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authorWillian Padovani Germano <wpgermano@gmail.com>2005-04-16 09:25:42 +0400
committerWillian Padovani Germano <wpgermano@gmail.com>2005-04-16 09:25:42 +0400
commitd65fc84a6815673b9c4085bd4b3e4830167f59fb (patch)
treed8b083c5306ea01492f37fb92828fe4a0b42e1b4 /source/blender/python/api2_2x/doc/API_related.py
parent8b664b924b40aeddc8bc9ac72451a0702af75afe (diff)
Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor.
Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
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+# This is not a real module, it's simply an introductory text.
+
+"""
+Blender Python related features
+===============================
+
+ L{Back to Main Page<API_intro>}
+
+
+Introduction:
+=============
+
+ This page describes special features available to BPython scripts:
+
+ - Command line mode is accessible with the '-P' and '-b' Blender options.
+ - Registration allows scripts to become available from some pre-defined menus
+ in Blender, like Import, Export, Wizards and so on.
+ - Proper documentation data is used by the 'Scripts Help Browser' script to
+ show help information for any registered script. Your own GUI can use
+ this facility with the L{Blender.ShowHelp} function.
+ - Configuration is for data in your script that can be tweaked according to
+ user taste or needs. Like documentation, this is another helper
+ functionality -- you don't need to provide a GUI yourself to edit config
+ data.
+
+
+ Command line usage:
+ -------------------
+
+ B{Specifying scripts}:
+
+ The '-P' option followed either by:
+ - a script filename (full pathname if not in the same folder where you run
+ the command);
+ - the name of a Text in a .blend file (that must also be specified)
+ will open Blender and immediately run the given script.
+
+ Example::
+
+ # open Blender and execute the given script:
+ blender -P script.py
+
+ B{Passing parameters}:
+
+ To pass parameters to the script you can:
+ - write them to a file before running Blender, then make your script parse that file;
+ - set environment variables and access them with the 'os' module:
+
+ Examples with parameters being passed to the script via command line::
+
+ # execute a command like:
+
+ myvar=value blender -P script.py
+
+ # and in script.py access myvar with os.getenv
+ # (os.environ and os.setenv are also useful):
+
+ # script.py:
+ import os
+ val = os.getenv('myvar')
+
+ # To pass multiple parameters, simply write them in sequence,
+ # separated by spaces:
+
+ myvar1=value1 myvar2=value2 mystr="some string data" blender -P script.py
+
+ B{Background mode}:
+
+ In '-b' mode no windows will be opened: the program will run as a command
+ line tool able to render stills and animations and execute any working Python
+ script with complete access to loaded .blend's file contents. Once the task
+ is completed, the program will exit.
+
+ Background mode examples::
+
+ # Open Blender in background mode with file 'myfile.blend'
+ # and run the script 'script.py':
+
+ blender -b myfile.blend -P script.py
+
+ # Note: a .blend file is always required. 'script.py' can be a file
+ # in the file system or a Blender Text stored in 'myfile.blend'.
+
+ # Let's assume 'script.py' has code to render the current frame;
+ # this line will set the [s]tart and [e]nd (and so the current) frame to
+ # frame 44 and call the script:
+
+ blender -b myfile.blend -s 44 -e 44 -P script.py
+
+ # Using now a script written to render animations, we set different
+ # start and end frames and then execute this line:
+
+ blender -b myfile.blend -s 1 -e 10 -P script.py
+
+ # Note: we can also set frames and define if we want a single image or
+ # an animation in the script body itself, naturally.
+
+ The rendered pictures will be written to the default render folder, that can
+ also be set via bpython (take a look at L{Render.RenderData}). Their
+ names will be the equivalent frame number followed by the extension of the
+ chosen image type: 0001.png, for example. To rename them to something else,
+ coders can use the C{rename} function in the standard 'os' Python module.
+
+ Reminder: if you just need to render, it's not necessary to have a script.
+ Blender can create stills and animations with its own command line arguments.
+ Example:
+ - a single image at frame 44: blender -b myfile.blend -f 44
+ - an animation from frame 1 to 10: blender -b myfile.blend -s 1 -e 10 -a
+
+
+ Registering scripts:
+ --------------------
+
+ To be registered a script needs two things:
+ - to be either in the default scripts dir or in the user defined scripts
+ path (see User Preferences window -> File Paths tab -> Python path);
+ - to have a proper header.
+
+ Try 'blender -d' to know where your default dir for scripts is, it will
+ inform either the dir or the file with that info already parsed, which is
+ in the same dir of the scripts folder.
+
+ The header should be like this one (all double and single apostrophes below
+ are required)::
+ #!BPY
+
+ # \"\"\"
+ # Name: 'Script Name'
+ # Blender: 233
+ # Group: 'Export'
+ # Submenu: 'All' all
+ # Submenu: 'Selected' sel
+ # Submenu: 'Configure (gui)' gui
+ # Tooltip: 'Export to some format.'
