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)
示例#2
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()
def drawmanipulator(manipulators, indices, eventbase, boneno, x, y):

    # See Blender Python Docs
    # http://www.blender.org/documentation/248PythonDoc/Draw-module.html

    manipulator = manipulators[boneno]
    cursor = cursors[boneno]
    valid = True

    Draw.Menu('|'.join(manipulatorList), DONTCARE + eventbase, x + 4, y,
              CONTROLSIZE, CONTROLSIZE, -1, 'Pick the manipulator from a list',
              manipulatormenucallback)
    Draw.String('', DATAREF_B + eventbase, x + 4 + CONTROLSIZE, y,
                PANELWIDTH - 2 * PANELINDENT - CONTROLSIZE, CONTROLSIZE,
                manipulator, 100,
                'Full name of the manipulator used to control this animation')
    y -= 30
    event_id = 1000
    sub_dict = sorted(manipulator_dict[manipulator].keys())

    for field_id in sub_dict:
        field_name = field_id.split('@')[1]
        field_val = manipulator_dict[manipulator][field_id]

        if field_name == 'cursor':
            Draw.Label("Cursor Type:", x, y, 100, CONTROLSIZE)
            Draw.Menu('|'.join(cursorList), DONTCARE + eventbase, x + 4, y,
                      CONTROLSIZE, CONTROLSIZE, -1,
                      'Pick the cursor type from a list', cursormenucallback)
            Draw.String(
                '', DATAREF_B + eventbase, x + 4 + CONTROLSIZE, y,
                PANELWIDTH - 2 * PANELINDENT - CONTROLSIZE, CONTROLSIZE,
                cursor, 100,
                'Full name of the manipulator used to control this animation')
            y -= 30
            event_id += 1
        elif field_name != 'NULL':
            Draw.Label(field_name + ':', x, y, 120, CONTROLSIZE)

            if type(field_val).__name__ == 'str':
                Draw.String('', event_id, x + 100, y, 180, CONTROLSIZE,
                            field_val, 100, '', manipulatordatacallback)

            if type(field_val).__name__ == 'float':
                Draw.Number('', event_id, x + 100, y, 80, CONTROLSIZE,
                            field_val, -50000.0, 50000.0, '',
                            manipulatordatacallback)

            if type(field_val).__name__ == 'int':
                Draw.Number('', event_id, x + 100, y, 80, CONTROLSIZE,
                            int(field_val), -50000, 50000, '',
                            manipulatordatacallback)

            y -= 20
            event_id += 1

    return valid
示例#4
0
文件: Main.py 项目: guoweiwan/mogens
def Display_Render_Bar(Y_POS, CONTROL_HEIGHT, CONTROL_WIDTH):
    """ Create the Render setup box."""
    Create_Tab(3, Y_POS, CONTROL_WIDTH, Y_POS - CONTROL_HEIGHT, "Render setup", 0)
    
    global original_fps_button
    original_fps_button = Draw.Number("Original FPS:", origFpsButton, 9, (Y_POS - 41), (CONTROL_WIDTH / 2) - 9, 18, original_fps_button.val, 1, 120, 'Orignal FPS of the motion imported')
    
    global output_fps_button
    output_fps_button = Draw.Number("Output FPS:", outputFpsButton, ((CONTROL_WIDTH / 2) + 3), (Y_POS - 41), (CONTROL_WIDTH / 2) - 9, 18, output_fps_button.val, 1, 120, 'The desired output FPS of the motion')
示例#5
0
文件: elements.py 项目: Zildj1an/bui
 def render(self):
     try:
         Draw.Number(self.label, self.event, self.x, self.y, self.width,
                     self.height, self.value, self.min, self.max,
                     self.tooltip, self.update_value, self.range,
                     self.precision)
     except:  # needed for backwards compatibility (no range and precision in 2.48a)
         Draw.Number(self.label, self.event, self.x, self.y, self.width,
                     self.height, self.value, self.min, self.max,
                     self.tooltip, self.update_value)
示例#6
0
def terain_clamp_ui():

