LNXSDK/leenkx/blender/lnx/props_traits.py

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2025-01-22 16:18:30 +01:00
import json
import os
import shutil
import subprocess
from typing import Union
import webbrowser
from bpy.types import Menu, NodeTree
from bpy.props import *
import bpy.utils.previews
import lnx.make as make
from lnx.props_traits_props import *
import lnx.ui_icons as ui_icons
import lnx.utils
import lnx.write_data as write_data
if lnx.is_reload(__name__):
lnx.make = lnx.reload_module(lnx.make)
lnx.props_traits_props = lnx.reload_module(lnx.props_traits_props)
from lnx.props_traits_props import *
ui_icons = lnx.reload_module(ui_icons)
lnx.utils = lnx.reload_module(lnx.utils)
lnx.write_data = lnx.reload_module(lnx.write_data)
else:
lnx.enable_reload(__name__)
ICON_HAXE = ui_icons.get_id('haxe')
ICON_NODES = 'NODETREE'
ICON_CANVAS = 'NODE_COMPOSITING'
ICON_BUNDLED = ui_icons.get_id('bundle')
ICON_WASM = ui_icons.get_id('wasm')
# Pay attention to the ID number parameter for backward compatibility!
# This is important if the enum is reordered or the string identifier
# is changed as the number is what's stored in the blend file
PROP_TYPES_ENUM = [
('Haxe Script', 'Haxe', 'Haxe script', ICON_HAXE, 0),
('Logic Nodes', 'Nodes', 'Logic nodes (visual scripting)', ICON_NODES, 4),
('UI Canvas', 'UI', 'User interface', ICON_CANVAS, 2),
('Bundled Script', 'Bundled', 'Premade script with common functionality', ICON_BUNDLED, 3),
('WebAssembly', 'Wasm', 'WebAssembly', ICON_WASM, 1)
]
def trigger_recompile(self, context):
wrd = bpy.data.worlds['Lnx']
wrd.lnx_recompile = True
def update_trait_group(self, context):
o = context.object if self.is_object else context.scene
if o == None:
return
i = o.lnx_traitlist_index
if i >= 0 and i < len(o.lnx_traitlist):
t = o.lnx_traitlist[i]
if t.type_prop == 'Haxe Script' or t.type_prop == 'Bundled Script':
t.name = t.class_name_prop
elif t.type_prop == 'WebAssembly':
t.name = t.webassembly_prop
elif t.type_prop == 'UI Canvas':
t.name = t.canvas_name_prop
elif t.type_prop == 'Logic Nodes':
if t.node_tree_prop != None:
t.name = t.node_tree_prop.name
# Fetch props
if t.type_prop == 'Bundled Script' and t.name != '':
file_path = lnx.utils.get_sdk_path() + '/leenkx/Sources/leenkx/trait/' + t.name + '.hx'
if os.path.exists(file_path):
lnx.utils.fetch_script_props(file_path)
lnx.utils.fetch_prop(o)
# Show trait users as collections
if self.is_object:
for col in bpy.data.collections:
if col.name.startswith('Trait|') and o.name in col.objects:
col.objects.unlink(o)
for t in o.lnx_traitlist:
if 'Trait|' + t.name not in bpy.data.collections:
col = bpy.data.collections.new('Trait|' + t.name)
else:
col = bpy.data.collections['Trait|' + t.name]
try:
col.objects.link(o)
except RuntimeError:
# Object is already in that collection. This can
# happen when multiple same traits are copied with
# bpy.ops.lnx.copy_traits_to_active
pass
class LnxTraitListItem(bpy.types.PropertyGroup):
def poll_node_trees(self, tree: NodeTree):
"""Ensure that only logic node trees show up as node traits"""
return tree.bl_idname == 'LnxLogicTreeType'
name: StringProperty(name="Name", description="The name of the trait", default="", override={"LIBRARY_OVERRIDABLE"})
enabled_prop: BoolProperty(name="", description="Whether this trait is enabled", default=True, update=trigger_recompile, override={"LIBRARY_OVERRIDABLE"})
is_object: BoolProperty(name="", default=True)
fake_user: BoolProperty(name="Fake User", description="Export this trait even if it is deactivated", default=False, override={"LIBRARY_OVERRIDABLE"})
type_prop: EnumProperty(name="Type", items=PROP_TYPES_ENUM)
class_name_prop: StringProperty(name="Class", description="A name for this item", default="", update=update_trait_group, override={"LIBRARY_OVERRIDABLE"})
canvas_name_prop: StringProperty(name="Canvas", description="A name for this item", default="", update=update_trait_group, override={"LIBRARY_OVERRIDABLE"})
webassembly_prop: StringProperty(name="Module", description="A name for this item", default="", update=update_trait_group, override={"LIBRARY_OVERRIDABLE"})
node_tree_prop: PointerProperty(type=NodeTree, update=update_trait_group, override={"LIBRARY_OVERRIDABLE"}, poll=poll_node_trees)
lnx_traitpropslist: CollectionProperty(type=LnxTraitPropListItem)
lnx_traitpropslist_index: IntProperty(name="Index for my_list", default=0, options={"LIBRARY_EDITABLE"}, override={"LIBRARY_OVERRIDABLE"})
lnx_traitpropswarnings: CollectionProperty(type=LnxTraitPropWarning)
class LNX_UL_TraitList(bpy.types.UIList):
"""List of traits."""
