def import_gui(): global filename, fileinput, impstatus # Clear drawing area. BGL.glClearColor(0.9,0.9,0.9,1) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) # Status. BGL.glRasterPos2i(10,8) if impstatus == 0: BGL.glColor3f(0.0,0.0,0.0) Draw.Text('Importer ready.','tiny') elif impstatus == 1: BGL.glColor3f(0.0,0.75,0.0) Draw.Text('Importing...','tiny') elif impstatus == 2: BGL.glColor3f(0.75,0.0,0.0) Draw.Text('File not found!','tiny') # Filename input box. BGL.glRasterPos2i(10,20) w = Draw.Text('File to import:') Draw.Button(filename, 3, w+15, 15, 200,20) #fileinput = Draw.String('',3, w+15,15, 200,20, filename, 512, # 'Filename to import.') Draw.Button('Import', 1, w+15+210,15, 40,20) Draw.Button('Quit', 2, w+15+210+50,15, 40,20)
def drawdataref(datarefs, indices, eventbase, boneno, x, y): dataref = datarefs[boneno] valid = True mbutton = Draw.Menu('sim/%t|' + '/...|'.join(firstlevel) + '/...', DONTCARE + eventbase, x + 4, y, CONTROLSIZE, CONTROLSIZE, -1, 'Pick the dataref from a list', datarefmenucallback) bbutton = Draw.String( '', DATAREF_B + eventbase, x + 4 + CONTROLSIZE, y, PANELWIDTH - 2 * PANELINDENT - CONTROLSIZE, CONTROLSIZE, dataref, 100, 'Full name of the dataref used to animate this object') ibutton = None tbutton = None ref = dataref.split('/') if len(ref) <= 1 or ref[0] == 'sim': if len(ref) == 1 and ref[0] in lookup and not lookup[ref[0]]: BGL.glRasterPos2d(x + 4, y - 21) Draw.Text('This dataref name is ambiguous') valid = False else: try: thing = hierarchy for i in range(len(ref)): thing = thing[ref[i]] n = thing + 0 # check is a leaf - ie numeric if not n: BGL.glRasterPos2d(x + 4, y - 21) Draw.Text("This dataref can't be used for animation") valid = False elif n == 1: indices[boneno] = None else: if indices[boneno] == None or indices[boneno] >= n: indices[boneno] = 0 Draw.Label("Part number:", x, y - 26, 120, CONTROLSIZE) ibutton = Draw.Number('', INDICES_B + eventbase, x + 108, y - 26, 50, CONTROLSIZE, indices[boneno], 0, n - 1, 'The part number / array index') except: BGL.glRasterPos2d(x + 4, y - 21) Draw.Text("This is not a valid dataref") valid = False else: if indices[boneno] != None: val = 1 else: val = 0 tbutton = Draw.Toggle('Part number', INDICES_T + eventbase, x + 4, y - 26, 104, CONTROLSIZE, val, 'Whether this is an array dataref') if val: ibutton = Draw.Number('', INDICES_B + eventbase, x + 108, y - 26, 50, CONTROLSIZE, indices[boneno], 0, 729, 'The part number / array index') return (valid, mbutton, bbutton, ibutton, tbutton)
def drawAA(): global MINAA, MAXAA, AASAMPLES global IMGFILTERW, IMGFILTERH, IMGFILTER global EXP_ANIM ## aa settings col = 10 line = 200 BGL.glRasterPos2i(col, line) Draw.Text("AA:") col = 100 MINAA = Draw.Number("Min AA ", 2, col, line, 120, 18, MINAA.val, -4, 5) col = 230 MAXAA = Draw.Number("Max AA ", 2, col, line, 120, 18, MAXAA.val, -4, 5) col = 360 AASAMPLES = Draw.Number("Samples", 2, col, line, 120, 18, AASAMPLES.val, 0, 32) col = 10 line = 175 BGL.glRasterPos2i(col, line) Draw.Text("Image Filter:") col = 100 line = 173 IMGFILTER = Draw.Menu( "%tImage Filter|box|gaussian|mitchell|triangle|catmull-rom|blackman-harris|sinc|lanczos", FILTER_EVENT, col, line, 120, 18, IMGFILTER.val) col = 10 line = 120 EXP_ANIM = Draw.Toggle("Export As Animation", 2, col, line, 140, 18, EXP_ANIM.val) drawButtons()
def gui(self): # the function to draw the screen BGL.glClearColor(0, 0, 0.5, 1) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) BGL.glColor3f(1, 1, 1) BGL.glRasterPos2i(20, 200) Draw.Text("Select the object to export:", "normal") self.objMenu = Draw.Menu(self.sObjSelection, 1, 20, 170, 200, 20, self.objSel, "Select the animated object.") BGL.glRasterPos2i(20, 150) Draw.Text("Select the armature to export:", "normal") self.armMenu = Draw.Menu(self.sArmSelection, 2, 20, 120, 200, 20, self.armSel, "Select the matching armature.") BGL.glRasterPos2i(20, 100) Draw.Text("Select the root bone of the armature:", "normal") self.boneMenu = Draw.Menu(self.sBoneSelection, 3, 20, 70, 200, 20, self.boneSel, "Select the Root Bone of the armature.") Draw.PushButton("Export", 4, 250, 150, 50, 20, "Export File") Draw.PushButton("Cancel", 5, 250, 110, 50, 20, "Cancel") BGL.glRasterPos2i(72, 16) string = "Selections: " + ("%s" % self.objSel) + " / " + ( "%s" % self.armSel) + " / " + ("%s" % self.boneSel) Draw.Text(string, "small")
def gui_draw(): from Blender import BGL, Draw (width, height) = Blender.Window.GetAreaSize() BGL.glClearColor(0.4, 0.4, 0.45, 1) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) BGL.glColor3f(1, 1, 1) BGL.glRasterPos2f(5, 55) Draw.Text("FlightGear YASim Import: '%s'" % Global.path) Draw.PushButton("Reload", RELOAD_BUTTON, 5, 5, 80, 32, "reload YASim config file") Global.mirror_button = Draw.Toggle("Mirror", MIRROR_BUTTON, 100, 5, 50, 16, Global.mirror_button.val, \ "show symmetric surfaces on both sides (reloads config)") Draw.PushButton("Update Cursor", CURSOR_BUTTON, width - 650, 5, 100, 32, "update cursor display (in YASim coordinate system)") BGL.glRasterPos2f( width - 530 + Blender.Draw.GetStringWidth("Vector from last") - Blender.Draw.GetStringWidth("Current"), 24) Draw.Text("Current cursor pos: x = %+.3f y = %+.3f z = %+.3f" % tuple(Global.cursor)) c = Global.cursor - Global.last_cursor BGL.glRasterPos2f(width - 530, 7) Draw.Text( "Vector from last cursor pos: x = %+.3f y = %+.3f z = %+.3f length = %.3f m" % (c[0], c[1], c[2], c.length))
def draw_gui(): global EVENT_ALL, EVENT_SEL global EVENT_NOR, EVENT_COL, EVENT_CAM, EVENT_LIG global EVENT_EXP, EVENT_QUI button_width = 222 button_height = 20 def draw_rect(x, y, width, height): glBegin(GL_LINE_LOOP) glVertex2i(x, y) glVertex2i(x + width, y) glVertex2i(x + width, y - height) glVertex2i(x, y - height) glEnd() Blender.BGL.glClearColor(34.0 / 255.0, 85.0 / 255.0, 136.0 / 255.0, 1.0) Blender.BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT) glColor3f(170.0 / 255.0, 255.0 / 255.0, 255.0 / 255.0) draw_rect(20, 330, 262, 310) draw_rect(22, 328, 258, 306) glColor3f(255.0 / 255.0, 238.0 / 255.0, 0.0 / 255.0) glRasterPos2i(70, 300) Draw.Text("Blitz3D Exporter 2.07", 'large') Blender.Draw.Toggle("All Objects", EVENT_ALL, 40, 13 * button_height, button_width, button_height, flag_stack[0], "Export All Scene Objects") Blender.Draw.Toggle("Selected Only", EVENT_SEL, 40, 12 * button_height, button_width, button_height, flag_stack[1], "Export Only Selected Objects") Blender.Draw.Toggle("Normals", EVENT_NOR, 40, 10 * button_height, button_width, button_height, flag_stack[2], "Export Vertex Normals") Blender.Draw.Toggle("Vertex Colors", EVENT_COL, 40, 9 * button_height, button_width, button_height, flag_stack[3], "Export Vertex Colors") Blender.Draw.Toggle("Cameras", EVENT_CAM, 40, 8 * button_height, button_width, button_height, flag_stack[4], "Export Cameras") Blender.Draw.Toggle("Lights", EVENT_LIG, 40, 7 * button_height, button_width, button_height, flag_stack[5], "Export Lights") Blender.Draw.Button("Export", EVENT_EXP, 40, 5 * button_height, button_width, button_height, "Export to B3D") Blender.Draw.Button("Quit", EVENT_QUI, 40, 4 * button_height, button_width, button_height, "Quit this script") glRasterPos2i(36, 55) Draw.Text("Copyright 2009 Diego Parisi", 'small') glRasterPos2i(105, 37) Draw.Text("www.diegoparisi.com", 'small')
