def draw(): global as_package_name global fileButton, expFileName global engine_menu, engine_name global EVENT_NOEVENT, EVENT_DRAW, EVENT_EXIT, EVENT_EXPORT global export_all expFileName = "" ########## Titles glClear(GL_COLOR_BUFFER_BIT) glRasterPos2i(40, 240) logoImage = Image.Load(Get('scriptsdir') + sys.sep + 'AS3Export.png') Draw.Image(logoImage, 40, 155) as_package_name = Draw.String("Package name: ", EVENT_NOEVENT, 40, 130, 250, 20, as_package_name.val, 300) engine_name = "Away3D%x1|Away3D 2.1.0%x5|Away3D 2.2.0%x6|Papervision3D%x2|Papervision3D 2.0%x3|Sandy 3.0%x4" engine_menu = Draw.Menu(engine_name, EVENT_NOEVENT, 40, 100, 200, 20, engine_menu.val, "Choose your engine") fileButton = Draw.String('File location: ', EVENT_NOEVENT, 40, 70, 250, 20, fileButton.val, 255) Draw.PushButton('...', EVENT_BROWSEFILE, 300, 70, 30, 20, 'browse file') export_all = Draw.Toggle('Export ALL scene objects', EVENT_NOEVENT, 40, 45, 200, 20, 0) ######### Draw and Exit Buttons Draw.Button("Export", EVENT_EXPORT, 40, 20, 80, 18) Draw.Button("Exit", EVENT_EXIT, 140, 20, 80, 18)
def drawmanipulator(manipulators, indices, eventbase, boneno, x, y): # See Blender Python Docs # http://www.blender.org/documentation/248PythonDoc/Draw-module.html manipulator = manipulators[boneno] cursor = cursors[boneno] valid = True Draw.Menu('|'.join(manipulatorList), DONTCARE + eventbase, x + 4, y, CONTROLSIZE, CONTROLSIZE, -1, 'Pick the manipulator from a list', manipulatormenucallback) Draw.String('', DATAREF_B + eventbase, x + 4 + CONTROLSIZE, y, PANELWIDTH - 2 * PANELINDENT - CONTROLSIZE, CONTROLSIZE, manipulator, 100, 'Full name of the manipulator used to control this animation') y -= 30 event_id = 1000 sub_dict = sorted(manipulator_dict[manipulator].keys()) for field_id in sub_dict: field_name = field_id.split('@')[1] field_val = manipulator_dict[manipulator][field_id] if field_name == 'cursor': Draw.Label("Cursor Type:", x, y, 100, CONTROLSIZE) Draw.Menu('|'.join(cursorList), DONTCARE + eventbase, x + 4, y, CONTROLSIZE, CONTROLSIZE, -1, 'Pick the cursor type from a list', cursormenucallback) Draw.String( '', DATAREF_B + eventbase, x + 4 + CONTROLSIZE, y, PANELWIDTH - 2 * PANELINDENT - CONTROLSIZE, CONTROLSIZE, cursor, 100, 'Full name of the manipulator used to control this animation') y -= 30 event_id += 1 elif field_name != 'NULL': Draw.Label(field_name + ':', x, y, 120, CONTROLSIZE) if type(field_val).__name__ == 'str': Draw.String('', event_id, x + 100, y, 180, CONTROLSIZE, field_val, 100, '', manipulatordatacallback) if type(field_val).__name__ == 'float': Draw.Number('', event_id, x + 100, y, 80, CONTROLSIZE, field_val, -50000.0, 50000.0, '', manipulatordatacallback) if type(field_val).__name__ == 'int': Draw.Number('', event_id, x + 100, y, 80, CONTROLSIZE, int(field_val), -50000, 50000, '', manipulatordatacallback) y -= 20 event_id += 1 return valid
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 terain_clamp_ui(): # Only to center the UI x, y = GLOBALS['MOUSE'] x -= 40 y -= 70 Draw.Label('Drop Axis', x - 70, y + 120, 60, 20) Draw.BeginAlign() GLOBALS['DROP_AXIS'][0] = Draw.Toggle('Z', EVENT_REDRAW, x + 20, y + 120, 30, 20, GLOBALS['DROP_AXIS'][0].val, 'Drop down on the global Z axis', do_axis_z) GLOBALS['DROP_AXIS'][1] = Draw.Toggle('View Z', EVENT_REDRAW, x + 50, y + 120, 70, 20, GLOBALS['DROP_AXIS'][1].val, 'Drop allong the view vector', do_axis_view) Draw.EndAlign() # Source Draw.Label('Drop on to...', x - 70, y + 90, 120, 20) Draw.BeginAlign() GLOBALS['GROUND_SOURCE'][0] = Draw.Toggle('Active