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Maurice Raybaud authored
* fix: more imports cleanup and formatting * add: hair shape (from old MaterialStrand for now) * add: pixel / Non Blender units strand width * fix: an exception handling of df3_library * fix: gas flow_type typo
Maurice Raybaud authored* fix: more imports cleanup and formatting * add: hair shape (from old MaterialStrand for now) * add: pixel / Non Blender units strand width * fix: an exception handling of df3_library * fix: gas flow_type typo
base_ui.py 12.54 KiB
# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
"""User interface imports and preferences for the addon."""
# import addon_utils
# from time import sleep
import bpy
from bpy.app.handlers import persistent
# 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 ------------ #
@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
if 'Scripting' in bpy.data.workspaces:
wsp = bpy.data.workspaces.get('Scripting')
context = bpy.context
if context.scene.render.engine == 'POVRAY_RENDER' and wsp is not None:
bpy.ops.workspace.duplicate({'workspace': wsp})
bpy.data.workspaces['Scripting.001'].name = 'POV'
# Already done it would seem, but explicitly make this workspace the active one
context.window.workspace = bpy.data.workspaces['POV']
pov_screen = bpy.data.workspaces['POV'].screens[0]
pov_workspace = pov_screen.areas
pov_window = context.window
try:
# Already outliners but invert both types
pov_workspace[1].spaces[0].display_mode = 'LIBRARIES'
pov_workspace[3].spaces[0].display_mode = 'VIEW_LAYER'
except AttributeError:
# But not necessarily outliners in existing blend files
pass
override = bpy.context.copy()
for area in pov_workspace:
if area.type == 'VIEW_3D':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'VIEW_3D':
# override['screen'] = pov_screen
override['area'] = area
override['region'] = region
# bpy.data.workspaces['POV'].screens[0].areas[6].spaces[0].width = 333 # Read only,
# how do we set ?
# This has a glitch:
# bpy.ops.screen.area_move(override, x=(area.x + area.width), y=(area.y + 5), delta=100)
# bpy.ops.screen.area_move(override, x=(area.x + 5), y=area.y, delta=-100)
bpy.ops.screen.space_type_set_or_cycle(
override, space_type='TEXT_EDITOR'
)
space.show_region_ui = True
# bpy.ops.screen.region_scale(override)
# bpy.ops.screen.region_scale()
break
elif area.type == 'CONSOLE':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'CONSOLE':
override['screen'] = pov_screen
override['window'] = pov_window
override['area'] = area
override['region'] = region
# area_x = area.x + (area.width / 2)
# area_y = area.y + area.height
bpy.ops.screen.space_type_set_or_cycle(override, space_type='INFO')
try:
if area == pov_workspace[6] and bpy.ops.screen.area_move.poll(
override
):
# bpy.ops.screen.area_move(override, x = area_x, y = area_y, delta = -300)
pass
# pov_window.cursor_warp(area_x, area_y-300) # Is manual move emulation necessary
# despite the delta?
except IndexError:
# Not necessarily so many areas in existing blend files
pass
break
elif area.type == 'INFO':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'INFO':
# override['screen'] = pov_screen
override['area'] = area
override['region'] = region
bpy.ops.screen.space_type_set_or_cycle(
override, space_type='CONSOLE'
)
break
elif area.type == 'TEXT_EDITOR':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'TEXT_EDITOR':
# override['screen'] = pov_screen
override['area'] = area
override['region'] = region
# bpy.ops.screen.space_type_set_or_cycle(space_type='VIEW_3D')
# space.type = 'VIEW_3D'
bpy.ops.screen.space_type_set_or_cycle(
override, space_type='VIEW_3D'
)
# bpy.ops.screen.area_join(override, cursor=(area.x, area.y + area.height))
break
if area.type == 'VIEW_3D':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'VIEW_3D':
# override['screen'] = pov_screen
override['area'] = area
override['region'] = region
bpy.ops.screen.region_quadview(override)
space.region_3d.view_perspective = 'CAMERA'
# bpy.ops.screen.space_type_set_or_cycle(override, space_type = 'TEXT_EDITOR')
# bpy.ops.screen.region_quadview(override)
elif area.type == 'OUTLINER':
for region in [
r for r in area.regions if r.type == 'HEADER' and (r.y - area.y)
]:
for space in area.spaces:
if space.display_mode == 'LIBRARIES':
override['area'] = area
override['region'] = region
override['window'] = pov_window
bpy.ops.screen.region_flip(override)
bpy.data.workspaces.update()
'''
for window in bpy.context.window_manager.windows:
for area in [a for a in window.screen.areas if a.type == 'VIEW_3D']:
for region in [r for r in area.regions if r.type == 'WINDOW']:
context_override = {
'window': window,
'screen': window.screen,
'area': area,
'region': region,
'space_data': area.spaces.active,
'scene': bpy.context.scene
}
bpy.ops.view3d.camera_to_view(context_override)
'''
else:
print(
"\nPOV centric workspace available if you set render option\n"
"and save it in default file with CTRL+U"
)
else:
print(
"\nThe factory 'Scripting' workspace is needed before POV centric "
"\nworkspace may activate when POV is set as your default renderer"
)
# -----------------------------------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
bpy.ops.wm.blend_strings_utf8_validate()
def check_material(mat):
"""Allow use of material properties buttons rather than nodes."""
if mat is not None:
if mat.use_nodes:
if not mat.node_tree: # FORMERLY : #mat.active_node_material is not None:
return True
return False
return True
return False
def simple_material(mat):
"""Test if a material is nodeless."""
return (mat is not None) and (not mat.use_nodes)
def pov_context_tex_datablock(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
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():
update_files.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)
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()
shading_nodes.unregister()
texturing_gui.unregister()
shading_gui.unregister()
object_gui.unregister()
scenography_gui.unregister()
render_gui.unregister()
update_files.unregister()