armory/blender/arm/props_traits.py

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import shutil
import bpy
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import subprocess
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import os
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import webbrowser
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from bpy.types import Menu, Panel, UIList
from bpy.props import *
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from arm.props_traits_props import *
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import arm.utils
import arm.write_data as write_data
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import arm.make as make
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def trigger_recompile(self, context):
wrd = bpy.data.worlds['Arm']
wrd.arm_recompile = True
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def update_trait_group(self, context):
o = context.object
if o == None:
return
i = o.arm_traitlist_index
if i >= 0 and i < len(o.arm_traitlist):
t = o.arm_traitlist[i]
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if t.type_prop == 'Haxe Script' or t.type_prop == 'Bundled Script':
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t.name = t.class_name_prop
elif t.type_prop == 'WebAssembly':
t.name = t.webassembly_prop
elif t.type_prop == 'UI Canvas':
t.name = t.canvas_name_prop
elif t.type_prop == 'Logic Nodes':
t.name = t.nodes_name_prop
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# Fetch props
if t.type_prop == 'Bundled Script' and t.name != '':
file_path = arm.utils.get_sdk_path() + '/armory/Sources/armory/trait/' + t.name + '.hx'
if os.path.exists(file_path):
arm.utils.fetch_script_props(file_path)
arm.utils.fetch_prop(o)
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if hasattr(bpy.data, 'groups'):
# Clean
for g in bpy.data.groups:
if g.name.startswith('Trait|') and o.name in g.objects:
g.objects.unlink(o)
# Re-add
for t in o.arm_traitlist:
if 'Trait|' + t.name not in bpy.data.groups:
g = bpy.data.groups.new('Trait|' + t.name)
else:
g = bpy.data.groups['Trait|' + t.name]
g.objects.link(o)
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class ArmTraitListItem(bpy.types.PropertyGroup):
name = bpy.props.StringProperty(name="Name", description="A name for this item", default="")
enabled_prop = bpy.props.BoolProperty(name="", description="A name for this item", default=True, update=trigger_recompile)
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type_prop = bpy.props.EnumProperty(
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items = [('Haxe Script', 'Haxe', 'Haxe Script'),
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('WebAssembly', 'Wasm', 'WebAssembly'),
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('UI Canvas', 'UI', 'UI Canvas'),
('Bundled Script', 'Bundled', 'Bundled Script'),
('Logic Nodes', 'Nodes', 'Logic Nodes')
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],
name = "Type")
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class_name_prop = bpy.props.StringProperty(name="Class", description="A name for this item", default="", update=update_trait_group)
canvas_name_prop = bpy.props.StringProperty(name="Canvas", description="A name for this item", default="", update=update_trait_group)
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webassembly_prop = bpy.props.StringProperty(name="Module", description="A name for this item", default="", update=update_trait_group)
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nodes_name_prop = bpy.props.StringProperty(name="Nodes", description="A name for this item", default="", update=update_trait_group)
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arm_traitpropslist = bpy.props.CollectionProperty(type=ArmTraitPropListItem)
arm_traitpropslist_index = bpy.props.IntProperty(name="Index for my_list", default=0)
class ArmTraitList(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# We could write some code to decide which icon to use here...
