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/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* This is a new part of Blender.
*
* Contributor(s): Willian P. Germano, Michael Reimpell
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/*
*This is the main file responsible for having bpython scripts accessible
* from Blender menus. To know more, please start with its header file.
*/
#include "BPY_menus.h"
#include <Python.h>
#ifndef WIN32
#include <dirent.h>
#else
#include "BLI_winstuff.h"
#endif
#include "BKE_global.h"
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "MEM_guardedalloc.h"
#include "DNA_userdef_types.h" /* for U.pythondir */
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
#include "api2_2x/EXPP_interface.h" /* for bpy_gethome() */
#define BPYMENU_DATAFILE "Bpymenus"
#define MAX_DIR_DEPTH 4 /* max depth for traversing scripts dirs */
#define MAX_DIR_NUMBER 30 /* max number of dirs in scripts dirs trees */
static int DEBUG;
static int Dir_Depth;
static int Dirs_Number;
/* BPyMenuTable holds all registered pymenus, as linked lists for each menu
* where they can appear (see PYMENUHOOKS enum in BPY_menus.h).
*/
BPyMenu *BPyMenuTable[PYMENU_TOTAL];
static int bpymenu_group_atoi( char *str )
{
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
if( !strcmp( str, "Export" ) )
return PYMENU_EXPORT;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else if( !strcmp( str, "Import" ) )
return PYMENU_IMPORT;
else if( !strcmp( str, "Help" ) )
return PYMENU_HELP;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else if( !strcmp( str, "HelpWebsites" ) )
return PYMENU_HELPWEBSITES;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else if( !strcmp( str, "HelpSystem" ) )
return PYMENU_HELPSYSTEM;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else if( !strcmp( str, "Render" ) )
return PYMENU_RENDER;
Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor. Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
2005-04-16 05:25:42 +00:00
else if( !strcmp( str, "System" ) )
return PYMENU_SYSTEM;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else if( !strcmp( str, "Object" ) )
return PYMENU_OBJECT;
else if( !strcmp( str, "Mesh" ) )
return PYMENU_MESH;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else if( !strncmp( str, "Theme", 5 ) )
return PYMENU_THEMES;
else if( !strcmp( str, "Add" ) )
return PYMENU_ADD;
else if( !strcmp( str, "Wizards" ) )
return PYMENU_WIZARDS;
else if( !strcmp( str, "Animation" ) )
return PYMENU_ANIMATION;
else if( !strcmp( str, "Materials" ) )
return PYMENU_MATERIALS;
else if( !strcmp( str, "UV" ) )
return PYMENU_UV;
else if( !strcmp( str, "Image" ) )
return PYMENU_IMAGE;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else if( !strcmp( str, "FaceSelect" ) )
return PYMENU_FACESELECT;
else if( !strcmp( str, "WeightPaint" ) )
return PYMENU_WEIGHTPAINT;
else if( !strcmp( str, "VertexPaint" ) )
return PYMENU_VERTEXPAINT;
else if( !strcmp( str, "UVCalculation" ) )
return PYMENU_UVCALCULATION;
else if( !strcmp( str, "Armature" ) )
return PYMENU_ARMATURE;
else if( !strcmp( str, "ScriptTemplate" ) )
return PYMENU_SCRIPTTEMPLATE;
else if( !strcmp( str, "MeshFaceKey" ) )
return PYMENU_MESHFACEKEY;
else if( !strcmp( str, "AddMesh" ) )
return PYMENU_ADDMESH;
/* "Misc" or an inexistent group name: use misc */
else
return PYMENU_MISC;
}
char *BPyMenu_group_itoa( short menugroup )
{
switch ( menugroup ) {
case PYMENU_EXPORT:
return "Export";
break;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
case PYMENU_IMPORT:
return "Import";
break;
case PYMENU_ADD:
return "Add";
break;
case PYMENU_HELP:
return "Help";
break;
case PYMENU_HELPWEBSITES:
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
return "HelpWebsites";
break;
case PYMENU_HELPSYSTEM:
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
return "HelpSystem";
break;
case PYMENU_RENDER:
return "Render";
break;
Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor. Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
2005-04-16 05:25:42 +00:00
case PYMENU_SYSTEM:
return "System";
break;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
case PYMENU_OBJECT:
return "Object";
break;
case PYMENU_MESH:
return "Mesh";
break;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
case PYMENU_THEMES:
return "Themes";
break;
case PYMENU_WIZARDS:
return "Wizards";
break;
case PYMENU_ANIMATION:
return "Animation";
break;
case PYMENU_MATERIALS:
return "Materials";
break;
case PYMENU_UV:
return "UV";
break;
case PYMENU_IMAGE:
return "Image";
break;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
case PYMENU_FACESELECT:
return "FaceSelect";
break;
case PYMENU_WEIGHTPAINT:
return "WeightPaint";
break;
case PYMENU_VERTEXPAINT:
return "VertexPaint";
break;
case PYMENU_UVCALCULATION:
return "UVCalculation";
break;
case PYMENU_ARMATURE:
return "Armature";
break;
case PYMENU_SCRIPTTEMPLATE:
return "ScriptTemplate";
break;
case PYMENU_MESHFACEKEY:
return "MeshFaceKey";
break;
case PYMENU_ADDMESH:
return "AddMesh";
break;
case PYMENU_MISC:
return "Misc";
break;
}
return NULL;
}
/* BPyMenu_CreatePupmenuStr:
* build and return a meaninful string to be used by pupmenu(). The
* string is made of a bpymenu name as title and its submenus as possible
* choices for the user.
