[Bf-extensions-cvs] [15b25a42] master: Remove experimental 2012 keymap

Campbell Barton noreply at git.blender.org
Fri Jun 29 08:31:22 CEST 2018


Commit: 15b25a42783d1e516b5298d70b582fae2559ae17
Author: Campbell Barton
Date:   Fri Jun 29 08:28:36 2018 +0200
Branches: master
https://developer.blender.org/rBAC15b25a42783d1e516b5298d70b582fae2559ae17

Remove experimental 2012 keymap

Did not get significant maintenance/development in a long time.

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

D	presets/keyconfig/blender_2012_experimental.py

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

diff --git a/presets/keyconfig/blender_2012_experimental.py b/presets/keyconfig/blender_2012_experimental.py
deleted file mode 100644
index 835a0f93..00000000
--- a/presets/keyconfig/blender_2012_experimental.py
+++ /dev/null
@@ -1,3002 +0,0 @@
-""" An experimental new keymap for Blender.
-    Work in progress!
-"""
-
-# TODO:
-# - N-panel etc. appear to have hard-coded 'I' as "insert key" key.  Make that
-#   user-configurable.
-
-import bpy
-import bmesh
-
-######################
-# Misc configuration
-######################
-DEVELOPER_HOTKEYS = False  # Weird hotkeys that only developers use
-
-# Left mouse-button select
-bpy.context.user_preferences.inputs.select_mouse = 'LEFT'
-
-# Basic transform keys
-TRANSLATE_KEY = 'F'
-ROTATE_KEY = 'D'
-SCALE_KEY = 'S'
-
-# Specials Menu Key
-SPECIALS_MENU_KEY = 'Q'
-
-# Keyframe setting key
-KEYFRAME_KEY = 'K'
-
-
-################################
-# Helper functions and classes
-################################
-class SetManipulator(bpy.types.Operator):
-    """Set's the manipulator mode"""
-    bl_idname = "view3d.manipulator_set"
-    bl_label = "Set Manipulator"
-    mode = bpy.props.EnumProperty(items=[("NONE", "None", ""),
-                                         ("TRANSLATE", "Translate", ""),
-                                         ("ROTATE", "Rotate", ""),
-                                         ("SCALE", "Scale", "")],
-                                         default="NONE")
-
-    def execute(self, context):
-        if self.mode == "NONE":
-            context.space_data.show_manipulator = False
-        elif self.mode == "TRANSLATE":
-            context.space_data.show_manipulator = True
-            context.space_data.use_manipulator_translate = True
-            context.space_data.use_manipulator_rotate = False
-            context.space_data.use_manipulator_scale = False
-        elif self.mode == "ROTATE":
-            context.space_data.show_manipulator = True
-            context.space_data.use_manipulator_translate = False
-            context.space_data.use_manipulator_rotate = True
-            context.space_data.use_manipulator_scale = False
-        elif self.mode == "SCALE":
-            context.space_data.show_manipulator = True
-            context.space_data.use_manipulator_translate = False
-            context.space_data.use_manipulator_rotate = False
-            context.space_data.use_manipulator_scale = True
-
-        return {'FINISHED'}
-bpy.utils.register_class(SetManipulator)
-
-
-class ContextualTranslate(bpy.types.Operator):
-    """ Either translates, or sets the manipulator type to translate,
-        depending on whether the manipulator is on or not.
-    """
-    bl_idname = "view3d.contextual_translate"
-    bl_label = "Contextual Translate"
-
-    def execute(self, context):
-        if context.space_data.show_manipulator:
-            context.space_data.transform_manipulators = {'TRANSLATE'}
-        else:
-            bpy.ops.transform.translate('INVOKE_DEFAULT')
-        return {'FINISHED'}
-bpy.utils.register_class(ContextualTranslate)
-
-
-class ContextualRotate(bpy.types.Operator):
-    """ Either rotates, or sets the manipulator type to rotate,
-        depending on whether the manipulator is on or not.
-    """
-    bl_idname = "view3d.contextual_rotate"
-    bl_label = "Contextual Rotate"
-
-    def execute(self, context):
-        if context.space_data.show_manipulator:
-            context.space_data.transform_manipulators = {'ROTATE'}
-        else:
-            bpy.ops.transform.rotate('INVOKE_DEFAULT')
-        return {'FINISHED'}
-bpy.utils.register_class(ContextualRotate)
-
-
-class ContextualScale(bpy.types.Operator):
-    """ Either scales, or sets the manipulator type to scale,
-        depending on whether the manipulator is on or not.
-    """
-    bl_idname = "view3d.contextual_scale"
-    bl_label = "Contextual Scale"
-
-    def execute(self, context):
-        if context.space_data.show_manipulator:
-            context.space_data.transform_manipulators = {'SCALE'}
-        else:
-            bpy.ops.transform.resize('INVOKE_DEFAULT')
-        return {'FINISHED'}
-bpy.utils.register_class(ContextualScale)
-
-
-class ModeSwitchMenu(bpy.types.Menu):
-    """ A menu for switching between object modes.
-    """
-    bl_idname = "OBJECT_MT_mode_switch_menu"
-    bl_label = "Switch Mode"
-
-    def draw(self, context):
-        layout = self.layout
-        layout.operator_enum("object.mode_set", "mode")
-bpy.utils.register_class(ModeSwitchMenu)
-
-
-class TweakSelect3dview(bpy.types.Operator):
-    """ Selects and translates an element in the scene.
-    """
-    bl_idname = "view3d.tweak_select"
-    bl_label = "Tweak Select 3d View"
-    bl_options = {'UNDO'}
-    
-    @classmethod
-    def poll(cls, context):
-        return True
-    
-    def invoke(self, context, event):