custom_icon = 'OBJECT_DATAMODE'
# Make sure your code supports all 3 layout types
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "enabled_prop")
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layout.label(text=item.name, icon=custom_icon)
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elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
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layout.label(text="", icon = custom_icon)
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class ArmTraitListNewItem(bpy.types.Operator):
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# Add a new item to the list
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bl_idname = "arm_traitlist.new_item"
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bl_label = "Add a new item"
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is_object = bpy.props.BoolProperty(name="", description="A name for this item", default=False)
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def execute(self, context):
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if self.is_object:
obj = bpy.context.object
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else:
obj = bpy.context.scene
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trait = obj.arm_traitlist.add()
obj.arm_traitlist_index = len(obj.arm_traitlist) - 1
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trigger_recompile(None, None)
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return{'FINISHED'}
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class ArmTraitListDeleteItem(bpy.types.Operator):
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# Delete the selected item from the list
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bl_idname = "arm_traitlist.delete_item"
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bl_label = "Deletes an item"
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is_object = bpy.props.BoolProperty(name="", description="A name for this item", default=False)
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@classmethod
def poll(self, context):
""" Enable if there's something in the list """
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obj = bpy.context.object
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if obj == None:
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return False
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return len(obj.arm_traitlist) > 0
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def execute(self, context):
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obj = bpy.context.object
lst = obj.arm_traitlist
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index = obj.arm_traitlist_index
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if len(lst) <= index:
return{'FINISHED'}
lst.remove(index)
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update_trait_group(self, context)
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if index > 0:
index = index - 1
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obj.arm_traitlist_index = index
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return{'FINISHED'}
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class ArmTraitListDeleteItemScene(bpy.types.Operator):
# Delete the selected item from the list
bl_idname = "arm_traitlist.delete_item_scene"
bl_label = "Deletes an item"
is_object = bpy.props.BoolProperty(name="", description="A name for this item", default=False)
@classmethod
def poll(self, context):
""" Enable if there's something in the list """
obj = bpy.context.scene
if obj == None:
return False
return len(obj.arm_traitlist) > 0
def execute(self, context):
obj = bpy.context.scene
lst = obj.arm_traitlist
index = obj.arm_traitlist_index
if len(lst) <= index:
return{'FINISHED'}
lst.remove(index)
if index > 0:
index = index - 1
obj.arm_traitlist_index = index
return{'FINISHED'}
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class ArmTraitListMoveItem(bpy.types.Operator):
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# Move an item in the list
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bl_idname = "arm_traitlist.move_item"
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bl_label = "Move an item in the list"
direction = bpy.props.EnumProperty(
items=(
('UP', 'Up', ""),
('DOWN', 'Down', ""),))
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is_object = bpy.props.BoolProperty(name="", description="A name for this item", default=False)
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# @classmethod
# def poll(self, context):
# if self.is_object:
# obj = bpy.context.object
# else:
# obj = bpy.context.scene
# if obj == None:
# return False
# """ Enable if there's something in the list. """
# return len(obj.arm_traitlist) > 0
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def move_index(self):
# Move index of an item render queue while clamping it
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if self.is_object:
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obj = bpy.context.object
else:
obj = bpy.context.scene
index = obj.arm_traitlist_index
list_length = len(obj.arm_traitlist) - 1
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new_index = 0
if self.direction == 'UP':
new_index = index - 1
elif self.direction == 'DOWN':
new_index = index + 1
new_index = max(0, min(new_index, list_length))
index = new_index
def execute(self, context):
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if self.is_object:
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obj = bpy.context.object
else:
obj = bpy.context.scene
list = obj.arm_traitlist
index = obj.arm_traitlist_index
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if self.direction == 'DOWN':
neighbor = index + 1
#queue.move(index,neighbor)
self.move_index()
elif self.direction == 'UP':
neighbor = index - 1
#queue.move(neighbor, index)
self.move_index()
else:
return{'CANCELLED'}
return{'FINISHED'}
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class ArmEditScriptButton(bpy.types.Operator):
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'''Edit script in Kode Studio'''
