# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # """User interface imports and preferences for the addon.""" # import addon_utils # from time import sleep import bpy import os from bpy.app.handlers import persistent from pathlib import Path # from bpy.utils import register_class, unregister_class # from bpy.types import ( # Operator, # Menu, # UIList, # Panel, # Brush, # Material, # Light, # World, # ParticleSettings, # FreestyleLineStyle, # ) # from bl_operators.presets import AddPresetBase from . import ( render_gui, scenography_gui, object_gui, shading_gui, texturing_gui, shading_nodes, # for POV specific nodes scripting_gui, update_files, ) # ------------ POV-Centric WORKSPACE ------------ # @persistent def pov_centric_moray_like_workspace(dummy): """Set up a POV centric Workspace if addon was activated and saved as default renderer. This would bring a ’_RestrictData’ error because UI needs to be fully loaded before workspace changes so registering this function in bpy.app.handlers is needed. By default handlers are freed when loading new files, but here we want the handler to stay running across multiple files as part of this add-on. That is why the bpy.app.handlers.persistent decorator is used (@persistent) above. """ # Scripting workspace may have been altered from factory though, so should # we put all within a Try... Except AttributeErrors ? Any better solution ? # Should it simply not run when opening existing file? be a preferences operator to create # Moray like workspace available_workspaces = bpy.data.workspaces if all(tabs in available_workspaces for tabs in ['POV-Mo', 'POV-Ed']): print("\nPOV-Mo and POV-Ed tabs respectively provide GUI and TEXT\n" "oriented POV workspaces akin to Moray and POVWIN") else: if 'POV-Ed'not in available_workspaces: print( "\nTo use POV centric workspaces you can set POV render option\n" "and save it with File > Defaults > Save Startup File menu" ) try: if all(othertabs not in available_workspaces for othertabs in ['Geometry Nodes', 'POV-Ed']): bpy.ops.workspace.append_activate( idname='Geometry Nodes', filepath=os.path.join(bpy.utils.user_resource('CONFIG'), 'startup.blend') ) except BaseException as e: print(e.__doc__) print('An exception occurred: {}'.format(e)) try: # Last resort: try to import from the blender templates for p in Path(next(bpy.utils.app_template_paths())).rglob("startup.blend"): bpy.ops.workspace.append_activate( idname=self.targetWorkspace, filepath=str(p)) except BaseException as e: print(e.__doc__) print('An exception occurred: {}'.format(e)) # Giving up as prerequisites can't be found print( "\nFactory Geometry Nodes workspace needed for POV text centric" "\nworkspace to activate when POV is set as default renderer" ) finally: # Create POVWIN like editor (text oriented editing) if 'POV-Ed' not in available_workspaces and 'Geometry Nodes' in available_workspaces: wsp = available_workspaces.get('Geometry Nodes') context = bpy.context if context.scene.render.engine == 'POVRAY_RENDER' and wsp is not None: bpy.ops.workspace.duplicate({'workspace': wsp}) available_workspaces['Geometry Nodes.001'].name = 'POV-Ed' # May be already done, but explicitly make this workspace the active one context.window.workspace = available_workspaces['POV-Ed'] pov_screen = available_workspaces['POV-Ed'].screens[0] pov_workspace = pov_screen.areas pov_window = context.window # override = bpy.context.copy() # crashes override = {} properties_area = pov_workspace[0] nodes_to_3dview_area = pov_workspace[1] view3d_to_text_area = pov_workspace[2] spreadsheet_to_console_area = pov_workspace[3] try: nodes_to_3dview_area.ui_type = 'VIEW_3D' override['window'] = pov_window override['screen'] = bpy.context.screen override['area'] = nodes_to_3dview_area override['region'] = nodes_to_3dview_area.regions[-1] bpy.ops.screen.space_type_set_or_cycle( override, 'INVOKE_DEFAULT', space_type='VIEW_3D' ) space = nodes_to_3dview_area.spaces.active space.region_3d.view_perspective = 'CAMERA' override['window'] = pov_window override['screen'] = bpy.context.screen override['area'] = view3d_to_text_area override['region'] = view3d_to_text_area .regions[-1] override['scene'] = bpy.context.scene override['space_data'] = view3d_to_text_area .spaces.active bpy.ops.screen.space_type_set_or_cycle( override, 'INVOKE_DEFAULT', space_type='TEXT_EDITOR' ) view3d_to_text_area.spaces.active.show_region_ui = True spreadsheet_to_console_area.ui_type = 'CONSOLE' override['window'] = pov_window override['screen'] = bpy.context.screen override['area'] = spreadsheet_to_console_area override['region'] = spreadsheet_to_console_area.regions[-1] bpy.ops.screen.space_type_set_or_cycle( override, 'INVOKE_DEFAULT', space_type='CONSOLE' ) space = properties_area.spaces.active space.context = 'RENDER' bpy.ops.workspace.reorder_to_front({'workspace': available_workspaces['POV-Ed']}) except AttributeError: # In case necessary area types lack in existing blend files pass if 'POV-Mo'not in available_workspaces: try: if all(tab not in available_workspaces for tab in ['Rendering', 'POV-Mo']): bpy.ops.workspace.append_activate( idname='Rendering', filepath=os.path.join(bpy.utils.user_resource('CONFIG'), 'startup.blend') ) except BaseException as e: print(e.