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* errors in python called operators are raised as errors
* Python defined operators errors are reported as errors (not full traceback yet)
* added BKE_reports_string, same as BKE_reports_print but it returns a string rather then printing it.
* WM_operator_name_call optionally takes an initialized report struct
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* Object has some more properties wrapped, mostly game related.
* Scene frame changes now send a notifier.
* Added functions to create/free operator properties for calling
operators. This also simplifies some duplicated code that did
this. Ideally though this kind of thing should use the properties
pointer provided by buttons and keymap items. Example code:
PointerRNA ptr;
WM_operator_properties_create(&ptr, "SOME_OT_name");
RNA_int_set(&ptr, "value", 42);
WM_operator_name_call(C, "SOME_OT_name", WM_OP_EXEC_DEFAULT, &ptr);
WM_operator_properties_free(&ptr);
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* make bpy compile with msvc again. The forward declaration of the array with no length was a problem. Instead, I switched the tables and made the function a forward declaration.
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python for a while now. use a "__dir__" method instead. now dir() works for rna and operator types.
* added array support for bpyoperator doc generation
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eg: print (bpyoperator.VIEW3D_OT_viewnumpad.rna.__members__)
docs for bpyoperator
http://www.graphicall.org/ftp/ideasman42/html/bpyoperator-module.html
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tested first PyOperator, basics work now, invoke/exec can be used to make an operator that edits RNA or calls other operators.
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as 2 python dictionary args.
the Python invoke function can then edit the properties based on the event, once its finished the properties are copied back to the operator.
python exec and invoke functions can now return RUNNING_MODAL, CANCELLED, FINISHED, PASS_THROUGH flags
Still need to look into how python operators can make use of invoke/exec for a practical case. (Need to bring back the popup menu's)
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* PyOperators were always calling the python functions with default args.
* Made operator prints only happen when G.f & G_DEBUG is enabled.
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This means you can define an operator in python that is called from C or Python - like any other operator.
Python functions for invoke and exec can be registered with an operator name.
keywords are read from the python exec() function, then used to create operator properties. The default python values are used to set the property type and defaults.
def exec(size=2.0, text="blah"): ...
is equivalent to...
prop = RNA_def_property(ot->srna, "size", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_default(prop, 2.0f);
prop = RNA_def_property(ot->srna, "size", PROP_STRING, PROP_NONE);
RNA_def_property_string_default(prop, "blah");
TODO -
* make use of events
* return OPERATOR_CANCELLED/OPERATOR_FINISHED.. etc
* add support for array args
* more testing
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for each script before)
This way python can call the operator to run other scripts
eg...
bpyoperator.SCRIPT_OT_run_pyfile(filename = "myop.py")
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* rna epy doc-gen was failing when trying to sort None
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python operator api was crashing when unknown operators were called.
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Operator calls: extended WM_operator_name_call() with options whether to
call the exec() (operate immediate) or invoke() (check user input) entry.
This will allow python to use it more efficiently, but also solves the
dreaded pulldown case that showed another menu for confirmation.
New names to learn: :)
WM_OP_EXEC_DEFAULT
WM_OP_INVOKE_DEFAULT
on todo still: allow hotkey definitions to do same.
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PyOperators that need to run in the user interface context atm)
* added ED_SCRIPT_OT_run_pyfile that takes a filename argument.
* RNA_property_string_set didn't add a value to ID props if the prop wasnt there (like ints, floats and bools do)
* bpy_operator.c - raise an error when unknown keyword args are passed to any operator .
Examples of bpy operator api...
bpyoperator.ED_VIEW3D_OT_viewhome(center=1)
bpyoperator.ED_SCR_OT_frame_offset(delta=10)
bpyoperator.ED_VIEW3D_OT_make_parent(type='OBJECT')
At the moment there is no way to stop the operators .invoke() function from running so ED_VIEW3D_OT_make_parent still opens the menu even though it doesn't need to.
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this means it can reuse the function for converting python to RNA types - giving more useful errors.
* Incorrect enum args lists valid values in their exception message (used for PyRNA and PyOperators).
* remove bpy_idprop.c and bpy_idprop.h
PyOperators are not usable since they run outside the UI loop atm.
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Fix: popup menus were not freeing operators.
Made a new Popup menu call for this case:
uiPupmenuOperator(C, maxrow, op, propname, menustr);
It will set enum "propname" to the menu item and call operator,
register it optionally and free it. Use it in "invoke" calls.
Next: automatic menu generating for enum properties!
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New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
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including bpy_compat.h, tested building with 2.6
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New Python code: Fixes for Makefile and compat hacks for py 2.3
Campbell should check though!
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* Unicode calls in bpy_idprop.c were causing linking errors here. Probably Py-libs for windows would need recompiling with unicode before we can enable this. For now, commented out the offending calls.
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"operator.ED_VIEW3D_OT_viewhome(center=1)" calls the operator, converting keyword args to properties.
Need a way to run scripts in the UI for useful testing.
Still need to deal with operator exceptions and verifying args against operator options.
Added temporary WM_operatortype_first() to allow python to return a list if available operators, can replace this with something better later (operator iterator?)
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Automatic support for...
