Exemplo n.º 1
0
	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)
Exemplo n.º 2
0
def bad_draw():
	global _gui_edge_length_button, _gui_edge_angle_button, _gui_edge_weld_button
	try:
		BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
		BGL.glRasterPos2d(8, 40)
		Draw.Text('Blender Assisted Design', 'large')
		_gui_edge_length_button = Draw.Number('Edge length: ', GUI_EDGE_LENGTH, 8, 8, 200, 24, _gui_edge_length, 0.0, 1000.0, bad_set_length.__doc__)
		Draw.PushButton(
			'Set', 0,
			214, 8, 40, 24,
			bad_set_length.__doc__,
			lambda *a: bad_script_call(bad_script_set_length, float(_gui_edge_length))
		)
		
		_gui_edge_angle_button = Draw.Number('Edge angle: ', GUI_EDGE_ANGLE, 270, 8, 200, 24, _gui_edge_angle, 0.0, 180.0, bad_set_angle.__doc__)
		Draw.PushButton(
			'Set', 0,
			476, 8, 40, 24,
			bad_set_angle.__doc__,
			lambda *a: bad_script_call(bad_script_set_angle, float(_gui_edge_angle))
		)
		
		Draw.PushButton(
			'Weld', 0,
			534, 8, 50, 24,
			bad_weld_edges.__doc__,
			lambda *a: bad_script_call(bad_script_weld)
		)
	except Exception, e:
		print e
		Draw.Exit()
Exemplo n.º 3
0
def gui():
    BGL.glClearColor(1,1,1,1)
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

    # idle
    Draw.Label("Idle-Animation:", 10,200,180,20)
    Draw.Number("von ", 1, 10,180,90,20,idleStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 2, 110,180,90,20,idleEndFrame,0,1000, "", button_event, 1,1)

    # move
    Draw.Label("Move-Animation:", 10,150,180,20)
    Draw.Number("von ", 3, 10,130,90,20,moveStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 4, 110,130,90,20,moveEndFrame,0,1000, "", button_event, 1,1)

    # attack
    Draw.Label("Attack-Animation:", 10,90,180,20)
    Draw.Number("von ", 5, 10,70,90,20,attackStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 6, 110,70,90,20,attackEndFrame,0,1000, "", button_event, 1,1)

    # die
    Draw.Label("Die-Animation:", 10,40,180,20)
    Draw.Number("von ", 7, 10,20,90,20,dieStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 8, 110,20,90,20,dieEndFrame,0,1000, "", button_event, 1,1)

    # RENDER-Button:
    Draw.Button("RENDER", 9, 230,30,80,20, "RENDER!", renderButtonClicked)
Exemplo n.º 4
0
    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 gui_masse_volumique():
	# Création d'Id pour les évènements
	nCpt_evt = 1
	global EV_BT_OK
	EV_BT_OK = nCpt_evt; nCpt_evt += 1
	global EV_BT_ANNULER
	EV_BT_ANNULER = nCpt_evt; nCpt_evt += 1
	global EV_MASS_VOL
	EV_MASS_VOL = nCpt_evt; nCpt_evt += 1
	
	pos_x = 5
	pos_y = 100; pas_y = 36
	BGL.glRasterPos2i( pos_x, pos_y )
	Draw.Text("Choisissez la masse volumique du maillage (et validez par \"OK\") :")
	
	#[nom bouton] = Draw.Number("[nom]", [numéro d'événement], [position x], [position y], \
	#                            [largeur], [hauteur], \
	#                            [valeur initiale], [valeur minimale],[valeur maximale], "[astuce]")
	global bt_masse_volumique
	largeur_mv = 360
	hauteur = 25
	pos_y -= pas_y
	bt_masse_volumique = Draw.Number("Masse volumique :", EV_MASS_VOL, pos_x, pos_y, \
												largeur_mv, hauteur, \
												1.0, 0.0, 100000.0, "saisissez la masse volumique")
	largeur_bt = 80
	pos_y -= pas_y
	dx_espacement = int( ( largeur_mv - 2.0 * largeur_bt ) / 3.0 )
	dx_espacement = int( dx_espacement + 0.5 )
	pos_x_bt_OK = pos_x + dx_espacement
	pos_x_bt_Annuler = pos_x_bt_OK + largeur_bt + dx_espacement
	Draw.PushButton("OK", EV_BT_OK, pos_x_bt_OK, pos_y, largeur_bt, hauteur, "Valide")
	Draw.PushButton("Annuler", EV_BT_ANNULER, pos_x_bt_Annuler, pos_y, largeur_bt, hauteur, "Annule")
Exemplo n.º 6
0
def drawAA():
    global MINAA, MAXAA, AASAMPLES
    global IMGFILTERW, IMGFILTERH, IMGFILTER
    global EXP_ANIM
    ##  aa settings
    col = 10
    line = 200
    BGL.glRasterPos2i(col, line)
    Draw.Text("AA:")
    col = 100
    MINAA = Draw.Number("Min AA ", 2, col, line, 120, 18, MINAA.val, -4, 5)
    col = 230
    MAXAA = Draw.Number("Max AA  ", 2, col, line, 120, 18, MAXAA.val, -4, 5)
    col = 360
    AASAMPLES = Draw.Number("Samples", 2, col, line, 120, 18, AASAMPLES.val, 0,
                            32)
    col = 10
    line = 175
    BGL.glRasterPos2i(col, line)
    Draw.Text("Image Filter:")
    col = 100
    line = 173
    IMGFILTER = Draw.Menu(
        "%tImage Filter|box|gaussian|mitchell|triangle|catmull-rom|blackman-harris|sinc|lanczos",
        FILTER_EVENT, col, line, 120, 18, IMGFILTER.val)
    col = 10
    line = 120
    EXP_ANIM = Draw.Toggle("Export As Animation", 2, col, line, 140, 18,
                           EXP_ANIM.val)
    drawButtons()
Exemplo n.º 7
0
  def DrawDialog(self):
    """Should be passed as the 'draw' argument to Blender.Draw.Register().
    Defines how the dialog should be drawn on every redraw."""
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
    #BGL.glEnable(BGL.GL_BLEND)
    #BGL.glBlendFunc(
    #  BGL.GL_SRC_ALPHA,
    #  BGL.GL_ONE_MINUS_SRC_ALPHA
    #)
    BGL.glRasterPos2d(self.column(1), self.line(0))
    Draw.Text('PySoy importer', 'large')

    self.importfile = Draw.String('Import from: ',
                                  self.EVENT_IMPORTFROM,
                                  self.column(1), self.line(2),
                                  self.width(30), self.height(1),
                                  self.filepathSTR, 399, 'Import an element from this file')

    self.importfilebutton = Draw.PushButton('Set import file',
                                            self.EVENT_SETIMPORT,
                                            self.column(31), self.line(2),
                                            self.width(10), self.height(1),
                                            'Set file to import from')

    if self.fileselected == True:
      self.importmenu = Draw.Menu('Import element:%t|Mesh|Material|Entity|Node',
                                  self.EVENT_IMPORTMENU,
                                  self.column(1), self.line(4),
                                  self.width(10), self.height(1),
                                  1, 'Select element from file to import')
Exemplo n.º 8
0
	def drawvc(ec):
		emptyname, coord = ec
		if Object.Get(emptyname) in G.selection:
			c = COLOR_VERTSEL
		else:
			c = COLOR_VERTUNSEL
		BGL.glColor4f(c[0], c[1], c[2], c[3])
		BGL.glVertex2f(G.zoom*(coord[0]+x0), G.zoom*(coord[1]+y0))
Exemplo n.º 9
0
 def drawvc(ec):
     emptyname, coord = ec
     if Object.Get(emptyname) in G.selection:
         c = COLOR_VERTSEL
     else:
         c = COLOR_VERTUNSEL
     BGL.glColor4f(c[0], c[1], c[2], c[3])
     BGL.glVertex2f(G.zoom * (coord[0] + x0), G.zoom * (coord[1] + y0))
Exemplo n.º 10
0
	def gui(self,):
		quitbutton = Blender.Draw.Button("Exit", 1, 0, 0, 100, 20, "Close Window")
		