def draw_gui(): global EVENT_ALL,EVENT_SEL global EVENT_NOR,EVENT_COL,EVENT_CAM,EVENT_LIG global EVENT_EXP,EVENT_QUI global EVENT_TEXTURE, EVENT_BRUSH, EVENT_MESH, EVENT_BONE, EVENT_ANIMATION, EVENT_TIMELINE button_width = 222 button_height = 20 all_button_height = button_height*21 def draw_rect(x,y,width,height): glBegin(GL_LINE_LOOP) glVertex2i(x,y) glVertex2i(x+width,y) glVertex2i(x+width,y-height) glVertex2i(x,y-height) glEnd() Blender.BGL.glClearColor(34.0/255.0,85.0/255.0,136.0/255.0,1.0) Blender.BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT) glColor3f(170.0/255.0,255.0/255.0,255.0/255.0) draw_rect(20, all_button_height+20,262,all_button_height+2) draw_rect(22,all_button_height+18,258,all_button_height-2) glColor3f(255.0/255.0,238.0/255.0,0.0/255.0) glRasterPos2i(70,300) Draw.Text("Blitz3D Exporter 2.06",'large') Blender.Draw.Toggle("All Objects",EVENT_ALL,40,20*button_height,button_width,button_height,flag_stack[0],"Export All Scene Objects") Blender.Draw.Toggle("Selected Only",EVENT_SEL,40,19*button_height,button_width,button_height,flag_stack[1],"Export Only Selected Objects") Blender.Draw.Toggle("Texture Nodes",EVENT_TEXTURE,40,17*button_height,button_width,button_height,node_flags['textures'],"Export texture nodes") Blender.Draw.Toggle("Brush Nodes",EVENT_BRUSH,40,16*button_height,button_width,button_height,node_flags['brushes'],"Export Brush nodes (materials)") Blender.Draw.Toggle("Mesh Nodes",EVENT_MESH,40,15*button_height,button_width,button_height,node_flags['meshes'],"Export mesh nodes (vertices, triangles)") Blender.Draw.Toggle("Bone Nodes",EVENT_BONE,40,14*button_height,button_width,button_height,node_flags['bones'],"Export bone nodes") Blender.Draw.Toggle("Animation Nodes",EVENT_ANIMATION,40,13*button_height,button_width,button_height,node_flags['animations'],"Export animation and key nodes") Blender.Draw.Toggle("Use timeline",EVENT_TIMELINE,40,12*button_height,button_width,button_height,node_flags['timeline'],"Enabled: Use animation frames of the timeline. Disabled: Use frames from first to last key.") Blender.Draw.Toggle("Normals",EVENT_NOR,40,10*button_height,button_width,button_height,flag_stack[2],"Export Vertex Normals") Blender.Draw.Toggle("Vertex Colors",EVENT_COL,40,9*button_height,button_width,button_height,flag_stack[3],"Export Vertex Colors") Blender.Draw.Toggle("Cameras",EVENT_CAM,40,8*button_height,button_width,button_height,flag_stack[4],"Export Cameras") Blender.Draw.Toggle("Lights",EVENT_LIG,40,7*button_height,button_width,button_height,flag_stack[5],"Export Lights") Blender.Draw.Button("Export",EVENT_EXP,40,5*button_height,button_width,button_height,"Export to B3D") Blender.Draw.Button("Quit",EVENT_QUI,40,4*button_height,button_width,button_height,"Quit this script") glRasterPos2i(36,55) Draw.Text("Copyright (C) 2009 by Diego 'GaNDaLDF' Parisi",'small') glRasterPos2i(105,37) Draw.Text("www.gandaldf.com",'small')
def Create_Tab(X1,Y1,X2,Y2,Title,Buttons): # X1,Y1 = Top Left X2,Y2 = Bottom Right """ Create a bordered tab/frame/box with the given top left corner (X1,Y1) and bottom right corner (X2, Y2) with the given Title and Buttons. """ TITLE_HEIGHT = 15 INDENT = 6 BUTTON_GAP = 4 BGL.glColor3f(0.75, 0.75, 0.75) BGL.glRecti(X1,Y1,X2,Y2) Draw_Border(X1,Y1,X2,Y2); BGL.glColor3f(0.0,0.0,0.0) BGL.glRasterPos2d(X1+INDENT,Y1 - TITLE_HEIGHT) Draw.Text(Title) BUTTON_HEIGHT = 18 Button_X = X1 + INDENT Button_Y = Y1 - TITLE_HEIGHT - BUTTON_HEIGHT - 8 if (Buttons != 0): key= Buttons.keys() BUTTON_WIDTH = (X2 - (X1 + INDENT + BUTTON_GAP + INDENT)) / len(key) for k in key: Buttons[k][0]= Draw.Toggle(k,Buttons[k][1],Button_X,Button_Y, BUTTON_WIDTH,BUTTON_HEIGHT,Buttons[k][0].val,Buttons[k][2]) Button_X += BUTTON_WIDTH + BUTTON_GAP
def Display_Output_Bar(Y_POS, CONTROL_HEIGHT, CONTROL_WIDTH): """ Create the Display output box.""" Create_Tab(3, Y_POS, CONTROL_WIDTH, Y_POS - CONTROL_HEIGHT, "Output setup", 0) Draw.PushButton('Select output location', OutputButton, 9, (Y_POS - 41), 130, 18, 'Select output location') BGL.glRasterPos2i(143, (Y_POS - 36)) if OUTPUTString: RIGHT_LIMIT = 144 tempString = OUTPUTString if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)): while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT): tempString = tempString[2:] Draw.Text('...' + tempString) else: Draw.Text(OUTPUTString) else: Draw.Text('Please select a folder...')
def gui(): # the function to draw the screen global mystring, mymsg, toggle if len(mystring) > 90: mystring = "" BGL.glClearColor(0,0,1,1) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) BGL.glColor3f(1,1,1) Draw.Toggle("Toggle", 1, 10, 10, 55, 20, toggle,"A toggle button") BGL.glRasterPos2i(72, 16) if toggle: toggle_state = "down" else: toggle_state = "up" Draw.Text("The toggle button is %s." % toggle_state, "small") BGL.glRasterPos2i(10, 230) Draw.Text("Type letters from a to z, ESC to leave.") BGL.glRasterPos2i(20, 200) Draw.Text(mystring) BGL.glColor3f(1,0.4,0.3) BGL.glRasterPos2i(340, 70) Draw.Text(mymsg, "tiny")
def Display_Camera_Bar(Y_POS, CONTROL_HEIGHT, CONTROL_WIDTH): """ Create the Camera setup box. """ Create_Tab(3, Y_POS, CONTROL_WIDTH, Y_POS - CONTROL_HEIGHT, "Camera setup", Camera_Setup_Selection) global select_all_cameras_button select_all_cameras_button = Draw.PushButton('Select all cameras', no_action, ((CONTROL_WIDTH / 2) + 3), (Y_POS - 22), (CONTROL_WIDTH / 2) - 9, 16, 'Selects all cameras in the scene', Select_All_Cameras) if Camera_Setup_Selection['Automatic setup'][0].val: global camera_number_button camera_number_button = Draw.Number("Number of cameras:", CameraNumberButton, 9, (Y_POS - 63), (CONTROL_WIDTH / 2) - 9, 18, camera_number_button_value, camera_number_button_minimum, camera_number_button_maximum, 'Number of cameras to be set up in the scene', camButtonClicked, camera_number_button_step) global camera_latitude_button camera_latitude_button = Draw.Number("Latitude:", CameraLatitudeButton, ((CONTROL_WIDTH / 2) + 3), (Y_POS - 63), (CONTROL_WIDTH / 2) - 9, 18, camera_latitude_button.val, 0, math.pi/2, 'General latitude of the cameras') global camera_ontop_button camera_ontop_button = Draw.Number("Ceiling cameras:", CameraOntopButton, 9, (Y_POS - 84), (CONTROL_WIDTH / 2) - 9, 18, camera_ontop_button.val, 0, 4, 'Number of cameras to be positioned in the ceiling', lambda x,y:None, 10) if camera_ontop_button.val: global camera_ontop_latitude_button camera_ontop_latitude_button = Draw.Number("Ceiling latitude:", CameraOntopLatitudeButton, ((CONTROL_WIDTH / 2) + 3), (Y_POS - 84), (CONTROL_WIDTH / 2) - 9, 18, camera_ontop_latitude_button.val, 0, math.pi/2, 'Latitude of the cameras in the ceiling') global camera_radius_button camera_radius_button = Draw.Number("Radius:", CameraRadiusButton, ((CONTROL_WIDTH / 2) + 3), (Y_POS - CONTROL_HEIGHT) + 6, (CONTROL_WIDTH / 2) - 9, 18, camera_radius_button.val, 1, 40, 'The radius of the circle the cameras are placed in, in meters', lambda x,y:None, 10) if Camera_Setup_Selection['Pre-saved setup'][0].val: global camera_import_button camera_import_button = Draw.PushButton('Select camera setup (.xml)', CameraImportButton, 9, (Y_POS - 63), (CONTROL_WIDTH / 2) - 9, 18, 'Select camera setup (.xml)') BGL.glRasterPos2i(11, (Y_POS - 80)) if CAMString: RIGHT_LIMIT = 6 tempString = CAMString if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)): while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT): tempString = tempString[2:] Draw.Text('...' + tempString) else: Draw.Text(CAMString) else: Draw.Text('Please select a file...') global camera_export_button camera_export_button = Draw.PushButton('Export current setup', CameraExportButton, 9, (Y_POS - CONTROL_HEIGHT) + 6, (CONTROL_WIDTH / 2) - 9, 18, 'Press this button to save your camera setup')
def drawLights(): global MESHLIGHTPOWER, DSAMPLES ## meshlight power slider col = 10 line = 200 BGL.glRasterPos2i(col, line) Draw.Text("Meshlight:") col = 100 line = 195 MESHLIGHTPOWER = Draw.Number("Power", 2, col, line, 120, 18, MESHLIGHTPOWER.val, 1, 15) ## lightserver settings col = 10 line = 150 BGL.glRasterPos2i(col, line) Draw.Text("Lightserver:") col = 100 line = 147 DSAMPLES = Draw.Number("Direct Samples ", 2, col, line, 250, 18, DSAMPLES.val, 0, 1024) drawButtons()
def show_win(): glClearColor(R, G, B, A) # define color used to clear buffers glClear(GL_COLOR_BUFFER_BIT) # use it to clear the color buffer glColor3f(1, 1, 1) # change default color glRasterPos2i(50, 100) # move cursor to x = 50, y = 100 Draw.Text("Testing BGL + Draw") # draw this text there glRasterPos2i(350, 20) # move cursor again Draw.Text(instructions + quitting) # draw another msg glBegin(GL_LINE_LOOP) # begin a vertex-data list glVertex2i(46, 92) glVertex2i(120, 92) glVertex2i(120, 115) glVertex2i(46, 115) glEnd() # close this list glColor3f(0.35, 0.18, 0.92) # change default color again glBegin(GL_POLYGON) # another list, for a polygon glVertex2i(315, 292) glVertex2i(412, 200) glVertex2i(264, 256) glEnd() Draw.Redraw(1) # make changes visible.
