armory/blender/arm/props_traits.py
2017-07-25 17:37:46 +02:00

442 lines
16 KiB
Python
Executable file

import shutil
import bpy
import subprocess
import os
import json
from bpy.types import Menu, Panel, UIList
from bpy.props import *
from arm.props_traits_params import *
from arm.props_traits_props import *
import arm.utils
import arm.write_data as write_data
class ListTraitItem(bpy.types.PropertyGroup):
# Group of properties representing an item in the list
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)
type_prop = bpy.props.EnumProperty(
items = [('Haxe Script', 'Haxe Script', 'Haxe Script'),
('JS Script', 'JS Script', 'JS Script'),
('UI Canvas', 'UI Canvas', 'UI Canvas'),
('Bundled Script', 'Bundled Script', 'Bundled Script'),
('Logic Nodes', 'Logic Nodes', 'Logic Nodes')
],
name = "Type")
class_name_prop = bpy.props.StringProperty(
name="Class",
description="A name for this item",
default="")
canvas_name_prop = bpy.props.StringProperty(
name="Canvas",
description="A name for this item",
default="")
jsscript_prop = bpy.props.StringProperty(
name="Text",
description="A name for this item",
default="")
nodes_name_prop = bpy.props.StringProperty(
name="Nodes",
description="A name for this item",
default="")
my_paramstraitlist = bpy.props.CollectionProperty(type=ListParamsTraitItem)
paramstraitlist_index = bpy.props.IntProperty(name="Index for my_list", default=0)
my_propstraitlist = bpy.props.CollectionProperty(type=ListPropsTraitItem)
propstraitlist_index = bpy.props.IntProperty(name="Index for my_list", default=0)
class MY_UL_TraitList(bpy.types.UIList):
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")
layout.label(item.name, icon=custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon = custom_icon)
def initObjectProperties():
bpy.types.Object.my_traitlist = bpy.props.CollectionProperty(type=ListTraitItem)
bpy.types.Object.traitlist_index = bpy.props.IntProperty(name="Index for my_list", default=0)
class LIST_OT_TraitNewItem(bpy.types.Operator):
# Add a new item to the list
bl_idname = "my_traitlist.new_item"
bl_label = "Add a new item"
def execute(self, context):
trait = bpy.context.object.my_traitlist.add()
bpy.context.object.traitlist_index = len(bpy.context.object.my_traitlist) - 1
return{'FINISHED'}
class LIST_OT_TraitDeleteItem(bpy.types.Operator):
# Delete the selected item from the list
bl_idname = "my_traitlist.delete_item"
bl_label = "Deletes an item"
@classmethod
def poll(self, context):
""" Enable if there's something in the list """
return len(bpy.context.object.my_traitlist) > 0
def execute(self, context):
list = bpy.context.object.my_traitlist
index = bpy.context.object.traitlist_index
list.remove(index)
if index > 0:
index = index - 1
bpy.context.object.traitlist_index = index
return{'FINISHED'}
class LIST_OT_TraitMoveItem(bpy.types.Operator):
# Move an item in the list
bl_idname = "my_traitlist.move_item"
bl_label = "Move an item in the list"
direction = bpy.props.EnumProperty(
items=(
('UP', 'Up', ""),
('DOWN', 'Down', ""),))
@classmethod
def poll(self, context):
""" Enable if there's something in the list. """
return len(bpy.context.object.my_traitlist) > 0
def move_index(self):
# Move index of an item render queue while clamping it
index = bpy.context.object.traitlist_index
list_length = len(bpy.context.object.my_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))
index = new_index
def execute(self, context):
list = bpy.context.object.my_traitlist
index = bpy.context.object.traitlist_index
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'}
class ArmoryEditScriptButton(bpy.types.Operator):
'''Edit script in Kode Studio'''
bl_idname = 'arm.edit_script'
bl_label = 'Edit Script'
def execute(self, context):
project_path = arm.utils.get_fp()
item = context.object.my_traitlist[context.object.traitlist_index]
pkg = arm.utils.safestr(bpy.data.worlds['Arm'].arm_project_package)
hx_path = project_path + '/Sources/' + pkg + '/' + item.class_name_prop + '.hx'
sdk_path = arm.utils.get_sdk_path()
