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