		y=35

		for line in self.msg:
			BGL.glRasterPos2i(10,y)
			Blender.Draw.Text(line)
			y+=15
Exemplo n.º 11
0
def drawLights():
	global MESHLIGHTPOWER, DSAMPLES
	## meshlight power slider
	col=10; line=200; BGL.glRasterPos2i(col, line); Draw.Text("Meshlight:")
	col=100; line=195; MESHLIGHTPOWER=Draw.Number("Power", 2, col, line, 120, 18, MESHLIGHTPOWER.val, 1, 15)
	## lightserver settings
	col=10; line=150; BGL.glRasterPos2i(col, line); Draw.Text("Lightserver:")
	col=100; line=147; DSAMPLES=Draw.Number("Direct Samples  ", 2, col, line, 250, 18, DSAMPLES.val, 0, 1024); 
	drawButtons()
Exemplo n.º 12
0
def drawCamera():
	global DOF, DOFRADIUS, DOFDIST, SPHERICALCAMERA
	##  camera settings
	col=10; line=200; BGL.glRasterPos2i(col, line); Draw.Text("Camera:")
	col=100; line=195; DOF=Draw.Toggle("DOF", DOF_CAMERA, col, line, 120, 18, DOF.val)
	col=225; DOFDIST=Draw.Number("Distance", 2, col, line, 120, 18, DOFDIST.val, 0.0, 200.00)
	col=350; DOFRADIUS=Draw.Number("Radius", 2, col, line, 120, 18, DOFRADIUS.val, 0.0, 200.00)
	col=100; line=170; SPHERICALCAMERA=Draw.Toggle("Spherical", SPHER_CAMERA, col, line, 120, 18, SPHERICALCAMERA.val)
	drawButtons()
Exemplo n.º 13
0
def getWinRect():
    """
	Returns the rectangle of the current script window in
	screen coordinates.
	
	@return: Script window rectangle: [x, y, w, h]
	"""

    winrect = BGL.Buffer(BGL.GL_FLOAT, 4)
    BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, winrect)
    return winrect.list
Exemplo n.º 14
0
def getWinRect():

	"""
	Returns the rectangle of the current script window in
	screen coordinates.
	
	@return: Script window rectangle: [x, y, w, h]
	"""
	
	winrect = BGL.Buffer(BGL.GL_FLOAT, 4)
	BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, winrect)
	return winrect.list
Exemplo n.º 15
0
def drawAO():
	global OCCLUSSION, OCCBRIGHTR, OCCBRIGHTG, OCCBRIGHTB, OCCDARKR, OCCDARKG, OCCDARKB, OCCSAMPLES, OCCDIST
	col=10; line=200; BGL.glRasterPos2i(col, line); Draw.Text("Ambient Occlusion")
	col=10; line=175; OCCLUSSION=Draw.Toggle("Amb Occ", 2, col, line, 85, 18, OCCLUSSION.val)
	col=100; OCCBRIGHTR=Draw.Number("Bright (R)", 2, col, line, 125, 18, OCCBRIGHTR.val, 0.0, 1.0)
	col=230; OCCBRIGHTG=Draw.Number("Bright (G)", 2, col, line, 125, 18, OCCBRIGHTG.val, 0.0, 1.0)
	col=360; OCCBRIGHTB=Draw.Number("Bright (B)", 2, col, line, 125, 18, OCCBRIGHTB.val, 0.0, 1.0)
	col=100; line=150; OCCDARKR=Draw.Number("Dark (R)", 2, col, line, 125, 18, OCCDARKR.val, 0.00, 1.0)
	col=230; OCCDARKG=Draw.Number("Dark (G)", 2, col, line, 125, 18, OCCDARKG.val, 0.0, 1.0)
	col=360; OCCDARKB=Draw.Number("Dark (B)", 2, col, line, 125, 18, OCCDARKB.val, 0.0, 1.0)
	col=100; line=125; OCCSAMPLES=Draw.Number("Samples", 2, col, line, 125, 18, OCCSAMPLES.val, 0, 256)
	col=230; OCCDIST=Draw.Number("Distance", 2, col, line, 125, 18, OCCDIST.val, -1.0, 150.0)
	drawButtons()
Exemplo n.º 16
0
def drawAA():
	global MINAA, MAXAA, AASAMPLES
	global IMGFILTERW, IMGFILTERH, IMGFILTER
	global EXP_ANIM
	##  aa settings
	col=10; line=200; BGL.glRasterPos2i(col, line); Draw.Text("AA:")
	col=100; MINAA=Draw.Number("Min AA ", 2, col, line, 120, 18, MINAA.val, -4, 5); 
	col=230; MAXAA=Draw.Number("Max AA  ", 2, col, line, 120, 18, MAXAA.val, -4, 5)
	col=360; AASAMPLES=Draw.Number("Samples", 2, col, line, 120, 18, AASAMPLES.val, 0, 32)
	col=10; line=175; BGL.glRasterPos2i(col, line); Draw.Text("Image Filter:")
	col=100; line=173; IMGFILTER=Draw.Menu("%tImage Filter|box|gaussian|mitchell|triangle|catmull-rom|blackman-harris|sinc|lanczos", FILTER_EVENT, col, line, 120, 18, IMGFILTER.val)
	col=10; line=120; EXP_ANIM=Draw.Toggle("Export As Animation", 2, col, line, 140, 18, EXP_ANIM.val)
	drawButtons()
Exemplo n.º 17
0
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
Exemplo n.º 18
0
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')
Exemplo n.º 19
0
def Display_Output_Bar(Y_POS, CONTROL_HEIGHT, CONTROL_WIDTH):
    """ Create the Display output box."""
    Create_Tab(3, Y_POS, CONTROL_WIDTH, Y_POS - CONTROL_HEIGHT, "Output setup", 0)
    
    Draw.PushButton('Select output location', OutputButton, 9, (Y_POS - 41), 130, 18, 'Select output location')
    
    BGL.glRasterPos2i(143, (Y_POS - 36))
    if OUTPUTString:
        RIGHT_LIMIT = 144
        tempString = OUTPUTString
        if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)):
            while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT):
                tempString = tempString[2:]
            Draw.Text('...' + tempString)
        else:
            Draw.Text(OUTPUTString)
    else:
        Draw.Text('Please select a folder...')
    def _draw(self):
        BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

        height = 32
        y_pos = 10

        quit_text = "Quit"
        Draw.Button(quit_text, self.EVENT_EXIT, 10, y_pos, 2 * Draw.GetStringWidth(quit_text), height, "Quit script")
        y_pos += int(height * 1.5)

        render_text = "Render"
        Draw.Button(render_text, self.EVENT_RENDER, 10, y_pos, 2 * Draw.GetStringWidth(render_text), height, "Render scene to output")
        y_pos += int(height * 1.5)

        file_chooser_text = "..."
        Draw.Button(file_chooser_text, self.EVENT_FILECHOOSER, 10, y_pos, 2 * Draw.GetStringWidth(file_chooser_text), height, "Select file from file system")

