[Bf-extensions-cvs] [b0048dd] master: Cleanup - UI Layer Manager used odd panel names, did not change operator names however (not a trunk addon). Fixed alignment.
CoDEmanX
noreply at git.blender.org
Thu Feb 20 15:36:26 CET 2014
Commit: b0048dd042e96d695f20e91a235a93333d3501e3
Author: CoDEmanX
Date: Thu Feb 20 15:32:13 2014 +0100
https://developer.blender.org/rBACb0048dd042e96d695f20e91a235a93333d3501e3
Cleanup - UI Layer Manager used odd panel names, did not change operator names however (not a trunk addon). Fixed alignment.
Also unified whitespace around = and removed unneeded bpy.props. prefix.
===================================================================
M ui_layer_manager.py
===================================================================
diff --git a/ui_layer_manager.py b/ui_layer_manager.py
index ab87f42..8c031e9 100644
--- a/ui_layer_manager.py
+++ b/ui_layer_manager.py
@@ -42,25 +42,20 @@ class LayerGroups(bpy.types.PropertyGroup):
lock = BoolProperty(name="", default=False)
- layer_groups = BoolVectorProperty(name="Layer Groups", default = ([False]*20), size=20, subtype='LAYER')
+ layer_groups = BoolVectorProperty(name="Layer Groups", default=([False]*20), size=20, subtype='LAYER')
# A list of identifiers (colon-separated strings) which property’s controls should be displayed
# in a template_list.
# Note that the order is respected.
#template_list_controls = StringProperty(default="toggle", options={"HIDDEN"})
-bpy.utils.register_class(LayerGroups)
-
-bpy.types.Scene.layergroups = CollectionProperty(type=LayerGroups)
-# Unused, but this is needed for the TemplateList to work…
-bpy.types.Scene.layergroups_index = IntProperty(default=-1)
class RemoveLayerGroup(bpy.types.Operator):
'''Tooltip'''
bl_idname = "object.layergroup_remove"
bl_label = "Remove select Layer Group"
- index_group = bpy.props.IntProperty()
+ index_group = IntProperty()
@classmethod
def poll(cls, context):
@@ -83,8 +78,8 @@ class AddLayerGroup(bpy.types.Operator):
bl_idname = "object.layergroup_add"
bl_label = "Add select Layer group"
- index = bpy.props.IntProperty()
- layer = layer = BoolVectorProperty(name="Layer", default = ([False]*20), size=20)
+ index = IntProperty()
+ layer = layer = BoolVectorProperty(name="Layer", default=([False]*20), size=20)
@classmethod
def poll(cls, context):
@@ -99,15 +94,15 @@ class AddLayerGroup(bpy.types.Operator):
layer = self.layer
item = layergroups.add()
- index_number= str(index)
+ index_number = str(index)
- if len(index_number)==2:
- index_number = "0"+index_number
- if len(index_number)==3:
+ if len(index_number) == 2:
+ index_number = "0" + index_number
+ if len(index_number) == 3:
index_number = index_number
else:
- index_number = "00"+index_number
- item.name= 'LayerGroup.'+index_number
+ index_number = "00" + index_number
+ item.name = 'LayerGroup.' + index_number
#item.use=True
scene.layergroups_index = index
scene.layergroups[index].layer_groups = layer
@@ -121,9 +116,9 @@ class LayerToggle(bpy.types.Operator):
#prop definition
#layer number
- layerN = bpy.props.IntProperty()
- spacecheck = bpy.props.BoolProperty()
- index_group = bpy.props.IntProperty()
+ layerN = IntProperty()
+ spacecheck = BoolProperty()
+ index_group = IntProperty()
@classmethod
@@ -144,28 +139,28 @@ class LayerToggle(bpy.types.Operator):
else:
space = context.scene
- if layerN==-1:
+ if layerN == -1:
index = self.index_group
groups = scene.layergroups[index].layer_groups
layergroups = scene.layergroups[index]
layers = space.layers
- union= [False]*20
+ union = [False]*20
if not layergroups.toggle:
- for i in range(0,20):
+ for i in range(0, 20):
- union[i]= groups[i] or layers[i]
+ union[i] = groups[i] or layers[i]
- space.layers=union
- layergroups.toggle=True
+ space.layers = union
+ layergroups.toggle = True
else:
- for i in range(0,20):
+ for i in range(0, 20):
- union[i]= not groups[i] and layers[i]
+ union[i] = not groups[i] and layers[i]
- space.layers=union
- layergroups.toggle=False
+ space.layers = union
+ layergroups.toggle = False
else:
@@ -175,24 +170,26 @@ class LayerToggle(bpy.types.Operator):
toggle = False
else:
- toggle= True
