armory/blender/arm/props_traits.py

941 lines
36 KiB
Python
Executable file

import json
import os
import shutil
import subprocess
from typing import Union
import webbrowser
from bpy.types import NodeTree
from bpy.props import *
import bpy.utils.previews
import arm.make as make
from arm.props_traits_props import *
import arm.proxy as proxy
import arm.ui_icons as ui_icons
import arm.utils
import arm.write_data as write_data
if arm.is_reload(__name__):
arm.make = arm.reload_module(arm.make)
arm.props_traits_props = arm.reload_module(arm.props_traits_props)
from arm.props_traits_props import *
proxy = arm.reload_module(proxy)
ui_icons = arm.reload_module(ui_icons)
arm.utils = arm.reload_module(arm.utils)
arm.write_data = arm.reload_module(arm.write_data)
else:
arm.enable_reload(__name__)
ICON_HAXE = ui_icons.get_id('haxe')
ICON_NODES = 'NODETREE'
ICON_CANVAS = 'NODE_COMPOSITING'
ICON_BUNDLED = ui_icons.get_id('bundle')
ICON_WASM = ui_icons.get_id('wasm')
# Pay attention to the ID number parameter for backward compatibility!
# This is important if the enum is reordered or the string identifier
# is changed as the number is what's stored in the blend file
PROP_TYPES_ENUM = [
('Haxe Script', 'Haxe', 'Haxe script', ICON_HAXE, 0),
('Logic Nodes', 'Nodes', 'Logic nodes (visual scripting)', ICON_NODES, 4),
('UI Canvas', 'UI', 'User interface', ICON_CANVAS, 2),
('Bundled Script', 'Bundled', 'Premade script with common functionality', ICON_BUNDLED, 3),
('WebAssembly', 'Wasm', 'WebAssembly', ICON_WASM, 1)
]
def trigger_recompile(self, context):
wrd = bpy.data.worlds['Arm']
wrd.arm_recompile = True
def update_trait_group(self, context):
o = context.object if self.is_object else context.scene
if o == None:
return
i = o.arm_traitlist_index
if i >= 0 and i < len(o.arm_traitlist):
t = o.arm_traitlist[i]
if t.type_prop == 'Haxe Script' or t.type_prop == 'Bundled Script':
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':
if t.node_tree_prop != None:
t.name = t.node_tree_prop.name
# 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)
# Show trait users as collections
if self.is_object:
for col in bpy.data.collections:
if col.name.startswith('Trait|') and o.name in col.objects:
col.objects.unlink(o)
for t in o.arm_traitlist:
if 'Trait|' + t.name not in bpy.data.collections:
col = bpy.data.collections.new('Trait|' + t.name)
else:
col = bpy.data.collections['Trait|' + t.name]
try:
col.objects.link(o)
except RuntimeError:
# Object is already in that collection. This can
# happen when multiple same traits are copied with
# bpy.ops.arm.copy_traits_to_active
pass
class ArmTraitListItem(bpy.types.PropertyGroup):
def poll_node_trees(self, tree: NodeTree):
"""Ensure that only logic node trees show up as node traits"""
return tree.bl_idname == 'ArmLogicTreeType'
name: StringProperty(name="Name", description="A name for this item", default="")
enabled_prop: BoolProperty(name="", description="A name for this item", default=True, update=trigger_recompile)
is_object: BoolProperty(name="", default=True)
fake_user: BoolProperty(name="Fake User", description="Export this trait even if it is deactivated", default=False)
type_prop: EnumProperty(name="Type", items=PROP_TYPES_ENUM)
class_name_prop: StringProperty(name="Class", description="A name for this item", default="", update=update_trait_group)
canvas_name_prop: StringProperty(name="Canvas", description="A name for this item", default="", update=update_trait_group)
webassembly_prop: StringProperty(name="Module", description="A name for this item", default="", update=update_trait_group)
node_tree_prop: PointerProperty(type=NodeTree, update=update_trait_group, poll=poll_node_trees)
arm_traitpropslist: CollectionProperty(type=ArmTraitPropListItem)
arm_traitpropslist_index: IntProperty(name="Index for my_list", default=0)
arm_traitpropswarnings: CollectionProperty(type=ArmTraitPropWarning)
class ARM_UL_TraitList(bpy.types.UIList):
"""List of traits."""
