forked from bartvdbraak/blender
4e2143f639
Patch provied by gsrb3d bug tracker #7061 Kent
524 lines
12 KiB
Python
524 lines
12 KiB
Python
#!BPY
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"""
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Name: 'ID Property Browser'
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Blender: 242
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Group: 'Help'
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Tooltip: 'Browse ID properties'
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"""
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__author__ = "Joe Eagar"
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__version__ = "0.3.108"
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__email__ = "joeedh@gmail.com"
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__bpydoc__ = """\
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Allows browsing, creating and editing of ID Properties
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for various ID block types such as mesh, scene, object,
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etc.
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"""
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# --------------------------------------------------------------------------
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# ID Property Browser.
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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from Blender import *
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from Blender.BGL import *
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from Blender.Types import IDGroupType, IDArrayType
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import Blender
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def IsInRectWH(mx, my, x, y, wid, hgt):
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if mx >= x and mx <= x + wid:
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if my >= y and my <= y + hgt:
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return 1
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return 0
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Button_Back = 1
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Button_New = 2
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Button_MatMenu = 3
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Button_TypeMenu = 4
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ButStart = 55
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IDP_String = 0
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IDP_Int = 1
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IDP_Float = 2
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IDP_Array = 5
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IDP_Group = 6
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ButDelStart = 255
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#max limit for string input button
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strmax = 100
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State_Normal = 0
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State_InArray = 1
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#IDTypeModules entries are of form [module, active_object_index, module_name]
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IDTypeModules = [[Scene, 0, "Scenes"], [Object, 0, "Objects"], [Mesh, 0, "Meshes"]]
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IDTypeModules += [[Material, 0, "Materials"], [Texture, 0, "Textures"]]
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IDTypeModules += [[Image, 0, "Images"]]
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class IDArrayBrowser:
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array = 0
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parentbrowser = 0
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buts = 0
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def __init__(self):
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self.buts = []
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def Draw(self):
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pb = self.parentbrowser
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x = pb.x
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y = pb.y
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width = pb.width
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height = pb.height
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pad = pb.pad
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itemhgt = pb.itemhgt
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cellwid = 65
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y = y + height - itemhgt - pad
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Draw.PushButton("Back", Button_Back, x, y, 40, 20)
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y -= itemhgt + pad
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self.buts = []
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Draw.BeginAlign()
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for i in xrange(len(self.array)):
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st = ""
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if type(self.array[0]) == float:
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st = "%.5f" % self.array[i]
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else: st = str(self.array[i])
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b = Draw.String("", ButStart+i, x, y, cellwid, itemhgt, st, 30)
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self.buts.append(b)
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x += cellwid + pad
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if x + cellwid + pad > width:
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x = 0
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y -= itemhgt + pad
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Draw.EndAlign()
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def Button(self, bval):
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if bval == Button_Back:
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self.parentbrowser.state = State_Normal
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self.parentbrowser.array = 0
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self.buts = []
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Draw.Draw()
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self.array = 0
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elif bval >= ButStart:
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i = bval - ButStart
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st = self.buts[i].val
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n = 0
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if type(self.array[0]) == float:
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try:
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n = int(st)
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except:
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return
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elif type(self.array[0]) == int:
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try:
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n = float(st)
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except:
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return
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self.array[i] = n
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Draw.Draw()
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def Evt(self, evt, val):
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if evt == Draw.ESCKEY:
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Draw.Exit()
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class IDPropertyBrowser:
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width = 0
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height = 0
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x = 0
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y = 0
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scrollx = 0
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scrolly = 0
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itemhgt = 22
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pad = 2
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group = 0
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parents = 0 #list stack of parent groups
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active_item = -1
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mousecursor = 0
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_i = 0
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buts = []
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state = 0
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array = 0
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prop = 0
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IDList = 0
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idindex = 0
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idblock = 0
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type = 0 # attach buildin type() method to class
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# since oddly it's not available to button
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# callbacks! EEK! :(
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def __init__(self, idgroup, mat, x, y, wid, hgt):
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self.group = idgroup
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self.prop = idgroup
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self.x = x
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self.y = y
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self.width = wid
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self.height = hgt
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self.mousecursor = [0, 0]
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self.parents = []
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self.idblock = mat
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self.type = type
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def DrawBox(self, glmode, x, y, width, height):
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glBegin(glmode)
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glVertex2f(x, y)
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glVertex2f(x+width, y)
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glVertex2f(x+width, y+height)
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glVertex2f(x, y+height)
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glEnd()
