armory/blender/traits_animation.py
2016-07-10 00:51:39 +02:00

139 lines
4.3 KiB
Python
Executable file

import shutil
import bpy
import os
import json
from bpy.types import Menu, Panel, UIList
from bpy.props import *
class ListAnimationTraitItem(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="Untitled")
enabled_prop = bpy.props.BoolProperty(
name="",
description="A name for this item",
default=True)
start_prop = bpy.props.IntProperty(
name="Start",
description="A name for this item",
default=0)
end_prop = bpy.props.IntProperty(
name="End",
description="A name for this item",
default=0)
class MY_UL_AnimationTraitList(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)
layout.prop(item, "name", text="", emboss=False, icon=custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon = custom_icon)
class LIST_OT_AnimationTraitNewItem(bpy.types.Operator):
# Add a new item to the list
bl_idname = "my_animationtraitlist.new_item"
bl_label = "Add a new item"
def execute(self, context):
trait = context.object.my_traitlist[context.object.traitlist_index]
trait.my_animationtraitlist.add()
trait.animationtraitlist_index += 1
return{'FINISHED'}
class LIST_OT_AnimationTraitDeleteItem(bpy.types.Operator):
# Delete the selected item from the list
bl_idname = "my_animationtraitlist.delete_item"
bl_label = "Deletes an item"
@classmethod
def poll(self, context):
""" Enable if there's something in the list """
trait = context.object.my_traitlist[context.object.traitlist_index]
return len(trait.my_animationtraitlist) > 0
def execute(self, context):
trait = context.object.my_traitlist[context.object.traitlist_index]
list = trait.my_animationtraitlist
index = trait.animationtraitlist_index
list.remove(index)
if index > 0:
index = index - 1
trait.animationtraitlist_index = index
return{'FINISHED'}
class LIST_OT_AnimationTraitMoveItem(bpy.types.Operator):
# Move an item in the list
bl_idname = "my_animationtraitlist.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. """
trait = context.object.my_traitlist[context.object.traitlist_index]
return len(trait.my_animationtraitlist) > 0
def move_index(self):
# Move index of an item render queue while clamping it
trait = context.object.my_traitlist[context.object.traitlist_index]
index = trait.animationtraitlist_index
list_length = len(trait.my_animationtraitlist) - 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):
trait = context.object.my_traitlist[context.object.traitlist_index]
list = trait.my_animationtraitlist
index = trait.animationtraitlist_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'}
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.unregister_module(__name__)