#!BPY """ Name: 'Interactive Python Console' Blender: 245 Group: 'System' Tooltip: 'Interactive Python Console' """ __author__ = "Campbell Barton aka ideasman42" __url__ = ["www.blender.org", "blenderartists.org", "www.python.org"] __bpydoc__ = """\ This is an interactive console, similar to Python's own command line interpreter. Since it is embedded in Blender, it has access to all Blender Python modules. Those completely new to Python are recommended to check the link button above that points to its official homepage, with news, downloads and documentation. Usage:
Type your code and hit "Enter" to get it executed.
- Right mouse click: Console Menu (Save output, etc);
- Mousewheel: Scroll text - Arrow keys: command history and cursor;
- Shift + Backspace: Backspace whole word;
- Shift + Arrow keys: jump words;
- Ctrl + (+/- or mousewheel): Zoom text size;
- Ctrl + Enter: auto compleate based on variable names and modules loaded -- multiple choices popup a menu;
- Shift + Enter: multiline functions -- delays executing code until only Enter is pressed. """ # -------------------------------------------------------------------------- # ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- import Blender import bpy from Blender import * import sys as python_sys import StringIO # Constants __DELIMETERS__ = '. ,=+-*/%<>&~][{}():\t' __VARIABLE_DELIMETERS__ = ' ,=+-*/%<>&~{}():\t' __LINE_HISTORY__ = 500 global __FONT_SIZE__ __FONT_SIZES__ = ( ('tiny', 10), ('small', 12), ('normalfix', 14), ('large', 16) ) __FONT_SIZE__ = 2 # index for the list above, normal default. global __CONSOLE_LINE_OFFSET__ __CONSOLE_LINE_OFFSET__ = 0 cmdBuffer = [] # dosnt need to be global ''' # Generic Blender functions def getActScriptWinRect(): area = Window.GetAreaSize() area = (area[0]-1, area[1]-1) for scrInfo in Window.GetScreenInfo(Window.Types['SCRIPT'], 'win', ''): if scrInfo['vertices'][2]-scrInfo['vertices'][0] == area[0]: if scrInfo['vertices'][3]-scrInfo['vertices'][1] == area[1]: return scrInfo['vertices'] return None ''' # menuText, # per group def PupMenuLess(menu, groupSize=35): more = [' more...'] less = [' less...'] menuList= menu.split('|') # No Less Needed, just call. if len(menuList) < groupSize: return Draw.PupMenu(menu) title = menuList[0].split('%t')[0] # Split the list into groups menuGroups = [[]] for li in menuList[1:]: if len(menuGroups[-1]) < groupSize: menuGroups[-1].append(li) else: menuGroups.append([li]) # Stores teh current menu group we are looking at groupIdx = 0 while 1: # Give us a title with the menu number numTitle = [ ' '.join([title, str(groupIdx + 1), 'of', str(len(menuGroups)), '%t'])] if groupIdx == 0: menuString = '|'.join(numTitle + menuGroups[groupIdx] + more) elif groupIdx == len(menuGroups)-1: menuString = '|'.join(numTitle + less + menuGroups[groupIdx]) else: # In the middle somewhere so Show a more and less menuString = '|'.join(numTitle + less + menuGroups[groupIdx] + more) result = Draw.PupMenu(menuString) # User Exit if result == -1: return -1 if groupIdx == 0: # First menu if result-1 < groupSize: return result else: # must be more groupIdx +=1 elif groupIdx == len(menuGroups): # Last Menu if result == 1: # Must be less groupIdx -= 1 else: # Must be a choice return result + (groupIdx*groupSize) else: if result == 1: # Must be less groupIdx -= 1 elif result-2 == groupSize: groupIdx +=1 else: return result - 1 + (groupIdx*groupSize) # Use newstyle classes, Im not bothering with inheretence # but slots are faster. class cmdLine(object): __slots__ = [\ 'cmd', # is the command string, or any other message 'type',# type: 0:user input 1:program feedback 2:error message. 