Blender-ZeroEngine-MSH2-Plugin/src_research_readme/blender_2.43_scripts/IDPropBrowser.py

524 lines
13 KiB
Python

#!BPY
"""
Name: 'ID Property Browser'
Blender: 242
Group: 'Help'
Tooltip: 'Browse ID properties'
"""
__author__ = "Joe Eagar"
__version__ = "0.3.108"
__email__ = "joeedh@gmail.com"
__bpydoc__ = """\
Allows browsing, creating and editing of ID Properties
for various ID block types such as mesh, scene, object,
etc.
"""
# --------------------------------------------------------------------------
# ID Property Browser.
# --------------------------------------------------------------------------
# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
from Blender import *
from Blender.BGL import *
from Blender.Types import IDGroupType, IDArrayType
import Blender
def IsInRectWH(mx, my, x, y, wid, hgt):
if mx >= x and mx <= x + wid:
if my >= y and my <= y + hgt:
return 1
return 0
Button_Back = 1
Button_New = 2
Button_MatMenu = 3
Button_TypeMenu = 4
ButStart = 55
IDP_String = 0
IDP_Int = 1
IDP_Float = 2
IDP_Array = 5
IDP_Group = 6
ButDelStart = 255
#max limit for string input button
strmax = 100
State_Normal = 0
State_InArray = 1
#IDTypeModules entries are of form [module, active_object_index, module_name]
IDTypeModules = [[Scene, 0, "Scenes"], [Object, 0, "Objects"], [Mesh, 0, "Meshes"]]
IDTypeModules += [[Material, 0, "Materials"], [Texture, 0, "Textures"]]
IDTypeModules += [[Image, 0, "Images"]]
class IDArrayBrowser:
array = 0
parentbrowser = 0
buts = 0
def __init__(self):
self.buts = []
def Draw(self):
pb = self.parentbrowser
x = pb.x
y = pb.y
width = pb.width
height = pb.height
pad = pb.pad
itemhgt = pb.itemhgt
cellwid = 65
y = y + height - itemhgt - pad
Draw.PushButton("Back", Button_Back, x, y, 40, 20)
y -= itemhgt + pad
self.buts = []
Draw.BeginAlign()
for i in xrange(len(self.array)):
st = ""
if type(self.array[0]) == float:
st = "%.5f" % self.array[i]
else: st = str(self.array[i])
b = Draw.String("", ButStart+i, x, y, cellwid, itemhgt, st, 30)
self.buts.append(b)
x += cellwid + pad
if x + cellwid + pad > width:
x = 0
y -= itemhgt + pad
Draw.EndAlign()
def Button(self, bval):
if bval == Button_Back:
self.parentbrowser.state = State_Normal
self.parentbrowser.array = 0
self.buts = []
Draw.Draw()
self.array = 0
elif bval >= ButStart:
i = bval - ButStart
st = self.buts[i].val
n = 0
if type(self.array[0]) == float:
try:
n = int(st)
except:
return
elif type(self.array[0]) == int:
try:
n = float(st)
except:
return
self.array[i] = n
Draw.Draw()
def Evt(self, evt, val):
if evt == Draw.ESCKEY:
Draw.Exit()
class IDPropertyBrowser:
width = 0
height = 0
x = 0
y = 0
scrollx = 0
scrolly = 0
itemhgt = 22
pad = 2
group = 0
parents = 0 #list stack of parent groups
active_item = -1
mousecursor = 0
_i = 0
buts = []
state = 0
array = 0
prop = 0
IDList = 0
idindex = 0
idblock = 0
type = 0 # attach buildin type() method to class
# since oddly it's not available to button
# callbacks! EEK! :(
def __init__(self, idgroup, mat, x, y, wid, hgt):
self.group = idgroup
self.prop = idgroup
self.x = x
self.y = y
self.width = wid
self.height = hgt
self.mousecursor = [0, 0]
self.parents = []
self.idblock = mat
self.type = type
def DrawBox(self, glmode, x, y, width, height):
glBegin(glmode)
glVertex2f(x, y)
glVertex2f(x+width, y)
glVertex2f(x+width, y+height)
glVertex2f(x, y+height)
glEnd()
def Draw(self):
global IDTypeModules
#first draw outlining box :)
glColor3f(0, 0, 0)
self.DrawBox(GL_LINE_LOOP, self.x, self.y, self.width, self.height)