Object', EVENT_REDRAW, x - 70, y + 70, 110, 20, GLOBALS['GROUND_SOURCE'][0].val, '', do_ground_source_act) GLOBALS['GROUND_SOURCE'][1] = Draw.Toggle('Group', EVENT_REDRAW, x + 40, y + 70, 80, 20, GLOBALS['GROUND_SOURCE'][1].val, '', do_ground_source_group) if GLOBALS['GROUND_SOURCE'][1].val: GLOBALS['GROUND_GROUP_NAME'] = Draw.String( 'GR:', EVENT_REDRAW + 1001, x - 70, y + 50, 190, 20, GLOBALS['GROUND_GROUP_NAME'].val, 21, '', do_ground_group_name) Draw.EndAlign() GLOBALS['DROP_OVERLAP_CHECK'] = Draw.Toggle( 'Overlapping Terrain', EVENT_NONE, x - 70, y + 20, 190, 20, GLOBALS['DROP_OVERLAP_CHECK'].val, "Check all terrain triangles and use the top most (slow)") Draw.BeginAlign() GLOBALS['DROP_ORIENT'] = Draw.Toggle('Orient Normal', EVENT_REDRAW, x - 70, y - 10, 110, 20, GLOBALS['DROP_ORIENT'].val, "Rotate objects to the face normal", do_dummy) if GLOBALS['DROP_ORIENT'].val: GLOBALS['DROP_ORIENT_VALUE'] = Draw.Number( '', EVENT_NONE, x + 40, y - 10, 80, 20, GLOBALS['DROP_ORIENT_VALUE'].val, 0.0, 100.0, "Percentage to orient 0.0 - 100.0") Draw.EndAlign() Draw.PushButton('Drop Objects', EVENT_EXIT, x + 20, y - 40, 100, 20, 'Drop the selected objects', terrain_clamp) # So moving the mouse outside the popup exits the while loop GLOBALS['EVENT'] = EVENT_EXIT
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 gui(): global evtExport, evtPathChanged, evtBrows global exportPath global guiExport, guiBrows, guiExportSelection, guiExportNormals, guiExportTriangulated, guiAddObjExtension, guiAddMatExtension, guiLogo guiAddObjExtension = Draw.PushButton( "add obj script link", evtAddObjExtension, 10, 155, 150, 25, "add a text file for more i3d object properties and link it to the active object via script links" ) guiAddMatExtension = Draw.PushButton( "add mat script link", evtAddMatExtension, 175, 155, 155, 25, "add a text file for more i3d material properties and link it to the active material via script links" ) guiExportSelection = Draw.Toggle("only selected", evtExportSelection, 10, 120, 100, 25, exportSelection, "only export selected objects") guiExportTriangulated = Draw.Toggle( "triangulate", evtExportTriangulated, 120, 120, 100, 25, exportTriangulated, "convert quads to triangles (shortest edge)") guiExportNormals = Draw.Toggle("normals", evtExportNormals, 230, 120, 100, 25, exportNormals, "export vertex normals") exportPath = Draw.String("export to: ", evtPathChanged, 10, 85, 260, 25, exportPath.val, 256, "export to %s" % exportPath.val) guiBrows = Draw.PushButton("Brows", evtBrows, 280, 85, 50, 25, "open file browser to chose export location") if exportSelection: guiExport = Draw.PushButton("Export Selection", evtExport, 70, 10, 260, 50, "write i3d to selected file") else: guiExport = Draw.PushButton("Export Scene", evtExport, 70, 10, 260, 50, "write i3d to selected file") if logo: BGL.glEnable( BGL.GL_BLEND ) # Only needed for alpha blending images with background. BGL.glBlendFunc(BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA) guiLogo = Draw.Image(logo, 12, 13) BGL.glDisable(BGL.GL_BLEND)
def render(self): Draw.String(self.name + ': ', self.event, self.x, self.y, self.width, self.height, self.value, self.max_input_length, self.tooltip, self.update_value)
