Blender-Pipeline/studio/studio_dialogs.py

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# THIS FILE IS A PART OF VCStudio
# PYTHON 3
################################################################################
# This file here will act like simple set of functions for the developer of the
# software. But infect will be a little more complex behimith. To explain the
# idea we need to look a little bit deeper into how this program functions and
# draws UI peaces.
# Basically every Layer py file is a set of instuction of how to draw a specific
# UI on to the screen. Those function return the finished canvas. An image
# basically. That the compositing layer (studio_gtk.py or pm_gtk.py ) combine
# into a bigger picture.
# There is a blur effect added to undernith layers if the top layer is drawn.
# I do this by checking the win.url string. Each layer has they own urls.
# Some are composited at all times. Some only if their url is the url. But all
# get blurred if it's not their url.
# Unfortunatly I can't make a function that will return a value. Because it means
# to stop the drawing of the UI. And I need the UI to get to next frame in order
# to draw the function's UI.
# Let's say I want to add a link to an image to the story-editor. I click on the
# add button. Next what I want to see is a searcher dialog appear. As soon as I
# have selected the image I want to link, then the new link appears in the story
# editor space which is automatically moving. Untill I place it.
# For this I need to set up some kind of variable. And as soon as this variable
# is not None. For example. We are doing the rest of the operation.
# Step 0 : User Clicks the add button. And a funtion is called.
# Step 1 : This function creates a dictionary with a variable NONE and a callable
# Step 2 : win.url changes to the Layer which is the searcher.
# Step 3 : User selects the images, or a file that he or she wanted to select.
# Step 4 : This filename is being written into the variable that used to be NONE.
# Step 5 : As soon as this variable is not NONE the callable is called.
# Step 6 : This callable is the one that does the setup work.
# Of course it would defeat the purpose if the callable always standard. It shold
# be one of the inputs to the dialogue function.
# Function template function_name(win, operation_name, callable):
################################################################################
import os
# GTK module ( Graphical interface
import gi
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk
from gi.repository import GLib
from gi.repository import Gdk
import cairo
# Own modules
from settings import settings
from settings import talk
from project_manager import pm_project
from studio import analytics
from studio import studio_nodes
#UI modules
from UI import UI_elements
from UI import UI_color
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################################################### ########################
# # #
from studio import studio_file_selectLayer # # These modules he- #
from studio import studio_asset_selectLayer # # re. Are the modu- #
from studio import studio_shot_linkLayer # # les that are ac- #
from studio import studio_asset_configureLayer # # tual UI of dialo- #
from studio import studio_renderLayer # # gs that I was ta- #
from studio import studio_vseLayer # # lking about at #
from UI import UI_helpDialog # # the top. #
# # #
################################################### ########################
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# ^
# |
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# Who does that?
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def file_select(win, name, call, force=False, IMAGE=True, BLEND=False, VIDEO=True,
FILE=False, CHR=True, VEH=True, LOC=True, OBJ=True, RND=False, FOLDER=False,
SEARCH=""):
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# This function will select files for any kind of stuff. It will search
# through the files of the project. Similar to image searcher in the old
# organizer.
if name not in win.current["calls"]:
win.current["calls"][name] = {
"var" :None, # This is the variable that we are waiting for
"call":call, # This is what it's going to run when it's done
"url" :"file_select",
"back":win.url,# This is where it's going to come back when it's done
"draw":studio_file_selectLayer.layer
}
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# Now let's make a container to save those setting between frames
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if force or "file_selector" not in win.current:
win.current["file_selector"] = {
"image" :IMAGE,
"blender":BLEND,
"video" :VIDEO,
"file" :FILE,
"chr" :CHR,
"veh" :VEH,
"loc" :LOC,
"obj" :OBJ,
"vse" :RND,
"folder" :FOLDER
}
# Search text
win.text["file_select_search"] = {
"text" :SEARCH, # Actuall text you are editing.
"cursor":[len(str(SEARCH)),len(str(SEARCH))], # Cursor
"insert":False, # Whether the insert mode is on
"scroll":"file_select_search_scroll" # If multiline. The pointer for the scroll value.
}
# Let's activate the text so you could type immediatly
win.textactive = "file_select_search"
# Let's clear the LMB just in case
win.previous["LMB"] = False
def asset_select(win, name, call, force=False, cur="chr", SEARCH=""):
# This function will be an asset selector. The idea it to be something
# in between itemselector and assets in the same time.
# If you remember
# in the Blender-Organizer there were tabs on the top bar. If you click
# on Characters let's say, you would get a full screen selector to enter
# a given character.
# But for linking and such you would get a small window with only names.
# But with a search dialog.
# Well this dialog will be some kind a merge of both of them. Having both
# a very good cell-based preview type list and search. And could be used
# not only to enter the asset, but also for linking and such.
if name not in win.current["calls"]:
win.current["calls"][name] = {
"var" :None, # This is the variable that we are waiting for
"call":call, # This is what it's going to run when it's done
"url" :"asset_select",
"back":win.url,# This is where it's going to come back when it's done
"draw":studio_asset_selectLayer.layer
}
# Now let's make a container to save those setting between frames
if force or "asset_cur" not in win.current:
win.current["asset_cur"] = cur
# Search text
win.text["asset_select_search"] = {
"text" :SEARCH, # Actuall text you are editing.