def draw_gui(): global host,port,Shapepreset,Geompreset,mesh,molname,stringName mols=self.Mols.full_name().split(',') tmp="Mols %t|" for i in range(len(mols)) : tmp+=mols[i]+'%x'+str(i)+'|' name = tmp[:-1] #print name #Draw.Toggle("Armature", EV_TG_ARMATURE, 5, line[1], 60, 25,ARMATURE, "Armature") BGL.glRasterPos2i(5,line[8]) Draw.Text("Options:") Draw.Toggle("Join geometry", EV_TG_JOIN, 5, line[7], 60, 25,JOIN, "Join") Draw.PushButton("Delete Mol", EV_TG_DEL, 5, line[6], 90, 25, "DeleteMol") Shapepreset=Draw.Menu(name,EV_ME_MOL, 100, line[6], 90, 25, Shapepreset.val,'ON') Draw.PushButton("Add Armature", EV_TG_ARMATURE, 5, line[5], 90, 25, "Armature") Shapepreset=Draw.Menu(name,EV_ME_MOL, 100, line[5], 90, 25, Shapepreset.val,'ON') #gname = "Geoms %t|none %x1|MSMS-MOL %x2 |cpk %x3|sticks %x4|secstruc %x5|coarseSurf %x6" #Geompreset=Draw.Menu(gname,EV_ME_GEO, 195, line[5], 90, 25, Geompreset.val,'ON') stringName = Draw.String("sel:", EV_ST_PDBNAME, 220, line[5], 235, 25,stringName.val, 100,"selection level") BGL.glRasterPos2i(5,line[4]) Draw.Text("Send Mesh to Server:") mesh = Draw.String("Mesh: ", EV_TX_SEND1, 5, line[3], 90, 25,mesh.val, 32, "Mesh") #molname= Draw.String("Mol: ", EV_TX_SEND2, 100, line[3], 90, 25,molname.val, 32, "Mol") Shapepreset=Draw.Menu(name,EV_ME_MOL, 100, line[3], 90, 25, Shapepreset.val,'ON') Draw.PushButton("SendToServer", EV_BT_SEND, 195, line[3], 90, 25, "SendGeom") BGL.glRasterPos2i(5,line[2]) Draw.Text("Server:") host = Draw.String("Host: ", EV_BT_HOST1, 5, line[1], 90, 25,host.val, 32, "Name") port = Draw.String("Port: ", EV_BT_HOST2, 100, line[1], 90, 25,port.val, 32, "Portid") Draw.PushButton("StartCom", EV_BT_OK, 5, line[0], 90, 25, "StartThread") Draw.PushButton("StopCom", EV_BT_CANCEL, 100, line[0], 90, 25, "StopThread") Draw.PushButton("Refresh", EV_BT_REFRESH, 195, line[0], 90, 25, "Refresh")
def drawCamera(): global DOF, DOFRADIUS, DOFDIST, SPHERICALCAMERA ## camera settings col = 10 line = 200 BGL.glRasterPos2i(col, line) Draw.Text("Camera:") col = 100 line = 195 DOF = Draw.Toggle("DOF", DOF_CAMERA, col, line, 120, 18, DOF.val) col = 225 DOFDIST = Draw.Number("Distance", 2, col, line, 120, 18, DOFDIST.val, 0.0, 200.00) col = 350 DOFRADIUS = Draw.Number("Radius", 2, col, line, 120, 18, DOFRADIUS.val, 0.0, 200.00) col = 100 line = 170 SPHERICALCAMERA = Draw.Toggle("Spherical", SPHER_CAMERA, col, line, 120, 18, SPHERICALCAMERA.val) drawButtons()
def gui(): glClearColor(0, 0, 0, 1) glClear(GL_COLOR_BUFFER_BIT) glLineWidth(3) b = bVec() mtr = rotMatr(0.5) #mtr=diagMatr() #mtr=detPos() #mtr=detNeg() rpt0 = mtr * pt0 + b rpt1 = mtr * pt1 + b rpt2 = mtr * pt2 + b glColor3f(1.0, 0, 0) glRasterPos2f(pt0[0] - 15, pt0[1] - 15) Draw.Text("A") glRasterPos2f(pt1[0] + 15, pt1[1] - 15) Draw.Text("B") glRasterPos2f(pt2[0] + 15, pt2[1] + 15) Draw.Text("C") glBegin(GL_LINE_LOOP) glVertex2f(*pt0) glVertex2f(*pt1) glVertex2f(*pt2) glEnd() glColor3f(0, 1.0, 0) glRasterPos2f(rpt0[0] - 15, rpt0[1] - 15) Draw.Text("A") glRasterPos2f(rpt1[0] + 15, rpt1[1] - 15) Draw.Text("B") glRasterPos2f(rpt2[0] + 15, rpt2[1] + 15) Draw.Text("C") glBegin(GL_LINE_LOOP) glVertex2f(*rpt0) glVertex2f(*rpt1) glVertex2f(*rpt2) glEnd()
def drawAO(): global OCCLUSSION, OCCBRIGHTR, OCCBRIGHTG, OCCBRIGHTB, OCCDARKR, OCCDARKG, OCCDARKB, OCCSAMPLES, OCCDIST col = 10 line = 200 BGL.glRasterPos2i(col, line) Draw.Text("Ambient Occlusion") col = 10 line = 175 OCCLUSSION = Draw.Toggle("Amb Occ", 2, col, line, 85, 18, OCCLUSSION.val) col = 100 OCCBRIGHTR = Draw.Number("Bright (R)", 2, col, line, 125, 18, OCCBRIGHTR.val, 0.0, 1.0) col = 230 OCCBRIGHTG = Draw.Number("Bright (G)", 2, col, line, 125, 18, OCCBRIGHTG.val, 0.0, 1.0) col = 360 OCCBRIGHTB = Draw.Number("Bright (B)", 2, col, line, 125, 18, OCCBRIGHTB.val, 0.0, 1.0) col = 100 line = 150 OCCDARKR = Draw.Number("Dark (R)", 2, col, line, 125, 18, OCCDARKR.val, 0.00, 1.0) col = 230 OCCDARKG = Draw.Number("Dark (G)", 2, col, line, 125, 18, OCCDARKG.val, 0.0, 1.0) col = 360 OCCDARKB = Draw.Number("Dark (B)", 2, col, line, 125, 18, OCCDARKB.val, 0.0, 1.0) col = 100 line = 125 OCCSAMPLES = Draw.Number("Samples", 2, col, line, 125, 18, OCCSAMPLES.val, 0, 256) col = 230 OCCDIST = Draw.Number("Distance", 2, col, line, 125, 18, OCCDIST.val, -1.0, 150.0) drawButtons()
def draw(self): area = Window.GetAreaSize() w = area[0] wPad = int(w * 0.03) h = area[1] hPad = int(h * 0.03) BGL.glColor3f(0.3, 0.3, 0.3) BGL.glRectf(wPad - 5, h - 60, w - wPad + 5, h - 85) BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(wPad, h - 75) Draw.Text('Chicken Configuration script', 'large') BGL.glRasterPos2i(wPad, h - 100) Draw.Text( 'This script is launched the first time you run Chicken, or when a configuration error has been detected' ) BGL.glColor3f(0.5, 0.5, 0.5) BGL.glRectf(wPad, h - 205, w - wPad, h - 225) BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(wPad, h - 220) Draw.Text('Binary Utilities - ') Draw.Text( 'if executables such as "pview" are on your PATH, you can leave this on Auto. Otherwise enter the folder manually' ) self.bBinPathAuto.update([wPad + 5, h - 250, w / 2 - wPad - 5, 20]) self.bBinPathManual.update([w / 2, h - 250, w / 2 - wPad - 5, 20]) if self.bBinPathManual.val: self.bBinPath.update([wPad + 5, h - 272, w - 2 * wPad - 90, 20]) self.bBinPathSel.update([w - wPad - 85, h - 272, 80, 20]) self.bLaunch.update([wPad + 5, h - 330, 100, 20]) self.bCheck.update([w - wPad - 85, h - 330, 80, 20]) if self.error is not None: if self.error is True: BGL.glColor3f(1.0, 0.0, 0.0) BGL.glRasterPos2i(w - wPad - 150, h - 365) Draw.Text('Configuration error detected') else: BGL.glColor3f(0.0, 0.0, 0.0) BGL.glRasterPos2i(w - wPad - 200, h - 365) Draw.Text('Configuration checked and saved')
def draw(): win_size = Window.GetAreaSize() left = 0 top = win_size[1] button_width = 180 button_height = 20 label_width = 105 pen_x = left + padding pen_y = win_size[1] - (button_height + padding) # Draw Label BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) text_width = Draw.Text('Nebula Home Dir') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 # Draw String Button home_dir_input = Draw.String("", HOME_DIR_CHANGED, pen_x, pen_y, button_width, button_height, config_data["home"], 255, "Nebula's Home Directory") pen_x = pen_x + button_width button_width = 20 Draw.PushButton("...", BROWSE_HOME_CLICKED, pen_x, pen_y, button_width, button_height, "Browse for Nebula Home Directory") # Move Pen Point pen_x = left + padding pen_y = pen_y - button_height - 5 button_width = 180 BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) Draw.Text('Project Dir') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 # Draw String Button proj_dir_input = Draw.String("", PROJ_DIR_CHANGED, pen_x, pen_y, button_width, button_height, config_data["proj"], 255, "Projetct Directory") pen_x = pen_x + button_width button_width = 20 Draw.PushButton("...", BROWSE_PROJ_CLICKED, pen_x, pen_y, button_width, button_height, "Browse for Project Directory") # Move Pen Point pen_x = left + padding pen_y = pen_y - button_height - 5 button_width = 150 BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) Draw.Text('Export Dir') # Draw String Button pen_x = pen_x + label_width pen_y = pen_y - 5 dir_assigns["export"] = Draw.String("", ASSIGN_DIR_CHANGED, pen_x, pen_y, button_width, button_height, config_data["export"], 255, "Export Directory") pen_y = pen_y + 5 for data in config_data: if (data != "home" and data != "export" and data != "texture_dir" and data != "proj"): # Move Pen Point pen_x = left + padding pen_y = pen_y - button_height - 5 # Draw Label BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) text_width = Draw.Text(data) # Draw Button pen_x = pen_x + label_width pen_y = pen_y - 5 dir_assigns[data] = Draw.String("", ASSIGN_DIR_CHANGED, pen_x, pen_y, button_width, button_height, config_data[data], 255, "Assign") pen_y = pen_y + 5 # Draw OK Cancel Buttons button_width = 100 pen_x = left + padding pen_y = pen_y - button_height - 5 - padding Draw.PushButton("Cancel", CANCEL_CLICKED, pen_x, pen_y, button_width, button_height, "Cancel Configuration") pen_x = pen_x + button_width + padding Draw.PushButton("OK", OK_CLICKED, pen_x, pen_y, button_width, button_height, "Save Configuration")
