def main () : #global root app = QtGui.QApplication ( sys.argv ) app_settings.setValue ( 'version', version ) app_settings.setValue ( 'root', normPath ( root ) ) project_filename = setDefaultValue ( 'project_filename', 'meshadered.prj' ) temp_dir = setDefaultValue ( 'temp', normPath ( os.path.join ( root, 'tmp' ) ) ) project_dir = setDefaultValue ( 'project', normPath ( os.path.join ( root, 'samples' ) ) ) project_shaders = setDefaultValue ( 'project_shaders', normPath ( os.path.join ( project_dir,'shaders' ) ) ) project_textures = setDefaultValue ( 'project_textures',normPath ( os.path.join ( project_dir,'textures' ) ) ) shader_networks_dir = setDefaultValue ( 'shader_networks', normPath ( os.path.join ( project_shaders,'shn' ) ) ) shader_sources_dir = setDefaultValue ( 'shader_sources', normPath ( os.path.join ( project_shaders,'src' ) ) ) shader_output_dir = project_shaders lib_dir = setDefaultValue ( 'lib', normPath ( os.path.join ( root, 'lib' ) ) ) node_dir = setDefaultValue ( 'nodes', normPath ( os.path.join ( lib_dir, 'nodes' ) ) ) texture_dir = setDefaultValue ( 'texture', normPath ( os.path.join ( lib_dir, 'textures' ) ) ) shaders_dir = setDefaultValue ( 'shaders', normPath ( os.path.join ( lib_dir, 'shaders' ) ) ) archive_dir = setDefaultValue ( 'archive', normPath ( os.path.join ( lib_dir, 'archives' ) ) ) include_dir = setDefaultValue ( 'include', normPath ( os.path.join ( root, 'include' ) ) ) createMissingDirs ( [ temp_dir, lib_dir, project_dir, project_shaders, project_textures ] ) createMissingDirs ( [ shader_networks_dir, shader_sources_dir ] ) createMissingDirs ( [ node_dir, texture_dir, shaders_dir, archive_dir ] ) # include_dir supposed to be a list # # Recent projects/networks # setDefaultValue ( 'recent_projects_max', 10 ) setDefaultValue ( 'recent_networks_max', 10 ) # # setup globals # app_global_vars [ 'version' ] = app_settings.value( 'version' ).toString() app_global_vars [ 'RootPath' ] = root app_global_vars [ 'TempPath' ] = temp_dir app_global_vars [ 'ProjectPath' ] = project_dir app_global_vars [ 'ProjectShaders' ] = project_shaders app_global_vars [ 'ProjectTextures' ] = project_textures app_global_vars [ 'ProjectNetworks' ] = shader_networks_dir app_global_vars [ 'ProjectSources' ] = shader_sources_dir app_global_vars [ 'LibPath' ] = lib_dir app_global_vars [ 'NodesPath' ] = node_dir app_global_vars [ 'TexturePath' ] = texture_dir app_global_vars [ 'ShaderPath' ] = shaders_dir app_global_vars [ 'IncludePath' ] = include_dir app_global_vars [ 'TextureSearchPath' ] = sanitizeSearchPath ( texture_dir ) app_global_vars [ 'ShaderSearchPath' ] = sanitizeSearchPath ( shaders_dir ) app_global_vars [ 'ArchiveSearchPath' ] = sanitizeSearchPath ( archive_dir ) app_global_vars [ 'ProjectSearchPath' ] = sanitizeSearchPath ( project_dir ) app_global_vars [ 'ProjectSearchShaders' ] = sanitizeSearchPath ( project_shaders ) app_global_vars [ 'ProjectSearchTextures' ] = sanitizeSearchPath ( project_textures ) # # Setup current renderer preset # defRenderer = setDefaultValue ( 'defRenderer', '3Delight' ) preset = meRendererPreset ( os.path.join ( root, 'renderers.xml' ), defRenderer ) app_global_vars [ 'RendererPreset' ] = preset app_global_vars [ 'RendererName' ] = preset.currentPreset.RendererName app_global_vars [ 'RendererFlags' ] = preset.currentPreset.RendererFlags app_global_vars [ 'ShaderCompiler' ] = preset.currentPreset.ShaderCompiler app_global_vars [ 'ShaderDefines' ] = preset.currentPreset.ShaderDefines app_global_vars [ 'ShaderInfo' ] = preset.currentPreset.ShaderInfo app_global_vars [ 'SLO' ] = preset.currentPreset.ShaderExt app_global_vars [ 'TextureMake' ] = preset.currentPreset.TextureMake app_global_vars [ 