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.use_property_split = False
custom_icon = "NONE"
custom_icon_value = 0
if item.type_prop == "Haxe Script":
custom_icon_value = ICON_HAXE
elif item.type_prop == "WebAssembly":
custom_icon_value = ICON_WASM
elif item.type_prop == "UI Canvas":
custom_icon = "NODE_COMPOSITING"
elif item.type_prop == "Bundled Script":
custom_icon_value = ICON_BUNDLED
elif item.type_prop == "Logic Nodes":
custom_icon = 'NODETREE'
if self.layout_type in {'DEFAULT', 'COMPACT'}:
row = layout.row()
row.separator(factor=0.1)
row.prop(item, "enabled_prop")
# Display " " for props without a name to right-align the
# fake_user button
row.label(text=item.name if item.name != "" else " ", icon=custom_icon, icon_value=custom_icon_value)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon=custom_icon, icon_value=custom_icon_value)
row = layout.row(align=True)
row.prop(item, "fake_user", text="", icon="FAKE_USER_ON" if item.fake_user else "FAKE_USER_OFF")
class LnxTraitListNewItem(bpy.types.Operator):
bl_idname = "lnx_traitlist.new_item"
bl_label = "Add Trait"
bl_description = "Add a new trait item to the list"
is_object: BoolProperty(name="Is Object Trait", description="Whether this trait belongs to an object or a scene", default=False)
type_prop: EnumProperty(name="Type", items=PROP_TYPES_ENUM)
# Show more options when invoked from the operator search menu
invoked_by_search: BoolProperty(name="", default=True)
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self, width=400)
def draw(self, context):
layout = self.layout
if self.invoked_by_search:
row = layout.row()
row.prop(self, "is_object")
row = layout.row()
row.scale_y = 1.3
row.prop(self, "type_prop", expand=True)
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
trait = obj.lnx_traitlist.add()
trait.is_object = self.is_object
trait.type_prop = self.type_prop
obj.lnx_traitlist_index = len(obj.lnx_traitlist) - 1
trigger_recompile(None, None)
return{'FINISHED'}
class LnxTraitListDeleteItem(bpy.types.Operator):
"""Delete the selected item from the list"""
bl_idname = "lnx_traitlist.delete_item"
bl_label = "Remove Trait"
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="", description="A name for this item", default=False)
@classmethod
def poll(self, context):
""" Enable if there's something in the list """
obj = bpy.context.object
if obj is None:
return False
return len(obj.lnx_traitlist) > 0
def execute(self, context):
obj = bpy.context.object
lst = obj.lnx_traitlist
index = obj.lnx_traitlist_index
if len(lst) <= index:
return {'FINISHED'}
try:
lst.remove(index)
except TypeError as e:
if obj.override_library is not None:
return {'CANCELLED'}
else:
raise e
update_trait_group(self, context)
if index > 0:
index = index - 1
obj.lnx_traitlist_index = index
return {'FINISHED'}
class LnxTraitListDeleteItemScene(bpy.types.Operator):
"""Delete the selected item from the list"""
bl_idname = "lnx_traitlist.delete_item_scene"
bl_label = "Deletes an item"
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="", description="A name for this item", default=False)
@classmethod
def poll(self, context):
""" Enable if there's something in the list """
obj = bpy.context.scene
if obj == None:
return False
return len(obj.lnx_traitlist) > 0
def execute(self, context):
obj = bpy.context.scene
lst = obj.lnx_traitlist
index = obj.lnx_traitlist_index
if len(lst) <= index:
return{'FINISHED'}
lst.remove(index)
if index > 0:
index = index - 1
obj.lnx_traitlist_index = index
return{'FINISHED'}
class LnxTraitListMoveItem(bpy.types.Operator):
"""Move an item in the list"""
bl_idname = "lnx_traitlist.move_item"
bl_label = "Move an item in the list"
bl_options = {'INTERNAL'}
direction: EnumProperty(
items=(
('UP', 'Up', ""),
('DOWN', 'Down', ""),))
is_object: BoolProperty(name="", description="A name for this item", default=False)
def move_index(self):
# Move index of an item render queue while clamping it
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
index = obj.lnx_traitlist_index
list_length = len(obj.lnx_traitlist) - 1
new_index = 0
if self.direction == 'UP':
new_index = index - 1
elif self.direction == 'DOWN':
new_index = index + 1
new_index = max(0, min(new_index, list_length))
obj.lnx_traitlist.move(index, new_index)