-        result = bpy.ops.view3d.select('INVOKE_DEFAULT')
-        if 'FINISHED' in result:
-            bpy.ops.transform.translate('INVOKE_DEFAULT')
-        return result
-bpy.utils.register_class(TweakSelect3dview)
-
-
-class ObjectDeleteNoConfirm(bpy.types.Operator):
-    """Delete selected objects without the confirmation popup"""
-    bl_idname = "object.delete_no_confirm"
-    bl_label = "Delete Objects No Confirm"
-    bl_options = {'UNDO'}
-    
-    @classmethod
-    def poll(cls, context):
-        return len(context.selected_objects) > 0
-
-    def execute(self, context):
-        bpy.ops.object.delete()
-
-        return {'FINISHED'}
-bpy.utils.register_class(ObjectDeleteNoConfirm)
-
-
-class ShiftSubsurfLevel(bpy.types.Operator):
-    """ Shift the viewport subsurf level of the selected objects up or
-        down by the given amount.  The render subsurf level is treated
-        as the upper limit, to prevent the user from accidentally
-        exploding their CPU and RAM usage. 
-    """
-    bl_idname = "object.shift_subsurf_level"
-    bl_label = "Shift Subdivision Level"
-
-    delta = bpy.props.IntProperty(name="Delta", description="Amount to increase/decrease the subdivision level", default=1)
-    new_if_missing = bpy.props.BoolProperty(name="New if Missing", description="Whether to add a new Subdivision Surface modifier if none exists", default=False)
-
-    @classmethod
-    def poll(cls, context):
-        return context.active_object is not None
-
-    def execute(self, context):
-        if context.mode == 'EDIT_MESH':
-            object_list = [context.active_object]
-        elif context.mode == 'OBJECT':
-            object_list = context.selected_objects
-            
-        for obj in object_list:
-            # Find the last subsurf modifier in the stack
-            m = None
-            for mod in obj.modifiers:
-                if mod.type == "SUBSURF":
-                    m = mod
-
-            # Add a subsurf modifier if necessary
-            if not m and self.delta > 0:
-                if self.new_if_missing:
-                    m = obj.modifiers.new(name="Subsurf", type='SUBSURF')
-                    m.levels = 0
-                else:
-                    return {'FINISHED'}
-
-            # Adjust it's subsurf level
-            if m:
-                if self.delta > 0:
-                    if (m.levels + self.delta) <= m.render_levels:
-                        m.levels += self.delta
-                    elif m.levels != m.render_levels:
-                        m.levels = m.render_levels
-                elif self.delta < 0:
-                    if (m.levels + self.delta) >= 0:
-                        m.levels += self.delta
-                    elif m.levels != 0:
-                        m.levels = 0
-        return {'FINISHED'}
-bpy.utils.register_class(ShiftSubsurfLevel)
-
-
-class SetEditMeshSelectMode(bpy.types.Operator):
-    """ Set edit mesh select mode (vert, edge, face).
-    """
-    bl_idname = "view3d.set_edit_mesh_select_mode"
-    bl_label = "Set Edit Mesh Select Mode"
-    mode = bpy.props.EnumProperty(items=[("VERT", "Vertex", ""),
-                                         ("EDGE", "Edge", ""),
-                                         ("FACE", "Face", "")],
-                                         default="VERT")
-    toggle = bpy.props.BoolProperty(name="Toggle", default=False)
-    
-    @classmethod
-    def poll(cls, context):
-        return context.active_object is not None
-    
-    def execute(self, context):
-        if self.mode == "VERT":
-            mode = 0
-        elif self.mode == "EDGE":
-            mode = 1
-        else:  # self.mode == "FACE"
-            mode = 2
-        
-        select_mode = context.tool_settings.mesh_select_mode
-        if self.toggle:
-            select_mode[mode] = [True, False][select_mode[mode]]
-        else:
-            select_mode[mode] = True
-            for i in range(0,3):
-                if i != mode:
-                    select_mode[i] = False
-            
-        return {'FINISHED'}
-bpy.utils.register_class(SetEditMeshSelectMode)
-
-
-class MeshCreateEdgeFaceContextual(bpy.types.Operator):
-    """ Creates edges or faces from selected vertices,
-        but understands that if it's creating an edge across
-        an existing face that it should split it.
-    """
-    bl_idname = "mesh.create_edge_face_contextual"
-    bl_label = "Create Edge/Face Contextual"
-    bl_options = {'UNDO'}
-    
-    @classmethod
-    def poll(cls, context):
-        return (context.active_object is not None) and (context.mode == "EDIT_MESH")
-    
-    def execute(self, context):
-        bm = bmesh.from_edit_mesh(context.active_object.data)
-        
-        # Get a list of selected vertices
-        selected_verts = [v.index for v in bm.verts if v.select]
-        
-        # Accumulate a list of faces that the selected verts belong to,
-        # and a count for each face of how many selected verts belong to
-        # them.
-        face_counts = {}
-        for i in selected_verts:
-            for f in bm.verts[i].link_faces:
-                if f.index in face_counts:
-                    face_counts[f.index] += 1
-                else:
-                    face_counts[f.index] = 1
-        
-        # Check if any face has all sel

@@ Diff output truncated at 10240 characters. @@



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