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bl_idname = 'arm.edit_script'
bl_label = 'Edit Script'
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is_object = bpy.props.BoolProperty(name="", description="A name for this item", default=False)
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def execute(self, context):
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if bpy.data.worlds['Arm'].arm_runtime != 'Browser' or not os.path.exists(arm.utils.get_fp() + "/khafile.js"):
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print('Generating HTML5 project for Kode Studio')
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arm.utils.check_default_props()
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make.build('html5')
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if self.is_object:
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obj = bpy.context.object
else:
obj = bpy.context.scene
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item = obj.arm_traitlist[obj.arm_traitlist_index]
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pkg = arm.utils.safestr(bpy.data.worlds['Arm'].arm_project_package)
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hx_path = arm.utils.get_fp() + '/Sources/' + pkg + '/' + item.class_name_prop + '.hx'
arm.utils.kode_studio(hx_path)
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return{'FINISHED'}
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class ArmEditBundledScriptButton(bpy.types.Operator):
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'''Copy script to project and edit in Kode Studio'''
bl_idname = 'arm.edit_bundled_script'
bl_label = 'Edit Script'
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is_object = bpy.props.BoolProperty(name="", description="A name for this item", default=False)
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def execute(self, context):
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if not arm.utils.check_saved(self):
return {'CANCELLED'}
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if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
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sdk_path = arm.utils.get_sdk_path()
project_path = arm.utils.get_fp()
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pkg = arm.utils.safestr(bpy.data.worlds['Arm'].arm_project_package)
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item = obj.arm_traitlist[obj.arm_traitlist_index]
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source_hx_path = sdk_path + '/armory/Sources/armory/trait/' + item.class_name_prop + '.hx'
target_hx_path = project_path + '/Sources/' + pkg + '/' + item.class_name_prop + '.hx'
if not os.path.isfile(target_hx_path):
# Rewrite package and copy
sf = open(source_hx_path)
sf.readline()
tf = open(target_hx_path, 'w')
tf.write('package ' + pkg + ';\n')
shutil.copyfileobj(sf, tf)
sf.close()
tf.close()
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arm.utils.fetch_script_names()
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# From bundled to script
item.type_prop = 'Haxe Script'
# Edit in Kode Studio
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bpy.ops.arm.edit_script('EXEC_DEFAULT', is_object=self.is_object)
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return{'FINISHED'}
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class ArmEditCanvasButton(bpy.types.Operator):
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'''Edit ui canvas'''
bl_idname = 'arm.edit_canvas'
bl_label = 'Edit Canvas'
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is_object = bpy.props.BoolProperty(name="", description="A name for this item", default=False)
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def execute(self, context):
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if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
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project_path = arm.utils.get_fp()
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item = obj.arm_traitlist[obj.arm_traitlist_index]
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canvas_path = project_path + '/Bundled/canvas/' + item.canvas_name_prop + '.json'
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sdk_path = arm.utils.get_sdk_path()
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armory2d_path = sdk_path + '/lib/armory_tools/armory2d'
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krom_location, krom_path = arm.utils.krom_paths()
os.chdir(krom_location)
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cpath = canvas_path.replace('\\', '/')
uiscale = str(arm.utils.get_ui_scale())
subprocess.Popen([krom_path, armory2d_path, armory2d_path, '--nosound', cpath, uiscale])
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return{'FINISHED'}
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class ArmNewScriptDialog(bpy.types.Operator):
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'''Create blank script'''
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bl_idname = "arm.new_script"
bl_label = "New Script"
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is_object = bpy.props.BoolProperty(name="", description="A name for this item", default=False)
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class_name = StringProperty(name="Name")
def execute(self, context):
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if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
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self.class_name = self.class_name.replace(' ', '')
write_data.write_traithx(self.class_name)
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arm.utils.fetch_script_names()
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item = obj.arm_traitlist[obj.arm_traitlist_index]
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item.class_name_prop = self.class_name
return {'FINISHED'}
def invoke(self, context, event):
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if not arm.utils.check_saved(self):
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return {'CANCELLED'}
