def updateStatus(status): global gStatus gStatus = status BGL.glClearColor(0.392,0.396,0.549,1) BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT) size = Blender.Window.GetAreaSize() isize = drawHeader(size) BGL.glColor3f(1.0,1.0,1.0) yval = size[1]-isize[1] - 40 Blender.BGL.glRasterPos2i(60, yval) Blender.Draw.Text('Status:','normal') if type(gStatus) == types.ListType: for s in gStatus: Blender.BGL.glRasterPos2i(105, yval) Blender.Draw.Text(s,'normal') yval = yval - 18 else: Blender.BGL.glRasterPos2i(105, yval) Blender.Draw.Text(gStatus,'normal') yval = yval - 18 Blender.Redraw()
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 drawcorner(self): BGL.glBegin(BGL.GL_LINES) BGL.glColor3f(self.col[0],self.col[1],self.col[2]) BGL.glVertex2i(self.x+4*self.xflip,self.y+1*self.yflip) BGL.glVertex2i(self.x+8*self.xflip,self.y+1*self.yflip) BGL.glVertex2i(self.x+3*self.xflip,self.y+2*self.yflip) BGL.glVertex2i(self.x+8*self.xflip,self.y+2*self.yflip) BGL.glVertex2i(self.x+2*self.xflip,self.y+3*self.yflip) BGL.glVertex2i(self.x+8*self.xflip,self.y+3*self.yflip) BGL.glVertex2i(self.x+1*self.xflip,self.y+4*self.yflip) BGL.glVertex2i(self.x+8*self.xflip,self.y+4*self.yflip) # change colour for border, if needed BGL.glColor3f(self.bcol[0],self.bcol[1],self.bcol[2]) BGL.glVertex2i(self.x+5*self.xflip,self.y) BGL.glVertex2i(self.x+8*self.xflip,self.y) BGL.glVertex2i(self.x+5*self.xflip,self.y) BGL.glVertex2i(self.x,self.y+5*self.yflip) BGL.glVertex2i(self.x,self.y+5*self.yflip) BGL.glVertex2i(self.x,self.y+8*self.yflip) BGL.glEnd()
def doDraw(self): # this has black color... # Draw.Label(self.title, # self.pos_x, self.pos_y, self.width, self.height) BGL.glColor3f(*self.color) BGL.glRasterPos2i(self.pos_x, self.pos_y) Draw.Text(self.title + self.button.val)
def dotext(self): ## By default this function prints the desired text, in the desired colour centrally in the panel. ## Possibly there will be more options in a leter release. ## Find the vertical centreline of the panel. centreline=self.left+(self.width/2) ## Find the horizontal centreline of the panel and subtract about half the height of the font (roughly). textline=self.base+(self.height/2-5) ## Find the length of the string that was passed in. stringlength=Draw.GetStringWidth(self.text) ## Halve it. offset=stringlength/2 ## Calculate the start point for the text. titlestart=centreline-offset ## Change to the text colour. BGL.glColor3f(self.textcolour[0],self.textcolour[1],self.textcolour[2]) ## Position raster. BGL.glRasterPos2i(titlestart,textline) ## Print it. Draw.Text(self.text)
def drawpanel(self): ## Draw the main part of the panel. BGL.glColor3f(self.col[0],self.col[1],self.col[2]) BGL.glRecti(self.left+5,self.base,self.right-5,self.top) ## Large middle bit. BGL.glRecti(self.left,self.base+4,self.left+8,self.top-4) ## Left small side strip. BGL.glRecti(self.right-8,self.base+4,self.right,self.top-4) ## Right small side strip. ## Draw the borders. BGL.glColor3f(self.bcol[0],self.bcol[1],self.bcol[2]) ## Change to border colour. BGL.glBegin(BGL.GL_LINES) BGL.glVertex2i(self.left+6,self.base) ## Base border. BGL.glVertex2i(self.right-6,self.base) BGL.glVertex2i(self.left+6,self.top) ## Top border. BGL.glVertex2i(self.right-6,self.top) BGL.glVertex2i(self.left,self.base+6) ## Left border. BGL.glVertex2i(self.left,self.top-6) BGL.glVertex2i(self.right,self.base+6) ## Right border. BGL.glVertex2i(self.right,self.top-6) BGL.glEnd()
def draw(): # Define the draw function (which draws your GUI). global EVENT_Button global EVENT_Type global EVENT_shtoguntype global EVENT_String global EVENT_Bitmap global EVENT_WVTU_1 global Object_Button global Object_Type global Object_shtoguntype global Object_String global Object_Bitmap global Object_WVTU_1 BGL.glClearColor(0.244564, 0.244406, 0.244406, 0.0) BGL.glClear(GL_COLOR_BUFFER_BIT) BGL.glColor3f(1.000000, 1.000000, 1.000000) Object_Button = Draw.Button("Connect to Shotgun", EVENT_Button, 20, 8, 200, 20, "") BGL.glRasterPos2i(100, 108) Object_Type = Draw.Text("Type") Object_shtoguntype = Draw.Menu("Asset", EVENT_shtoguntype, 20, 100, 60, 20, Object_shtoguntype.val, "Type of Shotgun entry") Object_String = Draw.String("id : ", EVENT_String, 20, 60, 60, 20,Object_String.val, 399, "ID # for the Shotgun entry") BGL.glRasterPos2i(24, 210) BGL.glDrawPixels(0, 0, GL_RGB, GL_UNSIGNED_BYTE, Object_Bitmap) BGL.glRasterPos2i(24, 152) Object_WVTU_1 = Draw.Text("WVTU "+VERSION+"")