def edl_draw(): MARGIN = 4 rect = BPyWindow.spaceRect() but_width = int((rect[2] - MARGIN * 2) / 4.0) # 72 # Clamp if but_width > 100: but_width = 100 but_height = 17 x = MARGIN y = rect[3] - but_height - MARGIN xtmp = x # ---------- ---------- ---------- ---------- Blender.Draw.BeginAlign() PREF['filename'] = Draw.String('edl path: ', B_EVENT_RELOAD, xtmp, y, (but_width * 3) - 20, but_height, PREF['filename'].val, 256, 'EDL Path') xtmp += (but_width * 3) - 20 Draw.PushButton('..', B_EVENT_FILESEL_EDL, xtmp, y, 20, but_height, 'Select an EDL file') xtmp += 20 Blender.Draw.EndAlign() Draw.PushButton( 'Reload', B_EVENT_RELOAD, xtmp + MARGIN, y, but_width - MARGIN, but_height, 'Read the ID Property settings from the active curve object') xtmp += but_width y -= but_height + MARGIN xtmp = x # ---------- ---------- ---------- ---------- reel_keys = edl_reel_keys() if reel_keys: text = 'Reel file list...' elif PREF['filename'].val == '': text = 'No EDL loaded.' else: text = 'No reels found!' Draw.Label(text, xtmp + MARGIN, y, but_width * 4, but_height) xtmp += but_width * 4 y -= but_height + MARGIN xtmp = x # ---------- ---------- ---------- ---------- for i, reel_key in enumerate(reel_keys): reel_item = REEL_UI[reel_key] Blender.Draw.BeginAlign() REEL_UI[reel_key].filename_but = Draw.String( reel_item.ui_text, B_EVENT_NOP, xtmp, y, (but_width * 3) - 20, but_height, REEL_UI[reel_key].filename_but.val, 256, 'Select the reel path') xtmp += (but_width * 3) - 20 Draw.PushButton('..', B_EVENT_FILESEL + i, xtmp, y, 20, but_height, 'Media path to use for this reel') xtmp += 20 Blender.Draw.EndAlign() reel_item.offset_but = Draw.Number( 'ofs:', B_EVENT_NOP, xtmp + MARGIN, y, but_width - MARGIN, but_height, reel_item.offset_but.val, -100000, 100000, 'Start offset in frames when applying timecode') xtmp += but_width - MARGIN y -= but_height + MARGIN xtmp = x # ---------- ---------- ---------- ---------- Draw.PushButton('Import CMX-EDL Sequencer Strips', B_EVENT_IMPORT, xtmp + MARGIN, MARGIN, but_width * 4 - MARGIN, but_height, 'Load the EDL file into the sequencer') xtmp += but_width * 4 y -= but_height + MARGIN xtmp = x
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(): """ 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, 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 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(): 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 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_gui(): global str_gmdc_filename, str_cres_filename, str_resource_name, btn_name_suffix, \ btn_export_tangents, btn_export_rigging, btn_export_bmesh, btn_save_log, \ menu_export_morphs, btn_use_obj_props, str_bmesh_name pos_y = 340 ; MAX_PATH = 200 # frame Blender.BGL.glColor3f(0.75, 0.75, 0.75) Blender.BGL.glRecti(10, 10, 430, pos_y) pos_y-= 30 # plugin's header s = "GMDC Exporter (TS2)" Blender.BGL.glColor3f(0.8, 0.8, 0.8) Blender.BGL.glRecti(10, pos_y, 430, pos_y+30) Draw.Label(s, 20, pos_y, 400, 30) pos_y-= 30 # GMDC file selector Draw.Label("GMDC file (output)", 20, pos_y, 200, 20) pos_y-= 20 Draw.BeginAlign() str_gmdc_filename = Draw.String("", 0x10, 20, pos_y, 300, 20, str_gmdc_filename.val, MAX_PATH, "Path to GMDC file") Draw.PushButton("Select file", 0x11, 320, pos_y, 100, 20, "Open file browser") Draw.EndAlign() pos_y-= 35 # geometry name Blender.BGL.glColor3f(0.7, 0.7, 0.7) Blender.BGL.glRecti(20, pos_y-60, 420, pos_y+20) Draw.Label("SGResource name (optional)", 25, pos_y, 400, 20) ; pos_y-= 20 Draw.Label("If not provided then GMDC filename is used", 25, pos_y, 400, 20) ; pos_y-= 30 Draw.BeginAlign() str_resource_name = Draw.String("", 0x50, 70, pos_y, 180, 20, str_resource_name.val, 50, "SGResource name of this geometry") btn_name_suffix = Draw.Toggle("_tslocator_gmdc", 0x51, 