        Draw.String("Output: ", self.EVENT_NONE, 2*Draw.GetStringWidth(file_chooser_text) + 10, y_pos, 256, height, self._get_output(), 399,
                    "Name of output file", self._output_input_callback)
Exemplo n.º 21
0
def Display_Camera_Bar(Y_POS, CONTROL_HEIGHT, CONTROL_WIDTH):
    """ Create the Camera setup box. """
    Create_Tab(3, Y_POS, CONTROL_WIDTH, Y_POS - CONTROL_HEIGHT, "Camera setup", Camera_Setup_Selection)
    
    global select_all_cameras_button
    select_all_cameras_button = Draw.PushButton('Select all cameras', no_action, ((CONTROL_WIDTH / 2) + 3), (Y_POS - 22), (CONTROL_WIDTH / 2) - 9, 16, 'Selects all cameras in the scene', Select_All_Cameras)
    
    if Camera_Setup_Selection['Automatic setup'][0].val:
        global camera_number_button
        camera_number_button = Draw.Number("Number of cameras:", CameraNumberButton, 9, (Y_POS - 63), (CONTROL_WIDTH / 2) - 9, 18, camera_number_button_value, camera_number_button_minimum, camera_number_button_maximum, 'Number of cameras to be set up in the scene', camButtonClicked, camera_number_button_step)
        
        global camera_latitude_button
        camera_latitude_button = Draw.Number("Latitude:", CameraLatitudeButton, ((CONTROL_WIDTH / 2) + 3), (Y_POS - 63), (CONTROL_WIDTH / 2) - 9, 18, camera_latitude_button.val, 0, math.pi/2, 'General latitude of the cameras')
        
        global camera_ontop_button
        camera_ontop_button = Draw.Number("Ceiling cameras:", CameraOntopButton, 9, (Y_POS - 84), (CONTROL_WIDTH / 2) - 9, 18, camera_ontop_button.val, 0, 4, 'Number of cameras to be positioned in the ceiling', lambda x,y:None, 10)
        
        if camera_ontop_button.val:
            global camera_ontop_latitude_button
            camera_ontop_latitude_button = Draw.Number("Ceiling latitude:", CameraOntopLatitudeButton, ((CONTROL_WIDTH / 2) + 3), (Y_POS - 84), (CONTROL_WIDTH / 2) - 9, 18, camera_ontop_latitude_button.val, 0, math.pi/2, 'Latitude of the cameras in the ceiling')
        
        global camera_radius_button
        camera_radius_button = Draw.Number("Radius:", CameraRadiusButton, ((CONTROL_WIDTH / 2) + 3), (Y_POS - CONTROL_HEIGHT) + 6, (CONTROL_WIDTH / 2) - 9, 18, camera_radius_button.val, 1, 40, 'The radius of the circle the cameras are placed in, in meters', lambda x,y:None, 10)
    
    if Camera_Setup_Selection['Pre-saved setup'][0].val:
        global camera_import_button
        camera_import_button = Draw.PushButton('Select camera setup (.xml)', CameraImportButton, 9, (Y_POS - 63), (CONTROL_WIDTH / 2) - 9, 18,  'Select camera setup (.xml)')
        
        BGL.glRasterPos2i(11, (Y_POS - 80))
        if CAMString:
            RIGHT_LIMIT = 6
            tempString = CAMString
            if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)):
                while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT):
                    tempString = tempString[2:]
                Draw.Text('...' + tempString)
            else:
                Draw.Text(CAMString)
        else:
            Draw.Text('Please select a file...')
    
    global camera_export_button
    camera_export_button = Draw.PushButton('Export current setup', CameraExportButton, 9, (Y_POS - CONTROL_HEIGHT) + 6, (CONTROL_WIDTH / 2) - 9, 18, 'Press this button to save your camera setup')
Exemplo n.º 22
0
def drawCamera():
    global DOF, DOFRADIUS, DOFDIST, SPHERICALCAMERA
    ##  camera settings
    col = 10
    line = 200
    BGL.glRasterPos2i(col, line)
    Draw.Text("Camera:")
    col = 100
    line = 195
    DOF = Draw.Toggle("DOF", DOF_CAMERA, col, line, 120, 18, DOF.val)
    col = 225
    DOFDIST = Draw.Number("Distance", 2, col, line, 120, 18, DOFDIST.val, 0.0,
                          200.00)
    col = 350
    DOFRADIUS = Draw.Number("Radius", 2, col, line, 120, 18, DOFRADIUS.val,
                            0.0, 200.00)
    col = 100
    line = 170
    SPHERICALCAMERA = Draw.Toggle("Spherical", SPHER_CAMERA, col, line, 120,
                                  18, SPHERICALCAMERA.val)
    drawButtons()
Exemplo n.º 23
0
def drawLights():
    global MESHLIGHTPOWER, DSAMPLES
    ## meshlight power slider
    col = 10
    line = 200
    BGL.glRasterPos2i(col, line)
    Draw.Text("Meshlight:")
    col = 100
    line = 195
    MESHLIGHTPOWER = Draw.Number("Power", 2, col, line, 120, 18,
                                 MESHLIGHTPOWER.val, 1, 15)
    ## lightserver settings
    col = 10
    line = 150
    BGL.glRasterPos2i(col, line)
    Draw.Text("Lightserver:")
    col = 100
    line = 147
    DSAMPLES = Draw.Number("Direct Samples  ", 2, col, line, 250, 18,
                           DSAMPLES.val, 0, 1024)
    drawButtons()
Exemplo n.º 24
0
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()
Exemplo n.º 25
0
	def __init__(self, background):

		##   Basic background colour.
		BGL.glClearColor(background[0],background[1],background[2],background[3])

		##   Clear the OpenGL script window to background colour.
		BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

		##   Create a buffer space for the values we're after.
		scissorbox=BGL.Buffer(BGL.GL_FLOAT,4)

		##   Get the openGL window size values.
		BGL.glGetFloatv(BGL.GL_SCISSOR_BOX,scissorbox)

		##   The scissorbox values are floats, so we change them to integers. This prevents protests from Python about "int expected".
		##   The left and base values are mainly used to calculate the position of the mouse x and y values.

		#  Left side of the OpenGL script window. Value is in pixels, from the left side of the main Blender window.
		self.left=int(scissorbox[0])

		#  Bottom of the OpenGL script window.Value is in pixels, up from the bottom of the main Blender window.
		self.base=int(scissorbox[1])

		#  Width of the OpenGL script window.
		self.width=int(scissorbox[2])

		#  Height of the OpenGL script window.
		self.height=int(scissorbox[3])
Exemplo n.º 26
0
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
Exemplo n.º 27
0
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)
Exemplo n.º 28
0
def drawAO():
    global OCCLUSSION, OCCBRIGHTR, OCCBRIGHTG, OCCBRIGHTB, OCCDARKR, OCCDARKG, OCCDARKB, OCCSAMPLES, OCCDIST
    col = 10
    line = 200
    BGL.glRasterPos2i(col, line)
    Draw.Text("Ambient Occlusion")
    col = 10
    line = 175
    OCCLUSSION = Draw.Toggle("Amb Occ", 2, col, line, 85, 18, OCCLUSSION.val)
    col = 100
    OCCBRIGHTR = Draw.Number("Bright (R)", 2, col, line, 125, 18,
                             OCCBRIGHTR.val, 0.0, 1.0)
    col = 230
    OCCBRIGHTG = Draw.Number("Bright (G)", 2, col, line, 125, 18,
                             OCCBRIGHTG.val, 0.0, 1.0)
    col = 360
    OCCBRIGHTB = Draw.Number("Bright (B)", 2, col, line, 125, 18,
                             OCCBRIGHTB.val, 0.0, 1.0)
    col = 100
    line = 150
    OCCDARKR = Draw.Number("Dark (R)", 2, col, line, 125, 18, OCCDARKR.val,
                           0.00, 1.0)
    col = 230
    OCCDARKG = Draw.Number("Dark (G)", 2, col, line, 125, 18, OCCDARKG.val,
                           0.0, 1.0)
    col = 360
    OCCDARKB = Draw.Number("Dark (B)", 2, col, line, 125, 18, OCCDARKB.val,
                           0.0, 1.0)
    col = 100
    line = 125
    OCCSAMPLES = Draw.Number("Samples", 2, col, line, 125, 18, OCCSAMPLES.val,
                             0, 256)
    col = 230
    OCCDIST = Draw.Number("Distance", 2, col, line, 125, 18, OCCDIST.val, -1.0,
                          150.0)
    drawButtons()
Exemplo n.º 29
0
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 gui():
    global active_object, file_str, local_toggle, global_toggle, all_to_triangle
    my_export_button = Draw.PushButton("Export", 3, 100, 50, 70, 20, "Export active object to selected file.")
    # my_local_toggle = Draw.Toggle("local coordinates", 0, 100, 100, 150, 20, local_toggle, "When selected local mesh coordinates will be exported.")
    # my_global_toggle = Draw.Toggle("global coordinates", 1, 250, 100, 150, 20, global_toggle, "When selected global mesh coordinates will be exported.")
    # my_triangles_toggle = Draw.Toggle("Quads to Triangles", 5, 100, 75, 150, 20, all_to_triangle, "When selected all faces will be transformed to triangles.")
    # BGL.glRasterPos2i(255, 80)
    # Draw.Text("!! THIS WILL ALTER YOUR OBJECT !!", "normal")
    my_file_choose_btn = Draw.PushButton("Choose file", 2, 100, 150, 120, 20, "Click here to select a file to save to")
    my_exit_btn = Draw.PushButton("Exit", 4, 200, 50, 70, 20, "Click here to abort and exit.")
    BGL.glRasterPos2i(230, 155)
    Draw.Text(file_str, "normal")
    BGL.glRasterPos2i(100, 175)
    Draw.Text("Selected object:", "normal")
    BGL.glRasterPos2i(230, 175)
    Draw.Text(active_object.name, "normal")
Exemplo n.º 31
0
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)
Exemplo n.º 32
0
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)
Exemplo n.º 33
0
def draw_text(text, x, y):
    BGL.glRasterPos2f(x, y)
    return Draw.Text(text)
Exemplo n.º 34
0
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))
Exemplo n.º 35
0
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')
Exemplo n.º 36
0
	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')
Exemplo n.º 37
0
    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")
Exemplo n.º 38
0
def renderGUI():