3:option feedback 'exe' # 0- not yet executed 1:executed ] def __init__(self, cmd, type, exe): self.cmd = cmd self.type = type self.exe = exe # Include external file with internal namespace def include(filename): file = open(filename, 'r') filedata = file.read() file.close() return compile(filedata, filename, 'exec') # Writes command line data to a blender text file. def writeCmdData(type): newText = Text.New('command_output.py', 1) if type == 3: newText.write('\n'.join( [ myCmd.cmd for myCmd in cmdBuffer ] )) else: newText.write('\n'.join( [ myCmd.cmd for myCmd in cmdBuffer if myCmd.type is type] )) Draw.PupMenu('%s written' % newText.name) def insertCmdData(): texts = list(bpy.data.texts) textNames = [tex.name for tex in texts] if textNames: choice = Draw.PupMenu('|'.join(textNames)) if choice != -1: text = texts[choice-1] # Add the text! for l in text.asLines(): cmdBuffer.append(cmdLine('%s ' % l, 0, 0)) Draw.Redraw() COLLECTED_VAR_NAMES = {} # a list of keys, each key has a list of absolute paths # Pain and simple recursice dir(), accepts a string unused_types = str, dict, list, float, int, str, type, tuple, type(dir), type(None) def rdir(dirString, depth=0): #print ' ' * depth, dirString # MAX DEPTH SET HERE if depth > 5: # print 'maxdepoth reached.' return global COLLECTED_VAR_NAMES dirStringSplit = dirString.split('.') exec('value=' + dirString) if type(value) in unused_types: # print 'bad type' return dirList = dir(value) for dirItem in dirList: if dirItem.startswith('_'): continue dirData = None try: # Rare cases this can mess up, material.shader was a problem. exec('dirData = %s.%s' % (dirString, dirItem)) #print dirData except: # Dont bother with this data. continue #print 'HEY', dirData, dirItem #if type(dirItem) != str: # print dirItem, type(dirItem) if dirItem not in COLLECTED_VAR_NAMES: # .keys() COLLECTED_VAR_NAMES[dirItem] = [] # Add the string # splitD = dirString.split('"')[-2] # Example of dirString # __CONSOLE_VAR_DICT__["Main"].scenes.active.render # Works but can be faster # splitD = dirString.replace('__CONSOLE_VAR_DICT__["', '').replace('"]', '') splitD = dirString[22:].replace('"]', '') if splitD not in COLLECTED_VAR_NAMES[dirItem]: # print dirItem, dirString, splitD, COLLECTED_VAR_NAMES[dirItem].append(splitD) # Stops recursice stuff, overlooping #print type(dirItem) #if type(dirData) == types.ClassType or \ # type(dirData) == types.ModuleType: type_dirData = type(dirData) if type_dirData not in unused_types: # print type(dirData), dirItem # Dont loop up dirs for strings ints etc. if dirItem not in dirStringSplit: rdir( '%s.%s' % (dirString, dirItem), depth+1) ''' elif depth == 0: # Add local variables # print type(dirData), dirItem # Dont loop up dirs for strings ints etc. if dirItem not in dirStringSplit: rdir( '%s.