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# SPDX-License-Identifier: GPL-2.0-or-later
"""User interface imports and preferences for the addon."""
# import addon_utils
# from time import sleep
import bpy
import os
from bpy.app.handlers import persistent
from pathlib import Path
# from bpy.utils import register_class, unregister_class
# from bpy.types import (
# Operator,
# Menu,
# UIList,
# Panel,
# Brush,
# Material,
# Light,
# World,
# ParticleSettings,
# FreestyleLineStyle,
# )
# from bl_operators.presets import AddPresetBase
from . import (
render_gui,
scenography_gui,
model_gui,
shading_gui,
texturing_gui,
nodes, # for POV specific nodes
scripting_gui,
update_files,
)
# ------------ POV-Centric WORKSPACE ------------ #
@persistent
def pov_centric_moray_like_workspace(dummy):
"""Set up a POV centric Workspace if addon was activated and saved as default renderer.
This would bring a ’_RestrictData’ error because UI needs to be fully loaded before
workspace changes so registering this function in bpy.app.handlers is needed.
By default handlers are freed when loading new files, but here we want the handler
to stay running across multiple files as part of this add-on. That is why the
bpy.app.handlers.persistent decorator is used (@persistent) above.
"""
# Scripting workspace may have been altered from factory though, so should
# we put all within a Try... Except AttributeErrors ? Any better solution ?
# Should it simply not run when opening existing file? be a preferences operator to create
# Moray like workspace
# -----------------------------------UTF-8---------------------------------- #
# Check and fix all strings in current .blend file to be valid UTF-8 Unicode
# sometimes needed for old, 2.4x / 2.6x area files
try:
bpy.ops.wm.blend_strings_utf8_validate()
except BaseException as e:
print(e.__doc__)
print("An exception occurred: {}".format(e))
pass
# --------------------------------Workspaces------------------------------- #
# If this file is not the default do nothing so as to not mess up project dependant workspaces
if bpy.data.filepath:
return
available_workspaces = bpy.data.workspaces
if all(tabs in available_workspaces for tabs in ["POV-Mo", "POV-Ed"]):
print(
"\nPOV-Mo and POV-Ed tabs respectively provide GUI and TEXT\n"
"oriented POV workspaces akin to Moray and POVWIN"
)
return
if "POV-Ed" not in available_workspaces:
print(
"\nTo use POV centric workspaces you can set POV render option\n"
"and save it with File > Defaults > Save Startup File menu"
)
try:
if all(
othertabs not in available_workspaces
for othertabs in ["Geometry Nodes", "POV-Ed"]
):
bpy.ops.workspace.append_activate(
idname="Geometry Nodes",
filepath=os.path.join(bpy.utils.user_resource("CONFIG"), "startup.blend"),
)
except BaseException as e:
print(e.__doc__)
print("An exception occurred: {}".format(e))
try:
# Last resort: try to import from the blender templates
for p in Path(next(bpy.utils.app_template_paths())).rglob("startup.blend"):
bpy.ops.workspace.append_activate(idname="Geometry Nodes", filepath=str(p))
except BaseException as e:
print(e.__doc__)
print("An exception occurred: {}".format(e))
# Giving up as prerequisites can't be found
print(
"\nFactory Geometry Nodes workspace needed for POV text centric"
"\nworkspace to activate when POV is set as default renderer"
)
finally:
# Create POVWIN like editor (text oriented editing)
if (
"POV-Ed" not in available_workspaces
and "Geometry Nodes" in available_workspaces
):
wsp = available_workspaces.get("Geometry Nodes")
context = bpy.context
if context.scene.render.engine == "POVRAY_RENDER" and wsp is not None:
bpy.ops.workspace.duplicate({"workspace": wsp})
available_workspaces["Geometry Nodes.001"].name = "POV-Ed"
# May be already done, but explicitly make this workspace the active one
context.window.workspace = available_workspaces["POV-Ed"]
pov_screen = available_workspaces["POV-Ed"].screens[0]
pov_workspace = pov_screen.areas
pov_window = context.window
# override = bpy.context.copy() # crashes
override = {}
properties_area = pov_workspace[0]
nodes_to_3dview_area = pov_workspace[1]
view3d_to_text_area = pov_workspace[2]
spreadsheet_to_console_area = pov_workspace[3]
try:
nodes_to_3dview_area.ui_type = "VIEW_3D"
override["window"] = pov_window
override["screen"] = bpy.context.screen
override["area"] = nodes_to_3dview_area
override["region"] = nodes_to_3dview_area.regions[-1]
bpy.ops.screen.space_type_set_or_cycle(
override, "INVOKE_DEFAULT", space_type="VIEW_3D"
)
space = nodes_to_3dview_area.spaces.active