*/
char *BPyMenu_CreatePupmenuStr( BPyMenu * pym, short menugroup )
{
BPySubMenu *pysm = pym->submenus;
char str[1024], str2[100];
int i = 0, rlen;
if( !pym || !pysm )
return NULL;
str[0] = '\0';
PyOS_snprintf( str2, sizeof( str2 ), "%s: %s%%t",
BPyMenu_group_itoa( menugroup ), pym->name );
strcat( str, str2 );
while( pysm ) {
PyOS_snprintf( str2, sizeof( str2 ), "|%s%%x%d", pysm->name,
i );
rlen = sizeof( str ) - strlen( str );
strncat( str, str2, rlen );
i++;
pysm = pysm->next;
}
return BLI_strdup( str );
}
static void bpymenu_RemoveAllSubEntries( BPySubMenu * smenu )
{
BPySubMenu *tmp;
while( smenu ) {
tmp = smenu->next;
if( smenu->name )
MEM_freeN( smenu->name );
if( smenu->arg )
MEM_freeN( smenu->arg );
MEM_freeN( smenu );
smenu = tmp;
}
return;
}
void BPyMenu_RemoveAllEntries( void )
{
BPyMenu *tmp, *pymenu;
int i;
for( i = 0; i < PYMENU_TOTAL; i++ ) {
pymenu = BPyMenuTable[i];
while( pymenu ) {
tmp = pymenu->next;
if( pymenu->name )
MEM_freeN( pymenu->name );
if( pymenu->filename )
MEM_freeN( pymenu->filename );
if( pymenu->tooltip )
MEM_freeN( pymenu->tooltip );
if( pymenu->submenus )
bpymenu_RemoveAllSubEntries( pymenu->
submenus );
MEM_freeN( pymenu );
pymenu = tmp;
}
BPyMenuTable[i] = NULL;
}
Dirs_Number = 0;
Dir_Depth = 0;
return;
}
static BPyMenu *bpymenu_FindEntry( short group, char *name )
{
BPyMenu *pymenu;
if( ( group < 0 ) || ( group >= PYMENU_TOTAL ) )
return NULL;
pymenu = BPyMenuTable[group];
while( pymenu ) {
if( !strcmp( pymenu->name, name ) )
return pymenu;
pymenu = pymenu->next;
}
return NULL;
}
/* BPyMenu_GetEntry:
* given a group and a position, return the entry in that position from
* that group.
*/
BPyMenu *BPyMenu_GetEntry( short group, short pos )
{
BPyMenu *pym = NULL;
if( ( group < 0 ) || ( group >= PYMENU_TOTAL ) )
return NULL;
pym = BPyMenuTable[group];
while( pos-- ) {
if( pym )
pym = pym->next;
else
break;
}
return pym; /* found entry or NULL */
}
static void bpymenu_set_tooltip( BPyMenu * pymenu, char *tip )
{
if( !pymenu )
return;
if( pymenu->tooltip )
MEM_freeN( pymenu->tooltip );
pymenu->tooltip = BLI_strdup( tip );
return;
}
/* bpymenu_AddEntry:
* try to find an existing pymenu entry with the given type and name;
* if found, update it with new info, otherwise create a new one and fill it.
*/
static BPyMenu *bpymenu_AddEntry( short group, short version, char *name,
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
char *fname, int is_userdir, char *tooltip )
{
BPyMenu *menu, *next = NULL, **iter;
int nameclash = 0;
if( ( group < 0 ) || ( group >= PYMENU_TOTAL ) )
return NULL;
if( !name || !fname )
return NULL;
menu = bpymenu_FindEntry( group, name ); /* already exists? */
/* if a menu with this name already exists in the same group:
* - if one script is in the default dir and the other in U.pythondir,
* accept and let the new one override the other.