def draw(): global animsg, flipmsg, swapmsg, anim_tick global flip_z, swap_yz, flip_norm, anim, ticks, speed, recalc_norm, Bl_norm, no_light glClearColor(0.55, 0.6, 0.6, 1) glClear(BGL.GL_COLOR_BUFFER_BIT) #external box glColor3f(0.2, 0.3, 0.3) rect(10, 402, 300, 382) #-- #glColor3f(0.3,0.4,0.4) #rect(11,399,298,398) #-- glColor3f(0.5, 0.75, 0.65) rect(14, 398, 292, 30) #-- glColor3f(0.5, 0.75, 0.65) rect(14, 366, 292, 160) #-- glColor3f(0.5, 0.75, 0.65) rect(14, 202, 292, 60) #-- glColor3f(0.5, 0.75, 0.65) rect(14, 138, 292, 40) #-- glColor3f(0.5, 0.75, 0.65) rect(14, 94, 292, 70) glColor3f(0.8, .8, 0.6) glRasterPos2i(20, 380) Draw.Text("DirectX Exporter ", 'large') Draw.Text("(for Blender 2.41)", 'small') #-------Aniamtion toggle--------------------------------------------- Draw.Toggle("Anim", 1, 20, 330, 55, 20, toggle_val, "export animations") if toggle_val: anim = 1 animsg = "animation will be exported" else: anim = 0 animsg = "animation will be not exported" glRasterPos2i(100, 335) Draw.Text(animsg) #---Flip normals toggle----------------------------------------------- Draw.Toggle("Flip norm", 2, 20, 300, 55, 20, toggle1_val, "invert normals") if toggle1_val: flip_norm = 1 flipmsg = "flipped normals" else: flip_norm = 0 flipmsg = "not flipped normals" glRasterPos2i(100, 305) Draw.Text(flipmsg) #------Swap yz toggle---------------------------------------------------------------- Draw.Toggle("Swap zy", 3, 20, 270, 55, 20, toggle2_val, "swap z,y axis(y up)") if toggle2_val: swap_yz = 1 swapmsg = "Y-axis up" else: swap_yz = 0 swapmsg = "Z-axis up" glRasterPos2i(100, 275) Draw.Text(swapmsg) #------Flip z toggle---------------------------------------------------------------- Draw.Toggle("Flip z", 4, 20, 240, 55, 20, toggle3_val, "flip z axis") if toggle3_val: flip_z = 1 zmsg = "left handed system" else: flip_z = 0 zmsg = "right handed system" glRasterPos2i(100, 245) Draw.Text(zmsg) #------Speed toggle---------------------------------------------------------------- Draw.Toggle("Speed", 5, 20, 210, 55, 20, toggle4_val, "Animation speed") if toggle4_val: speed = 1 spedmsg = "set speed" anim_tick = Draw.Number("", 6, 200, 210, 85, 20, anim_tick.val, 1, 100000, "ticks per second") else: speed = 0 spedmsg = "" glRasterPos2i(100, 215) Draw.Text(spedmsg) #------Blender Normals toggle---------------------------------------------------------------- Draw.Toggle("Bl.normals", 10, 20, 105, 75, 25, toggle5_val, "export normals as in Blender") if toggle5_val: Bl_norm = 1 #------Recalculute Normals toggle---------------------------------------------------------------- Draw.Toggle("recalc.no", 11, 120, 105, 75, 25, toggle6_val, "export recalculated normals") if toggle6_val: recalc_norm = 1 #------Recalculute Normals toggle---------------------------------------------------------------- Draw.Toggle("no smooth", 12, 220, 105, 75, 25, toggle7_val, "every vertex has the face normal,no smoothing") if toggle7_val: no_light = 1 #------Draw Button export---------------------------------------------------------------- exp_butt = Draw.Button("Export All", 7, 20, 155, 75, 30, "export all the scene objects") sel_butt = Draw.Button("Export Sel", 8, 120, 155, 75, 30, "export the selected object") exit_butt = Draw.Button("Exit", 9, 220, 155, 75, 30, "exit") glRasterPos2i(20, 75) Draw.Text("(C) 2006 Arben OMARI ") glRasterPos2i(20, 55) Draw.Text("http://www.omariben.too.it") glRasterPos2i(20, 35) Draw.Text("*****@*****.**")
def renderGUI(): """ Renders the GUI for the script. """ global G # find the selection set and update some selection # related flags haveEmpty = False haveCamera = False emptyName = "" G.selection = Object.GetSelected() G.curempty = None if G.selection is not None and len(G.selection) > 0: mso = G.selection[0] msotype = mso.getType() if msotype == 'Empty': haveEmpty = True G.curempty = mso emptyName = G.curempty.getName() elif msotype == 'Camera': haveCamera = True emptyHasCoords = G.coordmap.has_key(emptyName) removeUnknownsFromCoords() # clear any buttons that need to have set states G.buttons.add = G.buttons.delete = None # clear the window c = COLOR_BACKGROUND BGL.glClearColor(c[0], c[1], c[2], c[3]) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) # paint the image in the background if G.image is not None: #drawImage(G.image, G.imgpos, G.iw, G.ih, G.zoom) Draw.Image(G.image, G.imgpos[0], G.imgpos[1], G.zoom, G.zoom) # paint 2D vertices in the image BGL.glPushAttrib(BGL.GL_POINT_BIT | BGL.GL_CURRENT_BIT) BGL.glPointSize(POINT_SIZE) x0 = int(G.imgpos[0] / G.zoom) y0 = int(G.imgpos[1] / G.zoom) def drawvc(ec): emptyname, coord = ec if Object.Get(emptyname) in G.selection: c = COLOR_VERTSEL else: c = COLOR_VERTUNSEL BGL.glColor4f(c[0], c[1], c[2], c[3]) BGL.glVertex2f(G.zoom * (coord[0] + x0), G.zoom * (coord[1] + y0)) BGL.glBegin(BGL.GL_POINTS) map(drawvc, G.coordmap.items()) BGL.glEnd() BGL.glPopAttrib() # if we're in add mode then draw some extra stuff if G.mode == MODE_ADD: xm, ym = map(int, getWMCoords()) xm -= 10 ym += 10 (xw, yw, ww, hw) = getWinRect() # draw crosshairs c = COLOR_CROSSHAIRS BGL.glColor4f(c[0], c[1], c[2], c[3]) verts = [(xm, 0), (xm, hw), (0, ym), (ww, ym)] BGL.glBegin(BGL.GL_LINES) map(lambda x: BGL.glVertex2d(x[0], x[1]), verts) BGL.glEnd() ############################################# # UNCOMMENT THIS SECTION FOR A COOL MINIMAP # EFFECT - NOT VERY USEFUL THOUGH # ## draw "minimap" background #c = COLOR_MINIMAP #BGL.glColor4f(c[0], c[1], c[2], c[3]) #verts = [ (119,10), (221,10), (221,111), (119,111) ] #BGL.glBegin(BGL.GL_QUADS) #map(lambda x: BGL.glVertex2i(x[0],x[1]), verts) #BGL.glEnd() # ## paint the image into the minimap #ix,iy = wc2ic((xm,ym)) #ix,iy = map(int, [ix, iy]) #drawImage(G.ibuf, (120,10), G.iw, G.ih, 10.0, (ix-5,iy-5,10,10)) # # END OF MINIMAP SECTION ############################################# # paint the current empty name if haveEmpty: c = COLOR_TEXT BGL.glColor4d(c[0], c[1], c[2], c[3]) BGL.glRasterPos2i(220, 10) Draw.Text(emptyName, 'small') # paint the normal GUI buttons G.buttons.quit = Draw.PushButton('Quit', BUTTON_QUIT, 5, 5, 100, 20, 'Exits the script.') G.buttons.load = Draw.PushButton('Load Image', BUTTON_LOAD, 5, 25, 100, 20, 'Loads an image.') G.buttons.zoom = Draw.Number('Zoom', BUTTON_ZOOM, 5, 45, 100, 20, G.zoom, ZOOM_MIN, ZOOM_MAX, 'Adjusts image zoom.') # paint camera-specific stuff if haveCamera: G.buttons.fullopt = Draw.Toggle('Full Optimization', BUTTON_FULLOPT, 110, 5, 120, 20, G.fullopt, 'Full or partial optimization.') G.buttons.coplanar = Draw.Toggle('Coplanar', BUTTON_COPLANAR, 110, 25, 120, 20, G.coplanar, 'Coplanar or non-coplanar target.') # Origin offset is not currently working in the Tsai module. # It should be brought back here when it is. #G.buttons.ofsz = Draw.Number('OfsZ', BUTTON_OFSZ, 110, 50, 100, 20, G.ofsz, OFS_MIN, OFS_MAX, 'Z origin offset.') #G.buttons.ofsy = Draw.Number('OfsY', BUTTON_OFSY, 110, 70, 100, 20, G.ofsy, OFS_MIN, OFS_MAX, 'Y origin offset.') #G.buttons.ofsx = Draw.Number('OfsX', BUTTON_OFSX, 110, 90, 100, 20, G.ofsx, OFS_MIN, OFS_MAX, 'X origin offset.') G.buttons.calibrate = Draw.PushButton( 'Calibrate', BUTTON_CALIBRATE, 235, 5, 100, 20, 'Calibrates the selected camera.') # paint empty-specific stuff elif haveEmpty and (G.mode == MODE_NORMAL): if emptyHasCoords: G.buttons.delete = Draw.PushButton( 'Delete', BUTTON_DELETE, 110, 5, 100, 20, 'Adds an image calibration coordinate.') else: G.buttons.add = Draw.PushButton( 'Add', BUTTON_ADD, 110, 5, 100, 20, 'Removes an image calibration coordinate.')