'TextureInfo' ] = preset.currentPreset.TextureInfo app_global_vars [ 'TextureViewer' ] = preset.currentPreset.TextureViewer app_global_vars [ 'TEX' ] = preset.currentPreset.TextureExt createDefaultProject ( app_settings, True ) # check_if_exist = True if DEBUG_MODE : print 'TextureSearchPath = %s' % app_global_vars [ 'TextureSearchPath' ] print 'ShaderSearchPath = %s' % app_global_vars [ 'ShaderSearchPath' ] print 'ArchiveSearchPath = %s' % app_global_vars [ 'ArchiveSearchPath' ] print 'Renderer = %s' % app_global_vars [ 'RendererName' ] #app_global_vars[ 'RibPath' ] = '' #app_global_vars[ 'DisplayPath' ] = '' app_settings.beginGroup ( 'WorkArea' ) #grid_enabled = bool( setDefaultValue( 'grid_enabled', True ).toString() ) grid_enabled = setDefaultValue ( 'grid_enabled', True ) grid_size = int ( setDefaultValue ( 'grid_size', 10 ) ) grid_snap = setDefaultValue ( 'grid_snap', True ) reverse_flow = setDefaultValue ( 'reverse_flow', False ) straight_links = setDefaultValue ( 'straight_links', True ) app_settings.endGroup () app_settings.beginGroup ( 'Colors' ) app_colors [ 'rsl_node_bg' ] = setDefaultValue ( 'rsl_node_bg', app_colors [ 'rsl_node_bg' ] ) app_colors [ 'rib_node_bg' ] = setDefaultValue ( 'rib_node_bg', app_colors [ 'rib_node_bg' ] ) app_colors [ 'image_node_bg' ] = setDefaultValue ( 'image_node_bg', app_colors [ 'image_node_bg' ] ) app_colors [ 'group_node_bg' ] = setDefaultValue ( 'group_node_bg', app_colors [ 'group_node_bg' ] ) app_settings.endGroup () from gui.MainWindow import MainWindow window = MainWindow () #, rendererPreset ) window.show () # It's exec_ because exec is a reserved word in Python sys.exit ( app.exec_ () )
return value # # def getDefaultValue ( settings, group, key ) : if group != '' : settings.beginGroup ( group ) value = settings.value( key ) if group != '' : settings.endGroup ( ) if value.toString() == 'true' : value = True elif value.toString() == 'false' : value = False else : value = str ( value.toString() ) return value # # defRenderer = setDefaultValue ( 'defRenderer','3Delight' ) app_renderer = meRendererPreset ( os.path.join ( root, 'renderers.xml' ), defRenderer ) #app_renderer.setPresetFile ( os.path.join( root, 'renderers.xml' ), defRenderer ) # # # def main (): #global root app = QtGui.QApplication ( sys.argv ) app_settings.setValue ( 'root', normPath ( root ) ) temp_dir = setDefaultValue ( 'temp', normPath ( os.path.join ( root, 'tmp' ) ) )
def main(): # app = QtModule.QApplication(sys.argv) app_settings.setValue('version', __version__) app_settings.setValue('root', normPath(root)) project_filename = setDefaultValue('project_filename', 'meshadered.prj') temp_dir = setDefaultValue('temp', normPath(os.path.join(root, 'tmp'))) project_dir = setDefaultValue('project', normPath(os.path.join(root, 'samples'))) project_shaders = setDefaultValue( 'project_shaders', normPath(os.path.join(project_dir, 'shaders'))) project_textures = setDefaultValue( 'project_textures', normPath(os.path.join(project_dir, 'textures'))) shader_networks_dir = setDefaultValue( 'shader_networks', normPath(os.path.join(project_shaders, 'shn'))) shader_sources_dir = setDefaultValue( 'shader_sources', normPath(os.path.join(project_shaders, 'src'))) shader_output_dir = project_shaders lib_dir = setDefaultValue('lib', normPath(os.path.join(root, 'lib'))) node_dir = setDefaultValue('nodes', normPath(os.path.join(lib_dir, 'nodes'))) texture_dir = setDefaultValue('texture', normPath(os.path.join(lib_dir, 'textures'))) shaders_dir = setDefaultValue('shaders', normPath(os.path.join(lib_dir, 'shaders'))) archive_dir = setDefaultValue('archive', normPath(os.path.join(lib_dir, 'archives'))) include_dir = setDefaultValue('include', normPath(os.path.join(root, 