[Bf-extensions-cvs] [13892426] master: ui_layer_manager moved to contrib: T63750
meta-androcto
noreply at git.blender.org
Fri May 24 01:55:39 CEST 2019
Commit: 138924263fe38f594f8bbd2366e0cf796beccbb9
Author: meta-androcto
Date: Fri May 24 09:55:15 2019 +1000
Branches: master
https://developer.blender.org/rBAC138924263fe38f594f8bbd2366e0cf796beccbb9
ui_layer_manager moved to contrib: T63750
===================================================================
A ui_layer_manager.py
===================================================================
diff --git a/ui_layer_manager.py b/ui_layer_manager.py
new file mode 100644
index 00000000..918ca5af
--- /dev/null
+++ b/ui_layer_manager.py
@@ -0,0 +1,674 @@
+# ##### 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, Bastien Montagne",
+ "version": (1, 5, 5),
+ "blender": (2, 79, 0),
+ "location": "Toolshelf > Layers Tab",
+ "warning": "",
+ "description": "Display and Edit Layer Name",
+ "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
+ "Scripts/3D_interaction/layer_manager",
+ "category": "3D View",
+}
+
+import bpy
+from bpy.types import (
+ Operator,
+ Panel,
+ UIList,
+ PropertyGroup,
+ AddonPreferences,
+ )
+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'}
+
+NUM_LAYERS = 20
+
+FAKE_LAYER_GROUP = [True] * NUM_LAYERS
+
+
+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(NUM_LAYERS):
+ layer = namedlayers.layers.add()
+ layer.name = "Layer%.2d" % (i + 1) # Blender use layer nums starting from 1, not 0.
+ 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] * NUM_LAYERS), size=NUM_LAYERS, subtype='LAYER')
+
+
+class SCENE_OT_namedlayer_group_add(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] * NUM_LAYERS), size=NUM_LAYERS)
+
+ @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(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(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] * NUM_LAYERS
+ 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(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_get():
+ # 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] * NUM_LAYERS
+ 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(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.display_type = display
+ scene.layergroups[group_idx].use_wire = use_wire
+ else:
+ if obj.layers[layer_idx]:
+ obj.display_type = display
+ scene.namedlayers.layers[layer_idx].use_wire = use_wire
+
+ return {'FINISHED'}
+
+
+class SCENE_OT_namedlayer_lock_all(Operator):
+ """Lock all objects on this layer"""
+ bl_idname = "scene.namedlayer_lock_all"
+ 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.spac
@@ Diff output truncated at 10240 characters. @@
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