	"""
	Renders the GUI for the script.
	"""
	
	global G

	# find the selection set and update some selection
	#  related flags
	haveEmpty  = False
	haveCamera = False
	emptyName  = ""
	G.selection = Object.GetSelected()
	G.curempty  = None
	if G.selection is not None and len(G.selection) > 0:
		mso = G.selection[0]
		msotype = mso.getType()
		if msotype == 'Empty':
			haveEmpty = True
			G.curempty = mso
			emptyName = G.curempty.getName()
		elif msotype == 'Camera':
			haveCamera = True
	emptyHasCoords = G.coordmap.has_key(emptyName)
	removeUnknownsFromCoords()
	
	# clear any buttons that need to have set states
	G.buttons.add = G.buttons.delete = None
	
	# clear the window
	c = COLOR_BACKGROUND
	BGL.glClearColor(c[0], c[1], c[2], c[3])
	BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

	# paint the image in the background
	if G.image is not None:
		#drawImage(G.image, G.imgpos, G.iw, G.ih, G.zoom)
		Draw.Image(G.image, G.imgpos[0], G.imgpos[1], G.zoom, G.zoom)
	# paint 2D vertices in the image
	BGL.glPushAttrib(BGL.GL_POINT_BIT | BGL.GL_CURRENT_BIT)
	BGL.glPointSize(POINT_SIZE)
	x0 = int(G.imgpos[0] / G.zoom)
	y0 = int(G.imgpos[1] / G.zoom)
	def drawvc(ec):
		emptyname, coord = ec
		if Object.Get(emptyname) in G.selection:
			c = COLOR_VERTSEL
		else:
			c = COLOR_VERTUNSEL
		BGL.glColor4f(c[0], c[1], c[2], c[3])
		BGL.glVertex2f(G.zoom*(coord[0]+x0), G.zoom*(coord[1]+y0))
	BGL.glBegin(BGL.GL_POINTS)
	map(drawvc, G.coordmap.items())
	BGL.glEnd()
	BGL.glPopAttrib()
	
	# if we're in add mode then draw some extra stuff
	if G.mode == MODE_ADD:
	
		xm,ym = map(int, getWMCoords())
		xm -= 10
		ym += 10
		(xw,yw,ww,hw) = getWinRect()
		
		# draw crosshairs
		c = COLOR_CROSSHAIRS
		BGL.glColor4f(c[0], c[1], c[2], c[3])		
		verts = [ (xm,0), (xm,hw), (0,ym), (ww,ym) ]
		BGL.glBegin(BGL.GL_LINES)
		map(lambda x: BGL.glVertex2d(x[0],x[1]), verts)
		BGL.glEnd()

		#############################################
		# UNCOMMENT THIS SECTION FOR A COOL MINIMAP
		# EFFECT - NOT VERY USEFUL THOUGH
		#
		## draw "minimap" background
		#c = COLOR_MINIMAP
		#BGL.glColor4f(c[0], c[1], c[2], c[3])
		#verts = [ (119,10), (221,10), (221,111), (119,111) ]
		#BGL.glBegin(BGL.GL_QUADS)
		#map(lambda x: BGL.glVertex2i(x[0],x[1]), verts)
		#BGL.glEnd()
		#
		## paint the image into the minimap
		#ix,iy = wc2ic((xm,ym))
		#ix,iy = map(int, [ix, iy])
		#drawImage(G.ibuf, (120,10), G.iw, G.ih, 10.0, (ix-5,iy-5,10,10))
		#
		# END OF MINIMAP SECTION
		#############################################
	
	# paint the current empty name
	if haveEmpty:
		c = COLOR_TEXT
		BGL.glColor4d(c[0], c[1], c[2], c[3])
		BGL.glRasterPos2i(220, 10)
		Draw.Text(emptyName, 'small')
	
	# paint the normal GUI buttons
	G.buttons.quit = Draw.PushButton('Quit', BUTTON_QUIT, 5, 5, 100, 20, 'Exits the script.')
	G.buttons.load = Draw.PushButton('Load Image', BUTTON_LOAD, 5, 25, 100, 20, 'Loads an image.')
	G.buttons.zoom = Draw.Number('Zoom', BUTTON_ZOOM, 5, 45, 100, 20, G.zoom, ZOOM_MIN, ZOOM_MAX, 'Adjusts image zoom.')

	# paint camera-specific stuff
	if haveCamera:
		G.buttons.fullopt   = Draw.Toggle('Full Optimization', BUTTON_FULLOPT, 110, 5, 120, 20, G.fullopt, 'Full or partial optimization.')
		G.buttons.coplanar  = Draw.Toggle('Coplanar', BUTTON_COPLANAR, 110, 25, 120, 20, G.coplanar, 'Coplanar or non-coplanar target.')
		# Origin offset is not currently working in the Tsai module.
		#  It should be brought back here when it is.
		#G.buttons.ofsz      = Draw.Number('OfsZ', BUTTON_OFSZ, 110, 50, 100, 20, G.ofsz, OFS_MIN, OFS_MAX, 'Z origin offset.')
		#G.buttons.ofsy      = Draw.Number('OfsY', BUTTON_OFSY, 110, 70, 100, 20, G.ofsy, OFS_MIN, OFS_MAX, 'Y origin offset.')
		#G.buttons.ofsx      = Draw.Number('OfsX', BUTTON_OFSX, 110, 90, 100, 20, G.ofsx, OFS_MIN, OFS_MAX, 'X origin offset.')
		G.buttons.calibrate = Draw.PushButton('Calibrate', BUTTON_CALIBRATE, 235, 5, 100, 20, 'Calibrates the selected camera.')
	