itemhgt = self.itemhgt
pad = self.pad
x = self.x
y = self.y + self.height - itemhgt - pad
if self.state == State_InArray:
self.array.Draw()
return
plist = []
self.buts = []
for p in self.group.iteritems():
plist.append(p)
#-------do top buttons----------#
Draw.BeginAlign()
Draw.PushButton("New", Button_New, x, y, 40, 20)
x += 40 + pad
#do the menu button for all materials
st = ""
blocks = IDTypeModules[self.IDList][0].Get()
i = 1
mi = 0
for m in blocks:
if m.name == self.idblock.name:
mi = i
st += m.name + " %x" + str(i) + "|"
i += 1
self.menubut = Draw.Menu(st, Button_MatMenu, x, y, 100, 20, mi)
x += 100 + pad
st = ""
i = 0
for e in IDTypeModules:
st += e[2] + " %x" + str(i+1) + "|"
i += 1
cur = self.IDList + 1
self.idmenu = Draw.Menu(st, Button_TypeMenu, x, y, 100, 20, cur)
x = self.x
y -= self.itemhgt + self.pad
Draw.EndAlign()
#-----------do property items---------#
i = 0
while y > self.y - 20 - pad and i < len(plist):
k = plist[i][0]
p = plist[i][1]
if i == self.active_item:
glColor3f(0.5, 0.4, 0.3)
self.DrawBox(GL_POLYGON, x+pad, y, self.width-pad*2, itemhgt)
glColor3f(0, 0, 0)
self.DrawBox(GL_LINE_LOOP, x+pad, y, self.width-pad*2, itemhgt)
glRasterPos2f(x+pad*2, y+5)
Draw.Text(str(k)) #str(self.mousecursor) + " " + str(self.active_item)) #p.name)
tlen = Draw.GetStringWidth(str(k))
type_p = type(p)
if type_p == str:
b = Draw.String("", ButStart+i, x+pad*5+tlen, y, 200, itemhgt, p, strmax)
self.buts.append(b)
elif type_p in [int, float]:
#only do precision to 5 points on floats
st = ""
if type_p == float:
st = "%.5f" % p
else: st = str(p)
b = Draw.String("", ButStart+i, x+pad*5+tlen, y, 75, itemhgt, st, strmax)
self.buts.append(b)
else:
glRasterPos2f(x+pad*2 +tlen+10, y+5)
if type_p == Types.IDArrayType:
Draw.Text('(array, click to edit)')
elif type_p == Types.IDGroupType:
Draw.Text('(group, click to edit)')
self.buts.append(None)
Draw.PushButton("Del", ButDelStart+i, x+self.width-35, y, 30, 20)
i += 1
y -= self.itemhgt + self.pad
if len(self.parents) != 0:
Draw.PushButton("Back", Button_Back, x, y, 40, 20)
x = x + 40 + pad
def SetActive(self):
m = self.mousecursor
itemhgt = self.itemhgt
pad = self.pad
x = self.x + pad
y = self.y + self.height - itemhgt - pad - itemhgt
plist = []
for p in self.group.iteritems():
plist.append(p)
self.active_item = -1
i = 0
while y > self.y and i < len(plist):
p = plist[i]
if IsInRectWH(m[0], m[1], x, y, self.width-pad, itemhgt):
self.active_item = i
i += 1
y -= self.itemhgt + self.pad
def EventIn(self, evt, val):
if self.state == State_InArray:
self.array.Evt(evt, val)
if evt == Draw.ESCKEY:
Draw.Exit()
if evt == Draw.MOUSEX or evt == Draw.MOUSEY:
size = Buffer(GL_FLOAT, 4)
glGetFloatv(GL_SCISSOR_BOX, size)
if evt == Draw.MOUSEX:
self.mousecursor[0] = val - size[0]
else:
self.mousecursor[1] = val - size[1]
del size
self.SetActive()
self._i += 1
if self._i == 5:
Draw.Draw()
self._i = 0
if evt == Draw.LEFTMOUSE and val == 1:
plist = list(self.group.iteritems())
a = self.active_item
if a >= 0 and a < len(plist):
p = plist[a]
basictypes = [IDGroupType, float, str, int]
if type(p[1]) == IDGroupType:
self.parents.append(self.group)
self.group = p[1]
self.active_item = -1
Draw.Draw()
elif type(p[1]) == IDArrayType:
self.array = IDArrayBrowser()
self.array.array = p[1]
self.array.parentbrowser = self
self.state = State_InArray
Draw.Draw()
if evt == Draw.TKEY and val == 1:
try:
self.prop['float'] = 0.0
self.prop['int'] = 1
self.prop['string'] = "hi!"