obj.lnx_traitlist_index = new_index
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
list = obj.lnx_traitlist
index = obj.lnx_traitlist_index
if self.direction == 'DOWN':
neighbor = index + 1
self.move_index()
elif self.direction == 'UP':
neighbor = index - 1
self.move_index()
else:
return{'CANCELLED'}
return{'FINISHED'}
class LnxEditScriptButton(bpy.types.Operator):
bl_idname = 'lnx.edit_script'
bl_label = 'Edit Script'
bl_description = 'Edit script in the text editor'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="", description="A name for this item", default=False)
def execute(self, context):
lnx.utils.check_default_props()
if not os.path.exists(os.path.join(lnx.utils.get_fp(), "khafile.js")):
print('Generating Krom project for IDE build configuration')
make.build('krom')
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
pkg = lnx.utils.safestr(bpy.data.worlds['Lnx'].lnx_project_package)
# Replace the haxe package syntax with the os-dependent path syntax for opening
hx_path = os.path.join(lnx.utils.get_fp(), 'Sources', pkg, item.class_name_prop.replace('.', os.sep) + '.hx')
lnx.utils.open_editor(hx_path)
return{'FINISHED'}
class LnxEditBundledScriptButton(bpy.types.Operator):
bl_idname = 'lnx.edit_bundled_script'
bl_label = 'Edit Script'
bl_description = 'Copy script to project and edit in the text editor'
bl_options = {'INTERNAL'}
is_object: BoolProperty(default=False)
def execute(self, context):
if not lnx.utils.check_saved(self):
return {'CANCELLED'}
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
sdk_path = lnx.utils.get_sdk_path()
project_path = lnx.utils.get_fp()
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
pkg = lnx.utils.safestr(bpy.data.worlds['Lnx'].lnx_project_package)
source_hx_path = os.path.join(sdk_path, 'leenkx', 'Sources', 'leenkx', 'trait', item.class_name_prop + '.hx')
target_dir = os.path.join(project_path, 'Sources', pkg)
target_hx_path = os.path.join(target_dir, item.class_name_prop + '.hx')
if not os.path.isfile(target_hx_path):
if not os.path.exists(target_dir):
os.makedirs(target_dir)
# Rewrite package and copy
with open(source_hx_path, encoding="utf-8") as sf:
sf.readline()
with open(target_hx_path, 'w', encoding="utf-8") as tf:
tf.write('package ' + pkg + ';\n')
shutil.copyfileobj(sf, tf)
lnx.utils.fetch_script_names()
# From bundled to script
item.type_prop = 'Haxe Script'
# Open the trait in the code editor
bpy.ops.lnx.edit_script('EXEC_DEFAULT', is_object=self.is_object)
return{'FINISHED'}
class LnxEditWasmScriptButton(bpy.types.Operator):
bl_idname = 'lnx.edit_wasm_script'
bl_label = 'Edit Script'
bl_description = 'Copy script to project and edit in the text editor'
bl_options = {'INTERNAL'}
is_object: BoolProperty(default=False)
def execute(self, context):
if not lnx.utils.check_saved(self):
return {'CANCELLED'}
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
wasm_path = os.path.join(lnx.utils.get_fp(), 'Bundled', item.webassembly_prop + '.wasm')
lnx.utils.open_editor(wasm_path)
return{'FINISHED'}
class LeenkxGenerateNavmeshButton(bpy.types.Operator):
"""Generate navmesh from selected meshes"""
bl_idname = 'lnx.generate_navmesh'
bl_label = 'Generate Navmesh'
def execute(self, context):
obj = context.active_object
if obj.type != 'MESH':
return{'CANCELLED'}
if not lnx.utils.check_saved(self):
return {"CANCELLED"}
if not lnx.utils.check_sdkpath(self):
return {"CANCELLED"}
print("Started visualization generation")
# Append objects to be included in NavMesh
export_objects = []
# Append Object with trait
export_objects.append(obj)
# Get NavMesh trait
for trait in obj.lnx_traitlist:
if trait.lnx_traitpropslist and trait.class_name_prop == 'NavMesh':
# Check if child objects should be included in NavMesh
prop = trait.lnx_traitpropslist['combineImmidiateChildren']
if(prop.get_value()):
# If yes, check if child is a mesh
for child_obj in obj.children:
if obj.type == 'MESH':
# Append child
export_objects.append(child_obj)
# get dependency graph
depsgraph = bpy.context.evaluated_depsgraph_get()
# Get build directory
nav_full_path = lnx.utils.get_fp_build() + '/compiled/Assets/navigation'
if not os.path.exists(nav_full_path):
os.makedirs(nav_full_path)
# Get export OBJ name and path
nav_mesh_name = 'nav_' + obj.data.name