    # Only to center the UI
    x, y = GLOBALS['MOUSE']
    x -= 40
    y -= 70

    Draw.Label('Drop Axis', x - 70, y + 120, 60, 20)
    Draw.BeginAlign()
    GLOBALS['DROP_AXIS'][0] = Draw.Toggle('Z', EVENT_REDRAW, x + 20, y + 120,
                                          30, 20, GLOBALS['DROP_AXIS'][0].val,
                                          'Drop down on the global Z axis',
                                          do_axis_z)
    GLOBALS['DROP_AXIS'][1] = Draw.Toggle('View Z', EVENT_REDRAW, x + 50,
                                          y + 120, 70, 20,
                                          GLOBALS['DROP_AXIS'][1].val,
                                          'Drop allong the view vector',
                                          do_axis_view)
    Draw.EndAlign()

    # Source
    Draw.Label('Drop on to...', x - 70, y + 90, 120, 20)
    Draw.BeginAlign()
    GLOBALS['GROUND_SOURCE'][0] = Draw.Toggle('Active Object', EVENT_REDRAW,
                                              x - 70, y + 70, 110, 20,
                                              GLOBALS['GROUND_SOURCE'][0].val,
                                              '', do_ground_source_act)
    GLOBALS['GROUND_SOURCE'][1] = Draw.Toggle('Group', EVENT_REDRAW, x + 40,
                                              y + 70, 80, 20,
                                              GLOBALS['GROUND_SOURCE'][1].val,
                                              '', do_ground_source_group)
    if GLOBALS['GROUND_SOURCE'][1].val:
        GLOBALS['GROUND_GROUP_NAME'] = Draw.String(
            'GR:', EVENT_REDRAW + 1001, x - 70, y + 50, 190, 20,
            GLOBALS['GROUND_GROUP_NAME'].val, 21, '', do_ground_group_name)
    Draw.EndAlign()

    GLOBALS['DROP_OVERLAP_CHECK'] = Draw.Toggle(
        'Overlapping Terrain', EVENT_NONE, x - 70, y + 20, 190, 20,
        GLOBALS['DROP_OVERLAP_CHECK'].val,
        "Check all terrain triangles and use the top most (slow)")

    Draw.BeginAlign()
    GLOBALS['DROP_ORIENT'] = Draw.Toggle('Orient Normal', EVENT_REDRAW, x - 70,
                                         y - 10, 110, 20,
                                         GLOBALS['DROP_ORIENT'].val,
                                         "Rotate objects to the face normal",
                                         do_dummy)
    if GLOBALS['DROP_ORIENT'].val:
        GLOBALS['DROP_ORIENT_VALUE'] = Draw.Number(
            '', EVENT_NONE, x + 40, y - 10, 80, 20,
            GLOBALS['DROP_ORIENT_VALUE'].val, 0.0, 100.0,
            "Percentage to orient 0.0 - 100.0")
    Draw.EndAlign()

    Draw.PushButton('Drop Objects', EVENT_EXIT, x + 20, y - 40, 100, 20,
                    'Drop the selected objects', terrain_clamp)

    # So moving the mouse outside the popup exits the while loop
    GLOBALS['EVENT'] = EVENT_EXIT
示例#7
0
文件: Main.py 项目: guoweiwan/mogens
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')
示例#8
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()
示例#9
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()
示例#10
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()
示例#11
0
		def obj_ui():
			ui_x, ui_y = GLOBALS['MOUSE']
			
			# Center based on overall pup size
			ui_x -= 165
			ui_y -= 90
			
			global CREATE_SMOOTH_GROUPS, CREATE_FGONS, CREATE_EDGES, SPLIT_OBJECTS, SPLIT_GROUPS, SPLIT_MATERIALS, CLAMP_SIZE, IMAGE_SEARCH, POLYGROUPS, KEEP_VERT_ORDER, ROTATE_X90
			