250, pos_y, 120, 20, btn_name_suffix.val, "Add default suffix") Draw.EndAlign() pos_y-= 45 # options Draw.BeginAlign() btn_export_rigging = Draw.Toggle("Rigging", 0x31, 20, pos_y, 100, 20, btn_export_rigging.val, "Export rigging data (bone indices, weights)") btn_export_tangents = Draw.Toggle("Tangents", 0x32, 120, pos_y, 100, 20, btn_export_tangents.val, "Export tangents (required for bump mapping)") btn_export_bmesh = Draw.Toggle("Bound. mesh", 0x33, 220, pos_y, 100, 20, btn_export_bmesh.val, "Export bounding geometry") btn_save_log = Draw.Toggle("Save log", 0x34, 320, pos_y, 100, 20, btn_save_log.val, "Write script's log data into file *.export_log.txt") Draw.EndAlign() pos_y-= 30 Draw.BeginAlign() menu_export_morphs = Draw.Menu("Export morphs %t|Do not export morphs %x0|Diff. in v.coords only %x1|Diff. in v.coords and normals %x2", 0x35, 20, pos_y, 200, 20, menu_export_morphs.val) btn_use_obj_props = Draw.Toggle("Use object properties", 0x36, 220, pos_y, 200, 20, btn_use_obj_props.val, "Properties can be assigned in logic panel") Draw.EndAlign() pos_y-= 30 # bounding mesh name Draw.Label("Bounding mesh:", 20, pos_y, 100, 20) str_bmesh_name = Draw.String("", 0x40, 120, pos_y, 200, 20, str_bmesh_name.val, 50, "Name of mesh object that will be exported as bounding mesh") pos_y-= 50 # buttons Draw.BeginAlign() Draw.PushButton("Export", 1, 120, pos_y, 100, 30, "Export geometry (Ctrl + Enter)") Draw.PushButton("Exit", 0, 220, pos_y, 100, 30, "Terminate the script (Esc)") Draw.EndAlign()
def draw_gui(): global str_gmdc_filename, str_cres_filename, btn_import_bmesh, btn_all_bones, btn_remove_doubles, btn_save_log pos_y = 230 MAX_PATH = 200 # frame Blender.BGL.glColor3f(0.75, 0.75, 0.75) Blender.BGL.glRecti(10, 10, 430, pos_y) pos_y -= 30 # plugin's header s = "GMDC Importer (TS2)" Blender.BGL.glColor3f(0.8, 0.8, 0.8) Blender.BGL.glRecti(10, pos_y, 430, pos_y + 30) Draw.Label(s, 20, pos_y, 400, 30) pos_y -= 30 # GMDC file selector Draw.Label("GMDC file", 20, pos_y, 200, 20) pos_y -= 20 Draw.BeginAlign() str_gmdc_filename = Draw.String("", 0x10, 20, pos_y, 300, 20, str_gmdc_filename.val, MAX_PATH, "Path to GMDC file") Draw.PushButton("Select file", 0x11, 320, pos_y, 100, 20, "Open file browser") Draw.EndAlign() pos_y -= 30 # resource node file selector Draw.Label("Resource node file (optional)", 20, pos_y, 200, 20) pos_y -= 20 Draw.BeginAlign() str_cres_filename = Draw.String( "", 0x20, 20, pos_y, 300, 20, str_cres_filename.val, MAX_PATH, "Path to resource node file (CRES; optional, but recommended)") Draw.PushButton("Select file", 0x21, 320, pos_y, 100, 20, "Open file browser") Draw.EndAlign() pos_y -= 35 # options Draw.BeginAlign() btn_import_bmesh = Draw.Toggle("Bound. mesh", 0x31, 20, pos_y, 100, 20, btn_import_bmesh.val, "Import bounding geometry") btn_remove_doubles = Draw.Toggle( "Rm. doubles", 0x32, 120, pos_y, 100, 20, btn_remove_doubles.val, "If some vertices differ only in texture coordinates, then they are merged together (removes seams)" ) btn_all_bones = Draw.Toggle( "All bones", 0x33, 220, pos_y, 100, 20, btn_all_bones.val, "Import all bones/transforms; otherwise, used bones only") btn_save_log = Draw.Toggle( "Save log", 0x34, 320, pos_y, 100, 20, btn_save_log.val, "Write script's log data into file *.import_log.txt") Draw.EndAlign() pos_y -= 45 # buttons Draw.BeginAlign() Draw.PushButton("Import", 1, 120, pos_y, 100, 30, "Import geometry (Ctrl + Enter)") Draw.PushButton("Exit", 0, 220, pos_y, 100, 30, "Terminate the script (Esc)") Draw.EndAlign()