Welcome to mirror list, hosted at ThFree Co, Russian Federation.

ui_layer_manager.py - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: b4442d99bcd1cd764f968219cc67ad5f410ee24e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
# ##### 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 #####

# <pep8 compliant>
#
bl_info = {
    "name": "Layer Management",
    "author": "Alfonso Annarumma, Bastien Montagne",
    "version": (1, 5, 2),
    "blender": (2, 72, 0),
    "location": "Toolshelf > Layers Tab",
    "warning": "",
    "description": "Display and Edit Layer Name",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/layer_manager",
    "category": "3D View",
}

import bpy
from bpy.types import Menu, Panel, UIList, PropertyGroup
from bpy.props import StringProperty, BoolProperty, IntProperty, CollectionProperty, BoolVectorProperty, PointerProperty
from bpy.app.handlers import persistent

EDIT_MODES = {'EDIT_MESH', 'EDIT_CURVE', 'EDIT_SURFACE', 'EDIT_METABALL', 'EDIT_TEXT', 'EDIT_ARMATURE'}

NUM_LAYERS = 20

FAKE_LAYER_GROUP = [True] * NUM_LAYERS

class NamedLayer(PropertyGroup):
    name = StringProperty(name="Layer Name")
    use_lock = BoolProperty(name="Lock Layer", default=False)
    use_object_select = BoolProperty(name="Object Select", default=True)
    use_wire = BoolProperty(name="Wire Layer", default=False)


class NamedLayers(PropertyGroup):
    layers = CollectionProperty(type=NamedLayer)
    use_hide_empty_layers = BoolProperty(name="Hide Empty Layer", default=False)
    use_extra_options = BoolProperty(name="Show Extra Options", default=True)
    use_layer_indices = BoolProperty(name="Show Layer Indices", default=False)
    use_classic = BoolProperty(name="Classic", default=False, description="Use a classic layer selection visibility")

    use_init = BoolProperty(default=True, options={'HIDDEN'})


# Stupid, but only solution currently is to use a handler to init that layers collection...
@persistent
def check_init_data(scene):
    namedlayers = scene.namedlayers
    if namedlayers.use_init:
        while namedlayers.layers:
            namedlayers.layers.remove(0)
        for i in range(NUM_LAYERS):
            layer = namedlayers.layers.add()
            layer.name = "Layer%.2d" % (i + 1)  # Blender use layer nums starting from 1, not 0.
        namedlayers.use_init = False


class LayerGroup(PropertyGroup):
    use_toggle = BoolProperty(name="", default=False)
    use_wire = BoolProperty(name="", default=False)
    use_lock = BoolProperty(name="", default=False)

    layers = BoolVectorProperty(name="Layers", default=([False] * NUM_LAYERS), size=NUM_LAYERS, subtype='LAYER')


class SCENE_OT_namedlayer_group_add(bpy.types.Operator):
    """Add and select a new layer group"""
    bl_idname = "scene.namedlayer_group_add"
    bl_label = "Add Layer Group"

    layers = BoolVectorProperty(name="Layers", default=([False] * NUM_LAYERS), size=NUM_LAYERS)

    @classmethod
    def poll(cls, context):
        return bool(context.scene)

    def execute(self, context):
        scene = context.scene
        layergroups = scene.layergroups
        layers = self.layers

        group_idx = len(layergroups)
        layer_group = layergroups.add()
        layer_group.name = "LayerGroup.%.3d" % group_idx
        layer_group.layers = layers
        scene.layergroups_index = group_idx

        return {'FINISHED'}


class SCENE_OT_namedlayer_group_remove(bpy.types.Operator):
    """Remove selected layer group"""
    bl_idname = "scene.namedlayer_group_remove"
    bl_label = "Remove Layer Group"

    group_idx = bpy.props.IntProperty()

    @classmethod
    def poll(cls, context):
        return bool(context.scene)

    def execute(self, context):
        scene = context.scene
        group_idx = self.group_idx

        scene.layergroups.remove(group_idx)
        if scene.layergroups_index > len(scene.layergroups) - 1:
            scene.layergroups_index = len(scene.layergroups) - 1

        return {'FINISHED'}


class SCENE_OT_namedlayer_toggle_visibility(bpy.types.Operator):
    """Show or hide given layer (shift to extend)"""
    bl_idname = "scene.namedlayer_toggle_visibility"
    bl_label = "Show/Hide Layer"

    layer_idx = IntProperty()
    group_idx = IntProperty()
    use_spacecheck = BoolProperty()
    extend = BoolProperty(options={'SKIP_SAVE'})

