示例#1
0
文件: Main.py 项目: guoweiwan/mogens
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
示例#2
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))
示例#3
0
def draw():
    global as_package_name
    global fileButton, expFileName
    global engine_menu, engine_name
    global EVENT_NOEVENT, EVENT_DRAW, EVENT_EXIT, EVENT_EXPORT
    global export_all
    expFileName = ""
    ########## Titles
    glClear(GL_COLOR_BUFFER_BIT)
    glRasterPos2i(40, 240)

    logoImage = Image.Load(Get('scriptsdir') + sys.sep + 'AS3Export.png')
    Draw.Image(logoImage, 40, 155)

    as_package_name = Draw.String("Package name: ", EVENT_NOEVENT, 40, 130,
                                  250, 20, as_package_name.val, 300)
    engine_name = "Away3D%x1|Away3D 2.1.0%x5|Away3D 2.2.0%x6|Papervision3D%x2|Papervision3D 2.0%x3|Sandy 3.0%x4"
    engine_menu = Draw.Menu(engine_name, EVENT_NOEVENT, 40, 100, 200, 20,
                            engine_menu.val, "Choose your engine")

    fileButton = Draw.String('File location: ', EVENT_NOEVENT, 40, 70, 250, 20,
                             fileButton.val, 255)
    Draw.PushButton('...', EVENT_BROWSEFILE, 300, 70, 30, 20, 'browse file')
    export_all = Draw.Toggle('Export ALL scene objects', EVENT_NOEVENT, 40, 45,
                             200, 20, 0)
    ######### Draw and Exit Buttons
    Draw.Button("Export", EVENT_EXPORT, 40, 20, 80, 18)
    Draw.Button("Exit", EVENT_EXIT, 140, 20, 80, 18)
def 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#5
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()
示例#6
0
def terain_clamp_ui():

    # Only to center the UI
    x, y = GLOBALS['MOUSE']
    x -= 40
    y -= 60

    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.PushButton('Drop Objects', EVENT_EXIT, x + 20, y - 10, 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_Mesh_Bar(Y_POS, CONTROL_HEIGHT, CONTROL_WIDTH):
    """ Create the mesh setup box. """
    Create_Tab(3, Y_POS, CONTROL_WIDTH, Y_POS - CONTROL_HEIGHT, "Mesh setup", 0)
    
    menuItems = "Mesh %t|Male %x1|Female %x2"
    global MESH_menu
    MESH_menu = Draw.Menu(menuItems, MESHMENU, 9, (Y_POS - 41), 130, 18, MESH_menu.val, 'Select mesh (.obj)')
    
    global OUTERJOINTS_toggle
    OUTERJOINTS_toggle = Draw.Toggle('Ignore outer joints', OUTERJOINTSBUTTON, ((CONTROL_WIDTH / 2) + 3), (Y_POS - 41), (CONTROL_WIDTH / 2) - 9, 18, OUTERJOINTS_toggle.val, 'Ignores the outer joints of the animation (fingers and toes)')
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 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")
    Draw.Toggle("Toggle2", 1, 10, 30, 55, 20, toggle, "A toggle button")
    Draw.Toggle("Toggle3", 1, 10, 60, 55, 20, toggle, "A toggle button")
    Draw.Toggle("Toggle4", 1, 10, 90, 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")
示例#10
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)
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 draw_gui():
        global host,port,Shapepreset,Geompreset,mesh,molname,stringName
	mols=self.Mols.full_name().split(',')
	tmp="Mols %t|"
	for i in range(len(mols)) :
		tmp+=mols[i]+'%x'+str(i)+'|'
	name = tmp[:-1]
	#print name
	#Draw.Toggle("Armature", EV_TG_ARMATURE, 5, line[1], 60, 25,ARMATURE, "Armature")
	BGL.glRasterPos2i(5,line[8])
	Draw.Text("Options:")
	Draw.Toggle("Join geometry", EV_TG_JOIN, 5, line[7], 60, 25,JOIN, "Join")