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 drawGUI(): """ Create and draw the GUI. """ HEIGHT = 382 CONTROL_WIDTH = 400 BGL.glClearColor(0.6, 0.6, 0.6, 1.0) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) BGL.glColor3f(0.75, 0.75, 0.75) BGL.glRecti(3,45,CONTROL_WIDTH,3) stitchOffset = 22 HEIGHT += stitchOffset * num_motions_button.val Display_Title_Bar(HEIGHT,25, CONTROL_WIDTH) Display_File_Bar(HEIGHT - 25, 71 + stitchOffset * num_motions_button.val, CONTROL_WIDTH) Display_Mesh_Bar(HEIGHT - 96 - stitchOffset * num_motions_button.val, 48, CONTROL_WIDTH) Display_Camera_Bar(HEIGHT - 144 - stitchOffset * num_motions_button.val, 112, CONTROL_WIDTH) Display_Render_Bar(HEIGHT - 256 - stitchOffset * num_motions_button.val, 48, CONTROL_WIDTH) Display_Output_Bar(HEIGHT - 304 - stitchOffset * num_motions_button.val, 48, CONTROL_WIDTH) Draw.PushButton('Load simulation', SimulationButton, 9, 8, (CONTROL_WIDTH / 2) - 9, 18, 'Load simulation') if hasLoaded: Draw.PushButton('Render scene', RenderButton, (CONTROL_WIDTH / 2) + 3, 8, (CONTROL_WIDTH / 2) - 9, 18, 'Render scene')
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 drawHeader(size): sver = 'v' + iUtils.iversion try: bheight=10 boffset = 8 logoImage = Blender.Image.Load(scriptsLocation + 'irrblend.png') isize = logoImage.getSize() BGL.glColor3f(0.8,0.8,0.8) BGL.glRectd(11+isize[0],size[1]-bheight-boffset,size[0]-5, size[1]-boffset) Blender.BGL.glEnable(Blender.BGL.GL_BLEND ) Blender.BGL.glBlendFunc(Blender.BGL.GL_SRC_ALPHA, Blender.BGL.GL_ONE_MINUS_SRC_ALPHA) Blender.Draw.Image(logoImage, 6, size[1]-isize[1]-5) Blender.BGL.glDisable(Blender.BGL.GL_BLEND) Blender.BGL.glRasterPos2i(183, size[1]-33) Blender.Draw.Text(sver,'normal') except IOError: BGL.glColor3f(1.0,1.0,1.0) Blender.BGL.glRasterPos2i(45, size[1]-30) Blender.Draw.Text('Irrlicht Plugin for Blender - ' + sver, 'large') isize = [256,75] return isize
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 coversides(self): ## This function draws lines to cover up border lines designated by the sides arguement. BGL.glColor3f(self.col[0],self.col[1],self.col[2]) if self.sides[0]: # left border BGL.glBegin(BGL.GL_LINES) BGL.glVertex2i(self.left,self.base+1) BGL.glVertex2i(self.left,self.top) BGL.glEnd() if self.sides[1]: # top border BGL.glBegin(BGL.GL_LINES) BGL.glVertex2i(self.left+1,self.top) BGL.glVertex2i(self.right,self.top) BGL.glEnd() if self.sides[2]: # right border BGL.glBegin(BGL.GL_LINES) BGL.glVertex2i(self.right,self.base+1) BGL.glVertex2i(self.right,self.top) BGL.glEnd() if self.sides[3]: # base border BGL.glBegin(BGL.GL_LINES) BGL.glVertex2i(self.left+1,self.base) BGL.glVertex2i(self.right,self.base) BGL.glEnd()
def displayWarnings(): BGL.glClearColor(0.392,0.396,0.549,1) BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT) size = Blender.Window.GetAreaSize() isize = drawHeader(size) BGL.glColor3f(1.0,1.0,0.0) yval = size[1]-isize[1] - 40 Blender.BGL.glRasterPos2i(50, yval) Blender.Draw.Text('Warnings:','normal') BGL.glColor3f(1.0,1.0,1.0) for s in gWarnings: Blender.BGL.glRasterPos2i(115, yval) Blender.Draw.Text(s,'normal') yval = yval - 18 Blender.Draw.PushButton('Back', ID_BACK, 105, 10, 100, 20, 'Back To Exporter')