			Draw.Label('Import...', ui_x+9, ui_y+159, 220, 21)
			Draw.BeginAlign()
			CREATE_SMOOTH_GROUPS = Draw.Toggle('Smooth Groups', EVENT_NONE, ui_x+9, ui_y+139, 110, 20, CREATE_SMOOTH_GROUPS.val, 'Surround smooth groups by sharp edges')
			CREATE_FGONS = Draw.Toggle('NGons as FGons', EVENT_NONE, ui_x+119, ui_y+139, 110, 20, CREATE_FGONS.val, 'Import faces with more then 4 verts as fgons')
			CREATE_EDGES = Draw.Toggle('Lines as Edges', EVENT_NONE, ui_x+229, ui_y+139, 110, 20, CREATE_EDGES.val, 'Import lines and faces with 2 verts as edges')
			Draw.EndAlign()
			
			Draw.Label('Separate objects by OBJ...', ui_x+9, ui_y+110, 220, 20)
			Draw.BeginAlign()
			SPLIT_OBJECTS = Draw.Toggle('Object', EVENT_REDRAW, ui_x+9, ui_y+89, 55, 21, SPLIT_OBJECTS.val, 'Import OBJ Objects into Blender Objects', do_split)
			SPLIT_GROUPS = Draw.Toggle('Group', EVENT_REDRAW, ui_x+64, ui_y+89, 55, 21, SPLIT_GROUPS.val, 'Import OBJ Groups into Blender Objects', do_split)
			SPLIT_MATERIALS = Draw.Toggle('Material', EVENT_REDRAW, ui_x+119, ui_y+89, 60, 21, SPLIT_MATERIALS.val, 'Import each material into a seperate mesh (Avoids > 16 per mesh error)', do_split)
			Draw.EndAlign()
			
			# Only used for user feedback
			KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+184, ui_y+89, 113, 21, KEEP_VERT_ORDER.val, 'Keep vert and face order, disables split options, enable for morph targets', do_vertorder)
			
			ROTATE_X90 = Draw.Toggle('-X90', EVENT_REDRAW, ui_x+302, ui_y+89, 38, 21, ROTATE_X90.val, 'Rotate X 90.')
			
			Draw.Label('Options...', ui_x+9, ui_y+60, 211, 20)
			CLAMP_SIZE = Draw.Number('Clamp Scale: ', EVENT_NONE, ui_x+9, ui_y+39, 130, 21, CLAMP_SIZE.val, 0.0, 1000.0, 'Clamp the size to this maximum (Zero to Disable)')
			POLYGROUPS = Draw.Toggle('Poly Groups', EVENT_REDRAW, ui_x+144, ui_y+39, 90, 21, POLYGROUPS.val, 'Import OBJ groups as vertex groups.', do_polygroups)
			IMAGE_SEARCH = Draw.Toggle('Image Search', EVENT_NONE, ui_x+239, ui_y+39, 100, 21, IMAGE_SEARCH.val, 'Search subdirs for any assosiated images (Warning, may be slow)')
			Draw.BeginAlign()
			Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 21, 'Load the wiki page for this script', do_help)
			Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 21, '', obj_ui_set_event)
			Draw.PushButton('Import', EVENT_IMPORT, ui_x+229, ui_y+9, 110, 21, 'Import with these settings', obj_ui_set_event)
			Draw.EndAlign()
示例#12
0
def edl_draw():

    MARGIN = 4
    rect = BPyWindow.spaceRect()
    but_width = int((rect[2] - MARGIN * 2) / 4.0)  # 72
    # Clamp
    if but_width > 100: but_width = 100
    but_height = 17

    x = MARGIN
    y = rect[3] - but_height - MARGIN
    xtmp = x

    # ---------- ---------- ---------- ----------
    Blender.Draw.BeginAlign()
    PREF['filename'] = Draw.String('edl path: ', B_EVENT_RELOAD, xtmp, y,
                                   (but_width * 3) - 20, but_height,
                                   PREF['filename'].val, 256, 'EDL Path')
    xtmp += (but_width * 3) - 20
    Draw.PushButton('..', B_EVENT_FILESEL_EDL, xtmp, y, 20, but_height,
                    'Select an EDL file')
    xtmp += 20
    Blender.Draw.EndAlign()

    Draw.PushButton(
        'Reload', B_EVENT_RELOAD, xtmp + MARGIN, y, but_width - MARGIN,
        but_height,
        'Read the ID Property settings from the active curve object')
    xtmp += but_width
    y -= but_height + MARGIN
    xtmp = x
    # ---------- ---------- ---------- ----------

    reel_keys = edl_reel_keys()

    if reel_keys: text = 'Reel file list...'
    elif PREF['filename'].val == '': text = 'No EDL loaded.'
    else: text = 'No reels found!'