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        layer_cont = context.area.spaces.active if self.use_spacecheck else context.scene
        layer_idx = self.layer_idx

        if layer_idx == -1:
            group_idx = self.group_idx
            layergroups = scene.layergroups[group_idx]
            group_layers = layergroups.layers
            layers = layer_cont.layers

            if layergroups.use_toggle:
                layer_cont.layers = [not group_layer and layer for group_layer, layer in zip(group_layers, layers)]
                layergroups.use_toggle = False
            else:
                layer_cont.layers = [group_layer or layer for group_layer, layer in zip(group_layers, layers)]
                layergroups.use_toggle = True
        else:
            if self.extend:
                layer_cont.layers[layer_idx] = not layer_cont.layers[layer_idx]
            else:
                layers = [False] * NUM_LAYERS
                layers[layer_idx] = True
                layer_cont.layers = layers
        return {'FINISHED'}

    def invoke(self, context, event):
        self.extend = event.shift
        return self.execute(context)


class SCENE_OT_namedlayer_move_to_layer(bpy.types.Operator):
    """Move selected objects to this Layer (shift to extend)"""
    bl_idname = "scene.namedlayer_move_to_layer"
    bl_label = "Move Objects To Layer"

    layer_idx = IntProperty()
    extend = BoolProperty(options={'SKIP_SAVE'})

    @classmethod
    def poll(cls, context):
        return context.scene

    def execute(self, context):
        layer_idx = self.layer_idx
        scene = context.scene

        # Cycle all objects in the layer
        for obj in scene.objects:
            if obj.select:
                # If object is in at least one of the scene's visible layers...
                if True in {ob_layer and sce_layer for ob_layer, sce_layer in zip(obj.layers, scene.layers)}:
                    if self.extend:
                        obj.layers[layer_idx] = not obj.layers[layer_idx]
                    else:
                        layer = [False] * NUM_LAYERS
                        layer[layer_idx] = True
                        obj.layers = layer
        return {'FINISHED'}

    def invoke(self, context, event):
        self.extend = event.shift
        return self.execute(context)


class SCENE_OT_namedlayer_toggle_wire(bpy.types.Operator):
    """Toggle all objects on this layer draw as wire"""
    bl_idname = "scene.namedlayer_toggle_wire"
    bl_label = "Toggle Objects Draw Wire"

    layer_idx = IntProperty()
    use_wire = BoolProperty()
    group_idx = IntProperty()

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        layer_idx = self.layer_idx
        use_wire = self.use_wire

        view_3d = context.area.spaces.active

        # Check if layer have some thing
        if view_3d.layers_used[layer_idx] or layer_idx == -1:
            display = 'WIRE' if use_wire else 'TEXTURED'
            # Cycle all objects in the layer.
            for obj in context.scene.objects:
                if layer_idx == -1:
                    group_idx = self.group_idx
                    group_layers = scene.layergroups[group_idx].layers
                    layers = obj.layers
                    if True in {layer and group_layer for layer, group_layer in zip(layers, group_layers)}:
                        obj.draw_type = display
                        scene.layergroups[group_idx].use_wire = use_wire
                else:
                    if obj.layers[layer_idx]:
                        obj.draw_type = display
                        scene.namedlayers.layers[layer_idx].use_wire = use_wire

        return {'FINISHED'}


class SCENE_OT_namedlayer_lock_all(bpy.types.Operator):
    """Lock all objects on this layer"""
    bl_idname = "scene.namedlayer_lock_all"
    bl_label = "Lock Objects"

    layer_idx = IntProperty()
    use_lock = BoolProperty()
    group_idx = IntProperty()

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        view_3d = context.area.spaces.active
        layer_idx = self.layer_idx
        group_idx = self.group_idx
        group_layers = FAKE_LAYER_GROUP if group_idx < 0 else scene.layergroups[group_idx].layers
        use_lock = self.use_lock

        # check if layer have some thing
        if layer_idx == -1 or view_3d.layers_used[layer_idx]:
            # Cycle all objects in the layer.
            for obj in context.scene.objects:
                if layer_idx == -1:
                    layers = obj.layers
                    if True in {layer and group_layer for layer, group_layer in zip(layers, group_layers)}:
                        obj.hide_select = not use_lock
                        obj.select = False
                        scene.layergroups[group_idx].use_lock = not use_lock
                else:
                    if obj.layers[layer_idx]:
                        obj.hide_select = not use_lock
                        obj.select = False
                        scene.namedlayers.layers[layer_idx].use_lock = not use_lock

        return {'FINISHED'}


class SCENE_OT_namedlayer_select_objects_by_layer(bpy.types.Operator):
    """Select all the objects on this Layer (shift for multi selection, ctrl to make active the last selected object)"""
    bl_idname = "scene.namedlayer_select_objects_by_layer"
    bl_label = "Select Objects In Layer"

    select_obj = BoolProperty()
    layer_idx = IntProperty()

    extend = BoolProperty(options={'SKIP_SAVE'})
    active = BoolProperty(options={'SKIP_SAVE'})