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def Draw(self):
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global IDTypeModules
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#first draw outlining box :)
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glColor3f(0, 0, 0)
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self.DrawBox(GL_LINE_LOOP, self.x, self.y, self.width, self.height)
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itemhgt = self.itemhgt
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pad = self.pad
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x = self.x
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y = self.y + self.height - itemhgt - pad
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if self.state == State_InArray:
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self.array.Draw()
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return
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plist = []
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self.buts = []
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for p in self.group.iteritems():
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plist.append(p)
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#-------do top buttons----------#
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Draw.BeginAlign()
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Draw.PushButton("New", Button_New, x, y, 40, 20)
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x += 40 + pad
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#do the menu button for all materials
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st = ""
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blocks = IDTypeModules[self.IDList][0].Get()
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i = 1
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mi = 0
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for m in blocks:
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if m.name == self.idblock.name:
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mi = i
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st += m.name + " %x" + str(i) + "|"
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i += 1
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self.menubut = Draw.Menu(st, Button_MatMenu, x, y, 100, 20, mi)
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x += 100 + pad
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st = ""
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i = 0
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for e in IDTypeModules:
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st += e[2] + " %x" + str(i+1) + "|"
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i += 1
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cur = self.IDList + 1
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self.idmenu = Draw.Menu(st, Button_TypeMenu, x, y, 100, 20, cur)
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x = self.x
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y -= self.itemhgt + self.pad
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Draw.EndAlign()
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#-----------do property items---------#
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i = 0
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while y > self.y - 20 - pad and i < len(plist):
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k = plist[i][0]
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p = plist[i][1]
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if i == self.active_item:
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glColor3f(0.5, 0.4, 0.3)
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self.DrawBox(GL_POLYGON, x+pad, y, self.width-pad*2, itemhgt)
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glColor3f(0, 0, 0)
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self.DrawBox(GL_LINE_LOOP, x+pad, y, self.width-pad*2, itemhgt)
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glRasterPos2f(x+pad*2, y+5)
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Draw.Text(str(k)) #str(self.mousecursor) + " " + str(self.active_item)) #p.name)
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tlen = Draw.GetStringWidth(str(k))
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type_p = type(p)
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if type_p == str:
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b = Draw.String("", ButStart+i, x+pad*5+tlen, y, 200, itemhgt, p, strmax)
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self.buts.append(b)
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elif type_p in [int, float]:
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#only do precision to 5 points on floats
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st = ""
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if type_p == float:
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st = "%.5f" % p
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else: st = str(p)
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b = Draw.String("", ButStart+i, x+pad*5+tlen, y, 75, itemhgt, st, strmax)
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self.buts.append(b)
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else:
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glRasterPos2f(x+pad*2 +tlen+10, y+5)
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if type_p == Types.IDArrayType:
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Draw.Text('(array, click to edit)')
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elif type_p == Types.IDGroupType:
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Draw.Text('(group, click to edit)')
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self.buts.append(None)
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Draw.PushButton("Del", ButDelStart+i, x+self.width-35, y, 30, 20)
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i += 1
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y -= self.itemhgt + self.pad
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if len(self.parents) != 0:
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Draw.PushButton("Back", Button_Back, x, y, 40, 20)
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x = x + 40 + pad
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def SetActive(self):
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m = self.mousecursor
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itemhgt = self.itemhgt
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pad = self.pad
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x = self.x + pad
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y = self.y + self.height - itemhgt - pad - itemhgt
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plist = []
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for p in self.group.iteritems():
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plist.append(p)
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self.active_item = -1
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i = 0
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while y > self.y and i < len(plist):
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p = plist[i]
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if IsInRectWH(m[0], m[1], x, y, self.width-pad, itemhgt):
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self.active_item = i
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i += 1
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y -= self.itemhgt + self.pad
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def EventIn(self, evt, val):
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if self.state == State_InArray:
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self.array.Evt(evt, val)
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if evt == Draw.ESCKEY:
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Draw.Exit()
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if evt == Draw.MOUSEX or evt == Draw.MOUSEY:
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size = Buffer(GL_FLOAT, 4)
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glGetFloatv(GL_SCISSOR_BOX, size)
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if evt == Draw.MOUSEX:
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self.mousecursor[0] = val - size[0]
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else:
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self.mousecursor[1] = val - size[1]
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del size
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self.SetActive()
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self._i += 1
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if self._i == 5:
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Draw.Draw()
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self._i = 0
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if evt == Draw.LEFTMOUSE and val == 1:
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plist = list(self.group.iteritems())
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a = self.active_item
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if a >= 0 and a < len(plist):
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p = plist[a]
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basictypes = [IDGroupType, float, str, int]
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if type(p[1]) == IDGroupType:
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self.parents.append(self.group)
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self.group = p[1]
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self.active_item = -1
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Draw.Draw()
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elif type(p[1]) == IDArrayType:
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self.array = IDArrayBrowser()
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self.array.array = p[1]
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self.array.parentbrowser = self
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self.state = State_InArray
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Draw.Draw()
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if evt == Draw.TKEY and val == 1:
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try:
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self.prop['float'] = 0.0
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self.prop['int'] = 1
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self.prop['string'] = "hi!"