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.use_property_split = False
custom_icon = "NONE"
custom_icon_value = 0
if item.type_prop == "Haxe Script":
custom_icon_value = ICON_HAXE
elif item.type_prop == "WebAssembly":
custom_icon_value = ICON_WASM
elif item.type_prop == "UI Canvas":
custom_icon = "NODE_COMPOSITING"
elif item.type_prop == "Bundled Script":
custom_icon_value = ICON_BUNDLED
elif item.type_prop == "Logic Nodes":
custom_icon = 'NODETREE'
if self.layout_type in {'DEFAULT', 'COMPACT'}:
row = layout.row()
row.separator(factor=0.1)
row.prop(item, "enabled_prop")
# Display " " for props without a name to right-align the
# fake_user button
row.label(text=item.name if item.name != "" else " ", icon=custom_icon, icon_value=custom_icon_value)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon=custom_icon, icon_value=custom_icon_value)
row = layout.row(align=True)
row.prop(item, "fake_user", text="", icon="FAKE_USER_ON" if item.fake_user else "FAKE_USER_OFF")
class ArmTraitListNewItem(bpy.types.Operator):
bl_idname = "arm_traitlist.new_item"
bl_label = "Add Trait"
bl_description = "Add a new trait item to the list"
is_object: BoolProperty(name="Is Object Trait", description="Whether this trait belongs to an object or a scene", default=False)
type_prop: EnumProperty(name="Type", items=PROP_TYPES_ENUM)
# Show more options when invoked from the operator search menu
invoked_by_search: BoolProperty(name="", default=True)
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self, width=400)
def draw(self, context):
layout = self.layout
if self.invoked_by_search:
row = layout.row()
row.prop(self, "is_object")
row = layout.row()
row.scale_y = 1.3
row.prop(self, "type_prop", expand=True)
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
trait = obj.arm_traitlist.add()
trait.is_object = self.is_object
trait.type_prop = self.type_prop
obj.arm_traitlist_index = len(obj.arm_traitlist) - 1
trigger_recompile(None, None)
return{'FINISHED'}
class ArmTraitListDeleteItem(bpy.types.Operator):
"""Delete the selected item from the list"""
bl_idname = "arm_traitlist.delete_item"
bl_label = "Remove Trait"
bl_options = {'INTERNAL'}
is_object: 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.object
if obj == None:
return False
return len(obj.arm_traitlist) > 0
def execute(self, context):
obj = bpy.context.object
lst = obj.arm_traitlist
index = obj.arm_traitlist_index
if len(lst) <= index:
return{'FINISHED'}
lst.remove(index)
update_trait_group(self, context)
if index > 0:
index = index - 1
obj.arm_traitlist_index = index
return{'FINISHED'}
class ArmTraitListDeleteItemScene(bpy.types.Operator):
"""Delete the selected item from the list"""
bl_idname = "arm_traitlist.delete_item_scene"
bl_label = "Deletes an item"
bl_options = {'INTERNAL'}
is_object: 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'}
class ArmTraitListMoveItem(bpy.types.Operator):
"""Move an item in the list"""
bl_idname = "arm_traitlist.move_item"
bl_label = "Move an item in the list"
bl_options = {'INTERNAL'}
direction: EnumProperty(
items=(
('UP', 'Up', ""),
('DOWN', 'Down', ""),))
is_object: BoolProperty(name="", description="A name for this item", default=False)
def move_index(self):
# Move index of an item render queue while clamping it
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
index = obj.arm_traitlist_index
list_length = len(obj.arm_traitlist) - 1
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))