space.region_3d.view_perspective = "CAMERA"
override["window"] = pov_window
override["screen"] = bpy.context.screen
override["area"] = view3d_to_text_area
override["region"] = view3d_to_text_area.regions[-1]
override["scene"] = bpy.context.scene
override["space_data"] = view3d_to_text_area.spaces.active
bpy.ops.screen.space_type_set_or_cycle(
override, "INVOKE_DEFAULT", space_type="TEXT_EDITOR"
)
view3d_to_text_area.spaces.active.show_region_ui = True
spreadsheet_to_console_area.ui_type = "CONSOLE"
override["window"] = pov_window
override["screen"] = bpy.context.screen
override["area"] = spreadsheet_to_console_area
override["region"] = spreadsheet_to_console_area.regions[-1]
bpy.ops.screen.space_type_set_or_cycle(
override, "INVOKE_DEFAULT", space_type="CONSOLE"
)
space = properties_area.spaces.active
space.context = "RENDER"
bpy.ops.workspace.reorder_to_front(
{"workspace": available_workspaces["POV-Ed"]}
)
except AttributeError:
# In case necessary area types lack in existing blend files
pass
if "POV-Mo" not in available_workspaces:
try:
if all(tab not in available_workspaces for tab in ["Rendering", "POV-Mo"]):
bpy.ops.workspace.append_activate(
idname="Rendering",
filepath=os.path.join(bpy.utils.user_resource("CONFIG"), "startup.blend"),
)
except BaseException as e:
print(e.__doc__)
print("An exception occurred: {}".format(e))
try:
# Last resort: try to import from the blender templates
for p in Path(next(bpy.utils.app_template_paths())).rglob("startup.blend"):
bpy.ops.workspace.append_activate(idname="Rendering", filepath=str(p))
except BaseException as e:
print(e.__doc__)
print("An exception occurred: {}".format(e))
# Giving up
print(
"\nFactory 'Rendering' workspace needed for POV GUI centric"
"\nworkspace to activate when POV is set as default renderer"
)
finally:
# Create Moray like workspace (GUI oriented editing)
if "POV-Mo" not in available_workspaces and "Rendering" in available_workspaces:
wsp1 = available_workspaces.get("Rendering")
context = bpy.context
if context.scene.render.engine == "POVRAY_RENDER" and wsp1 is not None:
bpy.ops.workspace.duplicate({"workspace": wsp1})
available_workspaces["Rendering.001"].name = "POV-Mo"
# Already done it would seem, but explicitly make this workspace the active one
context.window.workspace = available_workspaces["POV-Mo"]
pov_screen = available_workspaces["POV-Mo"].screens[0]
pov_workspace = pov_screen.areas
pov_window = context.window
# override = bpy.context.copy() # crashes
override = {}
properties_area = pov_workspace[0]
image_editor_to_view3d_area = pov_workspace[2]
try:
image_editor_to_view3d_area.ui_type = "VIEW_3D"
override["window"] = pov_window
override["screen"] = bpy.context.screen
override["area"] = image_editor_to_view3d_area
override["region"] = image_editor_to_view3d_area.regions[-1]
bpy.ops.screen.space_type_set_or_cycle(
override, "INVOKE_DEFAULT", space_type="VIEW_3D"
)
space = (
image_editor_to_view3d_area.spaces.active
) # Uncomment For non quad view
space.region_3d.view_perspective = (
"CAMERA" # Uncomment For non quad view
)
space.show_region_toolbar = True
# bpy.ops.view3d.camera_to_view(override) # Uncomment For non quad view ?
for num, reg in enumerate(image_editor_to_view3d_area.regions):
if reg.type != "view3d":
override["region"] = image_editor_to_view3d_area.regions[num]
bpy.ops.screen.region_quadview(override) # Comment out for non quad
propspace = properties_area.spaces.active
propspace.context = "MATERIAL"
bpy.ops.workspace.reorder_to_front(
{"workspace": available_workspaces["POV-Mo"]}
)
except (AttributeError, TypeError):
# In case necessary types lack in existing blend files
pass
# available_workspaces.update()
# class TextureTypePanel(TextureButtonsPanel):
# @classmethod
# def poll(cls, context):
# tex = context.texture
# engine = context.scene.render.engine
# return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
def register():
update_files.register()
render_gui.register()
scenography_gui.register()
model_gui.register()
shading_gui.register()
texturing_gui.register()
nodes.register()
scripting_gui.register()
if pov_centric_moray_like_workspace not in bpy.app.handlers.load_post:
bpy.app.handlers.load_post.append(pov_centric_moray_like_workspace)
def unregister():
if pov_centric_moray_like_workspace in bpy.app.handlers.load_post:
bpy.app.handlers.load_post.remove(pov_centric_moray_like_workspace)
scripting_gui.unregister()
nodes.unregister()
texturing_gui.unregister()
shading_gui.unregister()
model_gui.unregister()
scenography_gui.unregister()
render_gui.unregister()
update_files.unregister()