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  • # SPDX-License-Identifier: GPL-2.0-or-later
    
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    # <pep8 compliant>
    
    """User interface imports and preferences for the addon."""
    
    # import addon_utils
    # from time import sleep
    import bpy
    
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    from bpy.app.handlers import persistent
    
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    # 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,
    
        update_files,
    
    # ------------ POV-Centric WORKSPACE ------------ #
    
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    @persistent
    
    def pov_centric_moray_like_workspace(dummy):
    
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        """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
    
        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")
        else:
            if 'POV-Ed'not in available_workspaces:
    
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                print(
    
                    "\nTo use POV centric workspaces you can set POV render option\n"
                    "and save it with File > Defaults > Save Startup File menu"
    
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                )
    
                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---------------------------------- #
    
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        # 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
    
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    def check_material(mat):
        """Allow use of material properties buttons rather than nodes."""
        if mat is not None:
            if mat.use_nodes:
    
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            return True
        return False
    
    
    def simple_material(mat):
    
        """Test if a material is nodeless."""
        return (mat is not None) and (not mat.use_nodes)
    
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        """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
    
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        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():
    
        update_files.register()
    
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        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)
    
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    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)
    
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        scripting_gui.unregister()
        shading_nodes.unregister()
        texturing_gui.unregister()
        shading_gui.unregister()
        object_gui.unregister()
        scenography_gui.unregister()
    
        render_gui.unregister()
    
        update_files.unregister()