obj.arm_traitlist.move(index, new_index)
obj.arm_traitlist_index = new_index
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
list = obj.arm_traitlist
index = obj.arm_traitlist_index
if self.direction == 'DOWN':
neighbor = index + 1
self.move_index()
elif self.direction == 'UP':
neighbor = index - 1
self.move_index()
else:
return{'CANCELLED'}
return{'FINISHED'}
class ArmEditScriptButton(bpy.types.Operator):
bl_idname = 'arm.edit_script'
bl_label = 'Edit Script'
bl_description = 'Edit script in the text editor'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="", description="A name for this item", default=False)
def execute(self, context):
arm.utils.check_default_props()
if not os.path.exists(os.path.join(arm.utils.get_fp(), "khafile.js")):
print('Generating Krom project for IDE build configuration')
make.build('krom')
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
item = obj.arm_traitlist[obj.arm_traitlist_index]
pkg = arm.utils.safestr(bpy.data.worlds['Arm'].arm_project_package)
# Replace the haxe package syntax with the os-dependent path syntax for opening
hx_path = os.path.join(arm.utils.get_fp(), 'Sources', pkg, item.class_name_prop.replace('.', os.sep) + '.hx')
arm.utils.open_editor(hx_path)
return{'FINISHED'}
class ArmEditBundledScriptButton(bpy.types.Operator):
bl_idname = 'arm.edit_bundled_script'
bl_label = 'Edit Script'
bl_description = 'Copy script to project and edit in the text editor'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="", description="A name for this item", default=False)
def execute(self, context):
if not arm.utils.check_saved(self):
return {'CANCELLED'}
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
sdk_path = arm.utils.get_sdk_path()
project_path = arm.utils.get_fp()
item = obj.arm_traitlist[obj.arm_traitlist_index]
pkg = arm.utils.safestr(bpy.data.worlds['Arm'].arm_project_package)
source_hx_path = os.path.join(sdk_path, 'armory', 'Sources', 'armory', 'trait', item.class_name_prop + '.hx')
target_dir = os.path.join(project_path, 'Sources', pkg)
target_hx_path = os.path.join(target_dir, item.class_name_prop + '.hx')
if not os.path.isfile(target_hx_path):
if not os.path.exists(target_dir):
os.makedirs(target_dir)
# Rewrite package and copy
with open(source_hx_path, encoding="utf-8") as sf:
sf.readline()
with open(target_hx_path, 'w', encoding="utf-8") as tf:
tf.write('package ' + pkg + ';\n')
shutil.copyfileobj(sf, tf)
arm.utils.fetch_script_names()
# From bundled to script
item.type_prop = 'Haxe Script'
# Open the trait in the code editor
bpy.ops.arm.edit_script('EXEC_DEFAULT', is_object=self.is_object)
return{'FINISHED'}
class ArmoryGenerateNavmeshButton(bpy.types.Operator):
"""Generate navmesh from selected meshes"""
bl_idname = 'arm.generate_navmesh'
bl_label = 'Generate Navmesh'
def execute(self, context):
obj = context.active_object
if obj.type != 'MESH':
return{'CANCELLED'}
if not arm.utils.check_saved(self):
return {"CANCELLED"}
if not arm.utils.check_sdkpath(self):
return {"CANCELLED"}
depsgraph = bpy.context.evaluated_depsgraph_get()
armature = obj.find_armature()
apply_modifiers = not armature
obj_eval = obj.evaluated_get(depsgraph) if apply_modifiers else obj
export_mesh = obj_eval.to_mesh()
# TODO: build tilecache here
print("Started visualization generation")
# For visualization
nav_full_path = arm.utils.get_fp_build() + '/compiled/Assets/navigation'
if not os.path.exists(nav_full_path):