- space.layers[layerN]=toggle
+ toggle = True
+ space.layers[layerN] = toggle
else:
- layer = [False]*20
- layer[layerN]=True
- space.layers=layer
+ layer = [False] * 20
+ layer[layerN] = True
+ space.layers = layer
if space.layers[layerN]:
toggle = False
return {'FINISHED'}
+
def invoke(self, context, event):
self.shift = event.shift
return self.execute(context)
+
class MergeSelected(bpy.types.Operator):
'''Move Selected Objects in this Layer Shift-Click to select multiple layers'''
bl_idname = "object.mergeselected"
@@ -200,7 +197,7 @@ class MergeSelected(bpy.types.Operator):
#prop definition
#layer number
- layerN = bpy.props.IntProperty()
+ layerN = IntProperty()
@classmethod
@@ -212,18 +209,18 @@ class MergeSelected(bpy.types.Operator):
layerN = self.layerN
- scene= context.scene
+ scene = context.scene
#cyecle all object in the layer
for obj in scene.objects:
if obj.select:
- visible=False
+ visible = False
- for i in range(0,20):
+ for i in range(0, 20):
if obj.layers[i] and scene.layers[i]:
- visible=True
+ visible = True
break
if visible:
@@ -233,14 +230,14 @@ class MergeSelected(bpy.types.Operator):
toggle = False
else:
- toggle= True
- obj.layers[layerN]=toggle
+ toggle = True
+ obj.layers[layerN] = toggle
else:
- layer = [False]*20
- layer[layerN]=True
- obj.layers=layer
+ layer = [False] * 20
+ layer[layerN] = True
+ obj.layers = layer
if obj.layers[layerN]:
toggle = False
@@ -252,6 +249,7 @@ class MergeSelected(bpy.types.Operator):
return self.execute(context)
+
class LockSelected(bpy.types.Operator):
'''Loock All Objects on this Layer'''
bl_idname = "object.lockselected"
@@ -259,12 +257,12 @@ class LockSelected(bpy.types.Operator):
#prop definition
#layer number
- layerN = bpy.props.IntProperty()
+ layerN = IntProperty()
#lock status
- lock = bpy.props.BoolProperty()
+ lock = BoolProperty()
- index_group = bpy.props.IntProperty()
+ index_group = IntProperty()
@classmethod
@@ -276,49 +274,50 @@ class LockSelected(bpy.types.Operator):
scene = context.scene
layerN = self.layerN
- lock =self.lock
+ lock = self.lock
view_3d = context.area.spaces.active
#check if layer have some thing
- if view_3d.layers_used[layerN] or layerN==-1:
+ if view_3d.layers_used[layerN] or layerN == -1:
#cyecle all object in the layer
for obj in context.scene.objects:
- if layerN==-1:
+ if layerN == -1:
index = self.index_group
groups = scene.layergroups[index].layer_groups
layers = obj.layers
- layergroup=[False]*20
+ layergroup=[False] * 20
- for i in range (0,20):
- layergroup[i]= layers[i] and groups[i]
+ for i in range (0, 20):
+ layergroup[i] = layers[i] and groups[i]
if True in layergroup:
- obj.hide_select=not lock
- obj.select=False
+ obj.hide_select = not lock
+ obj.select = False
- scene.layergroups[index].lock=not lock
+ scene.layergroups[index].lock = not lock
else:
if obj.layers[layerN]:
- obj.hide_select=not lock
- obj.select=False
+ obj.hide_select = not lock
+ obj.select = False
- scene.LockLayer[layerN]= not lock
+ scene.LockLayer[layerN] = not lock
return {'FINISHED'}
+
class SelectObjectsLayer(bpy.types.Operator):
'''Select All the Objects on this Layer'''
bl_idname = "object.selectobjectslayer"
bl_label = "Select objects in Layer"
- select_obj = bpy.props.BoolProperty()
- layerN = bpy.props.IntProperty()
+ select_obj = BoolProperty()
+ layerN = IntProperty()
@classmethod
def poll(cls, context):
@@ -330,35 +329,36 @@ class SelectObjectsLayer(bpy.types.Operator):
select_obj= self.select_obj
layerN = self.layerN
scene = context.scene
- i=0
- s=0
+ i = 0
+ s = 0
#check if layer have some thing
if view_3d.layers_used[layerN]:
for obj in context.scene.objects:
if obj.layers[layerN]:
- i = i+1
+ i += 1
if obj.layers[layerN] and obj.select:
- s = s+1
+ s += 1
- if s==i:
+ if s == i:
for obj in context.scene.objects:
if obj.layers[layerN]:
- obj.select=False
+ obj.select = False
else:
bpy.ops.object.select_by_layer(extend=True, layers=layerN+1)
return {'FINISHED'}
+
class AllLayersSelect(bpy.types.Operator):
'''Active all Layer in scene'''
@@ Diff output truncated at 10240 characters. @@
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