def draw(): global mnu_persist_servers, mnu_mesh_formats, mnu_width, mnu_height, mnu_fullscreen, mnu_renderpath, mnu_group, mnu_filename, mnu_aa win_size = Window.GetAreaSize() left = 0 top = win_size[1] button_width = 130 button_height = 20 label_width = 105 pen_x = left + padding pen_y = win_size[1] - (button_height + padding) # Draw Label BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) text_width = Draw.Text('Persist Server') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 # Draw Persist Server Menu mnu_persist_servers = Draw.Menu(buildMenu(persist_servers), PERSIST_SERVER_CHANGED, pen_x, pen_y, button_width, button_height, persist_server, "Persist Server to use") # Move Pen Point pen_x = left + padding pen_y = pen_y - button_height - 5 button_width = 180 BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) Draw.Text('Mesh Format') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 button_width = 80 # Draw Mesh Format Menu mnu_mesh_formats = Draw.Menu(buildMenu(mesh_formats), MESH_FORMAT_CHANGED, pen_x, pen_y, button_width, button_height, mesh_format, "Mesh Format to use(ASCII/Binary)") # Move Pen Point pen_x = left + padding pen_y = pen_y - button_height - 5 button_width = 180 BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) text_width = Draw.Text('Preview Window') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 button_width = 100 mnu_width = Draw.Number("Width", WIDTH_CHANGED, pen_x, pen_y, button_width, button_height, window_width, 32, 2048, "Preview Window Width") # Move Pen Point pen_x = pen_x + button_width + padding mnu_height = Draw.Number("Height", HEIGHT_CHANGED, pen_x, pen_y, button_width, button_height, window_height, 32, 2048, "Preview Window Height") # Move Pen Point pen_x = left + padding pen_y = pen_y - button_height - 5 BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) text_width = Draw.Text('Preview Fullscreen') button_width = 20 # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 mnu_fullscreen = Draw.Toggle("X", FULLSCREEN_CHANGED, pen_x, pen_y, button_width, button_height, fullscreen, "Preview Fullscreen") # Move Pen Point pen_x = pen_x + button_width + padding pen_y = pen_y + 5 button_width = 180 BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) Draw.Text('Antialias Samples') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 button_width = 40 # Draw Mesh Format Menu mnu_aa = Draw.Menu(buildMenu(aasamples), AA_CHANGED, pen_x, pen_y, button_width, button_height, aa, "Antialias Samples") # Move Pen Point pen_x = left + padding pen_y = pen_y - button_height - 5 button_width = 180 BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) text_width = Draw.Text('Export Group / filename') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 button_width = 80 mnu_group = Draw.String("", GROUP_CHANGED, pen_x, pen_y, button_width, button_height, group, 255, "Export Group") # Move Pen Point pen_x = pen_x + button_width + padding mnu_filename = Draw.String("", FILENAME_CHANGED, pen_x, pen_y, button_width, button_height, filename, 255, "Export Filename") # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 button_width = 100 # Move Pen Point pen_x = left + padding pen_y = pen_y - button_height - 5 BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) Draw.Text('Preview Renderpath') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 button_width = 60 mnu_renderpath = Draw.Menu(buildMenu(renderpaths), RENDERPATH_CHANGED, pen_x, pen_y, button_width, button_height, renderpath, "Renderpath to use for preview") # Move Pen Point pen_x = left + padding pen_y = pen_y - button_height - 5 button_width = 80 Draw.PushButton("Close", CANCEL_CLICKED, pen_x, pen_y, button_width, button_height, "Close Exporter") pen_x = pen_x + button_width + padding Draw.PushButton("Export", OK_CLICKED, pen_x, pen_y, button_width, button_height, "Export Scene")
def gui(): # drawing the screen global SCREEN, START_SCREEN, CONFIG_SCREEN, KEYMENUS, LABELS global BEVT_KEYMENU, BUT_KEYMENU, CFGKEY global BUT_TYPES, SCROLL_DOWN, VARS_NUM WIDTH, HEIGHT = Window.GetAreaSize() theme = Theme.Get()[0] tui = theme.get('ui') ttxt = theme.get('text') COL_BG = float_colors(ttxt.back) COL_TXT = ttxt.text COL_TXTHI = ttxt.text_hi BGL.glClearColor(COL_BG[0], COL_BG[1], COL_BG[2], COL_BG[3]) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) BGL.glColor3ub(COL_TXT[0], COL_TXT[1], COL_TXT[2]) if SCREEN == START_SCREEN: x = 10 y = 10 h = 20 w = 90 BGL.glRasterPos2i(x, y) Draw.Text( 'Select a configuration key to access it. Press Q or ESC to leave.' ) km_len = len(KEYMENUS) km_columns = (WIDTH - x) / w if km_columns == 0: km_rows = km_len else: km_rows = km_len / km_columns if (km_len % km_columns): km_rows += 1 if km_rows == 0: km_rows = 1 ystart = y + 2 * h * km_rows if ystart > (HEIGHT - 70): ystart = HEIGHT - 70 y = ystart column = 1 for i, km in enumerate(KEYMENUS): column += 1 BGL.glRasterPos2i(x + 2, y + h + 5) Draw.Text(LABELS[i]) BUT_KEYMENU[i] = Draw.Menu( km, BEVT_KEYMENU[i], x, y, w - 10, h, 0, 'Choose a key to access its configuration data') if column > km_columns: column = 1 y -= 2 * h if y < 35: break x = 10 else: x += w x = 10 y = 50 + ystart BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2]) BGL.glRasterPos2i(x, y) Draw.Text('Scripts Configuration Editor') Draw.PushButton('help', BEVT_HELP, x, 22, 45, 16, 'View help information about this script (hotkey: H)') elif SCREEN == CONFIG_SCREEN: x = y = 10 h = 18 data = CFGKEY.sorteddata tips = CFGKEY.tips fromdisk = CFGKEY.fromdisk limits = CFGKEY.limits VARS_NUM = 0 for k in data.keys(): VARS_NUM += len(data[k]) lines = VARS_NUM + 5 # to account for header and footer y = lines * h if y > HEIGHT - 20: y = HEIGHT - 20 BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2]) BGL.glRasterPos2i(x, y) Draw.Text('Scripts Configuration Editor') y -= 20 BGL.glColor3ub(COL_TXT[0], COL_TXT[1], COL_TXT[2]) txtsize = 10 if HEIGHT < lines * h: BGL.glRasterPos2i(10, 5) txtsize += Draw.Text('Arrow keys or mouse wheel to scroll, ') BGL.glRasterPos2i(txtsize, 5) Draw.Text('Q or ESC to return.') BGL.glRasterPos2i(x, y) Draw.Text('Key: "%s"' % CFGKEY.name) bh = 16 bw = 45 by = 16 i = -1 if CFGKEY.scriptname: i = 0 Draw.PushButton( 'help', BEVT_HELP, x, by, bw, bh, 'Show documentation for the script that owns this key (hotkey: H)' ) Draw.PushButton('back', BEVT_BACK, x + (1 + i) * bw, by, bw, bh, 'Back to config keys selection screen (hotkey: ESC)') Draw.PushButton('exit', BEVT_EXIT, x + (2 + i) * bw, by, bw, bh, 'Exit from Scripts Config Editor (hotkey: Q)') Draw.PushButton('revert', BEVT_CANCEL, x + (3 + i) * bw, by, bw, bh, 'Revert data to original values (hotkey: U)') Draw.PushButton('apply', BEVT_APPLY, x + (4 + i) * bw, by, bw, bh, 'Apply changes, if any (hotkey: ENTER)') delmsg = 'Delete this data key from memory' if fromdisk: delmsg = "%s and from disk" % delmsg Draw.PushButton('delete', BEVT_DEL, x + (5 + i) * bw, by, bw, bh, '%s (hotkey: DELETE)' % delmsg) if fromdisk: Draw.Toggle( "file", BEVT_DISK, x + 3 + (6 + i) * bw, by, bw, bh, DISK_UPDATE, 'Update also the file where this config key is stored') i = -1 top = -1 y -= 20 yend = 30 if data.has_key(bool) and y > 0: lst = data[bool] for l in lst: top += 1 i += 1 if top < SCROLL_DOWN: continue y -= h if y < yend: break w = 20 tog = data[bool][i][1] if tips and tips.has_key(l[0]): tooltip = tips[l[0]] else: tooltip = "click to toggle" BUT_TYPES[bool][i] = Draw.Toggle("", BEVT_BOOL + i, x, y, w, h, tog, tooltip) BGL.glRasterPos2i(x + w + 3, y + 5) Draw.Text(l[0].lower().replace('_', ' ')) i = -1 y -= 5 if data.has_key(int) and y > 0: lst = data[int] for l in lst: w = 70 top += 1 i += 1 if top < SCROLL_DOWN: continue y -= h if y < yend: break val = data[int][i][1] if limits: min, max = limits[l[0]] else: min, max = 0, 10 if tips and tips.has_key(l[0]): tooltip = tips[l[0]] else: tooltip = "click / drag to change" BUT_TYPES[int][i] = Draw.Number("", BEVT_INT + i, x, y, w, h, val, min, max, tooltip) BGL.glRasterPos2i(x + w + 3, y + 3) Draw.Text(l[0].lower().replace('_', ' ')) i = -1 y -= 5 if data.has_key(float) and y > 0: lst = data[float] for l in lst: w = 70 top += 1 i += 1 if top < SCROLL_DOWN: continue y -= h if y < yend: break val = data[float][i][1] if limits: min, max = limits[l[0]] else: min, max = 0.0, 1.0 if tips and tips.has_key(l[0]): tooltip = tips[l[0]] else: tooltip = "click and drag to change" BUT_TYPES[float][i] = Draw.Number("", BEVT_FLOAT + i, x, y, w, h, val, min, max, tooltip) BGL.glRasterPos2i(x + w + 3, y + 3) Draw.Text(l[0].lower().replace('_', ' ')) i = -1 y -= 5 if data.has_key(str) and y > 0: lst = data[str] for l in lst: top += 1 i += 1 if top < SCROLL_DOWN: continue y -= h if y < yend: break name = l[0].lower() is_dir = is_file = False if name.find('_dir', -4) > 0: is_dir = True elif name.find('_file', -5) > 0: is_file = True w = WIDTH - 20 wbrowse = 50 if is_dir and w > wbrowse: w -= wbrowse if tips and tips.has_key(l[0]): tooltip = tips[l[0]] else: tooltip = "click to write a new string" name = name.replace('_', ' ') + ': ' if len(l[1]) > MAX_STR_LEN: l[1] = l[1][:MAX_STR_LEN] BUT_TYPES[str][i] = Draw.String(name, BEVT_STR + i, x, y, w, h, l[1], MAX_STR_LEN, tooltip) if is_dir: Draw.PushButton( 'browse', BEVT_BROWSEDIR + i, x + w + 1, y, wbrowse, h, 'click to open a file selector (pick any file in the desired dir)' ) elif is_file: Draw.PushButton('browse', BEVT_BROWSEFILE + i, x + w + 1, y, 50, h, 'click to open a file selector')
