[Bf-extensions-cvs] [6ec1c46] master: Move named layer manager addon from contrib to community addons (see T41317).

Bastien Montagne noreply at git.blender.org
Fri Aug 8 12:53:07 CEST 2014


Commit: 6ec1c46f1aa9974db8194572a3d15f12975ebe74
Author: Bastien Montagne
Date:   Fri Aug 8 12:52:46 2014 +0200
Branches: master
https://developer.blender.org/rBAC6ec1c46f1aa9974db8194572a3d15f12975ebe74

Move named layer manager addon from contrib to community addons (see T41317).

===================================================================

D	ui_layer_manager.py

===================================================================

diff --git a/ui_layer_manager.py b/ui_layer_manager.py
deleted file mode 100644
index 5a94c2c..0000000
--- a/ui_layer_manager.py
+++ /dev/null
@@ -1,557 +0,0 @@
-# ##### 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",
-    "version": (1, 5, 1),
-    "blender": (2, 70, 0),
-    "location": "View3D > Properties panel > Layer Management",
-    "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'}
-
-
-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...
- at persistent
-def check_init_data(scene):
-    namedlayers = scene.namedlayers
-    if namedlayers.use_init:
-        while namedlayers.layers:
-            namedlayers.layers.remove(0)
-        for i in range(20):
-            layer = namedlayers.layers.add()
-            layer.name = "Layer%.2d" % i
-        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] * 20), size=20, 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] * 20), size=20)
-
-    @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] * 20
-                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] * 20
-                        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_selected(bpy.types.Operator):
-    """Lock all selected objects on this layer"""
-    bl_idname = "scene.namedlayer_lock_selected"
-    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 = 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 u

@@ Diff output truncated at 10240 characters. @@



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