* cross references to struct types
* extracts descriptions/names
* RNA "base" types are converted to python subclasses
* number min/max, string max length, array's, array lengths, valid enum types, readonly flag.
interesting pages (abusing autobuilder ftp :/)
http://www.graphicall.org/builds/builds/autobuilds/rna/class-tree.html
http://www.graphicall.org/builds/builds/autobuilds/rna/rna.Sequence-class.html
http://www.graphicall.org/builds/builds/autobuilds/rna/identifier-index.html
docs are generated in source/blender/python/doc
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documentation available no matter what data is open in the current blend file, Directory type was also missing from the subtype enum causing the test rna-dump script to fail.
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the rna stuff but its close. Need to get it working for
blender then copy over same to game engine.
Kent
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for ob in bpy.objects:
print(ob.name)
for i, lay in bpy.scenes["Scene"].layer:
print('%d %d' % i, lay)
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* RNA_property_enum_value
* RNA_property_enum_identifier
To get an enum string from a value and a value from an enum.
BPy_StructRNA types (objects, meshes, images etc) can now be used as dictionary keys.
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source\blender\python\intern\bpy_rna.c:1018: error: initializer element is not constant
source\blender\python\intern\bpy_rna.c:1018: error: (near initialization for `pyrna_prop_Type.tp_get
Assign get generic get/sets before PyType_Ready runs
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Pre-Python 3.0 has strings default non-unicode, so checks and handling should be done so too.
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PyUnicode_Check define exists
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rna_actuator.c was missing an enum
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examples...
RNA Lamp: Lamp
==============
@ivar rna_type: RNA type definition. *readonly*
@type rna_type: PyRNA PointerProperty
@ivar name: Unique datablock ID name. (22 maximum length)
@type name: string
@ivar adapt_thresh: Threshold for Adaptive Sampling. in (0.000, 1.000)
@type adapt_thresh: float
@ivar area_shape: Shape of the Area lamp
@type area_shape: enum in [SQUARE, RECTANGLE]
@ivar area_size: Size of the area of the Area Lamp. in (0.000, 100.000)
@type area_size: float
@ivar area_sizey: Size of the area of the Area Lamp. in (0.000, 100.000)
@type area_sizey: float
- snip
RNA Object: Object
==================
@ivar rna_type: RNA type definition. *readonly*
@type rna_type: PyRNA PointerProperty
@ivar name: Unique datablock ID name. (22 maximum length)
@type name: string
@ivar data: Object data. *readonly*
@type data: PyRNA PointerProperty
@ivar fake_user: Saves this datablock even if it has no users
@type fake_user: bool
@ivar library: Library file the datablock is linked from. *readonly*
@type library: PyRNA PointerProperty
@ivar loc: in (-inf, inf)
@type loc: float[3]
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Can now assign RNA arrays from python lists of bools/ints/floats
eg -> rna.scenes["Scene"].layer = [True] * 20
Also added exceptions when trying to set readonly properties.
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pointers, RNA limitation too).
also fixed reading enums.
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* Tweak SConscript priorities to link ed_util.
* Added RNA_struct_is_ID function for python.
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* Matches the C/RNA api structure
* Thin wrapper ~(600 lines)
* No functions specific to any blender object type.
* Defines 2 types, BPy_StructRNA and BPy_PropertyRNA.
* Python 3.0 target (compatible with python 2.4,5,6)
* http://wiki.blender.org/index.php/BlenderDev/Blender2.5/PyRNA - continue docs/discussion here.
Todo
* Collection iterators
* Write access to data
* Define how constants should be accessed (as strings or some special type)
* Solve the "Python keeping invalid blender pointers" problem.
This cant just be solved in the py api - we need blender to notify when ID's are removed
Examples
Here are some examples that work with the current implementation of the api.
rna.lamps["Lamp.006"].energy -> (1.0)
rna.lamps["Lamp.007"].shadow -> ("NOSHADOW")
rna.materials.keys() -> ['flyingsquirrel_eye', 'frankie_skin', 'frankie_theeth']
rna.scenes["hud"].objects["num_text_p2_4"].data.novnormalflip -> False
rna.meshes["mymesh"].uv_layers.keys() -> ['UVTex', 'UVTex']
rna.meshes.items()
For a dump of yo-frankie level see - http://pasteall.org/3294/python
Notes
* Added python back, can only execute scripts from the command line with -P script.py
* bpy_interface.c is just enough functionality to run a python file.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
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* add two optional arguments to control click step and precision of Number buttons.
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Modified to work in linux too, on my system subprocess.Popen(appstring) only works when appstring is a list.
Blenders __import__ didnt support keywords like pythons causing the subprocess module to fail for me.
added keywords to blenders c/api import to match pythons.
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Python dict error: when trying to access a Bone via a key, and the key
was not found, a wrong error message got printed. Fix provided by
reporter Gregor Riepl. Thanks!
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reported by Hans in http://blenderartists.org/forum/showthread.php?t=139748
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- make sure epydoc generation doesn't get a fit over options given on scons command-line -> don't use arguments from command-line.
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----------
Bugfix #17911: Mesh.getFromObject() incorrectly decremented the mesh's
material user refcount when the material was linked to the object.
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added gameObject.replaceMesh(meshname) - needed this for an automatically generated scene where 100's of objects would have needed logic bricks automatically added. Quicker to run replace mesh on all of them from 1 script.
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