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self.class_name = 'MyTrait'
return context.window_manager.invoke_props_dialog(self)
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class ArmNewCanvasDialog(bpy.types.Operator):
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'''Create blank canvas'''
bl_idname = "arm.new_canvas"
bl_label = "New Canvas"
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is_object = bpy.props.BoolProperty(name="", description="A name for this item", default=False)
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canvas_name = StringProperty(name="Name")
def execute(self, context):
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if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
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self.canvas_name = self.canvas_name.replace(' ', '')
write_data.write_canvasjson(self.canvas_name)
arm.utils.fetch_script_names()
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item = obj.arm_traitlist[obj.arm_traitlist_index]
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item.canvas_name_prop = self.canvas_name
return {'FINISHED'}
def invoke(self, context, event):
if not arm.utils.check_saved(self):
return {'CANCELLED'}
self.canvas_name = 'MyCanvas'
return context.window_manager.invoke_props_dialog(self)
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class ArmNewWasmButton(bpy.types.Operator):
'''Create new WebAssembly module'''
bl_idname = 'arm.new_wasm'
bl_label = 'New Module'
def execute(self, context):
webbrowser.open('https://webassembly.studio/')
return{'FINISHED'}
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class ArmRefreshScriptsButton(bpy.types.Operator):
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'''Fetch all script names'''
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bl_idname = 'arm.refresh_scripts'
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bl_label = 'Refresh'
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def execute(self, context):
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arm.utils.fetch_bundled_script_names()
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arm.utils.fetch_bundled_trait_props()
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arm.utils.fetch_script_names()
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arm.utils.fetch_trait_props()
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arm.utils.fetch_wasm_names()
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return{'FINISHED'}
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class ArmRefreshCanvasListButton(bpy.types.Operator):
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'''Fetch all canvas names'''
bl_idname = 'arm.refresh_canvas_list'
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bl_label = 'Refresh'
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def execute(self, context):
arm.utils.fetch_script_names()
return{'FINISHED'}
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class ArmTraitsPanel(bpy.types.Panel):
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bl_label = "Armory Traits"
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bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
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draw_traits(layout, obj, is_object=True)
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class ArmSceneTraitsPanel(bpy.types.Panel):
bl_label = "Armory Traits"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
layout = self.layout
obj = bpy.context.scene
draw_traits(layout, obj, is_object=False)
def draw_traits(layout, obj, is_object):
rows = 2
if len(obj.arm_traitlist) > 1:
rows = 4
row = layout.row()
row.template_list("ArmTraitList", "The_List", obj, "arm_traitlist", obj, "arm_traitlist_index", rows=rows)
col = row.column(align=True)
op = col.operator("arm_traitlist.new_item", icon='ZOOMIN', text="")
op.is_object = is_object
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if is_object:
op = col.operator("arm_traitlist.delete_item", icon='ZOOMOUT', text="")#.all = False
else:
op = col.operator("arm_traitlist.delete_item_scene", icon='ZOOMOUT', text="")#.all = False
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op.is_object = is_object
if len(obj.arm_traitlist) > 1:
col.separator()
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op = col.operator("arm_traitlist.move_item", icon='TRIA_UP', text="")
op.direction = 'UP'
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op.is_object = is_object
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op = col.operator("arm_traitlist.move_item", icon='TRIA_DOWN', text="")
op.direction = 'DOWN'
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op.is_object = is_object
if obj.arm_traitlist_index >= 0 and len(obj.arm_traitlist) > 0:
item = obj.arm_traitlist[obj.arm_traitlist_index]
# Default props
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row = layout.row()
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row.prop(item, "type_prop", expand=True)
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if item.type_prop == 'Haxe Script' or item.type_prop == 'Bundled Script':
item.name = item.class_name_prop
row = layout.row()
if item.type_prop == 'Haxe Script':
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row.prop_search(item, "class_name_prop", bpy.data.worlds['Arm'], "arm_scripts_list", text="Class")
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else:
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# Bundled scripts not yet fetched
if len(bpy.data.worlds['Arm'].arm_bundled_scripts_list) == 0:
arm.utils.fetch_bundled_script_names()
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row.prop_search(item, "class_name_prop", bpy.data.worlds['Arm'], "arm_bundled_scripts_list", text="Class")
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# Props
if len(item.arm_traitpropslist) > 0:
propsrow = layout.row()
propsrows = 2
if len(item.arm_traitpropslist) > 2:
propsrows = 4
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row = layout.row()
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row.template_list("ArmTraitPropList", "The_List", item, "arm_traitpropslist", item, "arm_traitpropslist_index", rows=propsrows)