def gui(): global dataref_m, dataref_b, indices_b, indices_t, vals_b, clear_b, loops_b global hideshow_m, from_b, to_b, up_b, down_b, delete_b, addhs_b global cancel_b, apply_b global manipulator_m, manipulator_b, cursor_m, cursor_b dataref_m = [] dataref_b = [] indices_b = [] indices_t = [] vals_b = [] clear_b = None loops_b = [] hideshow_m = [] from_b = [] to_b = [] up_b = [] down_b = [] delete_b = [] addhs_b = None cancel_b = None apply_b = None # Default theme text = [0, 0, 0, 255] text_hi = [255, 255, 255, 255] header = [165, 165, 165, 255] panel = [255, 255, 255, 40] back = [180, 180, 180, 255] error = [255, 80, 80, 255] # where's the theme value for this? # Actual theme if Blender.Get('version') >= 235: theme = Blender.Window.Theme.Get() if theme: theme = theme[0] space = theme.get('buts') text = theme.get('ui').text text_hi = space.text_hi header = space.header header = [ max(header[0] - 30, 0), # 30 appears to be hard coded max(header[1] - 30, 0), max(header[2] - 30, 0), header[3] ] panel = space.panel back = space.back size = BGL.Buffer(BGL.GL_FLOAT, 4) BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size) size = size.list x = int(size[2]) y = int(size[3]) BGL.glEnable(BGL.GL_BLEND) BGL.glBlendFunc(BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA) BGL.glClearColor( float(back[0]) / 255, float(back[1]) / 255, float(back[2]) / 255, 1) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) yoff = y - offset[1] if vertical: xoff = PANELPAD + PANELINDENT - offset[0] for boneno in range(bonecount): eventbase = boneno * EVENTMAX framecount = len(vals[boneno]) if not vertical: xoff = PANELPAD + boneno * (PANELWIDTH + PANELPAD) + PANELINDENT - offset[0] BGL.glColor4ub(*header) BGL.glRectd(xoff - PANELINDENT, yoff - PANELTOP, xoff - PANELINDENT + PANELWIDTH, yoff - PANELTOP - PANELHEAD) BGL.glColor4ub(*panel) BGL.glRectd(xoff - PANELINDENT, yoff - PANELTOP - PANELHEAD, xoff - PANELINDENT + PANELWIDTH, yoff - 170 - (CONTROLSIZE - 1) * framecount) txt = 'parent bone' if boneno: txt = 'grand' + txt txt = 'great-' * (boneno - 1) + txt txt = txt[0].upper() + txt[1:] BGL.glColor4ub(*text_hi) BGL.glRasterPos2d(xoff, yoff - 23) Draw.Text(txt) Draw.Label("Dataref:", xoff - 4, yoff - 54, 100, CONTROLSIZE) BGL.glColor4ub(*error) # For errors (valid, mbutton, bbutton, ibutton, tbutton) = drawdataref(datarefs, indices, eventbase, boneno, xoff - 4, yoff - 80) dataref_m.append(mbutton) dataref_b.append(bbutton) indices_b.append(ibutton) indices_t.append(tbutton) vals_b.append([]) if valid: # is a valid or custom dataref Draw.Label("Dataref values:", xoff - 4, yoff - 132, 150, CONTROLSIZE) for i in range(framecount): Draw.Label("Frame #%d:" % (i + 1), xoff - 4 + CONTROLSIZE, yoff - 152 - (CONTROLSIZE - 1) * i, 100, CONTROLSIZE) if i > 1: v9 = 'v9: ' else: v9 = '' vals_b[-1].append( Draw.Number( '', i + VALS_B + eventbase, xoff + 104, yoff - 152 - (CONTROLSIZE - 1) * i, 80, CONTROLSIZE, vals[boneno][i], -NUMBERMAX, NUMBERMAX, v9 + 'The dataref value that corresponds to the pose in frame %d' % (i + 1))) if framecount > 2: clear_b = Draw.Button( 'Delete', DELETE_B + eventbase, xoff + 208, yoff - 152 - (CONTROLSIZE - 1) * (framecount - 1), 80, CONTROLSIZE, 'Clear animation keys from this frame') Draw.Label("Loop:", xoff - 4 + CONTROLSIZE, yoff - 160 - (CONTROLSIZE - 1) * framecount, 100, CONTROLSIZE) loops_b.append( Draw.Number( '', LOOPS_B + eventbase, xoff + 104, yoff - 160 - (CONTROLSIZE - 1) * framecount, 80, CONTROLSIZE, loops[boneno], -NUMBERMAX, NUMBERMAX, 'v9: The animation will loop back to frame 1 when the dataref value exceeds this number. Enter 0 for no loop.' )) else: loops_b.append(None) if vertical: yoff -= (170 + (CONTROLSIZE - 1) * framecount) #Draw Manipulator GUI #This is broken #if valid: # Draw.Label("Manipulator:", xoff-4, yoff-220-(CONTROLSIZE-1)*i, 100, CONTROLSIZE) # drawmanipulator(manipulators, indices, eventbase, boneno, xoff-4, yoff-250-(CONTROLSIZE-1)*i) if not vertical: xoff = PANELPAD + bonecount * (PANELWIDTH + PANELPAD) + PANELINDENT - offset[0] BGL.glColor4ub(*header) BGL.glRectd(xoff - PANELINDENT, yoff - PANELTOP, xoff - PANELINDENT + PANELWIDTH, yoff - PANELTOP - PANELHEAD) BGL.glColor4ub(*panel) BGL.glRectd(xoff - PANELINDENT, yoff - PANELTOP - PANELHEAD, xoff - PANELINDENT + PANELWIDTH, yoff - 64 - len(hideshow) * 82) BGL.glColor4ub(*text_hi) BGL.glRasterPos2d(xoff, yoff - 23) Draw.Text("Hide/Show for all children of %s" % armature.name) for hs in range(len(hideshow)): eventbase = (bonecount + hs) * EVENTMAX BGL.glColor4ub(*panel) BGL.glRectd(xoff - 4, yoff - PANELTOP - PANELHEAD - 4 - hs * 82, xoff - 13 + PANELWIDTH, yoff - PANELTOP - 101 - hs * 82) BGL.glColor4ub(*error) # For errors (valid, mbutton, bbutton, ibutton, tbutton) = drawdataref(hideshow, hideshowindices, eventbase, hs, xoff - 4, yoff - 54 - hs * 82) dataref_m.append(mbutton) dataref_b.append(bbutton) indices_b.append(ibutton) indices_t.append(tbutton) if hs: up_b.append( Draw.Button('^', UP_B + eventbase, xoff + 217, yoff - 80 - hs * 82, CONTROLSIZE, CONTROLSIZE, 'Move this entry up')) else: up_b.append(None) if hs != len(hideshow) - 1: down_b.append( Draw.Button('v', DOWN_B + eventbase, xoff + 237, yoff - 80 - hs * 82, CONTROLSIZE, CONTROLSIZE, 'Move this entry down')) else: down_b.append(None) delete_b.append( Draw.Button('X', DELETE_B + eventbase, xoff + 267, yoff - 80 - hs * 82, CONTROLSIZE, CONTROLSIZE, 'Delete this entry')) if valid: # is a valid or custom dataref hideshow_m.append( Draw.Menu('Hide%x0|Show%x1', HIDEORSHOW_M + eventbase, xoff, yoff - 106 - hs * 82, 62, CONTROLSIZE, hideorshow[hs], 'Choose Hide or Show')) Draw.Label("when", xoff + 63, yoff - 106 - hs * 82, 60, CONTROLSIZE) from_b.append( Draw.Number( '', FROM_B + eventbase, xoff + 104, yoff - 106 - hs * 82, 80, CONTROLSIZE, hideshowfrom[hs], -NUMBERMAX, NUMBERMAX, 'The dataref value above which the animation will be hidden or shown' )) Draw.Label("to", xoff + 187, yoff - 106 - hs * 82, 60, CONTROLSIZE) to_b.append( Draw.Number( '', TO_B + eventbase, xoff + 207, yoff - 106 - hs * 82, 80, CONTROLSIZE, hideshowto[hs], -NUMBERMAX, NUMBERMAX, 'The dataref value below which the animation will be hidden or shown' )) else: hideshow_m.append(None) from_b.append(None) to_b.append(None) addhs_b = Draw.Button('Add New', ADD_B + bonecount * EVENTMAX, xoff + 217, yoff - 54 - len(hideshow) * 82, 70, CONTROLSIZE, 'Add a new Hide or Show entry') if vertical: xoff = PANELPAD - offset[0] yoff -= (64 + len(hideshow) * 82) else: xoff = PANELPAD + (bonecount + 1) * (PANELWIDTH + PANELPAD) - offset[0] apply_b = Draw.Button('Apply', APPLY_B + bonecount * EVENTMAX, xoff, yoff - PANELTOP - CONTROLSIZE * 2, 80, CONTROLSIZE * 2, 'Apply these settings', doapply) if vertical: cancel_b = Draw.Button('Cancel', CANCEL_B + bonecount * EVENTMAX, xoff + 80 + PANELPAD, yoff - PANELTOP - CONTROLSIZE * 2, 80, CONTROLSIZE * 2, 'Retain existing settings') else: cancel_b = Draw.Button('Cancel', CANCEL_B + bonecount * EVENTMAX, xoff, yoff - PANELTOP - CONTROLSIZE * 4 - PANELPAD, 80, CONTROLSIZE * 2, 'Retain existing settings')