    Draw.Label(text, xtmp + MARGIN, y, but_width * 4, but_height)
    xtmp += but_width * 4

    y -= but_height + MARGIN
    xtmp = x

    # ---------- ---------- ---------- ----------

    for i, reel_key in enumerate(reel_keys):
        reel_item = REEL_UI[reel_key]

        Blender.Draw.BeginAlign()
        REEL_UI[reel_key].filename_but = Draw.String(
            reel_item.ui_text, B_EVENT_NOP, xtmp, y, (but_width * 3) - 20,
            but_height, REEL_UI[reel_key].filename_but.val, 256,
            'Select the reel path')
        xtmp += (but_width * 3) - 20
        Draw.PushButton('..', B_EVENT_FILESEL + i, xtmp, y, 20, but_height,
                        'Media path to use for this reel')
        xtmp += 20
        Blender.Draw.EndAlign()

        reel_item.offset_but = Draw.Number(
            'ofs:', B_EVENT_NOP, xtmp + MARGIN, y, but_width - MARGIN,
            but_height, reel_item.offset_but.val, -100000, 100000,
            'Start offset in frames when applying timecode')
        xtmp += but_width - MARGIN

        y -= but_height + MARGIN
        xtmp = x

    # ---------- ---------- ---------- ----------

    Draw.PushButton('Import CMX-EDL Sequencer Strips', B_EVENT_IMPORT,
                    xtmp + MARGIN, MARGIN, but_width * 4 - MARGIN, but_height,
                    'Load the EDL file into the sequencer')
    xtmp += but_width * 4
    y -= but_height + MARGIN
    xtmp = x
示例#13
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
示例#14
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")
示例#15
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')
示例#16
0
def draw():
    global animsg, flipmsg, swapmsg, anim_tick
    global flip_z, swap_yz, flip_norm, anim, ticks, speed, recalc_norm, Bl_norm, no_light
    glClearColor(0.55, 0.6, 0.6, 1)
    glClear(BGL.GL_COLOR_BUFFER_BIT)
    #external box
    glColor3f(0.2, 0.3, 0.3)
    rect(10, 402, 300, 382)
    #--
    #glColor3f(0.3,0.4,0.4)
    #rect(11,399,298,398)
    #--
    glColor3f(0.5, 0.75, 0.65)
    rect(14, 398, 292, 30)
    #--
    glColor3f(0.5, 0.75, 0.65)
    rect(14, 366, 292, 160)
    #--
    glColor3f(0.5, 0.75, 0.65)
    rect(14, 202, 292, 60)
    #--
    glColor3f(0.5, 0.75, 0.65)
    rect(14, 138, 292, 40)
    #--
    glColor3f(0.5, 0.75, 0.65)
    rect(14, 94, 292, 70)