__doc__) print('An exception occurred: {}'.format(e)) try: # Last resort: try to import from the blender templates for p in Path(next(bpy.utils.app_template_paths())).rglob("startup.blend"): bpy.ops.workspace.append_activate( idname=self.targetWorkspace, filepath=str(p)) except BaseException as e: print(e.__doc__) print('An exception occurred: {}'.format(e)) # Giving up print( "\nFactory 'Rendering' workspace needed for POV GUI centric" "\nworkspace to activate when POV is set as default renderer" ) finally: # Create Moray like workspace (GUI oriented editing) if 'POV-Mo' not in available_workspaces and 'Rendering' in available_workspaces: wsp1 = available_workspaces.get('Rendering') context = bpy.context if context.scene.render.engine == 'POVRAY_RENDER' and wsp1 is not None: bpy.ops.workspace.duplicate({'workspace': wsp1}) available_workspaces['Rendering.001'].name = 'POV-Mo' # Already done it would seem, but explicitly make this workspace the active one context.window.workspace = available_workspaces['POV-Mo'] pov_screen = available_workspaces['POV-Mo'].screens[0] pov_workspace = pov_screen.areas pov_window = context.window # override = bpy.context.copy() # crashes override = {} properties_area = pov_workspace[0] image_editor_to_view3d_area = pov_workspace[2] try: image_editor_to_view3d_area.ui_type = 'VIEW_3D' override['window'] = pov_window override['screen'] = bpy.context.screen override['area'] = image_editor_to_view3d_area override['region'] = image_editor_to_view3d_area.regions[-1] bpy.ops.screen.space_type_set_or_cycle( override, 'INVOKE_DEFAULT', space_type='VIEW_3D' ) space = image_editor_to_view3d_area.spaces.active # Uncomment For non quad view space.region_3d.view_perspective = 'CAMERA' # Uncomment For non quad view space.show_region_toolbar = True # bpy.ops.view3d.camera_to_view(override) # Uncomment For non quad view ? for num, reg in enumerate(image_editor_to_view3d_area.regions): if reg.type != 'view3d': override['region'] = image_editor_to_view3d_area.regions[num] bpy.ops.screen.region_quadview(override) # Comment out for non quad propspace = properties_area.spaces.active propspace.context = 'MATERIAL' bpy.ops.workspace.reorder_to_front({'workspace': available_workspaces['POV-Mo']}) except (AttributeError, TypeError): # In case necessary types lack in existing blend files pass # available_workspaces.update() # -----------------------------------UTF-8---------------------------------- # # Check and fix all strings in current .blend file to be valid UTF-8 Unicode # sometimes needed for old, 2.4x / 2.6x area files try: bpy.ops.wm.blend_strings_utf8_validate() except BaseException as e: print(e.__doc__) print('An exception occurred: {}'.format(e)) pass def check_material(mat): """Allow use of material properties buttons rather than nodes.""" if mat is not None: if mat.use_nodes: return not mat.node_tree return True return False def simple_material(mat): """Test if a material is nodeless.""" return (mat is not None) and (not mat.use_nodes) def pov_context_texblock(context): """Recreate texture context type as deprecated in blender 2.8.""" idblock = context.brush if idblock and context.scene.texture_context == 'OTHER': return idblock # idblock = bpy.context.active_object.active_material idblock = context.view_layer.objects.active.active_material if idblock and context.scene.texture_context == 'MATERIAL': return idblock idblock = context.scene.world if idblock and context.scene.texture_context == 'WORLD': return idblock idblock = context.light if idblock and context.scene.texture_context == 'LIGHT': return idblock if context.particle_system and context.scene.texture_context == 'PARTICLES': idblock = context.particle_system.settings return idblock idblock = context.line_style if idblock and context.scene.texture_context == 'LINESTYLE': return idblock # class TextureTypePanel(TextureButtonsPanel): # @classmethod # def poll(cls, context): # tex = context.texture # engine = context.scene.render.engine # return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES)) def register(): update_files.register() render_gui.register() scenography_gui.register() object_gui.register() shading_gui.register() texturing_gui.register() shading_nodes.register() scripting_gui.register() if pov_centric_moray_like_workspace not in bpy.app.handlers.load_post: bpy.app.handlers.load_post.append(pov_centric_moray_like_workspace) def unregister(): if pov_centric_moray_like_workspace in bpy.app.handlers.load_post: bpy.app.handlers.load_post.remove(pov_centric_moray_like_workspace) scripting_gui.unregister() shading_nodes.unregister() texturing_gui.unregister() shading_gui.unregister() object_gui.unregister() scenography_gui.unregister() render_gui.unregister() update_files.unregister()