def draw(): """ This function draws the morph target on the screen and adds buttons to enable utility functions to be called to process the target. **Parameters:** This method has no parameters. """ global message, regulFactor global targetPath, morphFactor, rotVal, rotSum, currentTarget, selAxis, rotationMode global saveOnlySelectedVerts, loadedTraslTarget, loadedRotTarget, loadedPoseTarget global fitVert1, fitVert2, fitVert3 if GUIswitch == 1: glClearColor(0.5, 0.5, 0.5, 0.0) glClear(GL_COLOR_BUFFER_BIT) glColor3f(0.0, 0.0, 0.0) glRasterPos2i(10, 300) Draw.Text("MakeTargets v3.2") glColor3f(0.5, 0.0, 0.0) glRasterPos2i(10, 250) Draw.Text("Msg: %s" % (message)) glColor3f(0.0, 0.0, 0.0) glRasterPos2i(10, 230) fileText = "" if loadedTraslTarget: fileText = os.path.basename(loadedTraslTarget) elif loadedRotTarget: fileText = os.path.basename(loadedRotTarget) elif loadedPoseTarget: fileText = os.path.basename(loadedPoseTarget) Draw.Text("Target: %s" % (fileText)) Draw.Button("Load", 1, 10, 200, 50, 20, "Load target") Draw.Button("Morph", 2, 60, 200, 50, 20, "Morph ") Draw.Button("<=", 3, 110, 200, 30, 20, "Make left side symetrical to right side") Draw.Button("Reset", 4, 140, 200, 40, 20, "Return base object to its original state") Draw.Button("=>", 5, 180, 200, 30, 20, "Make right side symetrical to left side") morphFactor = Draw.Number("Value: ", 0, 10, 180, 100, 20, morphFactor.val, -2, 2, "Insert the value to apply the target") Draw.Button("Save", 6, 110, 180, 100, 20, "Save target") saveOnlySelectedVerts = Draw.Toggle( "Save only selected verts", 0, 10, 160, 200, 20, saveOnlySelectedVerts.val, "The target will affect only the selected verts") rotationMode = Draw.Toggle("Rotations", 0, 10, 140, 200, 20, rotationMode.val, "Work with rotation targets") if GUIswitch == 2: glClearColor(0.5, 0.5, 0.5, 0.0) glClear(GL_COLOR_BUFFER_BIT) glColor3f(0.0, 0.0, 0.0) glRasterPos2i(10, 300) Draw.Text("ScanToMH vers. 1") glColor3f(0.5, 0.0, 0.0) glRasterPos2i(10, 250) Draw.Text("Msg: %s" % (message)) glColor3f(0.0, 0.0, 0.0) glRasterPos2i(10, 230) Draw.Button("Load ob", 30, 10, 200, 80, 20, "Load wavefront obj") Draw.Button("Fit", 32, 90, 200, 80, 20, "Morph ") Draw.Button("Build", 31, 170, 200, 80, 20, "Build targets db") Draw.Button("Save verts", 33, 10, 180, 80, 20, "Save selected verts") regulFactor = Draw.Number("Regul: ", 0, 90, 180, 100, 20, regulFactor.val, 0, 1, "0 mean fine fitting, but less constrain") fitVert1 = Draw.String("verts to compute: ", 34, 10, 150, 240, 20, fitVert1.val, 300, "None") fitVert2 = Draw.String("verts to fit: ", 35, 10, 130, 240, 20, fitVert2.val, 300, "None") if GUIswitch == 3: glClearColor(0.5, 0.5, 0.5, 0.0) glClear(GL_COLOR_BUFFER_BIT) glColor3f(0.0, 0.0, 0.0) glRasterPos2i(10, 300) Draw.Text("Regulariser vers. 1") glColor3f(0.5, 0.0, 0.0) glRasterPos2i(10, 250) Draw.Text("Msg: %s" % (message)) glColor3f(0.0, 0.0, 0.0) glRasterPos2i(10, 230) Draw.Button("Load db data", 40, 10, 200, 80, 20, "Load targets db") Draw.Button("Regularise", 41, 90, 200, 80, 20, "Regularise the mesh ") Draw.Button("Build", 42, 170, 200, 80, 20, "Build targets db") fitVert3 = Draw.String("verts to fit: ", 35, 10, 130, 240, 20, fitVert3.val, 300, "None")
def gui(): # drawing the screen global SCREEN, START_SCREEN, SCRIPT_SCREEN global SCRIPT_INFO, AllGroups, GROUP_MENUS global BEVT_EMAIL, BEVT_LINK global BEVT_VIEWSOURCE, BEVT_EXIT, BEVT_BACK, BEVT_GMENU, BUT_GMENU, BEVT_EXEC global PADDING, WIN_W, WIN_H, SCROLL_DOWN, COLUMNS, FMODE theme = Theme.Get()[0] tui = theme.get('ui') ttxt = theme.get('text') COL_BG = float_colors(ttxt.back) COL_TXT = ttxt.text COL_TXTHI = ttxt.text_hi BGL.glClearColor(COL_BG[0], COL_BG[1], COL_BG[2], COL_BG[3]) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) BGL.glColor3ub(COL_TXT[0], COL_TXT[1], COL_TXT[2]) resize = screen_was_resized() if resize: fit_on_screen() if SCREEN == START_SCREEN: x = PADDING bw = 85 bh = 25 hincr = 50 butcolumns = (WIN_W - 2 * x) / bw if butcolumns < 2: butcolumns = 2 elif butcolumns > 7: butcolumns = 7 len_gm = len(GROUP_MENUS) butlines = len_gm / butcolumns if len_gm % butcolumns: butlines += 1 h = hincr * butlines + 20 y = h + bh BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2]) BGL.glRasterPos2i(x, y) Draw.Text('Scripts Help Browser') y -= bh BGL.glColor3ub(COL_TXT[0], COL_TXT[1], COL_TXT[2]) i = 0 j = 0 for group_menu in GROUP_MENUS: BGL.glRasterPos2i(x, y) Draw.Text(group_menu[0] + ':') BUT_GMENU[j] = Draw.Menu( group_menu[1], BEVT_GMENU[j], x, y - bh - 5, bw, bh, 0, 'Choose a script to read its help information') if i == butcolumns - 1: x = PADDING i = 0 y -= hincr else: i += 1 x += bw + 3 j += 1 x = PADDING y = 10 BGL.glRasterPos2i(x, y) Draw.Text('Select script for its help. Press Q or ESC to leave.') elif SCREEN == SCRIPT_SCREEN: if SCRIPT_INFO: if resize: SCRIPT_INFO.wrap_lines(1) SCROLL_DOWN = 0 h = 18 * SCRIPT_INFO.len_content + 12 * SCRIPT_INFO.spaces x = PADDING y = WIN_H bw = 38 bh = 16 BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2]) for line in SCRIPT_INFO.header: y -= 18 BGL.glRasterPos2i(x, y) size = Draw.Text(line) for line in text_wrap('Tooltip: %s' % SCRIPT_INFO.script.tip): y -= 18 BGL.glRasterPos2i(x, y) size = Draw.Text(line) i = 0 y -= 28 for data in SCRIPT_INFO.d['__url__']: Draw.PushButton('link %d' % (i + 1), BEVT_LINK[i], x + i * bw, y, bw, bh, data[0]) i += 1 y -= bh + 1 i = 0 for data in SCRIPT_INFO.d['__email__']: Draw.PushButton('email', BEVT_EMAIL[i], x + i * bw, y, bw, bh, data[0]) i += 1 y -= 18 y0 = y BGL.glColor3ub(COL_TXT[0], COL_TXT[1], COL_TXT[2]) for line in SCRIPT_INFO.content[SCROLL_DOWN:]: if line: line = line.replace('<br>', '') BGL.glRasterPos2i(x, y) Draw.Text(line) y -= 18 else: y -= 12 if y < PADDING + 20: # reached end, either stop or go to 2nd column if COLUMNS == 1: break elif x == PADDING: # make sure we're still in column 1 x = 6 * TEXT_WRAP + PADDING / 2 y = y0 x = PADDING Draw.PushButton( 'source', BEVT_VIEWSOURCE, x, 17, 45, bh, 'View this script\'s source code in the Text Editor (hotkey: S)' ) Draw.PushButton('exit', BEVT_EXIT, x + 45, 17, 45, bh, 'Exit from Scripts Help Browser (hotkey: Q)') if not FMODE: Draw.PushButton( 'back', BEVT_BACK, x + 2 * 45, 17, 45, bh, 'Back to scripts selection screen (hotkey: ESC)') Draw.PushButton('run script', BEVT_EXEC, x + 3 * 45, 17, 60, bh, 'Run this script') BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2]) BGL.glRasterPos2i(x, 5) Draw.Text('use the arrow keys or the mouse wheel to scroll text', 'small')
def draw_text(text, x, y): BGL.glRasterPos2f(x, y) return Draw.Text(text)
def gui(): # function drawing in screen BGL.glRasterPos2i(10, 230) # установка позиции Draw.Text("Type letters from a to z, ESC to leave.") BGL.glRasterPos2i(20, 200) Draw.Text(mystring)
def gui(): global buttons, offsets, rows, cols size = BGL.Buffer(BGL.GL_FLOAT, 4) BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size) size = size.list xoff = PANELPAD yoff = int(size[3]) # Default theme text = [0, 0, 0, 255] text_hi = [255, 255, 255, 255] header = [165, 165, 165, 255] panel = [255, 255, 255, 40] back = [180, 180, 180, 255] # Actual theme if Blender.Get('version') >= 235: theme = Blender.Window.Theme.Get() if theme: theme = theme[0] text = theme.get('ui').text space = theme.get('buts') text_hi = space.text_hi header = space.header header = [ max(header[0] - 30, 0), # 30 appears to be hard coded max(header[1] - 30, 0), max(header[2] - 30, 0), header[3] ] panel = space.panel back = space.back BGL.glEnable(BGL.GL_BLEND) BGL.glBlendFunc(BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA) BGL.glClearColor( float(back[0]) / 255, float(back[1]) / 255, float(back[2]) / 255, 1) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) BGL.glColor4ub(*header) BGL.glRectd(xoff, yoff - PANELTOP, xoff - PANELINDENT + PANELWIDTH, yoff - PANELTOP - PANELHEAD) BGL.glColor4ub(*panel) BGL.glRectd(xoff, yoff - PANELTOP - PANELHEAD, xoff - PANELINDENT + PANELWIDTH, yoff - 60 - PANELINDENT - rows * CONTROLSIZE) BGL.glColor4ub(*text_hi) BGL.glRasterPos2d(xoff + PANELINDENT, yoff - 23) Draw.Text("Fixup UV mapping") BGL.glColor4ub(*text) BGL.glRasterPos2d(xoff + PANELINDENT, yoff - 48) Draw.Text("Select where the old image is located in the new:") buttons = [] for i in range(rows): for j in range(cols): buttons.append( Draw.Button('', len(buttons) + CANCEL + 1, xoff + PANELINDENT + j * CONTROLSIZE, yoff - 80 - i * CONTROLSIZE, CONTROLSIZE, CONTROLSIZE)) buttons.append( Draw.Button("Cancel", CANCEL, xoff - PANELINDENT * 2 + PANELWIDTH - 4 * CONTROLSIZE, yoff - 60 - rows * CONTROLSIZE, 4 * CONTROLSIZE, CONTROLSIZE))