	# paint empty-specific stuff
	elif haveEmpty and (G.mode == MODE_NORMAL):
		if emptyHasCoords:
			G.buttons.delete = Draw.PushButton('Delete', BUTTON_DELETE, 110, 5, 100, 20, 'Adds an image calibration coordinate.')
		else:
			G.buttons.add = Draw.PushButton('Add', BUTTON_ADD, 110, 5, 100, 20, 'Removes an image calibration coordinate.')
Exemplo n.º 39
0
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()
Exemplo n.º 40
0
def renderGUI():
    """
	Renders the GUI for the script.
	"""

    global G

    # find the selection set and update some selection
    #  related flags
    haveEmpty = False
    haveCamera = False
    emptyName = ""
    G.selection = Object.GetSelected()
    G.curempty = None
    if G.selection is not None and len(G.selection) > 0:
        mso = G.selection[0]
        msotype = mso.getType()
        if msotype == 'Empty':
            haveEmpty = True
            G.curempty = mso
            emptyName = G.curempty.getName()
        elif msotype == 'Camera':
            haveCamera = True
    emptyHasCoords = G.coordmap.has_key(emptyName)
    removeUnknownsFromCoords()

    # clear any buttons that need to have set states
    G.buttons.add = G.buttons.delete = None

    # clear the window
    c = COLOR_BACKGROUND
    BGL.glClearColor(c[0], c[1], c[2], c[3])
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

    # paint the image in the background
    if G.image is not None:
        #drawImage(G.image, G.imgpos, G.iw, G.ih, G.zoom)
        Draw.Image(G.image, G.imgpos[0], G.imgpos[1], G.zoom, G.zoom)
    # paint 2D vertices in the image
    BGL.glPushAttrib(BGL.GL_POINT_BIT | BGL.GL_CURRENT_BIT)
    BGL.glPointSize(POINT_SIZE)
    x0 = int(G.imgpos[0] / G.zoom)
    y0 = int(G.imgpos[1] / G.zoom)

    def drawvc(ec):
        emptyname, coord = ec
        if Object.Get(emptyname) in G.selection:
            c = COLOR_VERTSEL
        else:
            c = COLOR_VERTUNSEL
        BGL.glColor4f(c[0], c[1], c[2], c[3])
        BGL.glVertex2f(G.zoom * (coord[0] + x0), G.zoom * (coord[1] + y0))

    BGL.glBegin(BGL.GL_POINTS)
    map(drawvc, G.coordmap.items())
    BGL.glEnd()
    BGL.glPopAttrib()

    # if we're in add mode then draw some extra stuff
    if G.mode == MODE_ADD:

        xm, ym = map(int, getWMCoords())
        xm -= 10
        ym += 10
        (xw, yw, ww, hw) = getWinRect()

        # draw crosshairs
        c = COLOR_CROSSHAIRS
        BGL.glColor4f(c[0], c[1], c[2], c[3])
        verts = [(xm, 0), (xm, hw), (0, ym), (ww, ym)]
        BGL.glBegin(BGL.GL_LINES)
        map(lambda x: BGL.glVertex2d(x[0], x[1]), verts)
        BGL.glEnd()

        #############################################
        # UNCOMMENT THIS SECTION FOR A COOL MINIMAP
        # EFFECT - NOT VERY USEFUL THOUGH
        #
        ## draw "minimap" background
        #c = COLOR_MINIMAP
        #BGL.glColor4f(c[0], c[1], c[2], c[3])
        #verts = [ (119,10), (221,10), (221,111), (119,111) ]
        #BGL.glBegin(BGL.GL_QUADS)
        #map(lambda x: BGL.glVertex2i(x[0],x[1]), verts)
        #BGL.glEnd()
        #
        ## paint the image into the minimap
        #ix,iy = wc2ic((xm,ym))
        #ix,iy = map(int, [ix, iy])
        #drawImage(G.ibuf, (120,10), G.iw, G.ih, 10.0, (ix-5,iy-5,10,10))
        #
        # END OF MINIMAP SECTION
        #############################################

    # paint the current empty name
    if haveEmpty:
        c = COLOR_TEXT
        BGL.glColor4d(c[0], c[1], c[2], c[3])
        BGL.glRasterPos2i(220, 10)
        Draw.Text(emptyName, 'small')

    # paint the normal GUI buttons
    G.buttons.quit = Draw.PushButton('Quit', BUTTON_QUIT, 5, 5, 100, 20,
                                     'Exits the script.')
    G.buttons.load = Draw.PushButton('Load Image', BUTTON_LOAD, 5, 25, 100, 20,
                                     'Loads an image.')
    G.buttons.zoom = Draw.Number('Zoom', BUTTON_ZOOM, 5, 45, 100, 20, G.zoom,
                                 ZOOM_MIN, ZOOM_MAX, 'Adjusts image zoom.')

    # paint camera-specific stuff
    if haveCamera:
        G.buttons.fullopt = Draw.Toggle('Full Optimization', BUTTON_FULLOPT,
                                        110, 5, 120, 20, G.fullopt,
                                        'Full or partial optimization.')
        G.buttons.coplanar = Draw.Toggle('Coplanar', BUTTON_COPLANAR, 110, 25,
                                         120, 20, G.coplanar,
                                         'Coplanar or non-coplanar target.')
        # Origin offset is not currently working in the Tsai module.
        #  It should be brought back here when it is.
        #G.buttons.ofsz      = Draw.Number('OfsZ', BUTTON_OFSZ, 110, 50, 100, 20, G.ofsz, OFS_MIN, OFS_MAX, 'Z origin offset.')
        #G.buttons.ofsy      = Draw.Number('OfsY', BUTTON_OFSY, 110, 70, 100, 20, G.ofsy, OFS_MIN, OFS_MAX, 'Y origin offset.')
        #G.buttons.ofsx      = Draw.Number('OfsX', BUTTON_OFSX, 110, 90, 100, 20, G.ofsx, OFS_MIN, OFS_MAX, 'X origin offset.')
        G.buttons.calibrate = Draw.PushButton(
            'Calibrate', BUTTON_CALIBRATE, 235, 5, 100, 20,
            'Calibrates the selected camera.')

    # paint empty-specific stuff
    elif haveEmpty and (G.mode == MODE_NORMAL):
        if emptyHasCoords:
            G.buttons.delete = Draw.PushButton(
                'Delete', BUTTON_DELETE, 110, 5, 100, 20,
                'Adds an image calibration coordinate.')
        else:
            G.buttons.add = Draw.PushButton(
                'Add', BUTTON_ADD, 110, 5, 100, 20,
                'Removes an image calibration coordinate.')
Exemplo n.º 41
0
def Display_File_Bar(Y_POS, CONTROL_HEIGHT, CONTROL_WIDTH):
    """ Create the File setup box."""
    global num_motions_button
    Create_Tab(3, Y_POS, CONTROL_WIDTH, Y_POS - CONTROL_HEIGHT, "File setup", 0)
    
    RIGHT_LIMIT = 90
    global ASF_button
    ASF_button = Draw.PushButton('ASF-file', ASFBUTTON, 9, (Y_POS - 41), 65, 18,  'ASF-file')
    
    BGL.glRasterPos2i(80, (Y_POS - 37))
    if ASFString:
        tempString = ASFString
        if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)):
            while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT):
                tempString = tempString[2:]
            Draw.Text('...' + tempString)
        else:
            Draw.Text(ASFString)
    else:
        Draw.Text('Please select a file...')
    
    global AMC_button
    AMC_button = Draw.PushButton('AMC-file', AMCBUTTON, 9, (Y_POS - 63), 65, 18,  'AMC-file')
    
    BGL.glRasterPos2i(80, (Y_POS - 58))
    if AMCString:
        tempString = AMCString
        if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)):
            while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT):
                tempString = tempString[2:]
            Draw.Text('...' + tempString)
        else:
            Draw.Text(AMCString)
    else:
        Draw.Text('Please select a file...')
    
    if num_motions_button.val > 1:
        global AMC2_button
        AMC2_button = Draw.PushButton('AMC2-file', AMC2BUTTON, 9, (Y_POS - 85), 65, 18,  'AMC-file')
        
        BGL.glRasterPos2i(80, (Y_POS - 80))
        if stitch and AMC2String:
            tempString = AMC2String
            if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)):
                while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT):
                    tempString = tempString[2:]
                Draw.Text('...' + tempString)
            else:
                Draw.Text(AMC2String)
        else:
            Draw.Text('Please select a file...')
    if num_motions_button.val > 2:
        global AMC3_button
        AMC3_button = Draw.PushButton('AMC3-file', AMC3BUTTON, 9, (Y_POS - 107), 65, 18,  'AMC-file')
        