os.makedirs(nav_full_path)
nav_mesh_name = 'nav_' + obj_eval.data.name
mesh_path = nav_full_path + '/' + nav_mesh_name + '.obj'
with open(mesh_path, 'w') as f:
for v in export_mesh.vertices:
f.write("v %.4f " % (v.co[0] * obj_eval.scale.x))
f.write("%.4f " % (v.co[2] * obj_eval.scale.z))
f.write("%.4f\n" % (v.co[1] * obj_eval.scale.y)) # Flipped
for p in export_mesh.polygons:
f.write("f")
for i in reversed(p.vertices): # Flipped normals
f.write(" %d" % (i + 1))
f.write("\n")
buildnavjs_path = arm.utils.get_sdk_path() + '/lib/haxerecast/buildnavjs'
# append config values
nav_config = {}
for trait in obj.arm_traitlist:
# check if trait is navmesh here
if trait.arm_traitpropslist and trait.class_name_prop == 'NavMesh':
for prop in trait.arm_traitpropslist: # Append props
name = prop.name
value = prop.get_value()
nav_config[name] = value
nav_config_json = json.dumps(nav_config)
args = [arm.utils.get_node_path(), buildnavjs_path, nav_mesh_name, nav_config_json]
proc = subprocess.Popen(args, cwd=nav_full_path)
proc.wait()
navmesh = bpy.ops.import_scene.obj(filepath=mesh_path)
navmesh = bpy.context.selected_objects[0]
navmesh.name = nav_mesh_name
navmesh.rotation_euler = (0, 0, 0)
navmesh.location = (obj.location.x, obj.location.y, obj.location.z)
navmesh.arm_export = False
bpy.context.view_layer.objects.active = navmesh
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles()
bpy.ops.object.editmode_toggle()
obj_eval.to_mesh_clear()
print("Finished visualization generation")
return{'FINISHED'}
class ArmEditCanvasButton(bpy.types.Operator):
bl_idname = 'arm.edit_canvas'
bl_label = 'Edit Canvas'
bl_description = 'Edit UI Canvas'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="", description="A name for this item", default=False)
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
project_path = arm.utils.get_fp()
item = obj.arm_traitlist[obj.arm_traitlist_index]
canvas_path = project_path + '/Bundled/canvas/' + item.canvas_name_prop + '.json'
sdk_path = arm.utils.get_sdk_path()
ext = 'd3d11' if arm.utils.get_os() == 'win' else 'opengl'
armory2d_path = sdk_path + '/lib/armory_tools/armory2d/' + ext
krom_location, krom_path = arm.utils.krom_paths()
os.chdir(krom_location)
cpath = canvas_path.replace('\\', '/')
uiscale = str(arm.utils.get_ui_scale())
cmd = [krom_path, armory2d_path, armory2d_path, cpath, uiscale]
if arm.utils.get_os() == 'win':
cmd.append('--consolepid')
cmd.append(str(os.getpid()))
subprocess.Popen(cmd)
return{'FINISHED'}
class ArmNewScriptDialog(bpy.types.Operator):
bl_idname = "arm.new_script"
bl_label = "New Script"
bl_description = 'Create a blank script'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object trait", description="Is this an object trait?", default=False)
class_name: StringProperty(name="Name", description="The class name")
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
self.class_name = self.class_name.replace(' ', '')
write_data.write_traithx(self.class_name)
arm.utils.fetch_script_names()
item = obj.arm_traitlist[obj.arm_traitlist_index]
item.class_name_prop = self.class_name
return {'FINISHED'}
def invoke(self, context, event):
if not arm.utils.check_saved(self):
return {'CANCELLED'}
self.class_name = 'MyTrait'
return context.window_manager.invoke_props_dialog(self)
def draw(self, context):
self.layout.prop(self, "class_name")
class ArmNewTreeNodeDialog(bpy.types.Operator):
bl_idname = "arm.new_treenode"
bl_label = "New Node Tree"