%s' % (dirString, dirItem), depth+1) ''' def recursive_dir(): global COLLECTED_VAR_NAMES for name in __CONSOLE_VAR_DICT__: # .keys() if not name.startswith('_'): # Dont pick names like __name__ rdir('__CONSOLE_VAR_DICT__["%s"]' % name) #print COLLECTED_VAR_NAMES COLLECTED_VAR_NAMES[name] = [''] return COLLECTED_VAR_NAMES # Runs the code line(s) the user has entered and handle errors # As well as feeding back the output into the blender window. def runUserCode(__USER_CODE_STRING__): global __CONSOLE_VAR_DICT__ # We manipulate the variables here. loading and saving from localspace to this global var. # Open A File like object to write all output to, that would useually be printed. python_sys.stdout.flush() # Get rid of whatever came before __FILE_LIKE_STRING__ = StringIO.StringIO() # make a new file like string, this saves up from making a file. __STD_OUTPUT__ = python_sys.stdout # we need to store the normal output. python_sys.stdout=__FILE_LIKE_STRING__ # Now anything printed will be written to the file like string. # Try and run the user entered line(s) try: # Load all variabls from global dict to local space. __TMP_VAR_NAME__ = __TMP_VAR__ = '' # so as not to raise an error when del'ing for __TMP_VAR_NAME__, __TMP_VAR__ in __CONSOLE_VAR_DICT__.items(): exec('%s%s' % (__TMP_VAR_NAME__,'=__TMP_VAR__')) del __TMP_VAR_NAME__ del __TMP_VAR__ # Now all the vars are loaded, execute the code. # Newline thanks to phillip, exec(compile(__USER_CODE_STRING__, 'blender_cmd.py', 'single')) #exec(compile(__USER_CODE_STRING__, 'blender_cmd.py', 'exec')) # Flush global dict, allow the user to remove items. __CONSOLE_VAR_DICT__ = {} __TMP_VAR_NAME__ = '' # so as not to raise an error when del'ing # Write local veriables to global __CONSOLE_VAR_DICT__ for __TMP_VAR_NAME__ in dir(): if __TMP_VAR_NAME__ != '__FILE_LIKE_STRING__' and\ __TMP_VAR_NAME__ != '__STD_OUTPUT__' and\ __TMP_VAR_NAME__ != '__TMP_VAR_NAME__' and\ __TMP_VAR_NAME__ != '__USER_CODE_STRING__': # Execute the local > global coversion. exec('%s%s' % ('__CONSOLE_VAR_DICT__[__TMP_VAR_NAME__]=', __TMP_VAR_NAME__)) del __TMP_VAR_NAME__ except: # Prints the REAL exception. error = '%s: %s' % (python_sys.exc_type, python_sys.exc_value) for errorLine in error.split('\n'): cmdBuffer.append(cmdLine(errorLine, 2, None)) # new line to type into python_sys.stdout = __STD_OUTPUT__ # Go back to output to the normal blender console # Copy all new output to cmdBuffer __FILE_LIKE_STRING__.seek(0) # the readline function requires that we go back to the start of the file. for line in __FILE_LIKE_STRING__.readlines(): cmdBuffer.append(cmdLine(line, 1, None)) cmdBuffer.append(cmdLine(' ', 0, 0)) # new line to type into python_sys.stdout=__STD_OUTPUT__ __FILE_LIKE_STRING__.close() #------------------------------------------------------------------------------# # event handling code # #------------------------------------------------------------------------------# def handle_event(evt, val): # Insert Char into the cammand line def insCh(ch): # Instert a char global cursor # Later account for a cursor variable cmdBuffer[-1].cmd = ('%s%s%s' % ( cmdBuffer[-1].cmd[:cursor], ch, cmdBuffer[-1].cmd[cursor:])) #------------------------------------------------------------------------------# # Define Complex Key