mesh_path = nav_full_path + '/' + nav_mesh_name + '.obj'
# Max index of objects (vertices) traversed
max_overall_index = 0
# Open to OBJ file
with open(mesh_path, 'w') as f:
for export_obj in export_objects:
# If armature, apply armature modifier
armature = export_obj.find_armature()
apply_modifiers = not armature
obj_eval = export_obj.evaluated_get(depsgraph) if apply_modifiers else export_obj
# Get mesh data
export_mesh = obj_eval.to_mesh()
# Get world transform
world_matrix = obj_eval.matrix_world
# Iterate over the triangles and get vertices and indices
triangles = export_mesh.loop_triangles
traversed_indices = []
# For each triangle in the object
for triangle in triangles:
# For each index in triangle
for loop_index in triangle.loops:
# Get vertex index
vertex_index = export_mesh.loops[loop_index].vertex_index
# Skip if vertex already appended
if (vertex_index not in traversed_indices):
# If not, append vertex
traversed_indices.append(vertex_index)
vertex = export_mesh.vertices[vertex_index].co
# Apply world transform
tv = world_matrix @ vertex
# Write to OBJ
f.write("v %.4f " % (tv[0]))
f.write("%.4f " % (tv[2]))
f.write("%.4f\n" % (tv[1])) # Flipped
# Max index of this object
max_index = 0
# For each triangle in the object
for triangle in triangles:
# Write index to OBJ
f.write("f")
for loop_index in triangle.loops:
# index of this object should be > index of previous objects
curr_index = max_overall_index + loop_index + 1
f.write(" %d" % (curr_index))
if(curr_index > max_overall_index):
max_index = curr_index
f.write("\n")
# Store max overall index
max_overall_index = max_index
# Get buildnavjs
buildnavjs_path = lnx.utils.get_sdk_path() + '/lib/haxerecast/buildnavjs'
# append config values
nav_config = {}
for trait in obj.lnx_traitlist:
# check if trait is navmesh here
if trait.lnx_traitpropslist and trait.class_name_prop == 'NavMesh':
for prop in trait.lnx_traitpropslist: # Append props
name = prop.name
value = prop.get_value()
nav_config[name] = value
nav_config_json = json.dumps(nav_config)
args = [lnx.utils.get_node_path(), buildnavjs_path, nav_mesh_name, nav_config_json]
proc = subprocess.Popen(args, cwd=nav_full_path)
proc.wait()
navmesh = bpy.ops.import_scene.obj(filepath=mesh_path)
navmesh = bpy.context.selected_objects[0]
# NavMesh preview settings, cleanup
navmesh.name = nav_mesh_name
navmesh.rotation_euler = (0, 0, 0)
navmesh.location = (0, 0, 0)
navmesh.lnx_export = False
bpy.context.view_layer.objects.active = navmesh
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles()
bpy.ops.object.editmode_toggle()
obj_eval.to_mesh_clear()
print("Finished visualization generation")
return{'FINISHED'}
class LnxEditCanvasButton(bpy.types.Operator):
bl_idname = 'lnx.edit_canvas'
bl_label = 'Edit Canvas'
bl_description = 'Edit UI Canvas'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="", description="A name for this item", default=False)
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
project_path = lnx.utils.get_fp()
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
canvas_path = project_path + '/Bundled/canvas/' + item.canvas_name_prop + '.json'
sdk_path = lnx.utils.get_sdk_path()
ext = 'd3d11' if lnx.utils.get_os() == 'win' else 'opengl'
leenkx2d_path = sdk_path + '/lib/leenkx_tools/leenkx2d/' + ext
krom_location, krom_path = lnx.utils.krom_paths()
os.chdir(krom_location)
cpath = canvas_path.replace('\\', '/')
uiscale = str(lnx.utils.get_ui_scale())
cmd = [krom_path, leenkx2d_path, leenkx2d_path, cpath, uiscale]
if lnx.utils.get_os() == 'win':
cmd.append('--consolepid')
cmd.append(str(os.getpid()))
subprocess.Popen(cmd)
return{'FINISHED'}
class LnxNewScriptDialog(bpy.types.Operator):
bl_idname = "lnx.new_script"
bl_label = "New Script"
bl_description = 'Create a blank script'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object trait", description="Is this an object trait?", default=False)
class_name: StringProperty(name="Name", description="The class name")
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
self.class_name = self.class_name.replace(' ', '')
write_data.write_traithx(self.class_name)
lnx.utils.fetch_script_names()
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
item.class_name_prop = self.class_name