+ # \"\"\"
+
+ where:
+ - B{Name} is the string that will appear in the menu;
+ - B{Blender} is the minimum program version required to run the script;
+ - B{Group} defines where the script will be put, see all groups in the
+ Scripts Window's header, menu "Scripts";
+ - B{Submenu} adds optional submenus for further control;
+ - B{Tooltip} is the (short) tooltip string for the menu entry.
+
+ note:
+ - all double and single apostrophes above are required;
+ - you can "comment out" the header above, by starting lines with
+ '#', like we did. This is not required (except for the first line, #!BPY,
+ of course), but this way the header won't conflict with Python tools that
+ you can use to generate documentation for your script code. Just
+ remember to keep this header above any other line with triple
+ double-quotes (\"\"\") in your script.
+
+ Submenu lines are not required, use them if you want to provide extra
+ options. To see which submenu the user chose, check the "__script__"
+ dictionary in your code: __script__['arg'] has the defined keyword (the word
+ after the submenu string name: all, sel or gui in the example above) of the
+ chosen submenu. For example, if the user clicked on submenu 'Selected' above,
+ __script__['arg'] will be "sel".
+
+ If your script requires extra data or configuration files, there is a special
+ folder where they can be saved: see 'datadir' in L{Blender.Get}.
+
+
+ Documenting scripts:
+ --------------------
+
+ The "Scripts Help Browser" script in the Help menu can parse special variables
+ from registered scripts and display help information for users. For that,
+ authors only need to add proper information to their scripts, after the
+ registration header.
+
+ The expected variables:
+
+ - __bpydoc__ (or __doc__) (type: string):
+ - The main help text. Write a first short paragraph explaining what the
+ script does, then add the rest of the help text, leaving a blank line
+ between each new paragraph. To force line breaks you can use <br> tags.
+
+ - __author__ (type: string or list of strings):
+ - Author name(s).
+
+ - __version__ (type: string):
+ - Script version. A good recommendation is using a version number followed
+ by the date in the format YYYY/MM/DD: "1.0 2005/12/31".
+
+ - __url__ (type: string or list of strings):
+ - Internet links that are shown as buttons in the help screen. Clicking
+ them opens the user's default browser at the specified location. The
+ expected format for each url entry is e.g.
+ "Author's site, http://www.somewhere.com". The first part, before the
+ comma (','), is used as the button's tooltip. There are two preset
+ options: "blender" and "elysiun", which link to the Python forums at
+ blender.org and elysiun.com, respectively.
+
+ - __email__ (optional, type: string or list of strings):
+ - Equivalent to __url__, but opens the user's default email client. You
+ can write the email as someone:somewhere*com and the help script will
+ substitute accordingly: someone@somewhere.com. This is only a minor help
+ to hide emails from spammers, since your script may be available at some
+ site. "scripts" is the available preset, with the email address of the
+ mailing list devoted to scripting in Blender, bf-scripts-dev@blender.org.
+ You should only use this one if you are subscribed to the list:
+ http://projects.blender.org/mailman/listinfo/bf-scripts-dev for more
+ information.
+
+ Example::
+ __author__ = 'Mr. Author'
+ __version__ = '1.0 2005/01/01'
+ __url__ = ["Author's site, http://somewhere.com",
+ "Support forum, http://somewhere.com/forum/", "blender", "elysiun"]
+ __email__ = ["Mr. Author, mrauthor:somewhere*com", "scripts"]
+ __bpydoc__ = \"\"\"\\
+ This script does this and that.
+
+ Explaining better, this script helps you create ...
+
+ You can write as many paragraphs as needed.
+
+ Shortcuts:<br>
+ Esc or Q: quit.<br>
+ etc.
+
+ Supported:<br>
+ Meshes, metaballs.
+
+ Known issues:<br>
+ This is just an example, there's no actual script.
+
+ Notes:<br>
+ You can check scripts bundled with Blender to see more examples of how to
+ add documentation to your own works.
+ \"\"\"
+
+ B{Note}: your own GUI or menu code can display documentation by calling the
+ help browser with the L{Blender.ShowHelp} function.
+
+ Configuring scripts:
+ --------------------
+
+ Configuration data is simple data used by your script (bools, ints, floats,
+ strings) to define default behaviors.
+
+ For example, an exporter might have:
+ - EXPORT_LIGHTS = False: a bool variable (True / False) to determine if it
+ should also export lights setup information;
+ - VERSION = 2.0: an int to define an specific version of the export format;
+ - TEX_DIR = "/path/to/textures": a default texture dir to prepend to all
+ exported texture filenames instead of their actual paths.
+
+ To properly handle this, script writers had to keep this information in a
+ separate config file (at L{Blender.Get}('udatadir') or, if not available,
+ L{Blender.Get}('datadir')), provide a GUI to edit it and update the file
+ whenever needed.
+
+ There are facilities in BPython now to take care of this in a simplified (and
+ much recommended) way.
