mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-23 08:04:10 +00:00
feat(auto_export): major ui restructuring
* operator ui is not a file browser anymore * restructured/recreated ui to work inside a props_dialog * added ui_only toggles to control the "pseudo panels" (as panels are not supported in props dialogs) * regrouped a few toggle in a more logical manner * change sub type of a few properties to be directories * some related cleanups
This commit is contained in:
parent
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commit
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@ -28,7 +28,7 @@ from .auto_export.preferences import (AutoExportGltfAddonPreferences)
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from .auto_export.internals import (SceneLink,
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SceneLinks,
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CollectionToExport,
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CollectionsToExport,
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BlueprintsToExport,
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CUSTOM_PG_sceneName
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)
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from .ui.main import (GLTF_PT_auto_export_change_detection, GLTF_PT_auto_export_changes_list, GLTF_PT_auto_export_main,
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@ -36,7 +36,7 @@ from .ui.main import (GLTF_PT_auto_export_change_detection, GLTF_PT_auto_export_
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GLTF_PT_auto_export_general,
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GLTF_PT_auto_export_scenes,
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GLTF_PT_auto_export_blueprints,
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GLTF_PT_auto_export_collections_list,
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GLTF_PT_auto_export_blueprints_list,
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SCENE_UL_GLTF_auto_export,
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GLTF_PT_auto_export_SidePanel
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@ -108,7 +108,7 @@ classes = [
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#AutoExportGltfAddonPreferences,
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CollectionToExport,
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CollectionsToExport,
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BlueprintsToExport,
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GLTF_PT_auto_export_main,
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GLTF_PT_auto_export_root,
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@ -117,7 +117,7 @@ classes = [
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GLTF_PT_auto_export_scenes,
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GLTF_PT_auto_export_blueprints,
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GLTF_PT_auto_export_SidePanel,
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GLTF_PT_auto_export_collections_list,
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GLTF_PT_auto_export_blueprints_list,
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GLTF_PT_auto_export_changes_list,
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AutoExportTracker,
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@ -106,6 +106,10 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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bpy.context.window_manager.auto_export_tracker.exports_total = exports_total
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bpy.context.window_manager.auto_export_tracker.exports_count = exports_total
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bpy.context.window_manager.exportedCollections.clear()
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for blueprint in blueprints_to_export:
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bla = bpy.context.window_manager.exportedCollections.add()
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bla.name = blueprint.name
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print("-------------------------------")
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#print("collections: all:", collections)
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#print("collections: not found on disk:", collections_not_on_disk)
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@ -15,7 +15,7 @@ class CUSTOM_PG_sceneName(bpy.types.PropertyGroup):
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class CollectionToExport(bpy.types.PropertyGroup):
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name: bpy.props.StringProperty(name="")
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class CollectionsToExport(bpy.types.PropertyGroup):
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class BlueprintsToExport(bpy.types.PropertyGroup):
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name = bpy.props.StringProperty(name="List of collections to export", default="Unknown")
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items: bpy.props.CollectionProperty(type = CollectionToExport)
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@ -2,8 +2,9 @@ import json
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import bpy
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from bpy.types import Operator
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import (IntProperty)
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from bpy.props import (IntProperty, StringProperty, BoolProperty)
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#from ..ui.main import GLTF_PT_auto_export_general, GLTF_PT_auto_export_main, GLTF_PT_auto_export_root
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from .preferences import (AutoExportGltfAddonPreferences, AutoExportGltfPreferenceNames)
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from .auto_export import auto_export
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@ -16,16 +17,22 @@ def bubble_up_changes(object, changes_per_scene):
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bubble_up_changes(object.parent, changes_per_scene)
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class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
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class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
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"""auto export gltf"""
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#bl_idname = "object.xxx"
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bl_idname = "export_scenes.auto_gltf"
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bl_label = "Apply settings"
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bl_options = {'PRESET'} # we do not add UNDO otherwise it leads to an invisible operation that resets the state of the saved serialized scene, breaking compares for normal undo/redo operations
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# ExportHelper mixin class uses this
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filename_ext = ''
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#filename_ext = ''
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#filepath: bpy.props.StringProperty(subtype="FILE_PATH", default="") # type: ignore
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# Filters folders
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filter_folder: BoolProperty(
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default=True,
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options={"HIDDEN"}
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) # type: ignore
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#list of settings (other than purely gltf settings) whose change should trigger a re-generation of gltf files
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white_list = ['auto_export',
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'export_main_scene_name',
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@ -299,7 +306,7 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
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def execute(self, context):
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#print("execute")
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print("execute", self.directory)
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bpy.context.window_manager.auto_export_tracker.disable_change_detection()
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if self.direct_mode:
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self.load_settings(context)
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@ -327,14 +334,121 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
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def invoke(self, context, event):
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#print("invoke")
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bpy.context.window_manager.auto_export_tracker.disable_change_detection()
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self.load_settings(context)
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wm = context.window_manager
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wm.fileselect_add(self)
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#wm.fileselect_add(self)
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return context.window_manager.invoke_props_dialog(self, title="Auto export", width=600)