if arm.utils.get_os() == 'win':
kode_path = sdk_path + '/win32/Kode Studio.exe'
subprocess.Popen([kode_path, arm.utils.get_fp(), hx_path])
elif arm.utils.get_os() == 'mac':
kode_path = '"' + sdk_path + '/Kode Studio.app/Contents/MacOS/Electron"'
subprocess.Popen([kode_path + ' "' + arm.utils.get_fp() + '" "' + hx_path + '"'], shell=True)
else:
kode_path = sdk_path + '/linux64/kodestudio'
subprocess.Popen([kode_path, arm.utils.get_fp(), hx_path])
return{'FINISHED'}
class ArmoryEditBundledScriptButton(bpy.types.Operator):
'''Copy script to project and edit in Kode Studio'''
bl_idname = 'arm.edit_bundled_script'
bl_label = 'Edit Script'
def execute(self, context):
sdk_path = arm.utils.get_sdk_path()
project_path = arm.utils.get_fp()
pkg = arm.utils.safestr(bpy.data.worlds['Arm'].arm_project_package)
item = context.object.my_traitlist[context.object.traitlist_index]
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()
arm.utils.fetch_script_names()
# From bundled to script
item.type_prop = 'Haxe Script'
# Edit in Kode Studio
bpy.ops.arm.edit_script('EXEC_DEFAULT')
return{'FINISHED'}
class ArmoryEditCanvasButton(bpy.types.Operator):
'''Edit ui canvas'''
bl_idname = 'arm.edit_canvas'
bl_label = 'Edit Canvas'
def execute(self, context):
project_path = arm.utils.get_fp()
item = context.object.my_traitlist[context.object.traitlist_index]
canvas_path = project_path + '/Bundled/canvas/' + item.canvas_name_prop + '.json'
write_data.write_canvasprefs(canvas_path)
sdk_path = arm.utils.get_sdk_path()
armorui_path = sdk_path + '/armory/tools/armorui/krom'
krom_location, krom_path = arm.utils.krom_paths()
os.chdir(krom_location)
subprocess.Popen([krom_path, armorui_path, armorui_path, '--nosound'])
return{'FINISHED'}
class ArmoryNewScriptDialog(bpy.types.Operator):
'''Create blank script'''
bl_idname = "arm.new_script"
bl_label = "New Script"
class_name = StringProperty(name="Name")
def execute(self, context):
self.class_name = self.class_name.replace(' ', '')
write_data.write_traithx(self.class_name)
arm.utils.fetch_script_names()
obj = context.object
item = obj.my_traitlist[obj.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)
class ArmoryNewCanvasDialog(bpy.types.Operator):
'''Create blank canvas'''
bl_idname = "arm.new_canvas"
bl_label = "New Canvas"
canvas_name = StringProperty(name="Name")
def execute(self, context):
self.canvas_name = self.canvas_name.replace(' ', '')
write_data.write_canvasjson(self.canvas_name)
arm.utils.fetch_script_names()
obj = context.object
item = obj.my_traitlist[obj.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)
class ArmoryRefreshScriptsListButton(bpy.types.Operator):
'''Fetch all script names'''
bl_idname = 'arm.refresh_scripts_list'
bl_label = 'Refresh Scripts List'
def execute(self, context):
arm.utils.fetch_bundled_script_names()
arm.utils.fetch_script_names()
arm.utils.fetch_trait_props()
return{'FINISHED'}
class ArmoryRefreshCanvasListButton(bpy.types.Operator):
'''Fetch all canvas names'''
bl_idname = 'arm.refresh_canvas_list'
bl_label = 'Refresh Canvas List'
def execute(self, context):
arm.utils.fetch_script_names()
return{'FINISHED'}
# Menu in tools region
class ToolsTraitsPanel(bpy.types.Panel):
bl_label = "Armory Traits"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
rows = 2
if len(obj.my_traitlist) > 1:
rows = 4
row = layout.row()
row.template_list("MY_UL_TraitList", "The_List", obj, "my_traitlist", obj, "traitlist_index", rows=rows)
col = row.column(align=True)
col.operator("my_traitlist.new_item", icon='ZOOMIN', text="")
col.operator("my_traitlist.delete_item", icon='ZOOMOUT', text="")#.all = False
if len(obj.my_traitlist) > 1:
col.separator()
col.operator("my_traitlist.move_item", icon='TRIA_UP', text="").direction = 'UP'
col.operator("my_traitlist.move_item", icon='TRIA_DOWN', text="").direction = 'DOWN'
if obj.traitlist_index >= 0 and len(obj.my_traitlist) > 0:
item = obj.my_traitlist[obj.traitlist_index]
# Default props
row = layout.row()