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 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_Border(X1,Y1,X2,Y2): # X1,Y1 = Top Left X2,Y2 = Bottom Right """ Draw a border given a top left corner (X1, X2) and bottom right (X2, Y2) """ INDENT = 3 BGL.glColor3f(1.0,1.0,1.0) BGL.glBegin(BGL.GL_LINES) BGL.glVertex2i(X1+INDENT,Y1-INDENT) #top line BGL.glVertex2i(X2-INDENT,Y1-INDENT) BGL.glVertex2i(X1+INDENT,Y1-INDENT) #left line BGL.glVertex2i(X1+INDENT,Y2+INDENT) BGL.glEnd() BGL.glColor3f(0.5,0.5,0.5) BGL.glBegin(BGL.GL_LINES) BGL.glVertex2i(X2-INDENT,Y1-INDENT) #Right line BGL.glVertex2i(X2-INDENT,Y2+INDENT) BGL.glVertex2i(X1+INDENT,Y2+INDENT) #bottom line BGL.glVertex2i(X2-INDENT,Y2+INDENT) BGL.glEnd()
def drawcorner(self): BGL.glColor3f(self.col[0],self.col[1],self.col[2]) for i in range(8): BGL.glBegin(BGL.GL_LINES) BGL.glVertex2i(self.x,self.y+i*self.yflip) BGL.glVertex2i(self.x+8*self.xflip,self.y+i*self.yflip) BGL.glEnd() # change colour for border, if needed BGL.glColor3f(self.bcol[0],self.bcol[1],self.bcol[2]) BGL.glBegin(BGL.GL_LINES) BGL.glVertex2i(self.x,self.y) BGL.glVertex2i(self.x+9*self.xflip,self.y) BGL.glVertex2i(self.x,self.y) BGL.glVertex2i(self.x,self.y+9*self.yflip) BGL.glEnd()
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 OnDraw(): global Ticks, Tickctrl BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT) BGL.glColor3f(0.2, 0.3, 0.3) DrawBox(LEFT-10, TOP - 10, 300, 380) BGL.glColor3f(0.1, 0.1, 0.1) BGL.glRasterPos2i(LEFT, TOP) Draw.Text("DirectX Exporter", "large") BGL.glRasterPos2i(LEFT, TOP - 40) Draw.Text("Export", "large") Draw.Toggle("All", 0, LEFT, TOP - 80, 80, 20, ExportType == 0, "Export all static objects in the current scene.") Draw.Toggle("Selected", 1, LEFT + 100, TOP - 80, 80, 20, ExportType == 1, "Export all selected objects.") Draw.Toggle("Animated", 2, LEFT + 200, TOP - 80, 80, 20, ExportType == 2, "Export one mesh with one armature. Make sure that only the mesh and it's armature are selected.") BGL.glRasterPos2i(LEFT, EDATA) Draw.Text("Exported data", "large") Draw.Toggle("Normals", 3, LEFT, EDATA - 40, 80, 20, Normals, "Export vertex normals.") Draw.Toggle("Colors", 4, LEFT + 200, EDATA - 40, 80, 20, Colors, "Export vertex diffuse colors.") Draw.Toggle("Texcoords", 6, LEFT, EDATA - 70, 80, 20, TexCoords, "Export vertex texture coordinates.") Draw.Toggle("Materials", 7, LEFT + 100, EDATA - 40, 80, 20, Materials, "Export materials.") BGL.glRasterPos2i(LEFT, MISC) Draw.Text("Misc options", "large") Draw.Toggle("Swap y and z", 8, LEFT, MISC - 40, 80, 20, SwapYZ, "Right-handed to left-handed system.") Draw.Toggle("Apply world", 9, LEFT + 100, MISC - 40, 80, 20, UseWTrans, "Apply world transformation to exported vertices.") Tickctrl = Draw.Number("Speed", 10, LEFT + 200, MISC - 40, 80, 20, Ticks, 1, 100, "Animation ticks per second.") #Draw.Toggle("Compressed", 11, LEFT, MISC - 70, 80, 20, Compressed, "Compress the file.") Draw.Button("Export...", 100, LEFT + 40, DOIT, 80, 40, "Export data.") Draw.Button("Exit", 101, LEFT + 140, DOIT, 80, 40, "Exit the script.") BGL.glColor3f(0.3, 0.3, 0.3) BGL.glRasterPos2i(LEFT, 35) Draw.Text("(C) 2006 Heikki Salo", "small") BGL.glRasterPos2i(LEFT, 20) Draw.Text("http://directpython.sourceforge.net/exportx.html", "small")
def draw(): global EVENT_gui_exit global EVENT_gui_instruction global EVENT_gui_prepare global EVENT_gui_export global EVENT_gui_nexuizPath global EVENT_gui_fileName global EVENT_Text global EVENT_Text_0 global EVENT_gui_scale global EVENT_Text_1 global EVENT_gui_extrudeHeight global EVENT_Text_2 global EVENT_gui_extrudeDownwards global EVENT_Text_3 global EVENT_gui_echo global EVENT_Text_4 global EVENT_Text_5 global EVENT_Text_6 global EVENT_Text_7 global EVENT_Text_8 global EVENT_Text_9 global EVENT_Text_10 global EVENT_Text_11 global EVENT_Text_12 global EVENT_Text_13 global EVENT_Text_14 global EVENT_Text_15 global EVENT_gui_version global EVENT_Text_16 global EVENT_gui_exportSurf global EVENT_Text_17 global EVENT_gui_textureStri global EVENT_name_textureInd global EVENT_Text_18 global EVENT_gui_textureBtn global Object_gui_exit global Object_gui_instruction global Object_gui_prepare global Object_gui_export global Object_gui_nexuizPath global