	Draw.PushButton("Delete Mol", EV_TG_DEL, 5, line[6], 90, 25, "DeleteMol")
	Shapepreset=Draw.Menu(name,EV_ME_MOL, 100, line[6], 90, 25, Shapepreset.val,'ON')

	Draw.PushButton("Add Armature", EV_TG_ARMATURE, 5, line[5], 90, 25, "Armature")
	Shapepreset=Draw.Menu(name,EV_ME_MOL, 100, line[5], 90, 25, Shapepreset.val,'ON')

	#gname = "Geoms %t|none %x1|MSMS-MOL %x2	|cpk %x3|sticks %x4|secstruc %x5|coarseSurf %x6"
	#Geompreset=Draw.Menu(gname,EV_ME_GEO, 195, line[5], 90, 25, Geompreset.val,'ON')

	stringName = Draw.String("sel:", EV_ST_PDBNAME, 220, line[5], 235, 25,stringName.val, 100,"selection level")

	BGL.glRasterPos2i(5,line[4])
	Draw.Text("Send Mesh to Server:")
	mesh = Draw.String("Mesh: ", EV_TX_SEND1, 5, line[3], 90, 25,mesh.val, 32, "Mesh")
	#molname= Draw.String("Mol: ", EV_TX_SEND2, 100, line[3], 90, 25,molname.val, 32, "Mol")
	Shapepreset=Draw.Menu(name,EV_ME_MOL, 100, line[3], 90, 25, Shapepreset.val,'ON')
	Draw.PushButton("SendToServer", EV_BT_SEND, 195, line[3], 90, 25, "SendGeom")

	BGL.glRasterPos2i(5,line[2])
	Draw.Text("Server:")
	host = Draw.String("Host: ", EV_BT_HOST1, 5, line[1], 90, 25,host.val, 32, "Name")
	port = Draw.String("Port: ", EV_BT_HOST2, 100, line[1], 90, 25,port.val, 32, "Portid")

	Draw.PushButton("StartCom", EV_BT_OK, 5, line[0], 90, 25, "StartThread")
	Draw.PushButton("StopCom", EV_BT_CANCEL, 100, line[0], 90, 25, "StopThread")
	Draw.PushButton("Refresh", EV_BT_REFRESH, 195, line[0], 90, 25, "Refresh")
示例#13
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#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 obj_ui():
			ui_x, ui_y = GLOBALS['MOUSE']
			
			# Center based on overall pup size
			ui_x -= 165
			ui_y -= 140
			
			global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
				EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
				EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
				EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
				EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
				EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS

			Draw.Label('Context...', ui_x+9, ui_y+239, 220, 20)
			Draw.BeginAlign()
			EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+219, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.')
			EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+219, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.')
			EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+219, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.')
			Draw.EndAlign()
			
			
			Draw.Label('Output Options...', ui_x+9, ui_y+189, 220, 20)
			Draw.BeginAlign()
			EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+170, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split)
			EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+170, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP')
			EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+170, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.')
			Draw.EndAlign()
			
			
			Draw.Label('Export...', ui_x+9, ui_y+139, 220, 20)
			Draw.BeginAlign()
			EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+120, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
			EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+120, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
			Draw.EndAlign()
			Draw.BeginAlign()
			EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+120, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.')
			EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+120, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
			Draw.EndAlign()
			Draw.BeginAlign()
			EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+120, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).')
			EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+120, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.')
			Draw.EndAlign()
			EXPORT_POLYGROUPS = Draw.Toggle('Polygroups', EVENT_REDRAW, ui_x+9, ui_y+95, 120, 20, EXPORT_POLYGROUPS.val, 'Export vertex groups as OBJ groups (one group per face approximation).')
			