Actions # #------------------------------------------------------------------------------# def actionEnterKey(): global histIndex, cursor def getIndent(string): # Gather white space to add in the previous line # Ignore the last char since its padding. whiteSpace = '' #for i in range(len(cmdBuffer[-1].cmd)): for i in xrange(len(string)-1): if cmdBuffer[-1].cmd[i] == ' ' or cmdBuffer[-1].cmd[i] == '\t': whiteSpace += string[i] else: break return whiteSpace # Autocomplete if Window.GetKeyQualifiers() & Window.Qual.CTRL: actionAutoCompleate() return # Are we in the middle of a multiline part or not? # try be smart about it if cmdBuffer[-1].cmd.split('#')[0].rstrip().endswith(':'): # : indicates an indent is needed cmdBuffer.append(cmdLine('\t%s ' % getIndent(cmdBuffer[-1].cmd), 0, 0)) print ': indicates an indent is needed' elif cmdBuffer[-1].cmd[0] in [' ', '\t'] and len(cmdBuffer[-1].cmd) > 1 and cmdBuffer[-1].cmd.split(): # white space at the start means he havnt finished the multiline. cmdBuffer.append(cmdLine('%s ' % getIndent(cmdBuffer[-1].cmd), 0, 0)) print 'white space at the start means he havnt finished the multiline.' elif Window.GetKeyQualifiers() & Window.Qual.SHIFT: # Crtl forces multiline cmdBuffer.append(cmdLine('%s ' % getIndent(cmdBuffer[-1].cmd), 0, 0)) print 'Crtl forces multiline' else: # Execute multiline code block # Multiline code will still run with 1 line, multiLineCode = ['if 1:'] # End of the multiline first. # Seek the start of the file multiline i = 1 while cmdBuffer[-i].exe == 0: i+=1 while i > 1: i-=1 if cmdBuffer[-i].cmd == ' ':# Tag as an output type so its not used in the key history cmdBuffer[-i].type = 1 else: # Tab added at the start for added if 1: statement multiLineCode.append('\t%s' % cmdBuffer[-i].cmd ) # Mark as executed cmdBuffer[-i].exe = 1 multiLineCode.append('\tpass') # reverse will make this the start. # Dubug, print the code that is executed. #for m in multiLineCode: print m runUserCode('\n'.join(multiLineCode)) # Clear the output based on __LINE_HISTORY__ if len(cmdBuffer) > __LINE_HISTORY__: cmdBuffer[:__LINE_HISTORY__] = [] histIndex = cursor = -1 # Reset cursor and history def actionUpKey(): global histIndex if abs(histIndex)+1 >= len(cmdBuffer): histIndex = -1 # When wrapping allow 1 plank lines if cmdBuffer[-1].cmd != ' ': cmdBuffer[-1].cmd = ' ' return histIndex_orig = histIndex histIndex -= 1 while (cmdBuffer[histIndex].type != 0 and abs(histIndex) < len(cmdBuffer)) or \ ( cmdBuffer[histIndex].cmd == cmdBuffer[histIndex_orig].cmd): histIndex -= 1 if cmdBuffer[histIndex].type == 0: # we found one cmdBuffer[-1].cmd = cmdBuffer[histIndex].cmd def actionDownKey(): global histIndex if histIndex >= -2: histIndex = -len(cmdBuffer) # When wrapping allow 1 plank lines if cmdBuffer[-1].cmd != ' ': cmdBuffer[-1].cmd = ' ' return histIndex_orig = histIndex histIndex += 1 while (cmdBuffer[histIndex].type != 0 and histIndex != -2) or \ ( cmdBuffer[histIndex].cmd == cmdBuffer[histIndex_orig].cmd): histIndex += 1 if cmdBuffer[histIndex].type == 0: # we found one cmdBuffer[-1].cmd = cmdBuffer[histIndex].cmd def actionRightMouse(): global __FONT_SIZE__ choice = Draw.PupMenu('Console Menu%t|Write Input Data (white)|Write Output Data (blue)|Write Error Data (red)|Write All Text|%l|Insert Blender text|%l|Font Size|%l|Clear Output|Quit') if choice == 1: writeCmdData(0) # type 0 user elif choice == 2: writeCmdData(1) # type 1 user output elif choice == 3: writeCmdData(2) # type 2 errors elif choice == 4: writeCmdData(3) # All elif choice == 6: insertCmdData() # Insert text from Blender and run it. elif choice == 8: # Fontsize. font_choice = Draw.PupMenu('Font Size%t|Large|Normal|Small|Tiny') if font_choice != -1: if font_choice == 1: __FONT_SIZE__ = 3 elif font_choice == 2: __FONT_SIZE__ = 2 elif font_choice == 3: __FONT_SIZE__ = 1 elif font_choice == 4: __FONT_SIZE__ = 0 Draw.Redraw() elif choice == 10: # Clear all output cmdBuffer[:] = [cmd for cmd in cmdBuffer if cmd.type == 0] # keep user input Draw.Redraw() elif choice == 11: # Exit Draw.Exit() # Auto compleating, quite complex- use recutsice dir for the moment. def actionAutoCompleate(): # Ctrl + Tab if not cmdBuffer[-1].cmd[:cursor].split(): return RECURSIVE_DIR = recursive_dir() # get last name of user input editVar = cmdBuffer[-1].cmd[:cursor] # Split off spaces operators etc from the staryt of the command so we can use the startswith function. for splitChar in __VARIABLE_DELIMETERS__: editVar = editVar[:-1].split(splitChar)[-1] + editVar[-1] # Now we should have the var by its self if editVar: possibilities = [] for __TMP_VAR_NAME__ in RECURSIVE_DIR: #.keys(): #print '\t', __TMP_VAR_NAME__ if __TMP_VAR_NAME__ == editVar: # print 'ADITVAR IS A VAR' pass ''' elif __TMP_VAR_NAME__.startswith( editVar ): print __TMP_VAR_NAME__, 'aaa' possibilities.append( __TMP_VAR_NAME__ ) ''' possibilities.append( __TMP_VAR_NAME__ ) if len(possibilities) == 1: cmdBuffer[-1].cmd = ('%s%s%s' % (cmdBuffer[-1].cmd[:cursor - len(editVar)], possibilities[0], cmdBuffer[-1].cmd[cursor:])) elif possibilities: # If its not just [] # -1 with insert is the second last. # Text choice #cmdBuffer.insert(-1, cmdLine('options: %s' % ' '.join(possibilities), 3, None)) menuList = [] # A lits of tuples- ABSOLUTE, RELATIVE for __TMP_VAR_NAME__ in possibilities: for usage in RECURSIVE_DIR[__TMP_VAR_NAME__]: # Account for non absolute (variables for eg.) if usage: # not '' absName = '%s.%s' % (usage, __TMP_VAR_NAME__) if __TMP_VAR_NAME__.startswith(editVar): menuList.append( # Used for names and can be entered when pressing shift. (absName, # Absolute name __TMP_VAR_NAME__) # Relative name, non shift ) #else: # if absName.find(editVar) != -1: # menuList.append((__TMP_VAR_NAME__, __TMP_VAR_NAME__)) # Used for names and can be entered when pressing shift. # No items to display? no menu if not menuList: return menuList.sort() choice = PupMenuLess( # Menu for the user to choose the autocompleate 'Choices (Shift for local name, Ctrl for Docs)%t|' + # Title Text '|'.join(['%s, %s' % m for m in menuList])) # Use Absolute names m[0] if choice != -1: if Window.GetKeyQualifiers() & Window.Qual.CTRL: # Help cmdBuffer[-1].cmd = ('help(%s%s) ' % (cmdBuffer[-1].cmd[:cursor - len(editVar)], menuList[choice-1][0])) elif Window.GetKeyQualifiers() & Window.Qual.SHIFT: # Put in the long name cmdBuffer[-1].cmd = ('%s%s%s' % (cmdBuffer[-1].cmd[:cursor - len(editVar)], menuList[choice-1][1], cmdBuffer[-1].cmd[cursor:])) else: # Only paste in the