Blender_bevy_components_wor.../tools/blenvy/core/ui/menus_and_shortcuts.py

298 lines
13 KiB
Python

import bpy
from mathutils import Vector
from bpy.props import (EnumProperty)
from ..blenvy_manager import BlenvyManager
""" This file contains quality of life operators/menus/shortcuts to make working with blueprints more pleasant
* based on the excellent work by slyedoc: https://github.com/slyedoc/bevy_sly_blender/tree/4223cc0ff86255f82bb555ffc8eddf65e91aa636
- [x] detect editing in progress
- [x] select collection instead of objects
- [x] if current scene (before edit)
- is library: do not create instance
- is main scene: create instance
- or alternative: sub menu to choose instance creation or not
- [x] save & restore blenvy mode
- [x] add a contextual shortcut to easilly jump in/out of editing mode
- [x] if editing is already in progress close it first
- [x] do this for the wrapper
- [x] do this for the shortcut
- [x] move the "close first" logic to inside create & edit operators
- [ ] also allow triggering editing from library scene with collection selected
=> requires checking if collection is a blueprint's collection
- [x] do not go in create mode if there is an object (not a collection !) selected
- [x] save & reset camera
"""
def edit_or_create_blueprint_menu(self, context):
blenvy = context.window_manager.blenvy # type: BlenvyManager
selected_objects = context.selected_objects
selected_object = selected_objects[0] if len(selected_objects) > 0 else None
text = "Start editing Blueprint"
if selected_object is not None and selected_object.instance_collection:
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
text = "Exit editing previous Blueprint and start editing Blueprint"
else:
text = "Start editing Blueprint"
self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
else:
prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
if prev_scene is not None:
text = "Exit editing Blueprint"
self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
else:
if len(selected_objects) == 0: # do not go into creation mode if any object was selected
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
text = "Exit editing previous Blueprint and start editing new Blueprint"
else:
text = "Create & start editing Blueprint"
self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
# for camera save & reset
def find_area():
try:
for a in bpy.data.window_managers[0].windows[0].screen.areas:
if a.type == "VIEW_3D":
return a
return None
except:
return None
def find_viewport_camera():
area = find_area()
if area is None:
return None
else:
# print(dir(area))
region_3D = area.spaces[0].region_3d
view_mat = region_3D.view_matrix
loc, rot, sca = view_mat.decompose()
"""print("location xyz: ", loc)
print("rotation wxyz: ", rot)
print("scale xyz: ", sca)
print("")
print("view_distance: ", region_3D.view_distance)
print("view_location: ", region_3D.view_location)
print("view_rotation: ", region_3D.view_rotation)
print("view_camera_zoom: ", region_3D.view_camera_zoom)
print("view_camera_offset: ", region_3D.view_camera_offset)"""
return (region_3D.view_distance, region_3D.view_location)
def set_viewport_camera(view_distance, view_location):
area = find_area()
if area is None or view_distance == 0.0:
return None
else:
region_3D = area.spaces[0].region_3d
region_3D.view_distance = view_distance
region_3D.view_location = view_location
class BLENVY_OT_ui_blueprint_create_or_edit(bpy.types.Operator):
"""Create/Edit start/stop Blueprint in a new Scene"""
bl_idname = "window_manager.blenvy_blueprint_shortcut"
bl_label = "Edit Blueprint"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def description(cls, context, properties):
blenvy = context.window_manager.blenvy # type: BlenvyManager
selected_objects = context.selected_objects
selected_object = selected_objects[0] if len(selected_objects) > 0 else None
if selected_object is not None and selected_object.instance_collection:
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
return "End editing Blueprint"
else:
return "Start editing Blueprint in a new temporary scene"
else:
prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
if prev_scene is not None:
return "End editing Blueprint"
else:
if len(selected_objects) == 0: # do not go into creation mode if any object was selected
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
return "End editing Blueprint"
else:
return "Create and start editing Blueprint in a new Scene"
return "Create/Edit start/stop Blueprint in a new Scene"
def execute(self, context):
blenvy = context.window_manager.blenvy # type: BlenvyManager
selected_objects = context.selected_objects
selected_object = selected_objects[0] if len(selected_objects) > 0 else None
if selected_object is not None and selected_object.instance_collection:
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
bpy.ops.window_manager.blenvy_exit_edit_blueprint()
bpy.ops.window_manager.blenvy_blueprint_edit_start()
else:
prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
if prev_scene is not None:
bpy.ops.window_manager.blenvy_exit_edit_blueprint()
else:
if len(selected_objects) == 0: # do not go into creation mode if any object was selected
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
bpy.ops.window_manager.blenvy_exit_edit_blueprint()
bpy.ops.window_manager.blenvy_create_blueprint()
return {"FINISHED"}