			EXPORT_CURVE_AS_NURBS = Draw.Toggle('Nurbs', EVENT_NONE, ui_x+139, ui_y+95, 100, 20, EXPORT_CURVE_AS_NURBS.val, 'Export 3D nurbs curves and polylines as OBJ curves, (bezier not supported).')
			
			
			Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20)
			Draw.BeginAlign()
			EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split)
			EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split)
			EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split)
			Draw.EndAlign()
			
			EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder)
			
			Draw.BeginAlign()
			Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help)
			Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event)
			Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event)
			Draw.EndAlign()
示例#19
0
文件: elements.py 项目: Zildj1an/bui
 def render(self):
     Draw.Toggle(self.label, self.event, self.x, self.y, self.width,
                 self.height, self.value, self.tooltip, self.update_value)
示例#20
0
def draw_gui():

	global str_gmdc_filename, str_cres_filename, str_resource_name, btn_name_suffix, \
		btn_export_tangents, btn_export_rigging, btn_export_bmesh, btn_save_log, \
		menu_export_morphs, btn_use_obj_props, str_bmesh_name

	pos_y = 340 ; MAX_PATH = 200

	# frame

	Blender.BGL.glColor3f(0.75, 0.75, 0.75)
	Blender.BGL.glRecti(10, 10, 430, pos_y)

	pos_y-= 30

	# plugin's header

	s = "GMDC Exporter (TS2)"
	Blender.BGL.glColor3f(0.8, 0.8, 0.8)
	Blender.BGL.glRecti(10, pos_y, 430, pos_y+30)
	Draw.Label(s, 20, pos_y, 400, 30)

	pos_y-= 30

	# GMDC file selector

	Draw.Label("GMDC file (output)", 20, pos_y, 200, 20)
	pos_y-= 20
	Draw.BeginAlign()
	str_gmdc_filename = Draw.String("", 0x10, 20, pos_y, 300, 20, str_gmdc_filename.val, MAX_PATH, "Path to GMDC file")
	Draw.PushButton("Select file", 0x11, 320, pos_y, 100, 20, "Open file browser")
	Draw.EndAlign()

	pos_y-= 35

	# geometry name

	Blender.BGL.glColor3f(0.7, 0.7, 0.7)
	Blender.BGL.glRecti(20, pos_y-60, 420, pos_y+20)

	Draw.Label("SGResource name (optional)", 25, pos_y, 400, 20) ; pos_y-= 20
	Draw.Label("If not provided then GMDC filename is used", 25, pos_y, 400, 20) ; pos_y-= 30
	Draw.BeginAlign()
	str_resource_name = Draw.String("", 0x50, 70, pos_y, 180, 20, str_resource_name.val, 50, "SGResource name of this geometry")
	btn_name_suffix = Draw.Toggle("_tslocator_gmdc", 0x51, 250, pos_y, 120, 20, btn_name_suffix.val, "Add default suffix")
	Draw.EndAlign()

	pos_y-= 45

	# options

	Draw.BeginAlign()
	btn_export_rigging = Draw.Toggle("Rigging", 0x31, 20, pos_y, 100, 20, btn_export_rigging.val, "Export rigging data (bone indices, weights)")
	btn_export_tangents = Draw.Toggle("Tangents", 0x32, 120, pos_y, 100, 20, btn_export_tangents.val, "Export tangents (required for bump mapping)")
	btn_export_bmesh = Draw.Toggle("Bound. mesh", 0x33, 220, pos_y, 100, 20, btn_export_bmesh.val, "Export bounding geometry")
	btn_save_log = Draw.Toggle("Save log", 0x34, 320, pos_y, 100, 20, btn_save_log.val, "Write script's log data into file *.export_log.txt")
	Draw.EndAlign()

	pos_y-= 30

	Draw.BeginAlign()
	menu_export_morphs = Draw.Menu("Export morphs %t|Do not export morphs %x0|Diff. in v.coords only %x1|Diff. in v.coords and normals %x2", 0x35, 20, pos_y, 200, 20, menu_export_morphs.val)
	btn_use_obj_props = Draw.Toggle("Use object properties", 0x36, 220, pos_y, 200, 20, btn_use_obj_props.val, "Properties can be assigned in logic panel")
	Draw.EndAlign()

