not os.path.exists(path_addons):
try:
os.makedirs(path_addons)
except:
self.report({'WARNING'}, "Failed to create %r\n" % path_addons)
traceback.print_exc()
return {'CANCELLED'}
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contents = set(os.listdir(path_addons))
#check to see if the file is in compressed format (.zip)
if zipfile.is_zipfile(pyfile):
try:
file_to_extract = zipfile.ZipFile(pyfile, 'r')
#extract the file to "addons"
file_to_extract.extractall(path_addons)
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except:
traceback.print_exc()
return {'CANCELLED'}
else:
path_dest = os.path.join(path_addons, os.path.basename(pyfile))
if os.path.exists(path_dest):
self.report({'WARNING'}, "File already installed to %r\n" % path_dest)
return {'CANCELLED'}
#if not compressed file just copy into the addon path
try:
shutil.copyfile(pyfile, path_dest)
except:
traceback.print_exc()
return {'CANCELLED'}
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# disable any addons we may have enabled previously and removed.
# this is unlikely but do just incase. bug [#23978]
addons_new = set(os.listdir(path_addons)) - contents
for new_addon in addons_new:
bpy.utils.addon_disable(os.path.splitext(new_addon)[0])
# possible the zip contains multiple addons, we could disallow this
# but for now just use the first
for mod in USERPREF_PT_addons._addon_list():
if mod.__name__ in addons_new:
info = addon_info_get(mod)
# show the newly installed addon.
context.window_manager.addon_filter = 'All'
context.window_manager.addon_search = info["name"]
break
# TODO, should not be a warning.
# self.report({'WARNING'}, "File installed to '%s'\n" % path_dest)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.add_fileselect(self)
return {'RUNNING_MODAL'}
class WM_OT_addon_expand(bpy.types.Operator):
"Display more information on this add-on"
bl_idname = "wm.addon_expand"
bl_label = ""
module = StringProperty(name="Module", description="Module name of the addon to expand")
def execute(self, context):
module_name = self.module
# unlikely to fail, module should have already been imported
try:
# mod = __import__(module_name)
mod = USERPREF_PT_addons.module_get(module_name)
except:
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import traceback
traceback.print_exc()
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return {'CANCELLED'}
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info = addon_info_get(mod)
info["show_expanded"] = not info["show_expanded"]
return {'FINISHED'}
def register():
pass
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def unregister():
pass
if __name__ == "__main__":
register()