Short name cmdBuffer[-1].cmd = ('%s%s%s' % (cmdBuffer[-1].cmd[:cursor - len(editVar)], menuList[choice-1][0], cmdBuffer[-1].cmd[cursor:])) else: # print 'NO EDITVAR' return # ------------------end------------------ # # Quit from menu only #if (evt == Draw.ESCKEY and not val): # Draw.Exit() if evt == Draw.MOUSEX or evt == Draw.MOUSEY: # AVOID TOO MANY REDRAWS. return global cursor global histIndex global __FONT_SIZE__ global __CONSOLE_LINE_OFFSET__ ascii = Blender.event resetScroll = True #------------------------------------------------------------------------------# # key codes and key handling # #------------------------------------------------------------------------------# # UP DOWN ARROW KEYS, TO TRAVERSE HISTORY if (evt == Draw.UPARROWKEY and val): actionUpKey() elif (evt == Draw.DOWNARROWKEY and val): actionDownKey() elif (evt == Draw.RIGHTARROWKEY and val): if Window.GetKeyQualifiers() & Window.Qual.SHIFT: wordJump = False newCursor = cursor+1 while newCursor<0: if cmdBuffer[-1].cmd[newCursor] not in __DELIMETERS__: newCursor+=1 else: wordJump = True break if wordJump: # Did we find a new cursor pos? cursor = newCursor else: cursor = -1 # end of line else: cursor +=1 if cursor > -1: cursor = -1 elif (evt == Draw.LEFTARROWKEY and val): if Window.GetKeyQualifiers() & Window.Qual.SHIFT: wordJump = False newCursor = cursor-1 while abs(newCursor) < len(cmdBuffer[-1].cmd): if cmdBuffer[-1].cmd[newCursor] not in __DELIMETERS__ or\ newCursor == cursor: newCursor-=1 else: wordJump = True break if wordJump: # Did we find a new cursor pos? cursor = newCursor else: cursor = -len(cmdBuffer[-1].cmd) # Start of line else: if len(cmdBuffer[-1].cmd) > abs(cursor): cursor -=1 elif (evt == Draw.HOMEKEY and val): cursor = -len(cmdBuffer[-1].cmd) elif (evt == Draw.ENDKEY and val): cursor = -1 elif (evt == Draw.TABKEY and val): insCh('\t') elif (evt == Draw.BACKSPACEKEY and val): if Window.GetKeyQualifiers() & Window.Qual.SHIFT: i = -1 for d in __DELIMETERS__: i = max(i, cmdBuffer[-1].cmd[:cursor-1].rfind(d)) if i == -1: i=0 cmdBuffer[-1].cmd = ('%s%s' % (cmdBuffer[-1].cmd[:i] , cmdBuffer[-1].cmd[cursor:])) else: # Normal backspace. cmdBuffer[-1].cmd = ('%s%s' % (cmdBuffer[-1].cmd[:cursor-1] , cmdBuffer[-1].cmd[cursor:])) elif (evt == Draw.DELKEY and val) and cursor < -1: cmdBuffer[-1].cmd = cmdBuffer[-1].cmd[:cursor] + cmdBuffer[-1].cmd[cursor+1:] cursor +=1 elif ((evt == Draw.RETKEY or evt == Draw.PADENTER) and val): actionEnterKey() elif (evt == Draw.RIGHTMOUSE and not val): actionRightMouse(); return elif (evt == Draw.PADPLUSKEY or evt == Draw.EQUALKEY or evt == Draw.WHEELUPMOUSE) and val and Window.GetKeyQualifiers() & Window.Qual.CTRL: __FONT_SIZE__ += 1 __FONT_SIZE__ = min(len(__FONT_SIZES__)-1, __FONT_SIZE__) elif (evt == Draw.PADMINUS or evt == Draw.MINUSKEY or evt == Draw.WHEELDOWNMOUSE) and val and Window.GetKeyQualifiers() & Window.Qual.CTRL: __FONT_SIZE__ -=1 __FONT_SIZE__ = max(0, __FONT_SIZE__) elif evt == Draw.WHEELUPMOUSE and val: __CONSOLE_LINE_OFFSET__ += 1 __CONSOLE_LINE_OFFSET__ = min(len(cmdBuffer)-2, __CONSOLE_LINE_OFFSET__) resetScroll = False elif evt == Draw.WHEELDOWNMOUSE and val: __CONSOLE_LINE_OFFSET__ -= 1 __CONSOLE_LINE_OFFSET__ = max(0, __CONSOLE_LINE_OFFSET__) resetScroll = False elif ascii: insCh(chr(ascii)) else: return # dont redraw. # If the user types in anything then scroll to bottom. if resetScroll: __CONSOLE_LINE_OFFSET__ = 0 Draw.Redraw() def draw_gui(): # Get the bounds from ObleGL directly __CONSOLE_RECT__ = BGL.Buffer(BGL.GL_FLOAT, 4) BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, __CONSOLE_RECT__) __CONSOLE_RECT__= __CONSOLE_RECT__.list # Clear the screen BGL.glClearColor(0.0, 0.0, 0.0, 1.0) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) # use it to clear the color buffer # Fixed margin. use a margin since 0 margin can be hard to seewhen close to a crt's edge. margin = 4 # Draw cursor location colour if __CONSOLE_LINE_OFFSET__ == 0: cmd2curWidth = Draw.GetStringWidth(cmdBuffer[-1].cmd[:cursor], __FONT_SIZES__[__FONT_SIZE__][0]) BGL.glColor3f(0.8, 0.2, 0.2) if cmd2curWidth == 0: BGL.glRecti(margin,2,margin+2, __FONT_SIZES__[__FONT_SIZE__][1]+2) else: BGL.glRecti(margin + cmd2curWidth-2,2, margin+cmd2curWidth, __FONT_SIZES__[__FONT_SIZE__][1]+2) BGL.glColor3f(1,1,1) # Draw the set of cammands to the buffer consoleLineIdx = __CONSOLE_LINE_OFFSET__ + 1 wrapLineIndex = 0 while consoleLineIdx < len(cmdBuffer) and __CONSOLE_RECT__[3] > (consoleLineIdx - __CONSOLE_LINE_OFFSET__) * __FONT_SIZES__[__FONT_SIZE__][1]: if cmdBuffer[-consoleLineIdx].type == 0: BGL.glColor3f(1, 1, 1) elif cmdBuffer[-consoleLineIdx].type == 1: BGL.glColor3f(.3, .3, 1) elif cmdBuffer[-consoleLineIdx].type == 2: BGL.glColor3f(1.0, 0, 0) elif cmdBuffer[-consoleLineIdx].type == 3: BGL.glColor3f(0, 0.8, 0) else: BGL.glColor3f(1, 1, 0) if consoleLineIdx == 1: # user input BGL.glRasterPos2i(margin, (__FONT_SIZES__[__FONT_SIZE__][1] * (consoleLineIdx-__CONSOLE_LINE_OFFSET__)) - 8) Draw.Text(cmdBuffer[-consoleLineIdx].cmd, __FONT_SIZES__[__FONT_SIZE__][0]) else: BGL.glRasterPos2i(margin, (__FONT_SIZES__[__FONT_SIZE__][1] * ((consoleLineIdx-__CONSOLE_LINE_OFFSET__)+wrapLineIndex)) - 8) Draw.Text(cmdBuffer[-consoleLineIdx].cmd, __FONT_SIZES__[__FONT_SIZE__][0]) # Wrapping is totally slow, can even hang blender - dont do it! ''' if consoleLineIdx == 1: # NEVER WRAP THE USER INPUT BGL.glRasterPos2i(margin, (__FONT_SIZES__[__FONT_SIZE__][1] * (consoleLineIdx-__CONSOLE_LINE_OFFSET__)) - 8) # BUG, LARGE TEXT DOSENT DISPLAY Draw.Text(cmdBuffer[-consoleLineIdx].cmd, __FONT_SIZES__[__FONT_SIZE__][0]) else: # WRAP? # LINE WRAP if Draw.GetStringWidth(cmdBuffer[-consoleLineIdx].cmd, __FONT_SIZES__[__FONT_SIZE__][0]) > __CONSOLE_RECT__[2]: wrapLineList = [] copyCmd = [cmdBuffer[-consoleLineIdx].cmd, ''] while copyCmd != ['','']: while margin + Draw.GetStringWidth(copyCmd[0], __FONT_SIZES__[__FONT_SIZE__][0]) > __CONSOLE_RECT__[2]: #print copyCmd copyCmd[1] = '%s%s'% (copyCmd[0][-1], copyCmd[1]) # Add the char on the end copyCmd[0] = copyCmd[0][:-1]# remove last chat # Now we have copyCmd[0] at a good length we can print it. if copyCmd[0] != '': wrapLineList.append(copyCmd[0]) copyCmd[0]='' copyCmd = [copyCmd[1], copyCmd[0]] # Now we have a list of lines, draw them (OpenGLs reverse ordering requires this odd change) wrapLineList.reverse() for wline in wrapLineList: BGL.glRasterPos2i(margin, (__FONT_SIZES__[__FONT_SIZE__][1]*((consoleLineIdx-__CONSOLE_LINE_OFFSET__) + wrapLineIndex)) - 