        BGL.glRasterPos2i(80, (Y_POS - 101))
        if AMC3String:
            tempString = AMC3String
            if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)):
                while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT):
                    tempString = tempString[2:]
                Draw.Text('...' + tempString)
            else:
                Draw.Text(AMC3String)
        else:
            Draw.Text('Please select a file...')
    if num_motions_button.val > 3:
        global AMC4_button
        AMC4_button = Draw.PushButton('AMC4-file', AMC4BUTTON, 9, (Y_POS - 129), 65, 18,  'AMC-file')
        
        BGL.glRasterPos2i(80, (Y_POS - 123))
        if AMC4String:
            tempString = AMC4String
            if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)):
                while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT):
                    tempString = tempString[2:]
                Draw.Text('...' + tempString)
            else:
                Draw.Text(AMC4String)
        else:
            Draw.Text('Please select a file...')
    if num_motions_button.val > 4:
        global AMC5_button
        AMC5_button = Draw.PushButton('AMC5-file', AMC5BUTTON, 9, (Y_POS - 151), 65, 18,  'AMC-file')
        
        BGL.glRasterPos2i(80, (Y_POS - 145))
        if AMC5String:
            tempString = AMC5String
            if (Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT)):
                while Draw.GetStringWidth('...' + tempString) > (CONTROL_WIDTH - RIGHT_LIMIT):
                    tempString = tempString[2:]
                Draw.Text('...' + tempString)
            else:
                Draw.Text(AMC5String)
        else:
            Draw.Text('Please select a file...')
    
    num_motions_button = Draw.Number("Number of motions:", STITCHBUTTON, 9, (Y_POS - 63 - (22*num_motions_button.val)), (CONTROL_WIDTH / 2) - 9, 18, num_motions_button.val, 1, 5, 'The number of motions to be imported')
    
    if num_motions_button.val > 1:
        global motion_transition_button
        motion_transition_button = Draw.Number("Transition time (frames):", no_action, ((CONTROL_WIDTH / 2) + 3), (Y_POS - 63 - (22*num_motions_button.val)), (CONTROL_WIDTH / 2) - 9, 18, motion_transition_button.val, 1, 1000, 'The number of frames between each motion')
Exemplo n.º 42
0
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")
Exemplo n.º 43
0
def gui():
    global buttons, offsets, rows, cols

    size=BGL.Buffer(BGL.GL_FLOAT, 4)
    BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size)
    size=size.list
    xoff=PANELPAD
    yoff=int(size[3])

    # Default theme
    text   =[  0,   0,   0, 255]
    text_hi=[255, 255, 255, 255]
    header =[165, 165, 165, 255]
    panel  =[255, 255, 255,  40]
    back   =[180, 180, 180, 255]

    # Actual theme
    if Blender.Get('version') >= 235:
        theme=Blender.Window.Theme.Get()
        if theme:
            theme=theme[0]
            text=theme.get('ui').text
            space=theme.get('buts')
            text_hi=space.text_hi
            header=space.header
            header=[max(header[0]-30, 0),	# 30 appears to be hard coded
                    max(header[1]-30, 0),
                    max(header[2]-30, 0),
                    header[3]]
            panel=space.panel
            back=space.back

    BGL.glEnable (BGL.GL_BLEND)
    BGL.glBlendFunc (BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA)
    BGL.glClearColor(float(back[0])/255, float(back[1])/255, float(back[2])/255, 1)
    BGL.glClear (BGL.GL_COLOR_BUFFER_BIT)

    BGL.glColor4ub(*header)
    BGL.glRectd(xoff, yoff-PANELTOP, xoff-PANELINDENT+PANELWIDTH, yoff-PANELTOP-PANELHEAD)
    BGL.glColor4ub(*panel)
    BGL.glRectd(xoff, yoff-PANELTOP-PANELHEAD, xoff-PANELINDENT+PANELWIDTH, yoff-60-PANELINDENT-rows*CONTROLSIZE)
    BGL.glColor4ub(*text_hi)
    BGL.glRasterPos2d(xoff+PANELINDENT, yoff-23)
    Draw.Text("Fixup UV mapping")

    BGL.glColor4ub(*text)
    BGL.glRasterPos2d(xoff+PANELINDENT, yoff-48)
    Draw.Text("Select where the old image is located in the new:")

    buttons=[]
    for i in range(rows):
        for j in range(cols):
            buttons.append(Draw.Button('', len(buttons)+CANCEL+1, xoff+PANELINDENT+j*CONTROLSIZE, yoff-80-i*CONTROLSIZE,  CONTROLSIZE, CONTROLSIZE))

    buttons.append(Draw.Button("Cancel", CANCEL, xoff-PANELINDENT*2+PANELWIDTH-4*CONTROLSIZE, yoff-60-rows*CONTROLSIZE, 4*CONTROLSIZE, CONTROLSIZE))
Exemplo n.º 44
0
def gui():              # function drawing in screen
 	BGL.glRasterPos2i(10, 230) # установка позиции
  	Draw.Text("Type letters from a to z, ESC to leave.")
  	BGL.glRasterPos2i(20, 200)
  	Draw.Text(mystring)
Exemplo n.º 45
0
    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')
Exemplo n.º 46
0
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)
Exemplo n.º 47
0
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")
Exemplo n.º 48
0
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')
Exemplo n.º 49
0
def gui():  # drawing the screen

    global SCREEN, START_SCREEN, SCRIPT_SCREEN
    global SCRIPT_INFO, AllGroups, GROUP_MENUS
    global BEVT_EMAIL, BEVT_LINK
    global BEVT_VIEWSOURCE, BEVT_EXIT, BEVT_BACK, BEVT_GMENU, BUT_GMENU, BEVT_EXEC
    global PADDING, WIN_W, WIN_H, SCROLL_DOWN, COLUMNS, FMODE

    theme = Theme.Get()[0]
    tui = theme.get('ui')
    ttxt = theme.get('text')

    COL_BG = float_colors(ttxt.back)
    COL_TXT = ttxt.text
    COL_TXTHI = ttxt.text_hi

    BGL.glClearColor(COL_BG[0], COL_BG[1], COL_BG[2], COL_BG[3])
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
    BGL.glColor3ub(COL_TXT[0], COL_TXT[1], COL_TXT[2])

    resize = screen_was_resized()
    if resize: fit_on_screen()

    if SCREEN == START_SCREEN:
        x = PADDING
        bw = 85
        bh = 25
        hincr = 50

        butcolumns = (WIN_W - 2 * x) / bw
        if butcolumns < 2: butcolumns = 2
        elif butcolumns > 7: butcolumns = 7

        len_gm = len(GROUP_MENUS)
        butlines = len_gm / butcolumns
        if len_gm % butcolumns: butlines += 1

        h = hincr * butlines + 20
        y = h + bh

        BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2])
        BGL.glRasterPos2i(x, y)
        Draw.Text('Scripts Help Browser')

        y -= bh

        BGL.glColor3ub(COL_TXT[0], COL_TXT[1], COL_TXT[2])

        i = 0
        j = 0
        for group_menu in GROUP_MENUS:
            BGL.glRasterPos2i(x, y)
            Draw.Text(group_menu[0] + ':')
            BUT_GMENU[j] = Draw.Menu(
                group_menu[1], BEVT_GMENU[j], x, y - bh - 5, bw, bh, 0,
                'Choose a script to read its help information')
            if i == butcolumns - 1:
                x = PADDING
                i = 0
                y -= hincr
            else:
                i += 1
                x += bw + 3
            j += 1

        x = PADDING
        y = 10
        BGL.glRasterPos2i(x, y)
        Draw.Text('Select script for its help.  Press Q or ESC to leave.')

    elif SCREEN == SCRIPT_SCREEN:
        if SCRIPT_INFO:

            if resize:
                SCRIPT_INFO.wrap_lines(1)
                SCROLL_DOWN = 0

            h = 18 * SCRIPT_INFO.len_content + 12 * SCRIPT_INFO.spaces
            x = PADDING
            y = WIN_H
            bw = 38
            bh = 16

            BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2])
            for line in SCRIPT_INFO.header:
                y -= 18
                BGL.glRasterPos2i(x, y)
                size = Draw.Text(line)

            for line in text_wrap('Tooltip: %s' % SCRIPT_INFO.script.tip):
                y -= 18
                BGL.glRasterPos2i(x, y)
                size = Draw.Text(line)

            i = 0
            y -= 28
            for data in SCRIPT_INFO.d['__url__']:
                Draw.PushButton('link %d' % (i + 1), BEVT_LINK[i], x + i * bw,
                                y, bw, bh, data[0])
                i += 1
            y -= bh + 1

            i = 0
            for data in SCRIPT_INFO.d['__email__']:
                Draw.PushButton('email', BEVT_EMAIL[i], x + i * bw, y, bw, bh,
                                data[0])
                i += 1
            y -= 18

            y0 = y
            BGL.glColor3ub(COL_TXT[0], COL_TXT[1], COL_TXT[2])
            for line in SCRIPT_INFO.content[SCROLL_DOWN:]:
                if line:
                    line = line.replace('<br>', '')
                    BGL.glRasterPos2i(x, y)
                    Draw.Text(line)
                    y -= 18
                else:
                    y -= 12
                if y < PADDING + 20:  # reached end, either stop or go to 2nd column
                    if COLUMNS == 1: break
                    elif x == PADDING:  # make sure we're still in column 1
                        x = 6 * TEXT_WRAP + PADDING / 2
                        y = y0

            x = PADDING
            Draw.PushButton(
                'source', BEVT_VIEWSOURCE, x, 17, 45, bh,
                'View this script\'s source code in the Text Editor (hotkey: S)'
            )
            Draw.PushButton('exit', BEVT_EXIT, x + 45, 17, 45, bh,
                            'Exit from Scripts Help Browser (hotkey: Q)')
            if not FMODE:
                Draw.PushButton(
                    'back', BEVT_BACK, x + 2 * 45, 17, 45, bh,
                    'Back to scripts selection screen (hotkey: ESC)')
                Draw.PushButton('run script', BEVT_EXEC, x + 3 * 45, 17, 60,
                                bh, 'Run this script')

            BGL.glColor3ub(COL_TXTHI[0], COL_TXTHI[1], COL_TXTHI[2])
            BGL.glRasterPos2i(x, 5)
            Draw.Text('use the arrow keys or the mouse wheel to scroll text',
                      'small')
Exemplo n.º 50
0
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")
Exemplo n.º 51
0
def gui():
    global dataref_m, dataref_b, indices_b, indices_t, vals_b, clear_b, loops_b
    global hideshow_m, from_b, to_b, up_b, down_b, delete_b, addhs_b
    global cancel_b, apply_b
    global manipulator_m, manipulator_b, cursor_m, cursor_b

    dataref_m = []
    dataref_b = []
    indices_b = []
    indices_t = []
    vals_b = []
    clear_b = None
    loops_b = []
    hideshow_m = []
    from_b = []
    to_b = []
    up_b = []
    down_b = []
    delete_b = []
    addhs_b = None
    cancel_b = None
    apply_b = None

    # Default theme
    text = [0, 0, 0, 255]
    text_hi = [255, 255, 255, 255]
    header = [165, 165, 165, 255]
    panel = [255, 255, 255, 40]
    back = [180, 180, 180, 255]
    error = [255, 80, 80, 255]  # where's the theme value for this?

    # Actual theme
    if Blender.Get('version') >= 235:
        theme = Blender.Window.Theme.Get()
        if theme:
            theme = theme[0]
            space = theme.get('buts')
            text = theme.get('ui').text
            text_hi = space.text_hi
            header = space.header
            header = [
                max(header[0] - 30, 0),  # 30 appears to be hard coded
                max(header[1] - 30, 0),
                max(header[2] - 30, 0),
                header[3]
            ]
            panel = space.panel
            back = space.back

    size = BGL.Buffer(BGL.GL_FLOAT, 4)
    BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size)
    size = size.list
    x = int(size[2])
    y = int(size[3])

    BGL.glEnable(BGL.GL_BLEND)
    BGL.glBlendFunc(BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA)
    BGL.glClearColor(
        float(back[0]) / 255,
        float(back[1]) / 255,
        float(back[2]) / 255, 1)
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

    yoff = y - offset[1]
    if vertical:
        xoff = PANELPAD + PANELINDENT - offset[0]

    for boneno in range(bonecount):
        eventbase = boneno * EVENTMAX
        framecount = len(vals[boneno])
        if not vertical:
            xoff = PANELPAD + boneno * (PANELWIDTH +
                                        PANELPAD) + PANELINDENT - offset[0]
        BGL.glColor4ub(*header)
        BGL.glRectd(xoff - PANELINDENT, yoff - PANELTOP,
                    xoff - PANELINDENT + PANELWIDTH,
                    yoff - PANELTOP - PANELHEAD)
        BGL.glColor4ub(*panel)
        BGL.glRectd(xoff - PANELINDENT, yoff - PANELTOP - PANELHEAD,
                    xoff - PANELINDENT + PANELWIDTH,
                    yoff - 170 - (CONTROLSIZE - 1) * framecount)

        txt = 'parent bone'
        if boneno: txt = 'grand' + txt
        txt = 'great-' * (boneno - 1) + txt
        txt = txt[0].upper() + txt[1:]
        BGL.glColor4ub(*text_hi)
        BGL.glRasterPos2d(xoff, yoff - 23)
        Draw.Text(txt)

        Draw.Label("Dataref:", xoff - 4, yoff - 54, 100, CONTROLSIZE)
        BGL.glColor4ub(*error)  # For errors
        (valid, mbutton, bbutton, ibutton,
         tbutton) = drawdataref(datarefs, indices, eventbase, boneno, xoff - 4,
                                yoff - 80)
        dataref_m.append(mbutton)
        dataref_b.append(bbutton)
        indices_b.append(ibutton)
        indices_t.append(tbutton)

        vals_b.append([])
        if valid:
            # is a valid or custom dataref
            Draw.Label("Dataref values:", xoff - 4, yoff - 132, 150,
                       CONTROLSIZE)
            for i in range(framecount):
                Draw.Label("Frame #%d:" % (i + 1), xoff - 4 + CONTROLSIZE,
                           yoff - 152 - (CONTROLSIZE - 1) * i, 100,
                           CONTROLSIZE)
                if i > 1:
                    v9 = 'v9: '
                else:
                    v9 = ''
                vals_b[-1].append(
                    Draw.Number(
                        '', i + VALS_B + eventbase, xoff + 104,
                        yoff - 152 - (CONTROLSIZE - 1) * i, 80, CONTROLSIZE,
                        vals[boneno][i], -NUMBERMAX, NUMBERMAX, v9 +
                        'The dataref value that corresponds to the pose in frame %d'
                        % (i + 1)))
            if framecount > 2:
                clear_b = Draw.Button(
                    'Delete', DELETE_B + eventbase, xoff + 208,
                    yoff - 152 - (CONTROLSIZE - 1) * (framecount - 1), 80,
                    CONTROLSIZE, 'Clear animation keys from this frame')
            Draw.Label("Loop:", xoff - 4 + CONTROLSIZE,
                       yoff - 160 - (CONTROLSIZE - 1) * framecount, 100,
                       CONTROLSIZE)
            loops_b.append(
                Draw.Number(
                    '', LOOPS_B + eventbase, xoff + 104,
                    yoff - 160 - (CONTROLSIZE - 1) * framecount, 80,
                    CONTROLSIZE, loops[boneno], -NUMBERMAX, NUMBERMAX,
                    'v9: The animation will loop back to frame 1 when the dataref value exceeds this number. Enter 0 for no loop.'
                ))
        else:
            loops_b.append(None)

        if vertical:
            yoff -= (170 + (CONTROLSIZE - 1) * framecount)