return {'FINISHED'}
def invoke(self, context, event):
if not lnx.utils.check_saved(self):
return {'CANCELLED'}
self.class_name = 'MyTrait'
return context.window_manager.invoke_props_dialog(self)
def draw(self, context):
self.layout.prop(self, "class_name")
class LnxNewTreeNodeDialog(bpy.types.Operator):
bl_idname = "lnx.new_treenode"
bl_label = "New Node Tree"
bl_description = 'Create a blank Node Tree'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object Node Tree", description="Is this an object Node Tree?", default=False)
class_name: StringProperty(name="Name", description="The Node Tree name")
def execute(self, context):
if self.is_object:
obj = context.object
else:
obj = context.scene
self.class_name = self.class_name.replace(' ', '')
# Create new node tree
node_tree = bpy.data.node_groups.new(self.class_name, 'LnxLogicTreeType')
# Set new node tree
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
if item.node_tree_prop is None:
item.node_tree_prop = node_tree
return {'FINISHED'}
def invoke(self, context, event):
if not lnx.utils.check_saved(self):
return {'CANCELLED'}
self.class_name = 'MyNodeTree'
return context.window_manager.invoke_props_dialog(self)
def draw(self, context):
self.layout.prop(self, "class_name")
class LnxEditTreeNodeDialog(bpy.types.Operator):
bl_idname = "lnx.edit_treenode"
bl_label = "Edit Node Tree"
bl_description = 'Edit this Node Tree in the Logic Node Editor'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object Node Tree", description="Is this an object Node Tree?", default=False)
def execute(self, context):
if self.is_object:
obj = context.object
else:
obj = context.scene
# Check len node tree list
if len(obj.lnx_traitlist) > 0:
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
# Loop for all spaces
context_screen = context.screen
if item is not None and context_screen is not None:
areas = context_screen.areas
for area in areas:
for space in area.spaces:
if space.type == 'NODE_EDITOR':
if space.tree_type == 'LnxLogicTreeType':
# Set Node Tree
space.node_tree = item.node_tree_prop
return {'FINISHED'}
class LnxGetTreeNodeDialog(bpy.types.Operator):
bl_idname = "lnx.get_treenode"
bl_label = "From Node Editor"
bl_description = 'Use the Node Tree from the opened Node Tree Editor for this trait'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object Node Tree", description="Is this an object Node Tree?", default=False)
def execute(self, context):
if self.is_object:
obj = context.object
else:
obj = context.scene
# Check len node tree list
if len(obj.lnx_traitlist) > 0:
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
# Loop for all spaces
context_screen = context.screen
if item is not None and context_screen is not None:
areas = context_screen.areas
for area in areas:
for space in area.spaces:
if space.type == 'NODE_EDITOR':
if space.tree_type == 'LnxLogicTreeType' and space.node_tree is not None:
# Set Node Tree in Item
item.node_tree_prop = space.node_tree
return {'FINISHED'}
class LnxNewCanvasDialog(bpy.types.Operator):
bl_idname = "lnx.new_canvas"
bl_label = "New Canvas"
bl_description = 'Create a blank canvas'
bl_options = {'INTERNAL'}
is_object: BoolProperty(name="Object trait", description="Is this an object trait?", default=False)
canvas_name: StringProperty(name="Name", description="The canvas name")
def execute(self, context):
if self.is_object:
obj = bpy.context.object
else:
obj = bpy.context.scene
self.canvas_name = self.canvas_name.replace(' ', '')
write_data.write_canvasjson(self.canvas_name)
lnx.utils.fetch_script_names()
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
item.canvas_name_prop = self.canvas_name
return {'FINISHED'}
def invoke(self, context, event):
if not lnx.utils.check_saved(self):
return {'CANCELLED'}
self.canvas_name = 'MyCanvas'
return context.window_manager.invoke_props_dialog(self)
def draw(self, context):
self.layout.prop(self, "canvas_name")
class LnxNewWasmButton(bpy.types.Operator):
"""Create new WebAssembly module"""
bl_idname = 'lnx.new_wasm'
bl_label = 'New Module'
def execute(self, context):
webbrowser.open('https://esmbly.github.io/WebAssemblyStudio/')
return {'FINISHED'}
class LnxRefreshScriptsButton(bpy.types.Operator):
"""Fetch all script names and trait properties."""