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#context.window_manager.modal_handler_add(self)
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return {'RUNNING_MODAL'}
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"""def modal(self, context, event):
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if event.type == 'SPACE':
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wm = context.window_manager
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wm.invoke_popup(self)
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#wm.invoke_props_dialog(self)
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if event.type in {'ESC'}:
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return {'CANCELLED'}
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return {'RUNNING_MODAL'}"""
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def draw(self, context):
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pass
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layout = self.layout
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operator = self
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controls_enabled = self.auto_export
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layout.prop(self, "auto_export")
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layout.separator()
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toggle_icon = "TRIA_DOWN" if self.show_general_settings else "TRIA_RIGHT"
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layout.prop(self, "show_general_settings", text="General", icon=toggle_icon)
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if self.show_general_settings:
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section = layout.box()
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section.enabled = controls_enabled
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section.prop(self, "root_folder")
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section.prop(operator, "export_output_folder")
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section.prop(operator, "export_scene_settings")
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section.prop(operator, "export_legacy_mode")
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"""header, panel = layout.panel("my_panel_id", default_closed=False)
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header.label(text="Hello World")
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if panel:
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panel.label(text="Success")"""
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# main/level scenes
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toggle_icon = "TRIA_DOWN" if self.show_scene_settings else "TRIA_RIGHT"
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layout.prop(operator, "show_scene_settings", text="Scenes", icon=toggle_icon)
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if self.show_scene_settings:
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section = layout.box()
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section.enabled = controls_enabled
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rows = 2
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row = section.row()
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row.label(text="main scenes")
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row.prop(context.window_manager, "main_scene", text='')
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row = section.row()
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row.template_list("SCENE_UL_GLTF_auto_export", "level scenes", operator, "main_scenes", operator, "main_scenes_index", rows=rows)
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col = row.column(align=True)
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sub_row = col.row()
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add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
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add_operator.action = 'ADD'
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add_operator.scene_type = 'level'
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#add_operator.operator = operator
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sub_row.enabled = context.window_manager.main_scene is not None
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sub_row = col.row()
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remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
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remove_operator.action = 'REMOVE'
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remove_operator.scene_type = 'level'
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col.separator()
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# library scenes
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row = section.row()
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row.label(text="library scenes")
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row.prop(context.window_manager, "library_scene", text='')
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row = section.row()
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row.template_list("SCENE_UL_GLTF_auto_export", "library scenes", operator, "library_scenes", operator, "library_scenes_index", rows=rows)
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col = row.column(align=True)
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sub_row = col.row()
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add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
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add_operator.action = 'ADD'
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add_operator.scene_type = 'library'
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sub_row.enabled = context.window_manager.library_scene is not None
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sub_row = col.row()
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remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
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remove_operator.action = 'REMOVE'
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remove_operator.scene_type = 'library'
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col.separator()
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toggle_icon = "TRIA_DOWN" if self.show_blueprint_settings else "TRIA_RIGHT"
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layout.prop(operator, "show_blueprint_settings", text="Blueprints", icon=toggle_icon)
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if self.show_blueprint_settings:
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section = layout.box()
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section.enabled = controls_enabled
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section.prop(operator, "export_blueprints")
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section = section.box()
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section.enabled = controls_enabled and self.export_blueprints
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# collections/blueprints
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section.prop(operator, "export_blueprints_path")
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section.prop(operator, "collection_instances_combine_mode")
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section.prop(operator, "export_marked_assets")
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section.prop(operator, "export_separate_dynamic_and_static_objects")
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section.separator()
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# materials
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section.prop(operator, "export_materials_library")
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section.prop(operator, "export_materials_path")
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def cancel(self, context):
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print("cancel")
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@ -1,6 +1,6 @@
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import os
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from bpy.types import AddonPreferences
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from bpy.props import (BoolProperty,
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IntProperty,
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StringProperty,
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@ -42,6 +42,11 @@ AutoExportGltfPreferenceNames = [
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'will_save_settings',
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]
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def on_export_output_folder_updated(self, context):
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#self.root_folder = os.path.relpath(self.root_folder)
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#self.export_output_folder = os.path.join(self.root_folder, self.export_output_folder)
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print("on_foo_updated", self.root_folder, self.export_output_folder)
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class AutoExportGltfAddonPreferences(AddonPreferences):
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# this must match the add-on name, use '__package__'
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# when defining this in a submodule of a python package.