bl_description = 'Create a blank Node Tree'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object Node Tree", description="Is this an object Node Tree?", default=False)
class_name: StringProperty(name="Name", description="The Node Tree name")
def execute(self, context):
if self.is_object:
obj = context.object
else:
obj = context.scene
self.class_name = self.class_name.replace(' ', '')
# Create new node tree
node_tree = bpy.data.node_groups.new(self.class_name, 'ArmLogicTreeType')
# Set new node tree
item = obj.arm_traitlist[obj.arm_traitlist_index]
if item.node_tree_prop is None:
item.node_tree_prop = node_tree
return {'FINISHED'}
def invoke(self, context, event):
if not arm.utils.check_saved(self):
return {'CANCELLED'}
self.class_name = 'MyNodeTree'
return context.window_manager.invoke_props_dialog(self)
def draw(self, context):
self.layout.prop(self, "class_name")
class ArmEditTreeNodeDialog(bpy.types.Operator):
bl_idname = "arm.edit_treenode"
bl_label = "Edit Node Tree"
bl_description = 'Edit this Node Tree in the Logic Node Editor'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object Node Tree", description="Is this an object Node Tree?", default=False)
def execute(self, context):
if self.is_object:
obj = context.object
else:
obj = context.scene
# Check len node tree list
if len(obj.arm_traitlist) > 0:
item = obj.arm_traitlist[obj.arm_traitlist_index]
# Loop for all spaces
context_screen = context.screen
if item is not None and context_screen is not None:
areas = context_screen.areas
for area in areas:
for space in area.spaces:
if space.type == 'NODE_EDITOR':
if space.tree_type == 'ArmLogicTreeType':
# Set Node Tree
space.node_tree = item.node_tree_prop
return {'FINISHED'}
class ArmGetTreeNodeDialog(bpy.types.Operator):
bl_idname = "arm.get_treenode"
bl_label = "From Node Editor"
bl_description = 'Use the Node Tree from the opened Node Tree Editor for this trait'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object Node Tree", description="Is this an object Node Tree?", default=False)
def execute(self, context):
if self.is_object:
obj = context.object
else:
obj = context.scene
# Check len node tree list
if len(obj.arm_traitlist) > 0:
item = obj.arm_traitlist[obj.arm_traitlist_index]
# Loop for all spaces
context_screen = context.screen
if item is not None and context_screen is not None:
areas = context_screen.areas
for area in areas:
for space in area.spaces:
if space.type == 'NODE_EDITOR':
if space.tree_type == 'ArmLogicTreeType' and space.node_tree is not None:
# Set Node Tree in Item
item.node_tree_prop = space.node_tree
return {'FINISHED'}
class ArmNewCanvasDialog(bpy.types.Operator):
bl_idname = "arm.new_canvas"
bl_label = "New Canvas"
bl_description = 'Create a blank canvas'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object trait", description="Is this an object trait?", default=False)
canvas_name: StringProperty(name="Name", description="The canvas name")
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
self.canvas_name = self.canvas_name.replace(' ', '')
write_data.write_canvasjson(self.canvas_name)
arm.utils.fetch_script_names()
item = obj.arm_traitlist[obj.arm_traitlist_index]
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)
def draw(self, context):
self.layout.prop(self, "canvas_name")
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'}
class ArmRefreshScriptsButton(bpy.types.Operator):
"""Fetch all script names"""
