blender/release/scripts/op/presets.py
Campbell Barton f6c323aa42 - move more active properties into their collections:
scene.active_keying_set --> scene.keying_sets.active
  ...same for active_uv_texture. active_vertex_color, active_keyconfig, 

- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
  also have them return the newly created layer and dont set the layer active.

  uvtex = mesh.uv_layers.new(name)
  vcol = mesh.vertex_colors.new(name)
2010-08-23 22:16:45 +00:00

215 lines
7.7 KiB
Python

# ##### 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,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
import os
class AddPresetBase():
'''Base preset class, only for subclassing
subclasses must define
- preset_values
- preset_subdir '''
# bl_idname = "script.preset_base_add"
# bl_label = "Add a Python Preset"
name = bpy.props.StringProperty(name="Name", description="Name of the preset, used to make the path name", maxlen=64, default="")
def _as_filename(self, name): # could reuse for other presets
for char in " !@#$%^&*(){}:\";'[]<>,./?":
name = name.replace('.', '_')
return name.lower()
def execute(self, context):
if not self.properties.name:
return {'FINISHED'}
filename = self._as_filename(self.properties.name) + ".py"
target_path = bpy.utils.preset_paths(self.preset_subdir)[0] # we need some way to tell the user and system preset path
filepath = os.path.join(target_path, filename)
if getattr(self, "save_keyconfig", False):
bpy.ops.wm.keyconfig_export(filepath=filepath, kc_name=self.properties.name)
file_preset = open(filepath, 'a')
file_preset.write("wm.keyconfigs.active = kc\n\n")
else:
file_preset = open(filepath, 'w')
file_preset.write("import bpy\n")
for rna_path in self.preset_values:
value = eval(rna_path)
file_preset.write("%s = %s\n" % (rna_path, repr(value)))
file_preset.close()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.manager
#crashes, TODO - fix
#return wm.invoke_props_popup(self, event)
wm.invoke_props_popup(self, event)
return {'RUNNING_MODAL'}
class ExecutePreset(bpy.types.Operator):
''' Executes a preset '''
bl_idname = "script.execute_preset"
bl_label = "Execute a Python Preset"
filepath = bpy.props.StringProperty(name="Path", description="Path of the Python file to execute", maxlen=512, default="")
preset_name = bpy.props.StringProperty(name="Preset Name", description="Name of the Preset being executed", default="")
menu_idname = bpy.props.StringProperty(name="Menu ID Name", description="ID name of the menu this was called from", default="")
def execute(self, context):
# change the menu title to the most recently chosen option
preset_class = getattr(bpy.types, self.properties.menu_idname)
preset_class.bl_label = self.properties.preset_name
# execute the preset using script.python_file_run
bpy.ops.script.python_file_run(filepath=self.properties.filepath)
return {'FINISHED'}
class AddPresetRender(AddPresetBase, bpy.types.Operator):
'''Add a Render Preset'''
bl_idname = "render.preset_add"
bl_label = "Add Render Preset"
name = AddPresetBase.name
preset_values = [
"bpy.context.scene.render.field_order",
"bpy.context.scene.render.fps",
"bpy.context.scene.render.fps_base",
"bpy.context.scene.render.pixel_aspect_x",
"bpy.context.scene.render.pixel_aspect_y",
"bpy.context.scene.render.resolution_percentage",
"bpy.context.scene.render.resolution_x",
"bpy.context.scene.render.resolution_y",
"bpy.context.scene.render.use_fields",
"bpy.context.scene.render.use_fields_still",
]
preset_subdir = "render"
class AddPresetSSS(AddPresetBase, bpy.types.Operator):
'''Add a Subsurface Scattering Preset'''
bl_idname = "material.sss_preset_add"
bl_label = "Add SSS Preset"
name = AddPresetBase.name
preset_values = [
"bpy.context.material.subsurface_scattering.back",
"bpy.context.material.subsurface_scattering.color[0]",
"bpy.context.material.subsurface_scattering.color[1]",
"bpy.context.material.subsurface_scattering.color[2]",
"bpy.context.material.subsurface_scattering.color_factor",
"bpy.context.material.subsurface_scattering.error_threshold",
"bpy.context.material.subsurface_scattering.front",
"bpy.context.material.subsurface_scattering.ior",
"bpy.context.material.subsurface_scattering.radius[0]",
"bpy.context.material.subsurface_scattering.radius[1]",
"bpy.context.material.subsurface_scattering.radius[2]",
"bpy.context.material.subsurface_scattering.scale",
"bpy.context.material.subsurface_scattering.texture_factor",
]
preset_subdir = "sss"
class AddPresetCloth(AddPresetBase, bpy.types.Operator):
'''Add a Cloth Preset'''
bl_idname = "cloth.preset_add"
bl_label = "Add Cloth Preset"
name = AddPresetBase.name
preset_values = [
"bpy.context.cloth.settings.air_damping",
"bpy.context.cloth.settings.bending_stiffness",
"bpy.context.cloth.settings.mass",
"bpy.context.cloth.settings.quality",
"bpy.context.cloth.settings.spring_damping",
"bpy.context.cloth.settings.structural_stiffness",
]
preset_subdir = "cloth"
class AddPresetSunSky(AddPresetBase, bpy.types.Operator):
'''Add a Sky & Atmosphere Preset'''
bl_idname = "lamp.sunsky_preset_add"
bl_label = "Add Sunsky Preset"
name = AddPresetBase.name
preset_values = [
"bpy.context.object.data.sky.atmosphere_extinction",
"bpy.context.object.data.sky.atmosphere_inscattering",
"bpy.context.object.data.sky.atmosphere_turbidity",
"bpy.context.object.data.sky.backscattered_light",
"bpy.context.object.data.sky.horizon_brightness",
"bpy.context.object.data.sky.spread",
"bpy.context.object.data.sky.sun_brightness",
"bpy.context.object.data.sky.sun_intensity",
"bpy.context.object.data.sky.sun_size",
"bpy.context.object.data.sky.use_sky_blend",
"bpy.context.object.data.sky.use_sky_blend_type",
"bpy.context.object.data.sky.use_sky_color_space",
"bpy.context.object.data.sky.use_sky_exposure",
]
preset_subdir = "sunsky"
class AddPresetInteraction(AddPresetBase, bpy.types.Operator):
'''Add an Application Interaction Preset'''
bl_idname = "wm.interaction_preset_add"
bl_label = "Add Interaction Preset"
name = AddPresetBase.name
save_keyconfig = True
preset_values = [
"bpy.context.user_preferences.edit.use_drag_immediately",
"bpy.context.user_preferences.edit.use_insertkey_xyz_to_rgb",
"bpy.context.user_preferences.inputs.invert_mouse_wheel_zoom",
"bpy.context.user_preferences.inputs.select_mouse",
"bpy.context.user_preferences.inputs.use_emulate_numpad",
"bpy.context.user_preferences.inputs.use_mouse_continuous",
"bpy.context.user_preferences.inputs.use_mouse_emulate_3_button",
"bpy.context.user_preferences.inputs.view_rotate_method",
"bpy.context.user_preferences.inputs.view_zoom_axis",
"bpy.context.user_preferences.inputs.view_zoom_method",
]
preset_subdir = "interaction"
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()