class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
"""Create Blueprint in a new Scene"""
bl_idname = "window_manager.blenvy_create_blueprint"
bl_label = "Create Blueprint"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
blenvy = context.window_manager.blenvy # type: BlenvyManager
# Store original Blenvy setting
blenvy.edit_blueprint_previous_scene = bpy.context.scene.name
blenvy.edit_blueprint_previous_mode = blenvy.mode
# set mode to components for easier editing
blenvy.mode = "COMPONENTS"
blueprint_name = "new_blueprint"
collection = bpy.data.collections.new(blueprint_name)
library_scene_name = "Library"
if len(blenvy.library_scenes_names) > 0:
library_scene_name = blenvy.library_scenes_names[0]
else:
scene = bpy.data.scenes.new(library_scene_name)
scene.blenvy_scene_type = "Library"
# automatically add it to the library : find library scene, if any, if not, create it
bpy.data.scenes[library_scene_name].collection.children.link(collection)
# create an instance of the blueprint ONLY the current scene we are in is a level scene
if context.scene.blenvy_scene_type == 'Level':
source_collection = collection
instance_obj = bpy.data.objects.new(
name=collection.name,
object_data=None
)
instance_obj.instance_collection = source_collection
instance_obj.instance_type = 'COLLECTION'
parent_collection = bpy.context.view_layer.active_layer_collection
parent_collection.collection.objects.link(instance_obj)
# now open the temporary scene
scene_name = f"EDITING:{blueprint_name}"
bpy.ops.scene.new(type="EMPTY")
new_scene = bpy.context.scene
new_scene.name = scene_name
bpy.context.window.scene = new_scene
new_scene.blenvy_scene_type = 'None'
new_scene.collection.children.link(collection)
# flag the current temporary scene as an active edit
blenvy.edit_blueprint_current_scene = scene_name
# deselect all objects then select the first object in new scene
bpy.ops.object.select_all(action='DESELECT')
# zoom to selected
bpy.ops.view3d.view_selected()
# now that the 3d view has been adapted, we select what we actually need: the collection/blueprint
bpy.ops.blenvy.select_item(target_name=collection.name, item_type="COLLECTION", override_scene_name=scene_name)
return {"FINISHED"}
class BLENVY_OT_ui_blueprint_edit_start(bpy.types.Operator):
"""Edit the Blueprint referenced by this Blueprint Instance in a new Scene"""
bl_idname = "window_manager.blenvy_blueprint_edit_start"
bl_label = "Start Editing Blueprint"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
blenvy = context.window_manager.blenvy # type: BlenvyManager
collection = bpy.context.active_object.instance_collection
# Store original Blenvy setting
blenvy.edit_blueprint_previous_scene = bpy.context.scene.name
blenvy.edit_blueprint_previous_mode = blenvy.mode
# set mode to components
blenvy.mode = "COMPONENTS"
if not collection:
print("Active item is not a Blueprint/Collection instance")
self.report({"WARNING"}, "Active item is not a Blueprint/Collection instance")
return {"CANCELLED"}
scene_name = f"EDITING:{collection.name}"
bpy.ops.scene.new(type="EMPTY")
new_scene = bpy.context.scene
new_scene.name = scene_name
bpy.context.window.scene = new_scene
new_scene.collection.children.link(collection)
new_scene.blenvy_scene_type = 'None'
# flag the current temporary scene as an active edit
blenvy.edit_blueprint_current_scene = scene_name
# deselect all objects then select the first object in new scene
bpy.ops.object.select_all(action='DESELECT')
# backup view distance
view_distance, view_location = find_viewport_camera()
if view_distance is not None:
blenvy.edit_blueprint_previous_view_distance = view_distance
blenvy.edit_blueprint_previous_view_position = view_location
# focus on objects in the temp scene
bpy.ops.view3d.view_all()
# now that the 3d view has been adapted, we select what we actually need: the collection/blueprint
bpy.ops.blenvy.select_item(target_name=collection.name, item_type="COLLECTION", override_scene_name=scene_name)
return {"FINISHED"}
class BLENVY_OT_ui_blueprint_edit_end(bpy.types.Operator):
bl_idname = "window_manager.blenvy_exit_edit_blueprint"
bl_label = "Done editing blueprint"
bl_options = {"UNDO"}
def execute(self, context):
blenvy = context.window_manager.blenvy # type: BlenvyManager
# = context.window_manager.bevy # type: BlenvyManager
current_scene = bpy.context.scene
prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
# we are done editing the blueprint, reset settings to the way they were before
blenvy.edit_blueprint_previous_scene = ""
blenvy.mode = blenvy.edit_blueprint_previous_mode
set_viewport_camera(blenvy.edit_blueprint_previous_view_distance, blenvy.edit_blueprint_previous_view_position)
if prev_scene is None:
self.report({"WARNING"}, "No scene to return to")
return {'CANCELLED'}
if blenvy.edit_blueprint_current_scene != "":
active_edit_scene = bpy.data.scenes.get(blenvy.edit_blueprint_current_scene, None)
if active_edit_scene is not None:
bpy.data.scenes.remove(active_edit_scene)
# if we are not in the active edit scene
try:
if blenvy.edit_blueprint_current_scene != current_scene.name:
bpy.context.window.scene = current_scene
else:
bpy.context.window.scene = prev_scene
except:
bpy.context.window.scene = prev_scene
blenvy.edit_blueprint_current_scene = ""
else:
blenvy.edit_blueprint_current_scene = ""
self.report({"WARNING"}, "Not currently in Blueprint editing scene")
return {'CANCELLED'}
return {'FINISHED'}