self.prop['float array'] = [0, 0, 1.0, 0]
self.prop['int array'] = [0, 0, 0, 0]
self.prop.data['a subgroup'] = {"int": 0, "float": 0.0, "anothergroup": {"a": 0.0, "intarr": [0, 0, 0, 0]}}
Draw.Draw()
except:
Draw.PupMenu("Can only do T once per block, the test names are already taken!")
def Button(self, bval):
global IDTypeModules
if self.state == State_InArray:
self.array.Button(bval)
return
if bval == Button_MatMenu:
global IDTypeModules
val = self.idindex = self.menubut.val - 1
i = self.IDList
block = IDTypeModules[i][0].Get()[val]
self.idblock = block
self.prop = block.properties
self.group = self.prop
self.active_item = -1
self.parents = []
Draw.Draw()
if bval == Button_TypeMenu:
i = IDTypeModules[self.idmenu.val-1]
if len(i[0].Get()) == 0:
Draw.PupMenu("Error%t|There are no " + i[2] + "!")
return
IDTypeModules[self.IDList][1] = self.idindex
self.IDList = self.idmenu.val-1
val = self.idindex = IDTypeModules[self.IDList][1]
i = self.IDList
block = IDTypeModules[i][0].Get()[val]
self.idblock = block
self.prop = block.properties
self.group = self.prop
self.active_item = -1
self.parents = []
Draw.Draw()
if bval >= ButDelStart:
plist = [p for p in self.group]
prop = plist[bval - ButDelStart]
del self.group[prop]
Draw.Draw()
elif bval >= ButStart:
plist = list(self.group.iteritems())
prop = plist[bval - ButStart]
print prop
if self.type(prop[1]) == str:
self.group[prop[0]] = self.buts[bval - ButStart].val
elif self.type(prop[1]) == int:
i = self.buts[bval - ButStart].val
try:
i = int(i)
self.group[prop[0]] = i
except:
Draw.Draw()
return
Draw.Draw()
elif self.type(prop[1]) == float:
f = self.buts[bval - ButStart].val
try:
f = float(f)
self.group[prop[0]] = f
except:
Draw.Draw()
return
Draw.Draw()
elif bval == Button_Back:
self.group = self.parents[len(self.parents)-1]
self.parents.pop(len(self.parents)-1)
Draw.Draw()
elif bval == Button_New:
name = Draw.Create("untitled")
stype = Draw.Create(0)
gtype = Draw.Create(0)
ftype = Draw.Create(0)
itype = Draw.Create(0)
atype = Draw.Create(0)
block = []
block.append(("Name: ", name, 0, 30, "Click to type in the name of the new ID property"))
block.append("Type")
block.append(("String", stype))
block.append(("Subgroup", gtype))
block.append(("Float", ftype))
block.append(("Int", itype))
block.append(("Array", atype))
retval = Blender.Draw.PupBlock("New IDProperty", block)
if retval == 0: return
name = name.val
i = 1
stop = 0
while stop == 0:
stop = 1
for p in self.group:
if p == name:
d = name.rfind(".")
if d != -1:
name = name[:d]
name = name + "." + str(i).zfill(3)
i += 1
stop = 0
type = "String"
if stype.val:
self.group[name] = ""
elif gtype.val:
self.group[name] = {}
elif ftype.val:
self.group[name] = 0.0
elif itype.val:
self.group[name] = 0 #newProperty("Int", name, 0)
elif atype.val:
arrfloat = Draw.Create(1)
arrint = Draw.Create(0)
arrlen = Draw.Create(3)
block = []
block.append("Type")
block.append(("Float", arrfloat, "Make a float array"))
block.append(("Int", arrint, "Make an integer array"))
block.append(("Len", arrlen, 2, 200))
if Blender.Draw.PupBlock("Array Properties", block):
if arrfloat.val:
tmpl = 0.0
elif arrint.val:
tmpl = 0
else:
return
self.group[name] = [tmpl] * arrlen.val
def Go(self):
Draw.Register(self.Draw, self.EventIn, self.Button)
scenes = Scene.Get()
size = Window.GetAreaSize()
browser = IDPropertyBrowser(scenes[0].properties, scenes[0], 2, 2, size[0], size[1])
browser.Go()
#a = prop.newProperty("String", "hwello!", "bleh")
#b = prop.newProperty("Group", "subgroup")
#for p in prop:
#print p.name