bl_idname = 'arm.refresh_scripts'
bl_label = 'Refresh Traits'
def execute(self, context):
arm.utils.fetch_bundled_script_names()
arm.utils.fetch_bundled_trait_props()
arm.utils.fetch_script_names()
arm.utils.fetch_trait_props()
arm.utils.fetch_wasm_names()
return{'FINISHED'}
class ArmRefreshCanvasListButton(bpy.types.Operator):
"""Fetch all canvas names"""
bl_idname = 'arm.refresh_canvas_list'
bl_label = 'Refresh Canvas Traits'
def execute(self, context):
arm.utils.fetch_script_names()
return{'FINISHED'}
class ARM_PT_TraitPanel(bpy.types.Panel):
bl_label = "Armory Traits"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
def draw(self, context):
obj = bpy.context.object
draw_traits_panel(self.layout, obj, is_object=True)
class ARM_PT_SceneTraitPanel(bpy.types.Panel):
bl_label = "Armory Scene Traits"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
obj = bpy.context.scene
draw_traits_panel(self.layout, obj, is_object=False)
class ARM_OT_CopyTraitsFromActive(bpy.types.Operator):
bl_label = 'Copy Traits from Active Object'
bl_idname = 'arm.copy_traits_to_active'
bl_description = 'Copies the traits of the active object to all other selected objects'
overwrite: BoolProperty(name="Overwrite", default=True)
@classmethod
def poll(cls, context):
return context.active_object is not None and len(context.selected_objects) > 1
def draw_message_box(self, context):
layout = self.layout
layout = layout.column(align=True)
layout.alignment = 'EXPAND'
layout.label(text='Warning: At least one target object already has', icon='ERROR')
layout.label(text='traits assigned to it!', icon='BLANK1')
layout.separator()
layout.label(text='Do you want to overwrite the already existing traits', icon='BLANK1')
layout.label(text='or append to them?', icon='BLANK1')
layout.separator()
row = layout.row(align=True)
row.active_default = True
row.operator('arm.copy_traits_to_active', text='Overwrite').overwrite = True
row.active_default = False
row.operator('arm.copy_traits_to_active', text='Append').overwrite = False
row.operator('arm.discard_popup', text='Cancel')
def execute(self, context):
source_obj = bpy.context.active_object
for target_obj in bpy.context.selected_objects:
if source_obj == target_obj:
continue
# Offset for trait iteration when appending traits
offset = 0
if not self.overwrite:
offset = len(target_obj.arm_traitlist)
# Make use of proxy functions here
proxy.sync_collection(
source_obj.arm_traitlist, target_obj.arm_traitlist, clear_dst=self.overwrite)
for i in range(len(source_obj.arm_traitlist)):
proxy.sync_collection(
source_obj.arm_traitlist[i].arm_traitpropslist,
target_obj.arm_traitlist[i + offset].arm_traitpropslist
)
return {"FINISHED"}
def invoke(self, context, event):
show_dialog = False
# Test if there is a target object which has traits that would
# get overwritten
source_obj = bpy.context.active_object
for target_object in bpy.context.selected_objects:
if source_obj == target_object:
continue
else:
if target_object.arm_traitlist:
show_dialog = True
if show_dialog:
context.window_manager.popover(self.__class__.draw_message_box, ui_units_x=16)
else:
bpy.ops.arm.copy_traits_to_active()
return {'INTERFACE'}
def draw_traits_panel(layout: bpy.types.UILayout, obj: Union[bpy.types.Object, bpy.types.Scene],
is_object: bool) -> None:
layout.use_property_split = True
layout.use_property_decorate = False
# Make the list bigger when there are a few traits
num_rows = 2
if len(obj.arm_traitlist) > 1:
