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texture_rename.py 3.35 KiB
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  • # gpl: author Yadoob
    # -*- coding: utf-8 -*-
    
    import bpy
    from bpy.types import (
    
    from bpy.props import StringProperty
    from .warning_messages_utils import (
    
            warning_messages,
            c_data_has_images,
            )
    
    
    
    class TEXTURE_OT_patern_rename(Operator):
        bl_idname = "texture.patern_rename"
        bl_label = "Texture Renamer"
    
        bl_description = ("Replace the Texture names pattern with the attached Image ones\n"
    
                          "Works on all Textures (Including Brushes) \n \n"
                          "The First field - the name pattern to replace \n"
                          "The Second - searches for existing names \n")
        bl_options = {'REGISTER', 'UNDO'}
    
        def_name = "Texture"    # default name
        is_not_undo = False     # prevent drawing props on undo
        named = StringProperty(
                    name="Search for name",
                    default=def_name
                    )
    
        @classmethod
        def poll(cls, context):
            return c_data_has_images()
    
        def draw(self, context):
            layout = self.layout
            if self.is_not_undo is True:
                box = layout.box()
                box.prop(self, "named", text="Name pattern", icon="SYNTAX_ON")
                layout.separator()
    
    
                box = layout.box()
                box.prop_search(self, "named", bpy.data, "textures")
    
            else:
                layout.label(text="**Only Undo is available**", icon="INFO")
    
        def invoke(self, context, event):
            self.is_not_undo = True
            return context.window_manager.invoke_props_dialog(self)
    
        def execute(self, context):
            errors = []     # collect texture names without images attached
            tex_count = 0   # check if there is textures at all
    
            for texture in bpy.data.textures:
                try:
                    if texture and self.named in texture.name and texture.type in {"IMAGE"}:
                        tex_count += 1
                        textname = ""
                        img = (bpy.data.textures[texture.name].image if bpy.data.textures[texture.name] else None)
                        if not img:
                            errors.append(str(texture.name))
                        for word in img.name:
                            if word != ".":
                                textname = textname + word
                            else:
                                break
                        texture.name = textname
                    if texture.type != "IMAGE":  # rename specific textures as clouds, environnement map,...
                        texture.name = texture.type.lower()
                except:
                    continue
    
            if tex_count == 0:
                warning_messages(self, 'NO_TEX_RENAME')
            elif errors:
                warning_messages(self, 'TEX_RENAME_F', errors, 'TEX')
    
            # reset name to default
            self.named = self.def_name
    
            self.is_not_undo = False
    
            return {'FINISHED'}
    
    
    class TEXTURE_PT_rename_panel(Panel):
        # Creates a Panel in the scene context of the properties editor
        bl_label = "Texture Rename"
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "texture"
    
        def draw(self, context):
            layout = self.layout
            layout.operator("texture.patern_rename")
    
    
    def register():
        bpy.utils.register_module(__name__)
        pass
    
    
    def unregister():
        bpy.utils.unregister_module(__name__)
        pass
    
    
    if __name__ == "__main__":
        register()