'include'))) createMissingDirs( [temp_dir, lib_dir, project_dir, project_shaders, project_textures]) createMissingDirs([shader_networks_dir, shader_sources_dir]) createMissingDirs([node_dir, texture_dir, shaders_dir, archive_dir]) # include_dir supposed to be a list # # Recent projects/networks # setDefaultValue('recent_projects_max', 10) setDefaultValue('recent_networks_max', 10) # # setup globals # app_global_vars['version'] = getDefaultValue(app_settings, '', 'version') app_global_vars['RootPath'] = root app_global_vars['TempPath'] = temp_dir app_global_vars['ProjectPath'] = project_dir app_global_vars['ProjectShaders'] = project_shaders app_global_vars['ProjectTextures'] = project_textures app_global_vars['ProjectNetworks'] = shader_networks_dir app_global_vars['ProjectSources'] = shader_sources_dir app_global_vars['LibPath'] = lib_dir app_global_vars['NodesPath'] = node_dir app_global_vars['TexturePath'] = texture_dir app_global_vars['ShaderPath'] = shaders_dir app_global_vars['IncludePath'] = include_dir app_global_vars['TextureSearchPath'] = sanitizeSearchPath(texture_dir) app_global_vars['ShaderSearchPath'] = sanitizeSearchPath(shaders_dir) app_global_vars['ArchiveSearchPath'] = sanitizeSearchPath(archive_dir) app_global_vars['ProjectSearchPath'] = sanitizeSearchPath(project_dir) app_global_vars['ProjectSearchShaders'] = sanitizeSearchPath( project_shaders) app_global_vars['ProjectSearchTextures'] = sanitizeSearchPath( project_textures) # # Setup current renderer preset # defRenderer = setDefaultValue('defRenderer', '3Delight') preset = meRendererPreset(os.path.join(root, 'renderers.xml'), defRenderer) app_global_vars['RendererPreset'] = preset app_global_vars['RendererName'] = preset.currentPreset.RendererName app_global_vars['RendererFlags'] = preset.currentPreset.RendererFlags app_global_vars['ShaderCompiler'] = preset.currentPreset.ShaderCompiler app_global_vars['ShaderDefines'] = preset.currentPreset.ShaderDefines app_global_vars['ShaderInfo'] = preset.currentPreset.ShaderInfo app_global_vars['SLO'] = preset.currentPreset.ShaderExt app_global_vars['TextureMake'] = preset.currentPreset.TextureMake app_global_vars['TextureInfo'] = preset.currentPreset.TextureInfo app_global_vars['TextureViewer'] = preset.currentPreset.TextureViewer app_global_vars['TEX'] = preset.currentPreset.TextureExt createDefaultProject(app_settings, True) # check_if_exist = True if DEBUG_MODE: print 'TextureSearchPath = %s' % app_global_vars['TextureSearchPath'] print 'ShaderSearchPath = %s' % app_global_vars['ShaderSearchPath'] print 'ArchiveSearchPath = %s' % app_global_vars['ArchiveSearchPath'] print 'Renderer = %s' % app_global_vars['RendererName'] #app_global_vars[ 'RibPath' ] = '' #app_global_vars[ 'DisplayPath' ] = '' app_settings.beginGroup('WorkArea') #grid_enabled = bool( setDefaultValue( 'grid_enabled', True ).toString() ) grid_enabled = setDefaultValue('grid_enabled', True) grid_size = int(setDefaultValue('grid_size', 10)) grid_snap = setDefaultValue('grid_snap', True) reverse_flow = setDefaultValue('reverse_flow', False) straight_links = setDefaultValue('straight_links', True) app_settings.endGroup() app_settings.beginGroup('Colors') app_colors['rsl_node_bg'] = setDefaultValue('rsl_node_bg', app_colors['rsl_node_bg']) app_colors['rib_node_bg'] = setDefaultValue('rib_node_bg', app_colors['rib_node_bg']) app_colors['image_node_bg'] = setDefaultValue('image_node_bg', app_colors['image_node_bg']) app_colors['group_node_bg'] = setDefaultValue('group_node_bg', app_colors['group_node_bg']) app_settings.endGroup() from gui.MainWindow import MainWindow window = MainWindow() window.show() # It's exec_ because exec is a reserved word in Python sys.exit(app.exec_())