bl_idname = 'lnx.refresh_scripts'
bl_label = 'Refresh Traits'
poll_msg = (
"Cannot refresh scripts for overrides at the moment due to"
" Blender limitations. Please use the 'Refresh' operator in"
" the linked file."
)
def execute(self, context):
lnx.utils.fetch_bundled_script_names()
lnx.utils.fetch_bundled_trait_props()
lnx.utils.fetch_script_names()
lnx.utils.fetch_trait_props()
lnx.utils.fetch_wasm_names()
return{'FINISHED'}
class LnxRefreshObjectScriptsButton(bpy.types.Operator):
"""Fetch all script names and trait properties."""
bl_idname = 'lnx.refresh_object_scripts'
bl_label = 'Refresh Traits'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
cls.poll_message_set(LnxRefreshScriptsButton.poll_msg)
# Technically we could keep the operator enabled here since
# fetch_trait_props() checks for overrides and the operator does
# not depend on the current object, but this way the user
# can recognize why refreshing doesn't work.
return context.object.override_library is None
def execute(self, context):
return LnxRefreshScriptsButton.execute(self, context)
class LnxRefreshCanvasListButton(bpy.types.Operator):
"""Fetch all canvas names"""
bl_idname = 'lnx.refresh_canvas_list'
bl_label = 'Refresh Canvas Traits'
def execute(self, context):
lnx.utils.fetch_script_names()
return{'FINISHED'}
class LNX_PT_TraitPanel(bpy.types.Panel):
bl_label = "Leenkx Traits"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
def draw(self, context):
obj = bpy.context.object
draw_traits_panel(self.layout, obj, is_object=True)
class LNX_PT_SceneTraitPanel(bpy.types.Panel):
bl_label = "Leenkx Scene Traits"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
obj = bpy.context.scene
draw_traits_panel(self.layout, obj, is_object=False)
class LNX_OT_RemoveTraitsFromActiveObjects(bpy.types.Operator):
bl_label = 'Remove Traits From Selected Objects'
bl_idname = 'lnx.remove_traits_from_active_objects'
bl_description = 'Removes all traits from all selected objects'
@classmethod
def poll(cls, context):
return context.mode != 'SCENE' and len(context.selected_objects) > 0
def execute(self, context):
for obj in bpy.context.selected_objects:
obj.lnx_traitlist.clear()
obj.lnx_traitlist_index = 0
return {"FINISHED"}
class LNX_OT_CopyTraitsFromActive(bpy.types.Operator):
bl_label = 'Copy Traits from Active Object'
bl_idname = 'lnx.copy_traits_to_active'
bl_description = 'Copies the traits of the active object to all other selected objects'
overwrite: BoolProperty(name="Overwrite", default=True)
@classmethod
def poll(cls, context):
return context.active_object is not None and len(context.selected_objects) > 1
def draw_message_box(self, context):
layout = self.layout
layout = layout.column(align=True)
layout.alignment = 'EXPAND'
layout.label(text='Warning: At least one target object already has', icon='ERROR')
layout.label(text='traits assigned to it!', icon='BLANK1')
layout.separator()
layout.label(text='Do you want to overwrite the already existing traits', icon='BLANK1')
layout.label(text='or append to them?', icon='BLANK1')
layout.separator()
row = layout.row(align=True)
row.active_default = True
row.operator('lnx.copy_traits_to_active', text='Overwrite').overwrite = True
row.active_default = False
row.operator('lnx.copy_traits_to_active', text='Append').overwrite = False
row.operator('lnx.discard_popup', text='Cancel')
def execute(self, context):
source_obj = bpy.context.active_object
for target_obj in bpy.context.selected_objects:
if source_obj == target_obj:
continue
# Offset for trait iteration when appending traits
offset = 0
if not self.overwrite:
offset = len(target_obj.lnx_traitlist)
lnx.utils.merge_into_collection(