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@ -53,68 +58,102 @@ class AutoExportGltfAddonPreferences(AddonPreferences):
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name='Remember Export Settings',
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description='Store glTF export settings in the Blender project',
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default=True
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)
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) # type: ignore
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# use when operator is called directly, works a bit differently than inside the ui
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direct_mode: BoolProperty(
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default=False
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)
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) # type: ignore
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#### general
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# for UI only, workaround for lacking panels
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show_general_settings: BoolProperty(
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name="show_general settings",
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description="show/hide general settings (UI only: has no impact on exports)",
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default=True
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) # type: ignore
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root_folder: StringProperty(
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name = "Project Root Path",
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description="The root folder of your (Bevy) project (not assets!)",
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subtype='DIR_PATH',
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update=on_export_output_folder_updated) # type: ignore
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####
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auto_export: BoolProperty(
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name='Auto export',
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description='Automatically export to gltf on save',
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default=False
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)
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) # type: ignore
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export_main_scene_name: StringProperty(
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name='Main scene',
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description='The name of the main scene/level/world to auto export',
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default='Scene'
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)
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) # type: ignore
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export_output_folder: StringProperty(
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name='Export folder (relative)',
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description='The root folder for all exports(relative to current file) Defaults to current folder',
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default=''
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)
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default='',
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subtype='DIR_PATH',
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options={'HIDDEN'},
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update=on_export_output_folder_updated
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) # type: ignore
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# scenes
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# for UI only, workaround for lacking panels
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show_scene_settings: BoolProperty(
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name="show scene settings",
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description="show/hide scene settings (UI only: has no impact on exports)",
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default=True
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) # type: ignore
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export_library_scene_name: StringProperty(
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name='Library scene',
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description='The name of the library scene to auto export',
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default='Library'
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)
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) # type: ignore
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export_change_detection: BoolProperty(
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name='Change detection',
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description='Use change detection to determine what/if should be exported',
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default=True
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)
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) # type: ignore
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# scene components
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export_scene_settings: BoolProperty(
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name='Export scene settings',
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description='Export scene settings ie AmbientLighting, Bloom, AO etc',
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default=False
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)
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) # type: ignore
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# blueprint settings
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# for UI only, workaround for lacking panels
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show_blueprint_settings: BoolProperty(
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name="show blueprint settings",
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description="show/hide blueprint settings (UI only: has no impact on exports)",
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default=True
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) # type: ignore
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export_blueprints: BoolProperty(
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name='Export Blueprints',
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description='Replaces collection instances with an Empty with a BlueprintName custom property',
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default=True
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)
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) # type: ignore
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export_blueprints_path: StringProperty(
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name='Blueprints path',
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description='path to export the blueprints to (relative to the Export folder)',
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default='library'
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)
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default='library',
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subtype='DIR_PATH'
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) # type: ignore
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export_materials_library: BoolProperty(
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name='Export materials library',
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description='remove materials from blueprints and use the material library instead',
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default=False
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)