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        view_3d = context.area.spaces.active
        select_obj = self.select_obj
        layer_idx = self.layer_idx

        not_all_selected = 0
        # check if layer have some thing
        if view_3d.layers_used[layer_idx]:
            objects = []
            for obj in context.scene.objects:
                if obj.layers[layer_idx]:
                    objects.append(obj)
                    not_all_selected -= 1
                    if self.active:
                        context.scene.objects.active = obj
                    if obj.select:
                        not_all_selected += 1
            if not not_all_selected:
                for obj in objects:
                    obj.select = False
            else:
                bpy.ops.object.select_by_layer(extend=self.extend, layers=layer_idx + 1)

        return {'FINISHED'}

    def invoke(self, context, event):
        self.extend = event.shift
        self.active = event.ctrl
        return self.execute(context)


class SCENE_OT_namedlayer_show_all(bpy.types.Operator):
    """Show or hide all layers in the scene"""
    bl_idname = "scene.namedlayer_show_all"
    bl_label = "Select All Layers"

    show = BoolProperty()

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        view_3d = context.area.spaces.active
        show = self.show
        active_layer = scene.active_layer

        # check for lock camera and layer is active
        layer_cont = scene if view_3d.lock_camera_and_layers else view_3d

        if show:
            layer_cont.layers[:] = [True] * NUM_LAYERS
            # Restore active layer (stupid, but Scene.active_layer is readonly).
            layer_cont.layers[active_layer] = False
            layer_cont.layers[active_layer] = True
        else:
            layers = [False] * NUM_LAYERS
            # Keep selection of active layer
            layers[active_layer] = True
            layer_cont.layers[:] = layers

        return {'FINISHED'}


class SCENE_PT_namedlayer_layers(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_label = "Layer Management"
    bl_options = {'DEFAULT_CLOSED'}
    bl_category = "Layers"

    @classmethod
    def poll(self, context):
        return ((getattr(context, "mode", 'EDIT_MESH') not in EDIT_MODES) and
                (context.area.spaces.active.type == 'VIEW_3D'))

    def draw(self, context):
        scene = context.scene
        view_3d = context.area.spaces.active
        actob = context.object
        namedlayers = scene.namedlayers
        use_extra = namedlayers.use_extra_options
        use_hide = namedlayers.use_hide_empty_layers
        use_indices = namedlayers.use_layer_indices
        use_classic = namedlayers.use_classic

        # Check for lock camera and layer is active
        if view_3d.lock_camera_and_layers:
            layer_cont = scene
            use_spacecheck = False
        else:
            layer_cont = view_3d
            use_spacecheck = True

        layout = self.layout
        row = layout.row()
        col = row.column()
        col.prop(view_3d, "lock_camera_and_layers", text="")
        # Check if there is a layer off
        show = (False in {layer for layer in layer_cont.layers})
        icon = 'RESTRICT_VIEW_ON' if show else 'RESTRICT_VIEW_OFF'
        col.operator("scene.namedlayer_show_all", emboss=False, icon=icon, text="").show = show

        col = row.column()
        col.prop(namedlayers, "use_classic")
        col.prop(namedlayers, "use_extra_options", text="Options")

        col = row.column()
        col.prop(namedlayers, "use_layer_indices", text="Indices")
        col.prop(namedlayers, "use_hide_empty_layers", text="Hide Empty")

        col = layout.column()
        for layer_idx in range(NUM_LAYERS):
            namedlayer = namedlayers.layers[layer_idx]
            is_layer_used = view_3d.layers_used[layer_idx]

            if (use_hide and not is_layer_used):
                # Hide unused layers and this one is unused, skip.
                continue

            row = col.row(align=True)

            # layer index
            if use_indices:
                sub = row.row(align=True)
                sub.alignment = 'LEFT'
                sub.label(text="%.2d." % (layer_idx + 1))

            # visualization
            icon = 'RESTRICT_VIEW_OFF' if layer_cont.layers[layer_idx] else 'RESTRICT_VIEW_ON'
            if use_classic:
                op = row.operator("scene.namedlayer_toggle_visibility", text="", icon=icon, emboss=True)
                op.layer_idx = layer_idx
                op.use_spacecheck = use_spacecheck
            else:
                row.prop(layer_cont, "layers", index=layer_idx, emboss=True, icon=icon, toggle=True, text="")