num_rows = 4
row = layout.row()
row.template_list("ARM_UL_TraitList", "The_List", obj, "arm_traitlist", obj, "arm_traitlist_index", rows=num_rows)
col = row.column(align=True)
op = col.operator("arm_traitlist.new_item", icon='ADD', text="")
op.invoked_by_search = False
op.is_object = is_object
if is_object:
op = col.operator("arm_traitlist.delete_item", icon='REMOVE', text="")
else:
op = col.operator("arm_traitlist.delete_item_scene", icon='REMOVE', text="")
op.is_object = is_object
if len(obj.arm_traitlist) > 1:
col.separator()
op = col.operator("arm_traitlist.move_item", icon='TRIA_UP', text="")
op.direction = 'UP'
op.is_object = is_object
op = col.operator("arm_traitlist.move_item", icon='TRIA_DOWN', text="")
op.direction = 'DOWN'
op.is_object = is_object
# Draw trait specific content
if obj.arm_traitlist_index >= 0 and len(obj.arm_traitlist) > 0:
item = obj.arm_traitlist[obj.arm_traitlist_index]
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.scale_y = 1.2
if item.type_prop == 'Haxe Script' or item.type_prop == 'Bundled Script':
if item.type_prop == 'Haxe Script':
row.operator("arm.new_script", icon="FILE_NEW").is_object = is_object
column = row.column(align=True)
column.enabled = item.class_name_prop != ''
column.operator("arm.edit_script", icon="FILE_SCRIPT").is_object = is_object
# Bundled scripts
else:
if item.class_name_prop == 'NavMesh':
row.operator("arm.generate_navmesh", icon="UV_VERTEXSEL")
else:
row.operator("arm.edit_bundled_script", icon="FILE_SCRIPT").is_object = is_object
row.operator("arm.refresh_scripts", text="Refresh", icon="FILE_REFRESH")
# Default props
item.name = item.class_name_prop
row = layout.row()
if item.type_prop == 'Haxe Script':
row.prop_search(item, "class_name_prop", bpy.data.worlds['Arm'], "arm_scripts_list", text="Class")
else:
# Bundled scripts not yet fetched
if not bpy.data.worlds['Arm'].arm_bundled_scripts_list:
arm.utils.fetch_bundled_script_names()
row.prop_search(item, "class_name_prop", bpy.data.worlds['Arm'], "arm_bundled_scripts_list", text="Class")
elif item.type_prop == 'WebAssembly':
item.name = item.webassembly_prop
row.operator("arm.new_wasm", icon="FILE_NEW")
row.operator("arm.refresh_scripts", text="Refresh", icon="FILE_REFRESH")
row = layout.row()
row.prop_search(item, "webassembly_prop", bpy.data.worlds['Arm'], "arm_wasm_list", text="Module")
elif item.type_prop == 'UI Canvas':
item.name = item.canvas_name_prop
row.operator("arm.new_canvas", icon="FILE_NEW").is_object = is_object
column = row.column(align=True)
column.enabled = item.canvas_name_prop != ''
column.operator("arm.edit_canvas", icon="NODE_COMPOSITING").is_object = is_object
row.operator("arm.refresh_canvas_list", text="Refresh", icon="FILE_REFRESH")
row = layout.row()
row.prop_search(item, "canvas_name_prop", bpy.data.worlds['Arm'], "arm_canvas_list", text="Canvas")
elif item.type_prop == 'Logic Nodes':
# Check if there is at least one active Logic Node Editor
is_editor_active = False
if bpy.context.screen is not None:
areas = bpy.context.screen.areas
for area in areas:
for space in area.spaces:
if space.type == 'NODE_EDITOR':
if space.tree_type == 'ArmLogicTreeType' and space.node_tree is not None:
is_editor_active = True
break
if is_editor_active:
break
row.operator("arm.new_treenode", text="New Tree", icon="ADD").is_object = is_object
column = row.column(align=True)
column.enabled = is_editor_active and item.node_tree_prop is not None
