blender/release/scripts/modules/extensions_framework/__init__.py

157 lines
4.9 KiB
Python

# -*- coding: utf8 -*-
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# --------------------------------------------------------------------------
# Blender 2.5 Extensions Framework
# --------------------------------------------------------------------------
#
# Authors:
# Doug Hammond
#
# 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, see <http://www.gnu.org/licenses/>.
#
# ***** END GPL LICENCE BLOCK *****
#
import os, time
import bpy
#----------------------------------------------------------------------------------------------------------------------
def log(str, popup=False, module_name='EF'):
print("[%s %s] %s" % (module_name, time.strftime('%Y-%b-%d %H:%M:%S'), str))
if popup:
bpy.ops.ef.msg(
msg_type='WARNING',
msg_text=str
)
#----------------------------------------------------------------------------------------------------------------------
from .ui import EF_OT_msg
bpy.types.register(EF_OT_msg)
ef_path = os.path.realpath( os.path.dirname(__file__) )
# log('Extensions_Framework detected and loaded from %s'%ef_path)
del EF_OT_msg, os
#----------------------------------------------------------------------------------------------------------------------
class ef(object):
'''
Extensions Framework base class
'''
added_property_cache = {}
def init_properties(obj, props, cache=True):
if not obj in ef.added_property_cache.keys():
ef.added_property_cache[obj] = []
for prop in props:
if cache and prop['attr'] in ef.added_property_cache[obj]:
continue
try:
if prop['type'] == 'bool':
t = bpy.props.BoolProperty
a = {k: v for k,v in prop.items() if k in ['name','description','default']}
elif prop['type'] == 'collection':
t = bpy.props.CollectionProperty
a = {k: v for k,v in prop.items() if k in ["ptype", "name", "description"]}
a['type'] = a['ptype']
del a['ptype']
elif prop['type'] == 'enum':
t = bpy.props.EnumProperty
a = {k: v for k,v in prop.items() if k in ["items", "name", "description", "default"]}
elif prop['type'] == 'float':
t = bpy.props.FloatProperty
a = {k: v for k,v in prop.items() if k in ["name", "description", "min", "max", "soft_min", "soft_max", "default", "precision"]}
elif prop['type'] == 'float_vector':
t = bpy.props.FloatVectorProperty
a = {k: v for k,v in prop.items() if k in ["name", "description", "min", "max", "soft_min", "soft_max", "default", "precision", "size", "subtype"]}
elif prop['type'] == 'int':
t = bpy.props.IntProperty
a = {k: v for k,v in prop.items() if k in ["name", "description", "min", "max", "soft_min", "soft_max", "default"]}
elif prop['type'] == 'pointer':
t = bpy.props.PointerProperty
a = {k: v for k,v in prop.items() if k in ["ptype", "name", "description"]}
a['type'] = a['ptype']
del a['ptype']
elif prop['type'] == 'string':
t = bpy.props.StringProperty
a = {k: v for k,v in prop.items() if k in ["name", "description", "maxlen", "default", "subtype"]}
else:
#ef.log('Property type not recognised: %s' % prop['type'])
continue
setattr(obj, prop['attr'], t(**a))
ef.added_property_cache[obj].append(prop['attr'])
#log('Created property %s.%s' % (obj, prop['attr']))
except KeyError:
continue
class declarative_property_group(bpy.types.IDPropertyGroup):
controls = [
# this list controls the order of property
# layout when rendered by a property_group_renderer.
# This can be a nested list, where each list
# becomes a row in the panel layout.
# nesting may be to any depth
]
# Include some properties in display based on values of others
visibility = {
# See ef.validate for test syntax
}
# engine-specific properties to create in the scene.
# Each item should be a dict of args to pass to a
# bpy.types.Scene.<?>Property function, with the exception
# of 'type' which is used and stripped by ef
properties = [
# example:
#{
# 'type': 'int',
# 'attr': 'threads',
# 'name': 'Render Threads',
# 'description': 'Number of threads to use',
# 'default': 1,
# 'min': 1,
# 'soft_min': 1,
# 'max': 64,
# 'soft_max': 64
#},
]
def draw_callback(self, context):
'''
Sub-classes can override this to get a callback
when rendered by a property_group_renderer class
'''
pass
@classmethod
def get_exportable_properties(cls):
out = []
for prop in cls.properties:
if 'save_in_preset' in prop.keys() and prop['save_in_preset']:
out.append(prop)
return out