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if item.type_prop == 'Haxe Script':
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row = layout.row(align=True)
row.alignment = 'EXPAND'
column = row.column(align=True)
column.alignment = 'EXPAND'
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if item.class_name_prop == '':
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column.enabled = False
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op = column.operator("arm.edit_script", icon="FILE_SCRIPT")
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op.is_object = is_object
op = row.operator("arm.new_script")
op.is_object = is_object
op = row.operator("arm.refresh_scripts")
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else: # Bundled
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row = layout.row(align=True)
row.alignment = 'EXPAND'
column = row.column(align=True)
column.alignment = 'EXPAND'
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op = column.operator("arm.edit_bundled_script", icon="FILE_SCRIPT")
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op.is_object = is_object
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op = row.operator("arm.refresh_scripts")
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elif item.type_prop == 'WebAssembly':
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item.name = item.webassembly_prop
row = layout.row()
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row.prop_search(item, "webassembly_prop", bpy.data.worlds['Arm'], "arm_wasm_list", text="Module")
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row = layout.row(align=True)
row.alignment = 'EXPAND'
column = row.column(align=True)
column.alignment = 'EXPAND'
if item.class_name_prop == '':
column.enabled = False
# op = column.operator("arm.edit_script", icon="FILE_SCRIPT")
# op.is_object = is_object
op = row.operator("arm.new_wasm")
# op.is_object = is_object
op = row.operator("arm.refresh_scripts")
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elif item.type_prop == 'UI Canvas':
item.name = item.canvas_name_prop
row = layout.row()
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row.prop_search(item, "canvas_name_prop", bpy.data.worlds['Arm'], "arm_canvas_list", text="Canvas")
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row = layout.row(align=True)
row.alignment = 'EXPAND'
column = row.column(align=True)
column.alignment = 'EXPAND'
if item.canvas_name_prop == '':
column.enabled = False
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op = column.operator("arm.edit_canvas", icon="FILE_SCRIPT")
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op.is_object = is_object
op = row.operator("arm.new_canvas")
op.is_object = is_object
op = row.operator("arm.refresh_canvas_list")
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elif item.type_prop == 'Logic Nodes':
item.name = item.nodes_name_prop
row = layout.row()
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row.prop_search(item, "nodes_name_prop", bpy.data, "node_groups", text="Tree")
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def register():
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bpy.utils.register_class(ArmTraitListItem)
bpy.utils.register_class(ArmTraitList)
bpy.utils.register_class(ArmTraitListNewItem)
bpy.utils.register_class(ArmTraitListDeleteItem)
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bpy.utils.register_class(ArmTraitListDeleteItemScene)
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bpy.utils.register_class(ArmTraitListMoveItem)
bpy.utils.register_class(ArmEditScriptButton)
bpy.utils.register_class(ArmEditBundledScriptButton)
bpy.utils.register_class(ArmEditCanvasButton)
bpy.utils.register_class(ArmNewScriptDialog)
bpy.utils.register_class(ArmNewCanvasDialog)
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bpy.utils.register_class(ArmNewWasmButton)
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bpy.utils.register_class(ArmRefreshScriptsButton)
bpy.utils.register_class(ArmRefreshCanvasListButton)
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bpy.utils.register_class(ArmTraitsPanel)
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bpy.utils.register_class(ArmSceneTraitsPanel)
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bpy.types.Object.arm_traitlist = bpy.props.CollectionProperty(type=ArmTraitListItem)
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bpy.types.Object.arm_traitlist_index = bpy.props.IntProperty(name="Index for arm_traitlist", default=0)
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bpy.types.Scene.arm_traitlist = bpy.props.CollectionProperty(type=ArmTraitListItem)
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bpy.types.Scene.arm_traitlist_index = bpy.props.IntProperty(name="Index for arm_traitlist", default=0)
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def unregister():
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bpy.utils.unregister_class(ArmTraitListItem)
bpy.utils.unregister_class(ArmTraitList)
bpy.utils.unregister_class(ArmTraitListNewItem)
bpy.utils.unregister_class(ArmTraitListDeleteItem)
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bpy.utils.unregister_class(ArmTraitListDeleteItemScene)
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bpy.utils.unregister_class(ArmTraitListMoveItem)
bpy.utils.unregister_class(ArmEditScriptButton)
bpy.utils.unregister_class(ArmEditBundledScriptButton)
bpy.utils.unregister_class(ArmEditCanvasButton)
bpy.utils.unregister_class(ArmNewScriptDialog)
bpy.utils.unregister_class(ArmNewCanvasDialog)
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bpy.utils.unregister_class(ArmNewWasmButton)
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bpy.utils.unregister_class(ArmRefreshScriptsButton)
bpy.utils.unregister_class(ArmRefreshCanvasListButton)
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bpy.utils.unregister_class(ArmTraitsPanel)
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bpy.utils.unregister_class(ArmSceneTraitsPanel)