"cursor":[len(str(SEARCH)),len(str(SEARCH))], # Cursor
"insert":False, # Whether the insert mode is on
"scroll":"asset_select_search_scroll" # If multiline. The pointer for the scroll value.
}
# Let's activate the text so you could type immediatly
win.textactive = "asset_select_search"
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# Wiping the history of the assets. See studio/studio_asset_selectLayer.py
win.assets = {}
# Let's clear the LMB just in case
win.previous["LMB"] = False
def asset_link(win, name, call, filename, force=False):
# This function will configure the linking of the assets into animation files
# it's in theory a quite simple operation, but requires nesting of dialogs.
# which is untested by the time I'm writting this comment.
if name not in win.current["calls"]:
win.current["calls"][name] = {
"var" :None, # This is the variable that we are waiting for
"call":call, # This is what it's going to run when it's done
"url" :"asset_link",
"back":win.url,# This is where it's going to come back when it's done
"draw":studio_shot_linkLayer.layer
}
# let's prepare the data for this operation
if force or "linking_asset_data" not in win.current\
or win.current["linking_asset_data"]["linking_to"] != filename:
win.current["linking_asset_data"] = {
"linking_to":filename,
"assets":[],
"read":False,
"selected":"",
"mode":"link",
"fraction":0,
"process":False
}
if win.current["linking_asset_data"]["fraction"]:
win.current["linking_asset_data"]["assets"] = []
win.current["linking_asset_data"]["fraction"] = 0
# Wiping the history of the assets. See studio/studio_asset_selectLayer.py
win.assets = {}
# Let's clear the LMB just in case
win.previous["LMB"] = False
def asset_configure(win, name, call, asset, force=False):
# This function going to configure assets. More deatailed explanation is
# in the file: studio/studio_asset_configureLayer.py
if name not in win.current["calls"]:
win.current["calls"][name] = {
"var" :None, # This is the variable that we are waiting for
"call":call, # This is what it's going to run when it's done
"url" :"asset_configure",
"back":win.url,# This is where it's going to come back when it's done
"draw":studio_asset_configureLayer.layer
}
# let's prepare the data for this operation
if force or "asset_configure" not in win.current\
or win.current["asset_configure"]["asset"] != asset:
win.current["asset_configure"] = {
"asset":asset,
"blend_to_copy":"",
"collections":{},
"step3_button":"collection",
"apply":False
}
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# Wiping the history of the assets. See studio/studio_asset_selectLayer.py
win.assets = {}
# Let's clear the LMB just in case
win.previous["LMB"] = False
def render(win, name, call, filename="", force=False):
# This function going to launch a window that shows all current renders and
# confuge them.
if name not in win.current["calls"]:
win.current["calls"][name] = {
"var" :None, # This is the variable that we are waiting for
"call":call, # This is what it's going to run when it's done
"url" :"render",
"back":win.url,# This is where it's going to come back when it's done
"draw":studio_renderLayer.layer
}
# let's prepare the data for this operation
if force or "renders_window" not in win.current\
or win.current["renders_window"]["filename"] != filename:
win.current["renders_window"] = {
"filename":filename
}
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# Wiping the history of the assets. See studio/studio_asset_selectLayer.py
win.assets = {}
# Let's clear the LMB just in case
win.previous["LMB"] = False
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def vse(win, name, call, filename="", force=False):
# This function going to select vse blend files.
if name not in win.current["calls"]:
win.current["calls"][name] = {
"var" :None, # This is the variable that we are waiting for
"call":call, # This is what it's going to run when it's done
"url" :"vse",
"back":win.url,# This is where it's going to come back when it's done
"draw":studio_vseLayer.layer
}
# Let's clear the LMB just in case
win.previous["LMB"] = False
def help(win, name, call, filename="", force=False, SEARCH=""):
# This function going to select vse blend files.
if name not in win.current["calls"]:
win.current["calls"][name] = {
"var" :None, # This is the variable that we are waiting for
"call":call, # This is what it's going to run when it's done
"url" :"help",
"back":win.url,# This is where it's going to come back when it's done
"draw":UI_helpDialog.layer
}
# Let's clear the LMB just in case
win.previous["LMB"] = False
win.text["in_help"] = {
"text" :SEARCH, # Actuall text you are editing.
"cursor":[len(str(SEARCH)),len(str(SEARCH))], # Cursor
"insert":False, # Whether the insert mode is on
"scroll":"in_help_search_scroll" # If multiline. The pointer for the scroll value.
}