source_obj.lnx_traitlist, target_obj.lnx_traitlist, clear_dst=self.overwrite)
for i in range(len(source_obj.lnx_traitlist)):
lnx.utils.merge_into_collection(
source_obj.lnx_traitlist[i].lnx_traitpropslist,
target_obj.lnx_traitlist[i + offset].lnx_traitpropslist
)
return {"FINISHED"}
def invoke(self, context, event):
show_dialog = False
# Test if there is a target object which has traits that would
# get overwritten
source_obj = bpy.context.active_object
for target_object in bpy.context.selected_objects:
if source_obj == target_object:
continue
else:
if target_object.lnx_traitlist:
show_dialog = True
if show_dialog:
context.window_manager.popover(self.__class__.draw_message_box, ui_units_x=16)
else:
bpy.ops.lnx.copy_traits_to_active()
return {'INTERFACE'}
class LNX_MT_context_menu(Menu):
bl_label = "Trait Specials"
def draw(self, _context):
layout = self.layout
layout.operator("lnx.copy_traits_to_active", icon='PASTEDOWN')
layout.operator("lnx.remove_traits_from_active_objects", icon='REMOVE')
layout.operator("lnx.print_traits", icon='CONSOLE')
def draw_traits_panel(layout: bpy.types.UILayout, obj: Union[bpy.types.Object, bpy.types.Scene], is_object: bool) -> None:
layout.use_property_split = True
layout.use_property_decorate = False
# Make the list bigger when there are a few traits
num_rows = 2
if len(obj.lnx_traitlist) > 1:
num_rows = 4
row = layout.row()
row.template_list("LNX_UL_TraitList", "The_List", obj, "lnx_traitlist", obj, "lnx_traitlist_index", rows=num_rows)
col = row.column(align=True)
op = col.operator("lnx_traitlist.new_item", icon='ADD', text="")
op.invoked_by_search = False
op.is_object = is_object
if is_object:
op = col.operator("lnx_traitlist.delete_item", icon='REMOVE', text="")
else:
op = col.operator("lnx_traitlist.delete_item_scene", icon='REMOVE', text="")
op.is_object = is_object
col.separator()
col.menu("LNX_MT_context_menu", icon='DOWNARROW_HLT', text="")
if len(obj.lnx_traitlist) > 1:
col.separator()
op = col.operator("lnx_traitlist.move_item", icon='TRIA_UP', text="")
op.direction = 'UP'
op.is_object = is_object
op = col.operator("lnx_traitlist.move_item", icon='TRIA_DOWN', text="")
op.direction = 'DOWN'
op.is_object = is_object
# Draw trait specific content
if obj.lnx_traitlist_index >= 0 and len(obj.lnx_traitlist) > 0:
item = obj.lnx_traitlist[obj.lnx_traitlist_index]
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.scale_y = 1.2
if item.type_prop == 'Haxe Script' or item.type_prop == 'Bundled Script':
if item.type_prop == 'Haxe Script':
row.operator("lnx.new_script", icon="FILE_NEW").is_object = is_object
column = row.column(align=True)
column.enabled = item.class_name_prop != ''
column.operator("lnx.edit_script", icon_value=ICON_HAXE).is_object = is_object
# Bundled scripts
else:
if item.class_name_prop == 'NavMesh':
row.operator("lnx.generate_navmesh", icon="UV_VERTEXSEL")
else:
row.enabled = item.class_name_prop != ''
row.operator("lnx.edit_bundled_script", icon_value=ICON_HAXE).is_object = is_object
refresh_op = "lnx.refresh_object_scripts" if is_object else "lnx.refresh_scripts"
row.operator(refresh_op, text="Refresh", icon="FILE_REFRESH")
# Default props
row = layout.row()
if item.type_prop == 'Haxe Script':
row.prop_search(item, "class_name_prop", bpy.data.worlds['Lnx'], "lnx_scripts_list", text="Class")
else:
row.prop_search(item, "class_name_prop", bpy.data.worlds['Lnx'], "lnx_bundled_scripts_list", text="Class")
elif item.type_prop == 'WebAssembly':
row.operator("lnx.new_wasm", icon="FILE_NEW")
column = row.column(align=True)
column.enabled = item.webassembly_prop != ''
column.operator("lnx.edit_wasm_script", icon_value=ICON_WASM).is_object = is_object