            # Name (use special icon for active layer)
            icon = 'FILE_TICK' if (getattr(layer_cont, "active_layer", -1) == layer_idx) else 'NONE'
            row.prop(namedlayer, "name", text="", icon=icon)

            if use_extra:
                use_lock = namedlayer.use_lock

                # Select by type operator
                sub = row.column(align=True)
                sub.enabled = not use_lock
                sub.operator("scene.namedlayer_select_objects_by_layer", icon='RESTRICT_SELECT_OFF',
                             text="", emboss=True).layer_idx = layer_idx

                # Lock operator
                icon = 'LOCKED' if use_lock else 'UNLOCKED'
                op = row.operator("scene.namedlayer_lock_all", text="", emboss=True, icon=icon)
                op.layer_idx = layer_idx
                op.group_idx = -1
                op.use_lock = use_lock

                # Merge layer
                # check if layer has something
                has_active = (actob and actob.layers[layer_idx])
                icon = ('LAYER_ACTIVE' if has_active else 'LAYER_USED') if is_layer_used else 'RADIOBUT_OFF'
                row.operator("scene.namedlayer_move_to_layer", text="", emboss=True, icon=icon).layer_idx = layer_idx

                # Wire view
                use_wire = namedlayer.use_wire
                icon = 'WIRE' if use_wire else 'POTATO'
                op = row.operator("scene.namedlayer_toggle_wire", text="", emboss=True, icon=icon)
                op.layer_idx = layer_idx
                op.use_wire = not use_wire

            if not (layer_idx + 1) % 5:
                col.separator()

        if len(scene.objects) == 0:
            layout.label(text="No objects in scene")


class SCENE_UL_namedlayer_groups(UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        layer_group = item

        # check for lock camera and layer is active
        view_3d = context.area.spaces.active  # Ensured it is a 'VIEW_3D' in panel's poll(), weak... :/
        use_spacecheck = False if view_3d.lock_camera_and_layers else True

        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.prop(layer_group, "name", text="", emboss=False)
            # lock operator
            use_lock = layer_group.use_lock
            icon = 'LOCKED' if use_lock else 'UNLOCKED'
            op = layout.operator("scene.namedlayer_lock_all", text="", emboss=False, icon=icon)
            op.use_lock = use_lock
            op.group_idx = index
            op.layer_idx = -1

            # view operator
            icon = 'RESTRICT_VIEW_OFF' if layer_group.use_toggle else 'RESTRICT_VIEW_ON'
            op = layout.operator("scene.namedlayer_toggle_visibility", text="", emboss=False, icon=icon)
            op.use_spacecheck = use_spacecheck
            op.group_idx = index
            op.layer_idx = -1

            # wire operator
            use_wire = layer_group.use_wire
            icon = 'WIRE' if use_wire else 'POTATO'
            op = layout.operator("scene.namedlayer_toggle_wire", text="", emboss=False, icon=icon)
            op.use_wire = not use_wire
            op.group_idx = index
            op.layer_idx = -1

        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'


class SCENE_PT_namedlayer_groups(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Layers"
    bl_label = "Layer Groups"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(self, context):
        return ((getattr(context, "mode", 'EDIT_MESH') not in EDIT_MODES) and
                (context.area.spaces.active.type == 'VIEW_3D'))

    def draw(self, context):
        scene = context.scene
        group_idx = scene.layergroups_index

        layout = self.layout
        row = layout.row()
        row.template_list("SCENE_UL_namedlayer_groups", "", scene, "layergroups", scene, "layergroups_index")

        col = row.column(align=True)
        col.operator("scene.namedlayer_group_add", icon='ZOOMIN', text="").layers = scene.layers
        col.operator("scene.namedlayer_group_remove", icon='ZOOMOUT', text="").group_idx = group_idx

        if bool(scene.layergroups):
            layout.prop(scene.layergroups[group_idx], "layers", text="", toggle=True)
            layout.prop(scene.layergroups[group_idx], "name", text="Name:")


def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.layergroups = CollectionProperty(type=LayerGroup)
    # Unused, but this is needed for the TemplateList to work...
    bpy.types.Scene.layergroups_index = IntProperty(default=-1)
    bpy.types.Scene.namedlayers = PointerProperty(type=NamedLayers)
    bpy.app.handlers.scene_update_post.append(check_init_data)


def unregister():
    bpy.app.handlers.scene_update_post.remove(check_init_data)
    del bpy.types.Scene.layergroups
    del bpy.types.Scene.layergroups_index
    del bpy.types.Scene.namedlayers
    bpy.utils.unregister_module(__name__)


if __name__ == "__main__":
    register()