row.prop(item, "type_prop")
# Script
if item.type_prop == 'Haxe Script' or item.type_prop == 'Bundled Script':
item.name = item.class_name_prop
row = layout.row()
# row.prop(item, "class_name_prop")
if item.type_prop == 'Haxe Script':
row.prop_search(item, "class_name_prop", bpy.data.worlds['Arm'], "scripts_list", "Class")
else:
row.prop_search(item, "class_name_prop", bpy.data.worlds['Arm'], "bundled_scripts_list", "Class")
# Props
if len(item.my_propstraitlist) > 0:
propsrow = layout.row()
propsrows = 2
if len(item.my_propstraitlist) > 2:
propsrows = 4
row = layout.row()
row.template_list("MY_UL_PropsTraitList", "The_List", item, "my_propstraitlist", item, "propstraitlist_index", rows=propsrows)
# Params
layout.label("Parameters")
paramsrow = layout.row()
paramsrows = 2
if len(item.my_paramstraitlist) > 1:
paramsrows = 4
row = layout.row()
row.template_list("MY_UL_ParamsTraitList", "The_List", item, "my_paramstraitlist", item, "paramstraitlist_index", rows=paramsrows)
col = row.column(align=True)
col.operator("my_paramstraitlist.new_item", icon='ZOOMIN', text="")
col.operator("my_paramstraitlist.delete_item", icon='ZOOMOUT', text="")
if len(item.my_paramstraitlist) > 1:
col.separator()
col.operator("my_paramstraitlist.move_item", icon='TRIA_UP', text="").direction = 'UP'
col.operator("my_paramstraitlist.move_item", icon='TRIA_DOWN', text="").direction = 'DOWN'
if item.paramstraitlist_index >= 0 and len(item.my_paramstraitlist) > 0:
paramitem = item.my_paramstraitlist[item.paramstraitlist_index]
# Picker
layout.label('Pickers')
layout.prop_search(paramitem, 'object_picker', bpy.context.scene, "objects", "Object")
layout.prop(paramitem, 'color_picker')
if item.type_prop == 'Haxe Script':
row = layout.row()
if item.class_name_prop == '':
row.enabled = False
row.operator("arm.edit_script")
layout.operator("arm.new_script")
layout.operator("arm.refresh_scripts_list")
else: # Bundled
layout.operator("arm.edit_bundled_script")
# JS Script
elif item.type_prop == 'JS Script':
item.name = item.jsscript_prop
row = layout.row()
row.prop_search(item, "jsscript_prop", bpy.data, "texts", "Text")
# UI
elif item.type_prop == 'UI Canvas':
item.name = item.canvas_name_prop
row = layout.row()
row.prop_search(item, "canvas_name_prop", bpy.data.worlds['Arm'], "canvas_list", "Canvas")
row = layout.row()
if item.canvas_name_prop == '':
row.enabled = False
row.operator("arm.edit_canvas")
layout.operator("arm.new_canvas")
layout.operator("arm.refresh_canvas_list")
# Nodes
elif item.type_prop == 'Logic Nodes':
item.name = item.nodes_name_prop
row = layout.row()
row.prop_search(item, "nodes_name_prop", bpy.data, "node_groups", "Tree")
def register():
bpy.utils.register_class(ListTraitItem)
bpy.utils.register_class(MY_UL_TraitList)
bpy.utils.register_class(LIST_OT_TraitNewItem)
bpy.utils.register_class(LIST_OT_TraitDeleteItem)
bpy.utils.register_class(LIST_OT_TraitMoveItem)
bpy.utils.register_class(ArmoryEditScriptButton)
bpy.utils.register_class(ArmoryEditBundledScriptButton)
bpy.utils.register_class(ArmoryEditCanvasButton)
bpy.utils.register_class(ArmoryNewScriptDialog)
bpy.utils.register_class(ArmoryNewCanvasDialog)
bpy.utils.register_class(ArmoryRefreshScriptsListButton)
bpy.utils.register_class(ArmoryRefreshCanvasListButton)
bpy.utils.register_class(ToolsTraitsPanel)
initObjectProperties()
def unregister():
bpy.utils.unregister_class(ListTraitItem)
bpy.utils.unregister_class(MY_UL_TraitList)
bpy.utils.unregister_class(LIST_OT_TraitNewItem)
bpy.utils.unregister_class(LIST_OT_TraitDeleteItem)
bpy.utils.unregister_class(LIST_OT_TraitMoveItem)
bpy.utils.unregister_class(ArmoryEditScriptButton)
bpy.utils.unregister_class(ArmoryEditBundledScriptButton)
bpy.utils.unregister_class(ArmoryEditCanvasButton)
bpy.utils.unregister_class(ArmoryNewScriptDialog)
bpy.utils.unregister_class(ArmoryNewCanvasDialog)
bpy.utils.unregister_class(ArmoryRefreshScriptsListButton)
bpy.utils.unregister_class(ArmoryRefreshCanvasListButton)
bpy.utils.unregister_class(ToolsTraitsPanel)