+
+ The L{Registry} module functions L{GetKey<Registry.GetKey>} and
+ L{SetKey<Registry.SetKey>} take care of both keeping the data in Blender
+ and (new) storing it in config files at the proper dir. And the 'Scripts
+ Configuration Editor' script provides a GUI for users to view and edit
+ configuration data.
+
+ Here's how it works::
+
+ # sample_exporter.py
+ import Blender
+ from Blender import Registry
+
+ # First define all config variables with their default values:
+ EXPORT_LIGHTS = True
+ VERBOSE = True
+ EXPORT_DIR = ''
+
+ # Then define a function to update the Registry:
+ def registry_update():
+ # populate a dict with current config values:
+ d = {
+ 'EXPORT_LIGHTS': EXPORT_LIGHTS,
+ 'VERBOSE': VERBOSE,
+ 'EXPORT_DIR': EXPORT_DIR
+ }
+ # store the key (optional 3rd arg tells if
+ # the data should also be written to a file):
+ Registry.SetKey('sample_exporter', d, True)
+
+ # (A good convention is to use the script name as Registry key)
+
+ # Now we check if our key is available in the Registry or file system:
+ regdict = Registry.GetKey('sample_exporter', True)
+
+ # If this key already exists, update config variables with its values:
+ if regdict:
+ EXPORT_LIGHTS = regdict['EXPORT_LIGHTS']
+ VERBOSE = regdict['VERBOSE']
+ EXPORT_DIR = regdict['EXPORT_DIR']
+ else: # if the key doesn't exist yet, use our function to create it:
+ update_registry()
+
+ # ...
+
+ Hint: nicer code than the simplistic example above can be written by keeping
+ config var names in a list of strings and using the exec function.
+
+ B{Note}: if you have a gui and the user uses it to change config vars,
+ call the registry_update() function to save the changes.
+ On the other hand, you don't need to handle configuration
+ in your own gui, it can be left for the 'Scripts Config Editor',
+ which should have access to your script's config key as soon as the
+ above code is executed once.
+
+ As written above, config vars can be bools, ints, floats or strings. This is
+ what the Config Editor supports, with sensible but generous limits for the
+ number of vars and the size of each string. Restrictions were suggested or
+ imposed to these facilities related to the Registry module because it's meant
+ for configuration info, not for large volumes of data. For that you can
+ trivially store it in a file or Blender Text yourself -- and tell the user
+ about it, specially if your script keeps megabytes of data in the Registry
+ memory.
+
+ B{Scripts Configuration Editor}:
+
+ This script should be available from the Help menu and provides a GUI to
+ view and edit saved configuration data, both from the Registry dictionary in
+ memory and the scripts config data dir.
+
+ The example above already gives a good idea of how the information can be
+ prepared to be accessible from this editor, but there is more worth knowing:
+
+ 1. String vars that end with '_dir' or '_file' (can be upper case, too) are
+ recognized as input boxes for dirs or files and a 'browse' button is added to
+ their right side, to call the file selector.
+
+ 2. Both key names and configuration variables names starting with an
+ underscore ('_') are ignored by the editor. Programmers can use this feature
+ for any key or config var that is not meant to be configured by this editor.
+
+ 3. The following information refers to extra config variables that may be
+ added specifically to aid the configuration editor script. To clarify, in the
+ example code above these variables (the string 'script' and the dictionaries
+ 'tooltips' and 'limits') would appear along with EXPORT_LIGHTS, VERBOSE and
+ EXPORT_DIR, wherever they are written.
+
+ Minor note: these names are case insensitive: tooltips, TOOLTIPS, etc. are all
+ recognized.
+
+ 3.1 The config editor will try to display a 'help' button for a key, to show
+ documentation for the script that owns it. To find this "owner script", it
+ will first look for a config variable called 'script', a string containing
+ the name of the owner Python file (with or without '.py' extension)::
+
+ script = 'sample_exporter.py'
+
+ If there is no such variable, the editor will check if the file formed by the
+ key name and the '.py' extension exists. If both alternatives fail, no help
+ button will be displayed.
+
+ 3.2 You can define tooltips for the buttons that the editor creates for your
+ config data (string input, toggle, number sliders). Simply create a dict
+ called 'tooltips', where config var names are keys and their tooltips,
+ values::
+
+ tooltips = {
+ 'EXPORT_DIR': 'default folder where exported files should be saved',
+ 'VERBOSE': 'print info and warning messages to the console',
+ 'EXPORT_LIGHTS': 'export scene lighting setup'
+ }
+
+ 3.3 Int and float button sliders need min and max limits. This can be passed
+ to the editor via a dict called 'limits' (ivar1, ivar2 and fvar are meant as
+ extra config vars that might have been in the example code above)::
+
+ limits = {'ivar1': [-10, 10], 'ivar2': [0, 100], 'fvar1': [-12.3, 15.4]}
+
+ L{Back to Main Page<API_intro>}
+"""