        #Draw Manipulator GUI
        #This is broken
        #if valid:
        #    Draw.Label("Manipulator:", xoff-4, yoff-220-(CONTROLSIZE-1)*i, 100, CONTROLSIZE)
        #    drawmanipulator(manipulators, indices, eventbase, boneno, xoff-4, yoff-250-(CONTROLSIZE-1)*i)

    if not vertical:
        xoff = PANELPAD + bonecount * (PANELWIDTH +
                                       PANELPAD) + PANELINDENT - offset[0]
    BGL.glColor4ub(*header)
    BGL.glRectd(xoff - PANELINDENT, yoff - PANELTOP,
                xoff - PANELINDENT + PANELWIDTH, yoff - PANELTOP - PANELHEAD)
    BGL.glColor4ub(*panel)
    BGL.glRectd(xoff - PANELINDENT, yoff - PANELTOP - PANELHEAD,
                xoff - PANELINDENT + PANELWIDTH,
                yoff - 64 - len(hideshow) * 82)

    BGL.glColor4ub(*text_hi)
    BGL.glRasterPos2d(xoff, yoff - 23)
    Draw.Text("Hide/Show for all children of %s" % armature.name)

    for hs in range(len(hideshow)):
        eventbase = (bonecount + hs) * EVENTMAX
        BGL.glColor4ub(*panel)
        BGL.glRectd(xoff - 4, yoff - PANELTOP - PANELHEAD - 4 - hs * 82,
                    xoff - 13 + PANELWIDTH, yoff - PANELTOP - 101 - hs * 82)
        BGL.glColor4ub(*error)  # For errors
        (valid, mbutton, bbutton, ibutton,
         tbutton) = drawdataref(hideshow, hideshowindices, eventbase, hs,
                                xoff - 4, yoff - 54 - hs * 82)
        dataref_m.append(mbutton)
        dataref_b.append(bbutton)
        indices_b.append(ibutton)
        indices_t.append(tbutton)
        if hs:
            up_b.append(
                Draw.Button('^', UP_B + eventbase, xoff + 217,
                            yoff - 80 - hs * 82, CONTROLSIZE, CONTROLSIZE,
                            'Move this entry up'))
        else:
            up_b.append(None)
        if hs != len(hideshow) - 1:
            down_b.append(
                Draw.Button('v', DOWN_B + eventbase, xoff + 237,
                            yoff - 80 - hs * 82, CONTROLSIZE, CONTROLSIZE,
                            'Move this entry down'))
        else:
            down_b.append(None)
        delete_b.append(
            Draw.Button('X', DELETE_B + eventbase, xoff + 267,
                        yoff - 80 - hs * 82, CONTROLSIZE, CONTROLSIZE,
                        'Delete this entry'))
        if valid:
            # is a valid or custom dataref
            hideshow_m.append(
                Draw.Menu('Hide%x0|Show%x1', HIDEORSHOW_M + eventbase, xoff,
                          yoff - 106 - hs * 82, 62, CONTROLSIZE,
                          hideorshow[hs], 'Choose Hide or Show'))
            Draw.Label("when", xoff + 63, yoff - 106 - hs * 82, 60,
                       CONTROLSIZE)
            from_b.append(
                Draw.Number(
                    '', FROM_B + eventbase, xoff + 104, yoff - 106 - hs * 82,
                    80, CONTROLSIZE, hideshowfrom[hs], -NUMBERMAX, NUMBERMAX,
                    'The dataref value above which the animation will be hidden or shown'
                ))
            Draw.Label("to", xoff + 187, yoff - 106 - hs * 82, 60, CONTROLSIZE)
            to_b.append(
                Draw.Number(
                    '', TO_B + eventbase, xoff + 207, yoff - 106 - hs * 82, 80,
                    CONTROLSIZE, hideshowto[hs], -NUMBERMAX, NUMBERMAX,
                    'The dataref value below which the animation will be hidden or shown'
                ))
        else:
            hideshow_m.append(None)
            from_b.append(None)
            to_b.append(None)
    addhs_b = Draw.Button('Add New', ADD_B + bonecount * EVENTMAX, xoff + 217,
                          yoff - 54 - len(hideshow) * 82, 70, CONTROLSIZE,
                          'Add a new Hide or Show entry')

    if vertical:
        xoff = PANELPAD - offset[0]
        yoff -= (64 + len(hideshow) * 82)
    else:
        xoff = PANELPAD + (bonecount + 1) * (PANELWIDTH + PANELPAD) - offset[0]
    apply_b = Draw.Button('Apply', APPLY_B + bonecount * EVENTMAX, xoff,
                          yoff - PANELTOP - CONTROLSIZE * 2, 80,
                          CONTROLSIZE * 2, 'Apply these settings', doapply)
    if vertical:
        cancel_b = Draw.Button('Cancel', CANCEL_B + bonecount * EVENTMAX,
                               xoff + 80 + PANELPAD,
                               yoff - PANELTOP - CONTROLSIZE * 2, 80,
                               CONTROLSIZE * 2, 'Retain existing settings')
    else:
        cancel_b = Draw.Button('Cancel', CANCEL_B + bonecount * EVENTMAX, xoff,
                               yoff - PANELTOP - CONTROLSIZE * 4 - PANELPAD,
                               80, CONTROLSIZE * 2, 'Retain existing settings')
Exemplo n.º 52
0
def gui():
    global buttons, offsets, rows, cols

    size = BGL.Buffer(BGL.GL_FLOAT, 4)
    BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size)
    size = size.list
    xoff = PANELPAD
    yoff = int(size[3])

    # Default theme
    text = [0, 0, 0, 255]
    text_hi = [255, 255, 255, 255]
    header = [165, 165, 165, 255]
    panel = [255, 255, 255, 40]
    back = [180, 180, 180, 255]

    # Actual theme
    if Blender.Get('version') >= 235:
        theme = Blender.Window.Theme.Get()
        if theme:
            theme = theme[0]
            text = theme.get('ui').text
            space = theme.get('buts')
            text_hi = space.text_hi
            header = space.header
            header = [
                max(header[0] - 30, 0),  # 30 appears to be hard coded
                max(header[1] - 30, 0),
                max(header[2] - 30, 0),
                header[3]
            ]
            panel = space.panel
            back = space.back

    BGL.glEnable(BGL.GL_BLEND)
    BGL.glBlendFunc(BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA)
    BGL.glClearColor(
        float(back[0]) / 255,
        float(back[1]) / 255,
        float(back[2]) / 255, 1)
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

    BGL.glColor4ub(*header)
    BGL.glRectd(xoff, yoff - PANELTOP, xoff - PANELINDENT + PANELWIDTH,
                yoff - PANELTOP - PANELHEAD)
    BGL.glColor4ub(*panel)
    BGL.glRectd(xoff, yoff - PANELTOP - PANELHEAD,
                xoff - PANELINDENT + PANELWIDTH,
                yoff - 60 - PANELINDENT - rows * CONTROLSIZE)
    BGL.glColor4ub(*text_hi)
    BGL.glRasterPos2d(xoff + PANELINDENT, yoff - 23)
    Draw.Text("Fixup UV mapping")

    BGL.glColor4ub(*text)
    BGL.glRasterPos2d(xoff + PANELINDENT, yoff - 48)
    Draw.Text("Select where the old image is located in the new:")

    buttons = []
    for i in range(rows):
        for j in range(cols):
            buttons.append(
                Draw.Button('',
                            len(buttons) + CANCEL + 1,
                            xoff + PANELINDENT + j * CONTROLSIZE,
                            yoff - 80 - i * CONTROLSIZE, CONTROLSIZE,
                            CONTROLSIZE))

    buttons.append(
        Draw.Button("Cancel", CANCEL,
                    xoff - PANELINDENT * 2 + PANELWIDTH - 4 * CONTROLSIZE,
                    yoff - 60 - rows * CONTROLSIZE, 4 * CONTROLSIZE,
                    CONTROLSIZE))
Exemplo n.º 53
0
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