refresh_op = "lnx.refresh_object_scripts" if is_object else "lnx.refresh_scripts"
row.operator(refresh_op, text="Refresh", icon="FILE_REFRESH")
row = layout.row()
row.prop_search(item, "webassembly_prop", bpy.data.worlds['Lnx'], "lnx_wasm_list", text="Module")
elif item.type_prop == 'UI Canvas':
row.operator("lnx.new_canvas", icon="FILE_NEW").is_object = is_object
column = row.column(align=True)
column.enabled = item.canvas_name_prop != ''
column.operator("lnx.edit_canvas", icon="NODE_COMPOSITING").is_object = is_object
refresh_op = "lnx.refresh_object_scripts" if is_object else "lnx.refresh_scripts"
row.operator(refresh_op, text="Refresh", icon="FILE_REFRESH")
row = layout.row()
row.prop_search(item, "canvas_name_prop", bpy.data.worlds['Lnx'], "lnx_canvas_list", text="Canvas")
elif item.type_prop == 'Logic Nodes':
# Check if there is at least one active Logic Node Editor
is_editor_active = False
if bpy.context.screen is not None:
areas = bpy.context.screen.areas
for area in areas:
for space in area.spaces:
if space.type == 'NODE_EDITOR':
if space.tree_type == 'LnxLogicTreeType' and space.node_tree is not None:
is_editor_active = True
break
if is_editor_active:
break
row.operator("lnx.new_treenode", text="New Tree", icon="ADD").is_object = is_object
column = row.column(align=True)
column.enabled = is_editor_active and item.node_tree_prop is not None
column.operator("lnx.edit_treenode", text="Edit Tree", icon="NODETREE").is_object = is_object
column = row.column(align=True)
column.enabled = is_editor_active and item is not None
column.operator("lnx.get_treenode", text="From Editor", icon="IMPORT").is_object = is_object
row = layout.row()
row.prop_search(item, "node_tree_prop", bpy.data, "node_groups", text="Tree")
# =====================
# Draw trait properties
if (item.type_prop == 'Haxe Script' or item.type_prop == 'Bundled Script') and item.class_name_prop != '':
if item.lnx_traitpropslist:
layout.label(text="Trait Properties:")
if item.lnx_traitpropswarnings:
box = layout.box()
box.label(text=f"Warnings ({len(item.lnx_traitpropswarnings)}):", icon="ERROR")
col = box.column(align=True)
for warning in item.lnx_traitpropswarnings:
col.label(text=f'"{warning.propName}": {warning.warning}')
propsrows = max(len(item.lnx_traitpropslist), 6)
row = layout.row()
row.template_list("LNX_UL_PropList", "The_List", item, "lnx_traitpropslist", item, "lnx_traitpropslist_index", rows=propsrows)
__REG_CLASSES = (
LnxTraitListItem,
LNX_UL_TraitList,
LnxTraitListNewItem,
LnxTraitListDeleteItem,
LnxTraitListDeleteItemScene,
LnxTraitListMoveItem,
LnxEditScriptButton,
LnxEditBundledScriptButton,
LnxEditWasmScriptButton,
LeenkxGenerateNavmeshButton,
LnxEditCanvasButton,
LnxNewScriptDialog,
LnxNewTreeNodeDialog,
LnxEditTreeNodeDialog,
LnxGetTreeNodeDialog,
LnxNewCanvasDialog,
LnxNewWasmButton,
LnxRefreshScriptsButton,
LnxRefreshObjectScriptsButton,
LnxRefreshCanvasListButton,
LNX_PT_TraitPanel,
LNX_PT_SceneTraitPanel,
LNX_OT_CopyTraitsFromActive,
LNX_MT_context_menu,
LNX_OT_RemoveTraitsFromActiveObjects
)
__reg_classes, unregister = bpy.utils.register_classes_factory(__REG_CLASSES)
def register():
__reg_classes()
bpy.types.Object.lnx_traitlist = CollectionProperty(type=LnxTraitListItem, override={"LIBRARY_OVERRIDABLE", "USE_INSERTION"})
bpy.types.Object.lnx_traitlist_index = IntProperty(name="Index for lnx_traitlist", default=0, options={"LIBRARY_EDITABLE"}, override={"LIBRARY_OVERRIDABLE"})
bpy.types.Scene.lnx_traitlist = CollectionProperty(type=LnxTraitListItem, override={"LIBRARY_OVERRIDABLE", "USE_INSERTION"})
bpy.types.Scene.lnx_traitlist_index = IntProperty(name="Index for lnx_traitlist", default=0, options={"LIBRARY_EDITABLE"}, override={"LIBRARY_OVERRIDABLE"})