    glColor3f(0.8, .8, 0.6)
    glRasterPos2i(20, 380)
    Draw.Text("DirectX Exporter ", 'large')
    Draw.Text("(for Blender 2.41)", 'small')
    #-------Aniamtion toggle---------------------------------------------
    Draw.Toggle("Anim", 1, 20, 330, 55, 20, toggle_val, "export animations")
    if toggle_val:
        anim = 1
        animsg = "animation will be exported"
    else:
        anim = 0
        animsg = "animation will be not exported"
    glRasterPos2i(100, 335)
    Draw.Text(animsg)
    #---Flip normals toggle-----------------------------------------------
    Draw.Toggle("Flip norm", 2, 20, 300, 55, 20, toggle1_val, "invert normals")
    if toggle1_val:
        flip_norm = 1
        flipmsg = "flipped normals"
    else:
        flip_norm = 0
        flipmsg = "not flipped normals"
    glRasterPos2i(100, 305)
    Draw.Text(flipmsg)
    #------Swap yz toggle----------------------------------------------------------------
    Draw.Toggle("Swap zy", 3, 20, 270, 55, 20, toggle2_val,
                "swap z,y axis(y up)")
    if toggle2_val:
        swap_yz = 1
        swapmsg = "Y-axis up"
    else:
        swap_yz = 0
        swapmsg = "Z-axis up"
    glRasterPos2i(100, 275)
    Draw.Text(swapmsg)
    #------Flip z toggle----------------------------------------------------------------
    Draw.Toggle("Flip z", 4, 20, 240, 55, 20, toggle3_val, "flip z axis")
    if toggle3_val:
        flip_z = 1
        zmsg = "left handed system"
    else:
        flip_z = 0
        zmsg = "right handed system"
    glRasterPos2i(100, 245)
    Draw.Text(zmsg)
    #------Speed toggle----------------------------------------------------------------
    Draw.Toggle("Speed", 5, 20, 210, 55, 20, toggle4_val, "Animation speed")
    if toggle4_val:
        speed = 1
        spedmsg = "set speed"
        anim_tick = Draw.Number("", 6, 200, 210, 85, 20, anim_tick.val, 1,
                                100000, "ticks per second")
    else:
        speed = 0
        spedmsg = ""
    glRasterPos2i(100, 215)
    Draw.Text(spedmsg)
    #------Blender Normals toggle----------------------------------------------------------------
    Draw.Toggle("Bl.normals", 10, 20, 105, 75, 25, toggle5_val,
                "export normals as in Blender")
    if toggle5_val:
        Bl_norm = 1
    #------Recalculute Normals toggle----------------------------------------------------------------
    Draw.Toggle("recalc.no", 11, 120, 105, 75, 25, toggle6_val,
                "export recalculated normals")
    if toggle6_val:
        recalc_norm = 1
    #------Recalculute Normals toggle----------------------------------------------------------------
    Draw.Toggle("no smooth", 12, 220, 105, 75, 25, toggle7_val,
                "every vertex has the face normal,no smoothing")
    if toggle7_val:
        no_light = 1
    #------Draw Button export----------------------------------------------------------------
    exp_butt = Draw.Button("Export All", 7, 20, 155, 75, 30,
                           "export all the scene objects")
    sel_butt = Draw.Button("Export Sel", 8, 120, 155, 75, 30,
                           "export the selected object")
    exit_butt = Draw.Button("Exit", 9, 220, 155, 75, 30, "exit")
    glRasterPos2i(20, 75)
    Draw.Text("(C) 2006  Arben OMARI ")
    glRasterPos2i(20, 55)
    Draw.Text("http://www.omariben.too.it")
    glRasterPos2i(20, 35)
    Draw.Text("*****@*****.**")
示例#17
0
def draw():
    """
    This function draws the morph target on the screen and adds buttons to
    enable utility functions to be called to process the target.

    **Parameters:** This method has no parameters.

    """
    global message, regulFactor
    global targetPath, morphFactor, rotVal, rotSum, currentTarget, selAxis, rotationMode
    global saveOnlySelectedVerts, loadedTraslTarget, loadedRotTarget, loadedPoseTarget
    global fitVert1, fitVert2, fitVert3

    if GUIswitch == 1:

        glClearColor(0.5, 0.5, 0.5, 0.0)
        glClear(GL_COLOR_BUFFER_BIT)

        glColor3f(0.0, 0.0, 0.0)
        glRasterPos2i(10, 300)
        Draw.Text("MakeTargets v3.2")

        glColor3f(0.5, 0.0, 0.0)
        glRasterPos2i(10, 250)
        Draw.Text("Msg: %s" % (message))

        glColor3f(0.0, 0.0, 0.0)
        glRasterPos2i(10, 230)

        fileText = ""
        if loadedTraslTarget:
            fileText = os.path.basename(loadedTraslTarget)
        elif loadedRotTarget:
            fileText = os.path.basename(loadedRotTarget)
        elif loadedPoseTarget:
            fileText = os.path.basename(loadedPoseTarget)
        Draw.Text("Target: %s" % (fileText))