Object_gui_fileName global Object_Text global Object_Text_0 global Object_gui_scale global Object_Text_1 global Object_gui_extrudeHeight global Object_Text_2 global Object_gui_extrudeDownwards global Object_Text_3 global Object_gui_echo global Object_Text_4 global Object_Text_5 global Object_Text_6 global Object_Text_7 global Object_Text_8 global Object_Text_9 global Object_Text_10 global Object_Text_11 global Object_Text_12 global Object_Text_13 global Object_Text_14 global Object_Text_15 global Object_gui_version global Object_Text_16 global Object_gui_exportSurf global Object_Text_17 global Object_gui_textureStri global Object_name_textureInd global Object_Text_18 global Object_gui_textureBtn global nexify BGL.glClearColor(0.500000, 0.500000, 0.500000, 0.0) BGL.glClear(GL_COLOR_BUFFER_BIT) BGL.glColor3f(0.000000, 0.000000, 0.000000) Object_gui_exit = Draw.Button("Exit", EVENT_gui_exit, 8, 8, 76, 44, "Exit exporter") BGL.glRasterPos2i(64, 560) Object_gui_instruction = Draw.Text("Exporter to MAP format for Nexuiz community") Object_gui_prepare = Draw.Button("Prepare", EVENT_gui_prepare, 88, 8, 76, 44, "Prepares for export: checks is all meshes are convex") Object_gui_export = Draw.Button("Export", EVENT_gui_export, 168, 8, 76, 44, "Exports prepared scene to a MAP file") Object_gui_nexuizPath = Draw.String("", EVENT_gui_nexuizPath, 152, 320, 148, 20, Object_gui_nexuizPath.val, 399, "Nexuiz absolute path") Object_gui_fileName = Draw.String("", EVENT_gui_fileName, 152, 296, 148, 20, Object_gui_fileName.val, 399, "MAP file name") BGL.glRasterPos2i(16, 328) Object_Text = Draw.Text("Nexuiz absolute path") BGL.glRasterPos2i(16, 304) Object_Text_0 = Draw.Text("MAP file name") Object_gui_scale = Draw.Number("", EVENT_gui_scale, 152, 272, 76, 20, Object_gui_scale.val, 0.000000, 1024.000000, "") BGL.glRasterPos2i(16, 280) Object_Text_1 = Draw.Text("Scale factor") Object_gui_extrudeHeight = Draw.Number("", EVENT_gui_extrudeHeight, 152, 248, 76, 20, Object_gui_extrudeHeight.val, 0.000000, 1024.000000, "") BGL.glRasterPos2i(16, 256) Object_Text_2 = Draw.Text("Extrude height") Object_gui_extrudeDownwards = Draw.Toggle("downwards", EVENT_gui_extrudeDownwards, 152, 224, 76, 20, Object_gui_extrudeDownwards.val, "") BGL.glRasterPos2i(16, 232) Object_Text_3 = Draw.Text("Extrude downwards") Object_gui_echo = Draw.Toggle("echo", EVENT_gui_echo, 152, 200, 76, 20, Object_gui_echo.val, "") BGL.glRasterPos2i(16, 208) Object_Text_4 = Draw.Text("Console echo") BGL.glRasterPos2i(32, 536) Object_Text_5 = Draw.Text("Brief instruction:") BGL.glRasterPos2i(8, 504) Object_Text_6 = Draw.Text("Exporter currently work with meshes, lights and nurbs surfaces.") BGL.glRasterPos2i(368, 504) Object_Text_7 = Draw.Text("As far as meshes are converted into NetRadiant brushes they should be convex") BGL.glRasterPos2i(8, 480) Object_Text_8 = Draw.Text("Concave meshes are splitted into individual faces. Faces after that are extruded on \"Extrude height\" parameter (see below).") BGL.glRasterPos2i(8, 456) Object_Text_9 = Draw.Text("As far as objects in NetRadiant may have properties different then objects in Blender game logic properties are used to store such params.") BGL.glRasterPos2i(8, 432) Object_Text_10 = Draw.Text("Possible mesh params: ignore(BOOL), convex(BOOL)") BGL.glRasterPos2i(8, 408) Object_Text_11 = Draw.Text("Possible light params: sun(BOOL), has_target(BOOL), target_x, target_y, target_z(FLOAT), radius(float)") BGL.glRasterPos2i(8, 64) Object_Text_12 = Draw.Text("First press PREPARE, then press EXPORT.") BGL.glRasterPos2i(8, 384) Object_Text_13 = Draw.Text("Due to Blender doesn't understand Radiant shaders one may use texture[i](STRING) properties, to overwrite texture files with shaders(i = material index).") BGL.glRasterPos2i(8, 84) Object_Text_14 = Draw.Text("REMEMBER: textures are to be on \".../nexuiz/data/textures\" subpath!") BGL.glRasterPos2i(272, 24) Object_Text_15 = Draw.Text("Ver") BGL.glRasterPos2i(304, 24) Object_gui_version = Draw.Text( __version__ ) BGL.glRasterPos2i(16, 176) Object_Text_16 = Draw.Text("Focre selected surf") Object_gui_exportSurf = Draw.Button("Treat selected as surf when export", EVENT_gui_exportSurf, 152, 168, 212, 20, "") BGL.glRasterPos2i(16, 136) Object_Text_17 = Draw.Text("Overwrite texture") Object_gui_textureStri = Draw.String("", EVENT_gui_textureStri, 192, 132, 104, 20, Object_gui_textureStri.val, 399, "") Object_name_textureInd = Draw.Number("", EVENT_name_textureInd, 392, 132, 60, 20, Object_name_textureInd.val, 1.000000, 128.000000, "") BGL.glRasterPos2i(304, 140) Object_Text_18 = Draw.Text("material index") Object_gui_textureBtn = Draw.Button("over", EVENT_gui_textureBtn, 152, 132, 32, 20, "Overwrite selected object texture with the following.")
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(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(): global n2mat, bl_mats_menu, n2_shader_menu, shader_params_menu, texture_param_list win_size = Window.GetAreaSize() left = 0 top = win_size[1] button_width = 100 button_height = 17 pen_x = left + padding pen_y = win_size[1] - (button_height + padding) # TODO: get material for selected object if any if(n2mat): # Draw Label BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) text_width = Draw.Text('Blender Material') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 # menu = buildMenu(bl_mats) bl_mats_menu = Draw.Menu(menu, BL_MAT_CHANGED, pen_x, pen_y, button_width, button_height, bl_mat_index, 'Blender Material') # Move Pen Point pen_x = pen_x + button_width + (padding * 2) pen_y = pen_y + 5 BGL.glRasterPos2i(pen_x, pen_y) # Draw Label text_width = Draw.Text('Nebula Shader') # Move Pen Point pen_x = pen_x + text_width + (padding) pen_y = pen_y - 5 button_width = 180 # menu = buildMenu(n2_shaders) n2_shader_menu = Draw.Menu(menu, NEBULA_SHADER_CHANGED, pen_x, pen_y, button_width, button_height, n2_shader_index, 'Nebula Shader') # Draw Params for current nebula shader shader = n2mat.GetShader() # Move Pen params_start_y = pen_y pen_x = left + padding params = shader.m_params label_width = 130 label_max_chars = 25 button_width_max = 80 name_max_chars = 10 column_size = label_width + (padding *2) + button_width_max # Get Mesh object holding the shaders name and params texture_param_list = [] button_width = 120 #params = [] for key in params: param = params[key] if(not n2exporter.texture_param_types.has_key(param.m_type)): if((pen_y - button_height - padding) < button_height): pen_x = pen_x + column_size#(win_size[0] / 2) pen_y = params_start_y pen_y = pen_y - button_height - padding BGL.glRasterPos2i(pen_x, pen_y) label = param.m_label name = param.m_name stored_value = n2mat.GetParamValue(param.m_name) if(len(label)>label_max_chars): label = label[0:label_max_chars] if(len(name)>name_max_chars): name = name[0:name_max_chars] Draw.Text(str(label)) if(param.m_type == "Int"): button_width = 50 pen_x = pen_x + label_width + padding pen_y = pen_y - 5 shader_params_menu[param.m_name] = Draw.Number("", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, int(stored_value), int(param.m_min), int(param.m_max), str(param.m_label)) pen_x = pen_x - label_width - padding pen_y = pen_y + 5 elif(param.m_type == "Bool"): button_width = 55 pen_x = pen_x + label_width + padding pen_y = pen_y - 5 menu = buildMenu(["False", "True"]) shader_params_menu[param.m_name] = Draw.Menu(menu, SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, int(stored_value), str(param.m_label)) pen_x = pen_x - label_width - padding pen_y = pen_y + 5 elif(param.m_type == "Float"): button_width = 60 pen_x = pen_x + label_width + padding pen_y = pen_y - 5 shader_params_menu[param.m_name] = Draw.Number("", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, float(stored_value), float(param.m_min), float(param.m_max), str(param.m_label)) pen_x = pen_x - label_width - padding pen_y = pen_y + 5 elif(param.m_type == "Enum"): button_width = 80 pen_x = pen_x + label_width + padding pen_y = pen_y - 5 menu = buildMenu(param.m_enum, param.m_default_enum) shader_params_menu[param.m_name] = Draw.Menu(menu, SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, int(stored_value), str(param.m_label)) pen_x = pen_x - label_width - padding pen_y = pen_y + 5 elif(param.m_type == "Vector"): button_width = 50 pen_y = pen_y - button_height - 5 v = n2exporter.StringToVector(stored_value) shader_params_menu[param.m_name + "_x"] = Draw.Number("", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, v.x, 0.0, 100.0, "x Component") pen_x = pen_x + button_width shader_params_menu[param.m_name + "_y"] = Draw.Number("", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, v.y, 0.0, 100.0, "y Component") pen_x = pen_x + button_width shader_params_menu[param.m_name + "_z"] = Draw.Number("", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, v.z, 0.0, 100.0, "z Component") pen_x = pen_x + button_width shader_params_menu[param.m_name + "_w"] = Draw.Number("", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, v.w, 0.0, 100.0, "w Component") pen_x = pen_x - ((button_width) * 3) elif(n2exporter.texture_param_types.has_key(param.m_type)): texture_param_list.append(param.m_name) # Build textures menu if(len(texture_param_list)>0): if((pen_y - button_height - padding) < button_height): pen_x = pen_x = pen_x + column_size pen_y = params_start_y button_width = 80 pen_y = pen_y - button_height - padding - 5 # texture_param_name = texture_param_list[texture_param_index] menu = buildMenu(texture_param_list) shader_params_menu["TextureParams"] = Draw.Menu(menu, TEXTURE_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, texture_param_index, "Shader Textures") # Move Pen pen_x = pen_x + button_width + padding button_width = 160 default = n2mat.GetParamValue(texture_param_name) shader_params_menu[texture_param_name] = Draw.String("", TEXTURE_PARAM_CLICKED, pen_x, pen_y, button_width, button_height, default, 255, "Texture Params") #Draw Browse button pen_x = pen_x + button_width button_width = 20 Draw.PushButton("...", TEXTURE_SELECT_CLICKED, pen_x, pen_y, button_width, button_height, "Select Texture") else: Draw.PupMenu("Error%t|You must have a blender material in the scene") Draw.Exit() return
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 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')
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 draw(): global n2mat, bl_mats_menu, n2_shader_menu, shader_params_menu, texture_param_list win_size = Window.GetAreaSize() left = 0 top = win_size[1] button_width = 100 button_height = 17 pen_x = left + padding pen_y = win_size[1] - (button_height + padding) # TODO: get material for selected object if any if (n2mat): # Draw Label BGL.glColor3f(1.0, 1.0, 1.0) BGL.glRasterPos2i(pen_x, pen_y) text_width = Draw.Text('Blender Material') # Move Pen Point pen_x = pen_x + text_width + padding pen_y = pen_y - 5 # menu = buildMenu(bl_mats) bl_mats_menu = Draw.Menu(menu, BL_MAT_CHANGED, pen_x, pen_y, button_width, button_height, bl_mat_index, 'Blender Material') # Move Pen Point pen_x = pen_x + button_width + (padding * 2) pen_y = pen_y + 5 BGL.glRasterPos2i(pen_x, pen_y) # Draw Label text_width = Draw.Text('Nebula Shader') # Move Pen Point pen_x = pen_x + text_width + (padding) pen_y = pen_y - 5 button_width = 180 # menu = buildMenu(n2_shaders) n2_shader_menu = Draw.Menu(menu, NEBULA_SHADER_CHANGED, pen_x, pen_y, button_width, button_height, n2_shader_index, 'Nebula Shader') # Draw Params for current nebula shader shader = n2mat.GetShader() # Move Pen params_start_y = pen_y pen_x = left + padding params = shader.m_params label_width = 130 label_max_chars = 25 button_width_max = 80 name_max_chars = 10 column_size = label_width + (padding * 2) + button_width_max # Get Mesh object holding the shaders name and params texture_param_list = [] button_width = 120 #params = [] for key in params: param = params[key] if (not n2exporter.texture_param_types.has_key(param.m_type)): if ((pen_y - button_height - padding) < button_height): pen_x = pen_x + column_size #(win_size[0] / 2) pen_y = params_start_y pen_y = pen_y - button_height - padding BGL.glRasterPos2i(pen_x, pen_y) label = param.m_label name = param.m_name stored_value = n2mat.GetParamValue(param.m_name) if (len(label) > label_max_chars): label = label[0:label_max_chars] if (len(name) > name_max_chars): name = name[0:name_max_chars] Draw.Text(str(label)) if (param.m_type == "Int"): button_width = 50 pen_x = pen_x + label_width + padding pen_y = pen_y - 5 shader_params_menu[param.m_name] = Draw.Number( "", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, int(stored_value), int(param.m_min), int(param.m_max), str(param.m_label)) pen_x = pen_x - label_width - padding pen_y = pen_y + 5 elif (param.m_type == "Bool"): button_width = 55 pen_x = pen_x + label_width + padding pen_y = pen_y - 5 menu = buildMenu(["False", "True"]) shader_params_menu[param.m_name] = Draw.Menu( menu, SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, int(stored_value), str(param.m_label)) pen_x = pen_x - label_width - padding pen_y = pen_y + 5 elif (param.m_type == "Float"): button_width = 60 pen_x = pen_x + label_width + padding pen_y = pen_y - 5 shader_params_menu[param.m_name] = Draw.Number( "", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, float(stored_value), float(param.m_min), float(param.m_max), str(param.m_label)) pen_x = pen_x - label_width - padding pen_y = pen_y + 5 elif (param.m_type == "Enum"): button_width = 80 pen_x = pen_x + label_width + padding pen_y = pen_y - 5 menu = buildMenu(param.m_enum, param.m_default_enum) shader_params_menu[param.m_name] = Draw.Menu( menu, SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, int(stored_value), str(param.m_label)) pen_x = pen_x - label_width - padding pen_y = pen_y + 5 elif (param.m_type == "Vector"): button_width = 50 pen_y = pen_y - button_height - 5 v = n2exporter.StringToVector(stored_value) shader_params_menu[param.m_name + "_x"] = Draw.Number( "", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, v.x, 0.0, 100.0, "x Component") pen_x = pen_x + button_width shader_params_menu[param.m_name + "_y"] = Draw.Number( "", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, v.y, 0.0, 100.0, "y Component") pen_x = pen_x + button_width shader_params_menu[param.m_name + "_z"] = Draw.Number( "", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, v.z, 0.0, 100.0, "z Component") pen_x = pen_x + button_width shader_params_menu[param.m_name + "_w"] = Draw.Number( "", SHADER_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, v.w, 0.0, 100.0, "w Component") pen_x = pen_x - ((button_width) * 3) elif (n2exporter.texture_param_types.has_key(param.m_type)): texture_param_list.append(param.m_name) # Build textures menu if (len(texture_param_list) > 0): if ((pen_y - button_height - padding) < button_height): pen_x = pen_x = pen_x + column_size pen_y = params_start_y button_width = 80 pen_y = pen_y - button_height - padding - 5 # texture_param_name = texture_param_list[texture_param_index] menu = buildMenu(texture_param_list) shader_params_menu["TextureParams"] = Draw.Menu( menu, TEXTURE_PARAM_CHANGED, pen_x, pen_y, button_width, button_height, texture_param_index, "Shader Textures") # Move Pen pen_x = pen_x + button_width + padding button_width = 160 default = n2mat.GetParamValue(texture_param_name) shader_params_menu[texture_param_name] = Draw.String( "", TEXTURE_PARAM_CLICKED, pen_x, pen_y, button_width, button_height, default, 255, "Texture Params") #Draw Browse button pen_x = pen_x + button_width button_width = 20 Draw.PushButton("...", TEXTURE_SELECT_CLICKED, pen_x, pen_y, button_width, button_height, "Select Texture") else: Draw.PupMenu("Error%t|You must have a blender material in the scene") Draw.Exit() return
def doDraw(self): BGL.glColor3f(*self.color) BGL.glRecti(self.pos_x, self.pos_y, self.pos_x + self.width, self.pos_y + self.height)