	pos_y-= 30

	# bounding mesh name

	Draw.Label("Bounding mesh:", 20, pos_y, 100, 20)
	str_bmesh_name = Draw.String("", 0x40, 120, pos_y, 200, 20, str_bmesh_name.val, 50, "Name of mesh object that will be exported as bounding mesh")

	pos_y-= 50

	# buttons

	Draw.BeginAlign()
	Draw.PushButton("Export", 1, 120, pos_y, 100, 30, "Export geometry (Ctrl + Enter)")
	Draw.PushButton("Exit", 0, 220, pos_y, 100, 30, "Terminate the script (Esc)")
	Draw.EndAlign()
示例#21
0
def draw_gui():

    global str_gmdc_filename, str_cres_filename, btn_import_bmesh, btn_all_bones, btn_remove_doubles, btn_save_log

    pos_y = 230
    MAX_PATH = 200

    # frame

    Blender.BGL.glColor3f(0.75, 0.75, 0.75)
    Blender.BGL.glRecti(10, 10, 430, pos_y)

    pos_y -= 30

    # plugin's header

    s = "GMDC Importer (TS2)"
    Blender.BGL.glColor3f(0.8, 0.8, 0.8)
    Blender.BGL.glRecti(10, pos_y, 430, pos_y + 30)
    Draw.Label(s, 20, pos_y, 400, 30)

    pos_y -= 30

    # GMDC file selector

    Draw.Label("GMDC file", 20, pos_y, 200, 20)
    pos_y -= 20
    Draw.BeginAlign()
    str_gmdc_filename = Draw.String("", 0x10, 20, pos_y, 300, 20,
                                    str_gmdc_filename.val, MAX_PATH,
                                    "Path to GMDC file")
    Draw.PushButton("Select file", 0x11, 320, pos_y, 100, 20,
                    "Open file browser")
    Draw.EndAlign()

    pos_y -= 30

    # resource node file selector

    Draw.Label("Resource node file (optional)", 20, pos_y, 200, 20)
    pos_y -= 20
    Draw.BeginAlign()
    str_cres_filename = Draw.String(
        "", 0x20, 20, pos_y, 300, 20, str_cres_filename.val, MAX_PATH,
        "Path to resource node file (CRES; optional, but recommended)")
    Draw.PushButton("Select file", 0x21, 320, pos_y, 100, 20,
                    "Open file browser")
    Draw.EndAlign()

    pos_y -= 35

    # options

    Draw.BeginAlign()
    btn_import_bmesh = Draw.Toggle("Bound. mesh", 0x31, 20, pos_y, 100, 20,
                                   btn_import_bmesh.val,
                                   "Import bounding geometry")
    btn_remove_doubles = Draw.Toggle(
        "Rm. doubles", 0x32, 120, pos_y, 100, 20, btn_remove_doubles.val,
        "If some vertices differ only in texture coordinates, then they are merged together (removes seams)"
    )
    btn_all_bones = Draw.Toggle(
        "All bones", 0x33, 220, pos_y, 100, 20, btn_all_bones.val,
        "Import all bones/transforms; otherwise, used bones only")
    btn_save_log = Draw.Toggle(
        "Save log", 0x34, 320, pos_y, 100, 20, btn_save_log.val,
        "Write script's log data into file *.import_log.txt")
    Draw.EndAlign()

    pos_y -= 45

    # buttons

    Draw.BeginAlign()
    Draw.PushButton("Import", 1, 120, pos_y, 100, 30,
                    "Import geometry (Ctrl + Enter)")
    Draw.PushButton("Exit", 0, 220, pos_y, 100, 30,
                    "Terminate the script (Esc)")
    Draw.EndAlign()
示例#22
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#23
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.')