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) # type: ignore
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export_materials_path: StringProperty(
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name='Materials path',
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description='path to export the materials libraries to (relative to the root folder)',
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default='materials'
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)
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default='materials',
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subtype='DIR_PATH'
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) # type: ignore
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""" combine mode can be
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- 'Split' (default): replace with an empty, creating links to sub blueprints
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@ -133,13 +172,13 @@ class AutoExportGltfAddonPreferences(AddonPreferences):
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#('Inject', 'Inject', 'inject components from sub collection instances into the curent object')
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),
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default='Split'
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)
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) # type: ignore
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export_marked_assets: BoolProperty(
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name='Auto export marked assets',
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description='Collections that have been marked as assets will be systematically exported, even if not in use in another scene',
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default=True
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)
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) # type: ignore
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export_separate_dynamic_and_static_objects: BoolProperty(
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name='Export dynamic and static objects seperatly',
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@ -147,16 +186,16 @@ class AutoExportGltfAddonPreferences(AddonPreferences):
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- one with all dynamic data: collection or instances marked as dynamic/ saveable
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- one with all static data: anything else that is NOT marked as dynamic""",
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default=False
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)
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) # type: ignore
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export_legacy_mode: BoolProperty(
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name='Legacy mode for Bevy',
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description='Toggle this if you want to be compatible with bevy_gltf_blueprints/components < 0.8',
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default=True
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)
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) # type: ignore
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main_scenes: CollectionProperty(name="main scenes", type=CUSTOM_PG_sceneName)
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main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0)
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main_scenes: CollectionProperty(name="main scenes", type=CUSTOM_PG_sceneName) # type: ignore
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main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0) # type: ignore
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library_scenes: CollectionProperty(name="library scenes", type=CUSTOM_PG_sceneName)
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library_scenes_index: IntProperty(name = "Index for library scenes list", default = 0)
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library_scenes: CollectionProperty(name="library scenes", type=CUSTOM_PG_sceneName) # type: ignore
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library_scenes_index: IntProperty(name = "Index for library scenes list", default = 0) # type: ignore
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@ -10,7 +10,7 @@ from .did_export_settings_change import did_export_settings_change
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from .get_collections_to_export import get_collections_to_export
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from ..constants import TEMPSCENE_PREFIX
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from .internals import CollectionsToExport
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from .internals import BlueprintsToExport
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from ..helpers.helpers_scenes import (get_scenes)
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from .preferences import AutoExportGltfAddonPreferences
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@ -40,7 +40,7 @@ class AutoExportTracker(PropertyGroup):
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def register(cls):
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bpy.types.WindowManager.auto_export_tracker = PointerProperty(type=AutoExportTracker)
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# register list of exportable collections
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bpy.types.WindowManager.exportedCollections = bpy.props.CollectionProperty(type=CollectionsToExport)
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bpy.types.WindowManager.exportedCollections = bpy.props.CollectionProperty(type=BlueprintsToExport)
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# setup handlers for updates & saving
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#bpy.app.handlers.save_post.append(cls.save_handler)
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@ -32,7 +32,7 @@
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BLUEPRINTS LIST {'Blueprint1': [], 'Blueprint6_animated': [], 'Blueprint4_nested': ['Blueprint3'], 'Blueprint3': [], 'Blueprint7_hierarchy': [], 'External_blueprint': [], 'External_blueprint2': ['External_blueprint3'], 'External_blueprint3': [], 'Blueprint8_animated_no_bones': []}
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- [x] internal_collections => replace with "internal_collections" or "local_collections"
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- [ ] fix COMBINE MODE passed as int instead of enum value
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- [x] fix COMBINE MODE passed as int instead of enum value
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=> comes from our custom logic for add_on prefs
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- [ ] double check compares to "None" values
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|
@ -55,7 +55,7 @@ class GLTF_PT_auto_export_changes_list(bpy.types.Panel):
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row = layout.row()
|
||||
row.label(text=f' {object_name}')
|
||||
|
||||
class GLTF_PT_auto_export_collections_list(bpy.types.Panel):
|
||||
class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = "Blueprints to export"
|
||||
|
@ -14,13 +14,13 @@ class SCENES_LIST_OT_actions(Operator):
|
||||
('UP', "Up", ""),
|
||||
('DOWN', "Down", ""),
|
||||
('REMOVE', "Remove", ""),
|
||||
('ADD', "Add", "")))
|
||||
('ADD', "Add", ""))) # type: ignore
|
||||
|
||||
|
||||
scene_type: bpy.props.StringProperty()#TODO: replace with enum
|
||||
|
||||
def invoke(self, context, event):
|
||||
source = context.space_data.active_operator
|
||||
source = context.active_operator
|
||||
target_name = "library_scenes"
|
||||
target_index = "library_scenes_index"
|
||||
if self.scene_type == "level":
|
||||
|
Loading…
Reference in New Issue
Block a user