Newer
Older
# SPDX-License-Identifier: GPL-2.0-or-later
# <pep8 compliant>
"""User interface imports and preferences for the addon."""
# import addon_utils
# from time import sleep
import bpy
Maurice Raybaud
committed
import os
Maurice Raybaud
committed
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,
object_gui,
shading_gui,
texturing_gui,
shading_nodes, # for POV specific nodes
scripting_gui,
# ------------ POV-Centric WORKSPACE ------------ #
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
Maurice Raybaud
committed
available_workspaces = bpy.data.workspaces
Maurice Raybaud
committed
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")
else:
if 'POV-Ed'not in available_workspaces:
Maurice Raybaud
committed
"\nTo use POV centric workspaces you can set POV render option\n"
"and save it with File > Defaults > Save Startup File menu"
Maurice Raybaud
committed
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
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=self.targetWorkspace,
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=self.targetWorkspace,
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()
# -----------------------------------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
Maurice Raybaud
committed
try:
bpy.ops.wm.blend_strings_utf8_validate()
except BaseException as e:
print(e.__doc__)
print('An exception occurred: {}'.format(e))
pass
def check_material(mat):
"""Allow use of material properties buttons rather than nodes."""
if mat is not None:
if mat.use_nodes:
Maurice Raybaud
committed
return not mat.node_tree
return True
return False
def simple_material(mat):
"""Test if a material is nodeless."""
return (mat is not None) and (not mat.use_nodes)
Maurice Raybaud
committed
def pov_context_texblock(context):
"""Recreate texture context type as deprecated in blender 2.8."""
idblock = context.brush
if idblock and context.scene.texture_context == 'OTHER':
return idblock
# idblock = bpy.context.active_object.active_material
idblock = context.view_layer.objects.active.active_material
if idblock and context.scene.texture_context == 'MATERIAL':
return idblock
idblock = context.scene.world
if idblock and context.scene.texture_context == 'WORLD':
return idblock
idblock = context.light
if idblock and context.scene.texture_context == 'LIGHT':
return idblock
if context.particle_system and context.scene.texture_context == 'PARTICLES':
idblock = context.particle_system.settings
Maurice Raybaud
committed
return idblock
idblock = context.line_style
if idblock and context.scene.texture_context == 'LINESTYLE':
return idblock
# 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():
render_gui.register()
scenography_gui.register()
object_gui.register()
shading_gui.register()
texturing_gui.register()
shading_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)
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()
shading_nodes.unregister()
texturing_gui.unregister()
shading_gui.unregister()
object_gui.unregister()
scenography_gui.unregister()
render_gui.unregister()