Beispiel #1
0
    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        make.publish_project()
        self.report({'INFO'}, 'Publishing project, check console for details.')
        return{'FINISHED'}
Beispiel #2
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    def execute(self, context):
        if state.compileproc != None:
            return {"CANCELLED"}

        if not armutils.check_saved(self):
            return {"CANCELLED"}

        if not armutils.check_camera(self):
            return {"CANCELLED"}

        if not armutils.check_sdkpath(self):
            return {"CANCELLED"}

        if context.area == None:
            return {"CANCELLED"}

        nodes_renderpath.check_default()

        assets.invalidate_enabled = False
        if state.playproc == None and state.krom_running == False:
            if context.area.type != 'VIEW_3D':
                return {"CANCELLED"}
            log.clear()
            # Cancel viewport render
            for space in context.area.spaces:
                if space.type == 'VIEW_3D':
                    if space.viewport_shade == 'RENDERED':
                        space.viewport_shade = 'SOLID'
                    break
            make.play_project(True)
        else:
            make.play_project(True)
        assets.invalidate_enabled = True
        return{'FINISHED'}
Beispiel #3
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        assets.invalidate_enabled = False
        make.build_project()
        make.compile_project(watch=True)
        assets.invalidate_enabled = True
        return{'FINISHED'}
Beispiel #4
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        if not armutils.check_camera(self):
            return {"CANCELLED"}
            
        nodes_renderpath.check_default()

        assets.invalidate_enabled = False
        make.play_project(self, False)
        assets.invalidate_enabled = True
        return{'FINISHED'}
Beispiel #5
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        if not armutils.check_camera(self):
            return {"CANCELLED"}

        if not armutils.check_sdkpath(self):
            return {"CANCELLED"}

        make.publish_project()
        self.report({'INFO'}, 'Publishing project, check console for details.')
        return{'FINISHED'}
Beispiel #6
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        if not armutils.check_camera(self):
            return {"CANCELLED"}

        if not armutils.check_sdkpath(self):
            return {"CANCELLED"}

        state.target = bpy.data.worlds['Arm'].arm_project_target
        assets.invalidate_enabled = False
        make.build_project(target=state.target)
        make.compile_project(target_name=state.target, watch=True)
        assets.invalidate_enabled = True
        return{'FINISHED'}
Beispiel #7
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        if not armutils.check_camera(self):
            return {"CANCELLED"}

        if not armutils.check_sdkpath(self):
            return {"CANCELLED"}

        state.target = make.runtime_to_target(in_viewport=False)
        assets.invalidate_enabled = False
        make.build_project(target=state.target)
        make.compile_project(target_name=state.target, watch=True)
        assets.invalidate_enabled = True
        return{'FINISHED'}
Beispiel #8
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    def execute(self, context):
        if state.compileproc != None:
            return {"CANCELLED"}
        
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        if not armutils.check_camera(self):
            return {"CANCELLED"}

        if not armutils.check_sdkpath(self):
            return {"CANCELLED"}
            
        nodes_renderpath.check_default()

        assets.invalidate_enabled = False
        make.play_project(False)
        assets.invalidate_enabled = True
        return{'FINISHED'}
Beispiel #9
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        if not armutils.check_camera(self):
            return {"CANCELLED"}

        nodes_renderpath.check_default()

        assets.invalidate_enabled = False
        if state.playproc == None:
            log.clear()
            # Cancel viewport render
            for space in context.area.spaces:
                if space.type == 'VIEW_3D':
                    if space.viewport_shade == 'RENDERED':
                        space.viewport_shade = 'SOLID'
                    break
            make.play_project(self, True)
        else:
            make.patch_project()
            make.compile_project()
        assets.invalidate_enabled = True
        return{'FINISHED'}
Beispiel #10
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        make.clean_project()
        return{'FINISHED'}
Beispiel #11
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        make_utils.kode_studio()
        return{'FINISHED'}
Beispiel #12
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        webbrowser.open('file://' + armutils.get_fp())
        return{'FINISHED'}
Beispiel #13
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        make.clean_project()
        return{'FINISHED'}
Beispiel #14
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        make_utils.kode_studio()
        return{'FINISHED'}
Beispiel #15
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    def execute(self, context):
        if not armutils.check_saved(self):
            return {"CANCELLED"}

        webbrowser.open('file://' + armutils.get_fp())
        return{'FINISHED'}
Beispiel #16
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 def invoke(self, context, event):
     if not armutils.check_saved(self):
         return {'CANCELLED'}
     self.class_name = 'MyTrait'
     return context.window_manager.invoke_props_dialog(self)
Beispiel #17
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 def invoke(self, context, event):
     if not armutils.check_saved(self):
         return {'CANCELLED'}
     self.class_name = 'MyTrait'
     return context.window_manager.invoke_props_dialog(self)