armory/blender/handlers.py

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import bpy
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import armutils
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import make
import make_state as state
import space_armory
import time
import bridge
import log
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import props
from bpy.app.handlers import persistent
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try:
import barmory
except ImportError:
pass
last_time = time.time()
last_operator = None
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@persistent
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def on_scene_update_post(context):
global last_time
global last_operator
if time.time() - last_time >= (1 / bpy.context.scene.render.fps): # Use frame rate for update frequency for now
last_time = time.time()
# Tag redraw if playing in space_armory
state.last_chromium_running = state.chromium_running
state.chromium_running = False
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if not state.is_paused:
for area in bpy.context.screen.areas:
if area.type == 'VIEW_ARMORY':
state.chromium_running = True
barmory.draw()
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if armutils.get_os() == 'linux':
area.tag_redraw()
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# Have to update chromium one more time before exit, to prevent 'AudioSyncReader::Read timed out' warnings
if state.chromium_running == False:
if state.last_chromium_running:
barmory.draw()
# Auto patch on every operator change
ops = bpy.context.window_manager.operators
if state.chromium_running and \
bpy.data.worlds['Arm'].arm_play_live_patch and \
bpy.data.worlds['Arm'].arm_play_auto_build and \
len(ops) > 0 and \
last_operator != ops[-1]:
last_operator = ops[-1]
# Othwerwise rebuild scene
if bridge.send_operator(last_operator) == False:
make.patch_project()
make.compile_project()
# Check if chromium is running
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if armutils.with_chromium():
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for area in bpy.context.screen.areas:
if area.type == 'VIEW_ARMORY':
# Read chromium console
if barmory.get_console_updated() == 1:
log.print_player(barmory.get_console())
area.tag_redraw()
# Read operator console
if barmory.get_operator_updated() == 1:
bridge.parse_operator(barmory.get_operator())
break
# New output has been logged
if log.tag_redraw:
log.tag_redraw = False
for area in bpy.context.screen.areas:
if area.type == 'INFO':
area.tag_redraw()
break
# Player finished, redraw play buttons
if state.playproc_finished:
state.playproc_finished = False
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D' or area.type == 'PROPERTIES':
area.tag_redraw()
# Compilation finished
if state.compileproc_finished:
state.compileproc_finished = False
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D' or area.type == 'PROPERTIES':
area.tag_redraw()
# Compilation succesfull
if state.compileproc_success:
# Notify embedded player
if state.chromium_running:
barmory.call_js('armory.Scene.patch();')
# Or switch to armory space
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elif armutils.with_chromium() and state.in_viewport:
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state.play_area.type = 'VIEW_ARMORY'
# Prevent immediate operator patch
if len(ops) > 0:
last_operator = ops[-1]
edit_obj = bpy.context.edit_object
if edit_obj != None and edit_obj.is_updated_data:
if edit_obj.type == 'MESH':
edit_obj.data.mesh_cached = False
elif edit_obj.type == 'ARMATURE':
edit_obj.data.data_cached = False
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@persistent
def on_load_post(context):
props.init_properties_on_load()
@persistent
def on_save_pre(context):
props.init_properties_on_save()
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def register():
bpy.app.handlers.scene_update_post.append(on_scene_update_post)
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bpy.app.handlers.save_pre.append(on_save_pre)
bpy.app.handlers.load_post.append(on_load_post)
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def unregister():
bpy.app.handlers.scene_update_post.remove(on_scene_update_post)
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bpy.app.handlers.save_pre.remove(on_save_pre)
bpy.app.handlers.load_post.remove(on_load_post)