def GUI(): global GUIPARAMS, PARAMS BGL.glClearColor(*(ScreenColor + [1.0])) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) minx = 5 maxx = 500 miny = 5 maxy = 450 lineheight = 24 buPad = 5 # Generic Button Padding, most buttons should have 24-19 (or 5) px space around them lP = 5 # Left Padding rP = 5 # Right Padding # Draw Background Box BGL.glColor3f(*BackgroundColor) BGL.glRecti(minx, miny, maxx, maxy) # Draw Title BGL.glColor3f(*TitleBG) BGL.glRecti(minx, maxy - (lineheight), maxx, maxy) BGL.glColor3f(*TitleCol) title = "2D Cutout Image Importer v" + VERSIONSTRING BGL.glRasterPos2i(minx + lP, maxy - 15) Draw.Text(title, 'large') Draw.PushButton('Exit', EXIT, maxx-50-rP, maxy - lineheight + 2, 50, 19, "Exit Script") # Path Buttons if GUIPARAMS['Path'].val == '': Draw.PushButton('Single Image', SINGLE_IMG, minx + lP, maxy - (2*lineheight), 150, 19, "Select a Single Image to Import") Draw.PushButton('Directory', DIRECTORY_IMG, minx + lP + 150, maxy - (2*lineheight), 150, 19, "Select a Directory of Images to Import") else: Draw.PushButton('Clear', CLR_PATH, minx+lP, maxy - (2*lineheight), 50, 19, "Clear Path and Change Import Options") GUIPARAMS['Path'] = Draw.String('Path: ', NO_EVT, minx + lP, maxy - (3*lineheight), (maxx-minx-lP-rP), 19, GUIPARAMS['Path'].val, 399, 'Path to Import From') if PARAMS['ImportType'] == DIR: GUIPARAMS['ImageExt'] = Draw.String('Image Ext: ', CHG_EXT, minx + lP, maxy - (4*lineheight), 110, 19, GUIPARAMS['ImageExt'].val, 6, 'Image extension for batch directory importing (case insensitive)') GUIPARAMS['PackImage'] = Draw.Toggle('Pack', NO_EVT, maxx - rP - 50, maxy - (4*lineheight), 50, 19, GUIPARAMS['PackImage'].val, 'Pack Image(s) into .Blend File') # Geometry and Viewport Options BGL.glColor3f(*TextCol) BGL.glRecti(minx+lP, maxy - (5*lineheight), maxx-rP, maxy - (5*lineheight) + 1) BGL.glRasterPos2i(minx + lP, maxy-(5*lineheight) + 3) Draw.Text('Geometry and Display Options', 'small') GUIPARAMS['PPU'] = Draw.Slider('Pixels Per Unit: ', NO_EVT, minx + lP, maxy - (6*lineheight), (maxx-minx)/2 - lP, 19, GUIPARAMS['PPU'].val, 1, 5000, 0, 'Set the Number of Pixels Per Blender Unit to preserve Image Size Relations') GUIPARAMS['VPTransp'] = Draw.Toggle('Viewport Transparency', NO_EVT, minx + lP, maxy - (8*lineheight), (maxx-minx)/2 - lP, 2*lineheight - buPad, GUIPARAMS['VPTransp'].val, 'Display Alpha Transparency in the Viewport') GUIPARAMS['XOff'] = Draw.Slider('Offs X: ', NO_EVT, minx + lP + (maxx-minx)/2, maxy - (6*lineheight), (maxx-minx)/2 - lP - rP, 19, GUIPARAMS['XOff'].val, 0, 5.0, 0, 'Amount to Offset Each Imported in the X-Direction if Importing Multiple Images') GUIPARAMS['YOff'] = Draw.Slider('Offs Y: ', NO_EVT, minx + lP + (maxx-minx)/2, maxy - (7*lineheight), (maxx-minx)/2 - lP - rP, 19, GUIPARAMS['YOff'].val, 0, 5.0, 0, 'Amount to Offset Each Imported in the Y-Direction if Importing Multiple Images') GUIPARAMS['ZOff'] = Draw.Slider('Offs Z: ', NO_EVT, minx + lP + (maxx-minx)/2, maxy - (8*lineheight), (maxx-minx)/2 - lP - rP, 19, GUIPARAMS['ZOff'].val, 0, 5.0, 0, 'Amount to Offset Each Imported in the Z-Direction if Importing Multiple Images') # Material and Texture Options BGL.glColor3f(*TextCol) BGL.glRecti(minx+lP, maxy - (9*lineheight), maxx-rP, maxy - (9*lineheight) + 1) BGL.glRasterPos2i(minx + lP, maxy-(9*lineheight) + 3) Draw.Text('Material and Texture Options', 'small') half = (maxx-minx-lP-rP)/2 GUIPARAMS['CopyMat'] = Draw.Toggle('Copy Existing Material', NO_EVT, minx + lP, maxy-(10*lineheight), half, 19, GUIPARAMS['CopyMat'].val, 'Copy an Existing Material') if GUIPARAMS['CopyMat'].val: menStr = compileMaterialList() GUIPARAMS['MatId'] = Draw.Menu(menStr, NO_EVT, minx + lP, maxy - (11*lineheight), half, 19, GUIPARAMS['MatId'].val, 'Material to Copy Settings From') else: GUIPARAMS['MatCol'] = Draw.ColorPicker(NO_EVT, minx+lP, maxy - (13*lineheight), 40, (3*lineheight) - buPad, GUIPARAMS['MatCol'].val, 'Color of Newly Created Material') GUIPARAMS['Ref'] = Draw.Slider('Ref: ', NO_EVT, minx +lP+45, maxy - (11*lineheight), half-45, 19, GUIPARAMS['Ref'].val, 0.0, 1.0, 0, 'Set the Ref Value for Created Materials') GUIPARAMS['Spec'] = Draw.Slider('Spec: ', NO_EVT, minx +lP+45, maxy - (12*lineheight), half-45, 19, GUIPARAMS['Spec'].val, 0.0, 2.0, 0, 'Set the Spec Value for Created Materials') GUIPARAMS['Hard'] = Draw.Slider('Hard: ', NO_EVT, minx +lP+45, maxy - (13*lineheight), half-45, 19, GUIPARAMS['Hard'].val, 1, 500, 0, 'Set the Hardness Value for Created Materials') GUIPARAMS['Alpha'] = Draw.Slider('A: ', NO_EVT, minx +lP, maxy - (14*lineheight), half, 19, GUIPARAMS['Alpha'].val, 0.0, 1.0, 0, 'Set the Alpha Value for Created Materials') GUIPARAMS['ZTransp'] = Draw.Toggle('ZTransparency', NO_EVT, minx + lP, maxy - (15*lineheight), half, 19, GUIPARAMS['ZTransp'].val, 'Enable ZTransparency') GUIPARAMS['Shadeless'] = Draw.Toggle('Shadeless', NO_EVT, minx + lP, maxy - (16*lineheight), half, 19, GUIPARAMS['Shadeless'].val, 'Enable Shadeless') GUIPARAMS['TexChan'] = Draw.Number('Texture Channel: ', NO_EVT, minx + lP+ half + buPad, maxy - (10*lineheight), half-rP, 19, GUIPARAMS['TexChan'].val, 1, 10, 'Texture Channel for Image Texture') GUIPARAMS['MPTCol'] = Draw.Toggle('Color', NO_EVT, minx + lP + half + buPad, maxy - (11*lineheight), half/2, 19, GUIPARAMS['MPTCol'].val, 'Map To Color Channel') GUIPARAMS['MPTAlpha'] = Draw.Toggle('Alpha', NO_EVT, minx + lP + int((1.5)*half) + buPad, maxy - (11*lineheight), half/2 - rP, 19, GUIPARAMS['MPTAlpha'].val, 'Map To Alpha Channel') third = int((maxx-minx-lP-rP)/6) GUIPARAMS['UseAlpha'] = Draw.Toggle('Use Alpha', NO_EVT, minx + lP + half + buPad, maxy - (12*lineheight), third, 19, GUIPARAMS['UseAlpha'].val, "Use the Images' Alpha Values") GUIPARAMS['CalcAlpha'] = Draw.Toggle('Calc Alpha', NO_EVT, minx + lP + half + third + buPad, maxy - (12*lineheight), third, 19, GUIPARAMS['CalcAlpha'].val, "Calculate Images' Alpha Values") GUIPARAMS['ExtendMode'] = Draw.Toggle('Extend', NO_EVT, minx+lP+half+third+third+buPad, maxy - (12*lineheight), third-3, 19, GUIPARAMS['ExtendMode'].val, "Use Extend texture mode. If deselected, Repeat is used") GUIPARAMS['Seq'] = Draw.Toggle('Sequence', NO_EVT, minx + lP + half + buPad, maxy - (13*lineheight), half-rP, 19, GUIPARAMS['Seq'].val, 'Set the Image(s) to use a Sequence instead of a Still') if GUIPARAMS['Seq'].val and not PARAMS['ImportType'] == DIR: GUIPARAMS['AutoRefresh'] = Draw.Toggle('Auto Refresh', NO_EVT, minx + lP + half + buPad, maxy - (14*lineheight), half/2, 19, GUIPARAMS['AutoRefresh'].val, 'Use Auto Refresh') GUIPARAMS['Cyclic'] = Draw.Toggle('Cyclic', NO_EVT, minx + lP + half + buPad + half/2, maxy - (14*lineheight), half/2 - rP, 19, GUIPARAMS['Cyclic'].val, 'Repeat Frames Cyclically`') GUIPARAMS['Frames'] = Draw.Number('Frames: ', NO_EVT, minx +lP + half + buPad, maxy - (15*lineheight), half - rP, 19, GUIPARAMS['Frames'].val, 1, 30000, 'Sets the Number of Images of a Movie to Use') GUIPARAMS['Offs'] = Draw.Number('Offs: ', NO_EVT, minx +lP + half + buPad, maxy - (16*lineheight), half/2, 19, GUIPARAMS['Offs'].val, -30000, 30000, 'Offsets the Number of the Frame to use in the Animation') GUIPARAMS['StartFr'] = Draw.Number('StartFr: ', NO_EVT, minx +lP + half + buPad + half/2, maxy - (16*lineheight), half/2 - rP, 19, GUIPARAMS['StartFr'].val, 1, 30000, 'Sets the Global Starting Frame of the Movie') elif GUIPARAMS['Seq'].val and PARAMS['ImportType'] == DIR: BGL.glColor3f(*ErrCol) BGL.glRasterPos2i(minx + lP + half + buPad + 7, maxy-(14 * lineheight) + 5) Draw.Text('Sequence only available for Single Image Import', 'small') # Import Options BGL.glColor3f(*TextCol) BGL.glRecti(minx+lP, maxy - (17*lineheight), maxx-rP, maxy - (17*lineheight) + 1) BGL.glRasterPos2i(minx + lP, maxy-(17*lineheight) + 3) Draw.Text('Import', 'small') if GUIPARAMS['Path'].val and GUIPARAMS['ImageExt'].val or GUIPARAMS['Path'].val and PARAMS['ImportType'] == SINGLE: Draw.PushButton('Import', DO_SCRIPT, minx + lP, maxy - (18*lineheight), 75, 19, "Import Image(s)") else: BGL.glColor3f(*ErrCol) BGL.glRasterPos2i(minx+lP, maxy - (18*lineheight) + 5) Draw.Text('A path and image type must be specified to import images') GUIPARAMS['RedrawImp'] = Draw.Toggle('Redraw During Import', NO_EVT, maxx - rP - 150, maxy - (18*lineheight), 150, 19, GUIPARAMS['RedrawImp'].val, 'Redraw the View as Images Import')