        Draw.Button("Load", 1, 10, 200, 50, 20, "Load target")
        Draw.Button("Morph", 2, 60, 200, 50, 20, "Morph ")
        Draw.Button("<=", 3, 110, 200, 30, 20,
                    "Make left side symetrical to right side")
        Draw.Button("Reset", 4, 140, 200, 40, 20,
                    "Return base object to its original state")
        Draw.Button("=>", 5, 180, 200, 30, 20,
                    "Make right side symetrical to left side")
        morphFactor = Draw.Number("Value: ", 0, 10, 180, 100, 20,
                                  morphFactor.val, -2, 2,
                                  "Insert the value to apply the target")
        Draw.Button("Save", 6, 110, 180, 100, 20, "Save target")
        saveOnlySelectedVerts = Draw.Toggle(
            "Save only selected verts", 0, 10, 160, 200, 20,
            saveOnlySelectedVerts.val,
            "The target will affect only the selected verts")
        rotationMode = Draw.Toggle("Rotations", 0, 10, 140, 200, 20,
                                   rotationMode.val,
                                   "Work with rotation targets")

    if GUIswitch == 2:

        glClearColor(0.5, 0.5, 0.5, 0.0)
        glClear(GL_COLOR_BUFFER_BIT)

        glColor3f(0.0, 0.0, 0.0)
        glRasterPos2i(10, 300)
        Draw.Text("ScanToMH vers. 1")

        glColor3f(0.5, 0.0, 0.0)
        glRasterPos2i(10, 250)
        Draw.Text("Msg: %s" % (message))

        glColor3f(0.0, 0.0, 0.0)
        glRasterPos2i(10, 230)

        Draw.Button("Load ob", 30, 10, 200, 80, 20, "Load wavefront obj")
        Draw.Button("Fit", 32, 90, 200, 80, 20, "Morph ")
        Draw.Button("Build", 31, 170, 200, 80, 20, "Build targets db")
        Draw.Button("Save verts", 33, 10, 180, 80, 20, "Save selected verts")
        regulFactor = Draw.Number("Regul: ", 0, 90, 180, 100, 20,
                                  regulFactor.val, 0, 1,
                                  "0 mean fine fitting, but less constrain")
        fitVert1 = Draw.String("verts to compute: ", 34, 10, 150, 240, 20,
                               fitVert1.val, 300, "None")
        fitVert2 = Draw.String("verts to fit: ", 35, 10, 130, 240, 20,
                               fitVert2.val, 300, "None")

    if GUIswitch == 3:

        glClearColor(0.5, 0.5, 0.5, 0.0)
        glClear(GL_COLOR_BUFFER_BIT)

        glColor3f(0.0, 0.0, 0.0)
        glRasterPos2i(10, 300)
        Draw.Text("Regulariser vers. 1")

        glColor3f(0.5, 0.0, 0.0)
        glRasterPos2i(10, 250)
        Draw.Text("Msg: %s" % (message))

        glColor3f(0.0, 0.0, 0.0)
        glRasterPos2i(10, 230)

        Draw.Button("Load db data", 40, 10, 200, 80, 20, "Load targets db")
        Draw.Button("Regularise", 41, 90, 200, 80, 20, "Regularise the mesh ")
        Draw.Button("Build", 42, 170, 200, 80, 20, "Build targets db")
        fitVert3 = Draw.String("verts to fit: ", 35, 10, 130, 240, 20,
                               fitVert3.val, 300, "None")
示例#18
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')
示例#19
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')
示例#20
0
文件: elements.py 项目: Zildj1an/bui
 def render(self):
     Draw.Number(self.label, self.event, self.x, self.y, self.width,
                 self.height, self.value, self.min, self.max, self.tooltip,
                 self.update_value)
示例#21
0
文件: Main.py 项目: guoweiwan/mogens
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')
示例#22
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.')