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self.prop['float array'] = [0, 0, 1.0, 0]
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self.prop['int array'] = [0, 0, 0, 0]
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self.prop.data['a subgroup'] = {"int": 0, "float": 0.0, "anothergroup": {"a": 0.0, "intarr": [0, 0, 0, 0]}}
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Draw.Draw()
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except:
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Draw.PupMenu("Can only do T once per block, the test names are already taken!")
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def Button(self, bval):
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global IDTypeModules
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if self.state == State_InArray:
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self.array.Button(bval)
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return
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if bval == Button_MatMenu:
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global IDTypeModules
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val = self.idindex = self.menubut.val - 1
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i = self.IDList
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block = IDTypeModules[i][0].Get()[val]
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self.idblock = block
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self.prop = block.properties
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self.group = self.prop
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self.active_item = -1
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self.parents = []
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Draw.Draw()
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if bval == Button_TypeMenu:
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i = IDTypeModules[self.idmenu.val-1]
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if len(i[0].Get()) == 0:
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Draw.PupMenu("Error%t|There are no " + i[2] + "!")
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return
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IDTypeModules[self.IDList][1] = self.idindex
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self.IDList = self.idmenu.val-1
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val = self.idindex = IDTypeModules[self.IDList][1]
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i = self.IDList
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block = IDTypeModules[i][0].Get()[val]
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self.idblock = block
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self.prop = block.properties
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self.group = self.prop
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self.active_item = -1
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self.parents = []
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Draw.Draw()
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if bval >= ButDelStart:
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plist = [p for p in self.group]
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prop = plist[bval - ButDelStart]
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del self.group[prop]
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Draw.Draw()
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elif bval >= ButStart:
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plist = list(self.group.iteritems())
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prop = plist[bval - ButStart]
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print prop
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if self.type(prop[1]) == str:
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self.group[prop[0]] = self.buts[bval - ButStart].val
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elif self.type(prop[1]) == int:
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i = self.buts[bval - ButStart].val
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try:
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i = int(i)
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self.group[prop[0]] = i
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except:
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Draw.Draw()
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return
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Draw.Draw()
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elif self.type(prop[1]) == float:
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f = self.buts[bval - ButStart].val
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try:
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f = float(f)
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self.group[prop[0]] = f
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except:
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Draw.Draw()
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return
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Draw.Draw()
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elif bval == Button_Back:
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self.group = self.parents[len(self.parents)-1]
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self.parents.pop(len(self.parents)-1)
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Draw.Draw()
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elif bval == Button_New:
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name = Draw.Create("untitled")
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stype = Draw.Create(0)
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gtype = Draw.Create(0)
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ftype = Draw.Create(0)
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itype = Draw.Create(0)
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atype = Draw.Create(0)
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block = []
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block.append(("Name: ", name, 0, 30, "Click to type in the name of the new ID property"))
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block.append("Type")
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block.append(("String", stype))
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block.append(("Subgroup", gtype))
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block.append(("Float", ftype))
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block.append(("Int", itype))
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block.append(("Array", atype))
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retval = Blender.Draw.PupBlock("New IDProperty", block)
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if retval == 0: return
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name = name.val
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i = 1
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stop = 0
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while stop == 0:
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stop = 1
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for p in self.group:
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if p == name:
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d = name.rfind(".")
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if d != -1:
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name = name[:d]
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name = name + "." + str(i).zfill(3)
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i += 1
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stop = 0
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type = "String"
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if stype.val:
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self.group[name] = ""
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elif gtype.val:
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self.group[name] = {}
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elif ftype.val:
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self.group[name] = 0.0
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elif itype.val:
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self.group[name] = 0 #newProperty("Int", name, 0)
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elif atype.val:
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arrfloat = Draw.Create(1)
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arrint = Draw.Create(0)
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arrlen = Draw.Create(3)
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block = []
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block.append("Type")
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block.append(("Float", arrfloat, "Make a float array"))
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block.append(("Int", arrint, "Make an integer array"))
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block.append(("Len", arrlen, 2, 200))
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if Blender.Draw.PupBlock("Array Properties", block):
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if arrfloat.val:
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tmpl = 0.0
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elif arrint.val:
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tmpl = 0
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else:
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return
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self.group[name] = [tmpl] * arrlen.val
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def Go(self):
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Draw.Register(self.Draw, self.EventIn, self.Button)
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scenes = Scene.Get()
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size = Window.GetAreaSize()
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browser = IDPropertyBrowser(scenes[0].properties, scenes[0], 2, 2, size[0], size[1])
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browser.Go()
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#a = prop.newProperty("String", "hwello!", "bleh")
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#b = prop.newProperty("Group", "subgroup")
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#for p in prop:
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#print p.name
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