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 gui(): global mystring, mymsg, toggle, scriptsLocation global bSelectedOnly, bBaseDir, gBaseDir global gSelectedOnly global gImageDir, gORGOutput, gTGAOutput, bTGA, bORG global bWorld, gCreateWorld, bImageDir global bSceneDir, gOutDir, gExportLights, bExportLights, gLastYVal global bWalkTest, gWalkTest, gExportCameras, bExportCameras, bReWalkTest global bExportPhysics, gExportPhysics global gLastSceneExported, bBinary, gBinary global gCreateScene, bCreateScene, bIrrlichtVersion if gDisplayWarnings: displayWarnings() return BGL.glClearColor(0.392,0.396,0.549,1) BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT) size = Blender.Window.GetAreaSize() isize = drawHeader(size) maxWidth = 440 # Create File path input BGL.glColor3f(1.0,1.0,1.0) # starting x&y position values xval = 10 yval = size[1]-isize[1] - 40 fileWidth = size[0] - (xval+130) if fileWidth > maxWidth: fileWidth = maxWidth # Scene Directory Blender.BGL.glRasterPos2i(xval, yval+5) Blender.Draw.Text('Output Directory','normal') bSceneDir = Blender.Draw.String('', ID_OUTDIR, xval+95, yval, fileWidth, 20, gOutDir, 255) Blender.Draw.PushButton('...', ID_SELECTDIR, xval+95 + fileWidth, yval, 30,20,'Select Output Directory') yval -= 40 # Option Buttons bCreateScene = Blender.Draw.Toggle('Create Scene File', ID_CREATESCENE,xval+95, yval, 150, 20, gCreateScene, 'Create Scene File (.irr)') bSelectedOnly = Blender.Draw.Toggle('Selected Meshes Only', ID_SELECTEDONLY,xval+255, yval, 150, 20, gSelectedOnly, 'Export Select Meshes Only') if gHaveMeshCvt: bBinary = Blender.Draw.Toggle('Create Binary Meshes', ID_BINARY,xval+415, yval, 150, 20, gBinary, 'Export Binary Mesh Format (.irrbmesh)') # Scene Directory if gCreateScene: yval -= 25 bExportCameras = Blender.Draw.Toggle('Export Camera(s)', ID_EXPCAMERAS, xval+95, yval, 150, 20, gExportCameras, 'Export Scene Camera(s)') bExportLights = Blender.Draw.Toggle('Export Light(s)', ID_EXPLIGHTS, xval+255, yval, 150, 20, gExportLights, 'Export Scene Light(s)') bExportPhysics = Blender.Draw.Toggle('Export Physics', ID_EXPPHYSICS, xval+415, yval, 150, 20, gExportPhysics, 'Export Physics/Collision Data') yval -= 25 dx = 95 if gCreateScene and gHaveWalkTest: bWalkTest = Blender.Draw.Toggle('Walk Test', ID_WALKTEST, xval+95, yval, 150, 20, gWalkTest, 'Run Walk Test After Export') dx = 255 Blender.Draw.PushButton('Create irrb Props', ID_GENPROPS, xval + dx, yval, 150, 20, 'Create irrb ID Properties For Selected Object(s)') # Irrlicht Version (target) for imeshcvt if gHaveMeshCvt and gBinary: yval -= 40 Blender.BGL.glRasterPos2i(xval+6, yval+4) Blender.Draw.Text('Irrlicht Version','normal') bIrrlichtVersion = Draw.Menu(sVersionList, ID_IVERSION, xval+95, yval-1, 150, 20, gIrrlichtVersion, 'Irrlicht Version Target') if gWorldLogic: yval -= 40 bWorld = Blender.Draw.Toggle('Create World File', ID_WORLD, xval+95, yval, 150, 20, gCreateWorld, 'Create Compressed .wld File (experimental)') # Export Buttons Blender.Draw.PushButton('Export', ID_EXPORT, xval+95, 10, 100, 20, 'Export') if gCreateScene and gHaveWalkTest and gLastSceneExported != None: bReWalkTest = Blender.Draw.PushButton('Run Walk Test', ID_REWALKTEST, xval + 250, 10, 150, 20, 'Run Walk Test With Last Exported Scene') Blender.Draw.PushButton('Exit', ID_CANCEL, fileWidth+35, 10, 100, 20,'Exit the Exporter') yval -= 40 Blender.BGL.glRasterPos2i(xval+50, yval) Blender.Draw.Text('Status:','normal') gLastYVal = yval if type(gStatus) == types.ListType: for s in gStatus: Blender.BGL.glRasterPos2i(xval+95, yval) Blender.Draw.Text(s,'normal') yval -= 18 if len(gWarnings) > 0 : BGL.glColor3f(1.0,1.0,0.0) Blender.BGL.glRasterPos2i(xval+95, yval) Blender.Draw.Text('%d Warning(s)' % len(gWarnings),'normal') Blender.Draw.PushButton('Warnings', ID_SHOWWARNINGS, xval+255, yval-3, 75, 20, 'Display Warnings From Last Export') else: Blender.BGL.glRasterPos2i(xval+95, yval) Blender.Draw.Text(gStatus,'normal') yval -= 18