8) Draw.Text(wline, __FONT_SIZES__[__FONT_SIZE__][0]) wrapLineIndex += 1 wrapLineIndex-=1 # otherwise we get a silly extra line. else: # no wrapping. BGL.glRasterPos2i(margin, (__FONT_SIZES__[__FONT_SIZE__][1] * ((consoleLineIdx-__CONSOLE_LINE_OFFSET__)+wrapLineIndex)) - 8) Draw.Text(cmdBuffer[-consoleLineIdx].cmd, __FONT_SIZES__[__FONT_SIZE__][0]) ''' consoleLineIdx += 1 # This recieves the event index, call a function from here depending on the event. def handle_button_event(evt): pass # Run the console __CONSOLE_VAR_DICT__ = {} # Initialize var dict # Print Startup lines, add __bpydoc__ to the console startup. for l in __bpydoc__.split('
'): cmdBuffer.append( cmdLine(l, 1, None) ) histIndex = cursor = -1 # How far back from the first letter are we? - in current CMD line, history if for moving up and down lines. # Autoexec, startup code. scriptDir = Get('scriptsdir') console_autoexec = None if scriptDir: if not scriptDir.endswith(Blender.sys.sep): scriptDir += Blender.sys.sep console_autoexec = '%s%s' % (scriptDir, 'console_autoexec.py') if not sys.exists(console_autoexec): # touch the file try: open(console_autoexec, 'w').close() cmdBuffer.append(cmdLine('...console_autoexec.py not found, making new in scripts dir', 1, None)) except: cmdBuffer.append(cmdLine('...console_autoexec.py could not write, this is ok', 1, None)) scriptDir = None # make sure we only use this for console_autoexec.py if not sys.exists(console_autoexec): console_autoexec = None else: cmdBuffer.append(cmdLine('...Using existing console_autoexec.py in scripts dir', 1, None)) #-Autoexec---------------------------------------------------------------------# # Just use the function to jump into local naming mode. # This is so we can loop through all of the autoexec functions / vars and add them to the __CONSOLE_VAR_DICT__ def include_console(includeFile): global __CONSOLE_VAR_DICT__ # write autoexec vars to this. # Execute an external py file as if local exec(include(includeFile)) def standard_imports(): # Write local to global __CONSOLE_VAR_DICT__ for reuse, exec('%s%s' % ('__CONSOLE_VAR_DICT__["bpy"]=', 'bpy')) exec('%s%s' % ('__CONSOLE_VAR_DICT__["Blender"]=', 'Blender')) for ls in (dir(), dir(Blender)): for __TMP_VAR_NAME__ in ls: # Execute the local > global coversion. exec('%s%s' % ('__CONSOLE_VAR_DICT__[__TMP_VAR_NAME__]=', __TMP_VAR_NAME__)) # Add dummy imports to input so output scripts to a text file work as expected cmdBuffer.append(cmdLine('import bpy', 0, 1)) cmdBuffer.append(cmdLine('import Blender', 0, 1)) # pretend we have been executed, as we kindof have. cmdBuffer.append(cmdLine('from Blender import *', 0, 1)) if scriptDir and console_autoexec: include_console(console_autoexec) # pass the blender module standard_imports() # import Blender and bpy #-end autoexec-----------------------------------------------------------------# # Append new line to write to cmdBuffer.append(cmdLine(' ', 0, 0)) #------------------------------------------------------------------------------# # register the event handling code, GUI # #------------------------------------------------------------------------------# def main(): Draw.Register(draw_gui, handle_event, handle_button_event) if __name__ == '__main__': main()