column.operator("arm.edit_treenode", text="Edit Tree", icon="NODETREE").is_object = is_object
column = row.column(align=True)
column.enabled = is_editor_active and item is not None
column.operator("arm.get_treenode", text="From Editor", icon="IMPORT").is_object = is_object
row = layout.row()
row.prop_search(item, "node_tree_prop", bpy.data, "node_groups", text="Tree")
# =====================
# Draw trait properties
if item.type_prop == 'Haxe Script' or item.type_prop == 'Bundled Script':
if item.arm_traitpropslist:
layout.label(text="Trait Properties:")
if item.arm_traitpropswarnings:
box = layout.box()
box.label(text=f"Warnings ({len(item.arm_traitpropswarnings)}):", icon="ERROR")
col = box.column(align=True)
for warning in item.arm_traitpropswarnings:
col.label(text=f'"{warning.propName}": {warning.warning}')
propsrows = max(len(item.arm_traitpropslist), 6)
row = layout.row()
row.template_list("ARM_UL_PropList", "The_List", item, "arm_traitpropslist", item, "arm_traitpropslist_index", rows=propsrows)
def register():
bpy.utils.register_class(ArmTraitListItem)
bpy.utils.register_class(ARM_UL_TraitList)
bpy.utils.register_class(ArmTraitListNewItem)
bpy.utils.register_class(ArmTraitListDeleteItem)
bpy.utils.register_class(ArmTraitListDeleteItemScene)
bpy.utils.register_class(ArmTraitListMoveItem)
bpy.utils.register_class(ArmEditScriptButton)
bpy.utils.register_class(ArmEditBundledScriptButton)
bpy.utils.register_class(ArmoryGenerateNavmeshButton)
bpy.utils.register_class(ArmEditCanvasButton)
bpy.utils.register_class(ArmNewScriptDialog)
bpy.utils.register_class(ArmNewTreeNodeDialog)
bpy.utils.register_class(ArmEditTreeNodeDialog)
bpy.utils.register_class(ArmGetTreeNodeDialog)
bpy.utils.register_class(ArmNewCanvasDialog)
bpy.utils.register_class(ArmNewWasmButton)
bpy.utils.register_class(ArmRefreshScriptsButton)
bpy.utils.register_class(ArmRefreshCanvasListButton)
bpy.utils.register_class(ARM_PT_TraitPanel)
bpy.utils.register_class(ARM_PT_SceneTraitPanel)
bpy.utils.register_class(ARM_OT_CopyTraitsFromActive)
bpy.types.Object.arm_traitlist = CollectionProperty(type=ArmTraitListItem)
bpy.types.Object.arm_traitlist_index = IntProperty(name="Index for arm_traitlist", default=0)
bpy.types.Scene.arm_traitlist = CollectionProperty(type=ArmTraitListItem)
bpy.types.Scene.arm_traitlist_index = IntProperty(name="Index for arm_traitlist", default=0)
def unregister():
bpy.utils.unregister_class(ARM_OT_CopyTraitsFromActive)
bpy.utils.unregister_class(ArmTraitListItem)
bpy.utils.unregister_class(ARM_UL_TraitList)
bpy.utils.unregister_class(ArmTraitListNewItem)
bpy.utils.unregister_class(ArmTraitListDeleteItem)
bpy.utils.unregister_class(ArmTraitListDeleteItemScene)
bpy.utils.unregister_class(ArmTraitListMoveItem)
bpy.utils.unregister_class(ArmEditScriptButton)
bpy.utils.unregister_class(ArmEditBundledScriptButton)
bpy.utils.unregister_class(ArmoryGenerateNavmeshButton)
bpy.utils.unregister_class(ArmEditCanvasButton)
bpy.utils.unregister_class(ArmNewScriptDialog)
bpy.utils.unregister_class(ArmGetTreeNodeDialog)
bpy.utils.unregister_class(ArmEditTreeNodeDialog)
bpy.utils.unregister_class(ArmNewTreeNodeDialog)
bpy.utils.unregister_class(ArmNewCanvasDialog)
bpy.utils.unregister_class(ArmNewWasmButton)
bpy.utils.unregister_class(ArmRefreshScriptsButton)
bpy.utils.unregister_class(ArmRefreshCanvasListButton)
bpy.utils.unregister_class(ARM_PT_TraitPanel)
bpy.utils.unregister_class(ARM_PT_SceneTraitPanel)