* - otherwise, report the error and return NULL. */
if( menu ) {
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
if( menu->dir < is_userdir ) { /* new one is in U.pythondir */
nameclash = 1;
if( menu->name )
MEM_freeN( menu->name );
if( menu->filename )
MEM_freeN( menu->filename );
if( menu->tooltip )
MEM_freeN( menu->tooltip );
if( menu->submenus )
bpymenu_RemoveAllSubEntries( menu->submenus );
next = menu->next;
} else { /* they are in the same dir */
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
if (DEBUG) {
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr, "\n\
Warning: script %s's menu name is already in use.\n\
Edit the script and change its \n\
Name: '%s'\n\
field, please.\n\
Note: if you really want to have two scripts for the same menu with\n\
the same name, keep one in the default dir and the other in\n\
the user defined dir (only the later will be registered).\n", fname, name);
}
return NULL;
}
} else
menu = MEM_mallocN( sizeof( BPyMenu ), "pymenu" );
if( !menu )
return NULL;
menu->name = BLI_strdup( name );
menu->version = version;
menu->filename = BLI_strdup( fname );
menu->tooltip = NULL;
if( tooltip )
menu->tooltip = BLI_strdup( tooltip );
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
menu->dir = is_userdir;
menu->submenus = NULL;
menu->next = next; /* non-NULL if menu already existed */
if( nameclash )
return menu; /* no need to place it, it's already at the list */
else { /* insert the new entry in its correct position at the table */
BPyMenu *prev = NULL;
char *s = NULL;
iter = &BPyMenuTable[group];
while( *iter ) {
s = ( *iter )->name;
if( s )
if( strcmp( menu->name, s ) < 0 )
break; /* sort by names */
prev = *iter;
iter = &( ( *iter )->next );
}
if( *iter ) { /* prepend */
menu->next = *iter;
if( prev )
prev->next = menu;
else
BPyMenuTable[group] = menu; /* is first entry */
} else
*iter = menu; /* append */
}
return menu;
}
/* bpymenu_AddSubEntry:
* add a submenu to an existing python menu.
*/
static int bpymenu_AddSubEntry( BPyMenu * mentry, char *name, char *arg )
{
BPySubMenu *smenu, **iter;
smenu = MEM_mallocN( sizeof( BPySubMenu ), "pysubmenu" );
if( !smenu )
return -1;
smenu->name = BLI_strdup( name );
smenu->arg = BLI_strdup( arg );
smenu->next = NULL;
if( !smenu->name || !smenu->arg )
return -1;
iter = &( mentry->submenus );
while( *iter )
iter = &( ( *iter )->next );
*iter = smenu;
return 0;
}
/* bpymenu_CreateFromFile:
* parse the bpymenus data file where Python menu data is stored;
* based on this data, create and fill the pymenu structs.
*/
static int bpymenu_CreateFromFile( void )
{
FILE *fp;
char line[255], w1[255], w2[255], tooltip[255], *tip;
char upythondir[FILE_MAXDIR];
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
char *homedir = NULL;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
int parsing, version, is_userdir;
short group;
BPyMenu *pymenu = NULL;
/* init global bpymenu table (it is a list of pointers to struct BPyMenus
* for each available cathegory: import, export, etc.) */
for( group = 0; group < PYMENU_TOTAL; group++ )
BPyMenuTable[group] = NULL;
/* let's try to open the file with bpymenu data */
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
homedir = bpy_gethome(0);
if (!homedir) {
if( DEBUG )
fprintf(stderr,
"BPyMenus error: couldn't open config file Bpymenus: no home dir.\n");
return -1;
}
BLI_make_file_string( "/", line, homedir, BPYMENU_DATAFILE );
fp = fopen( line, "rb" );
if( !fp ) {
if( DEBUG )
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr, "BPyMenus error: couldn't open config file %s.\n", line );
return -1;
}
fgets( line, 255, fp ); /* header */
/* check if the U.pythondir we saved at the file is different from the
* current one. If so, return to force updating from dirs */
w1[0] = '\0';
fscanf( fp, "# User defined scripts dir: %[^\n]\n", w1 );
BLI_strncpy(upythondir, U.pythondir, FILE_MAXDIR);
BLI_convertstringcode(upythondir, G.sce, 0);
if( strcmp( w1, upythondir ) != 0 )
return -1;
w1[0] = '\0';
while( fgets( line, 255, fp ) ) { /* parsing file lines */
switch ( line[0] ) { /* check first char */
case '#': /* comment */
continue;
break;
case '\n':
continue;
break;
default:
parsing = sscanf( line, "%s {\n", w1 ); /* menu group */
break;
}
if( parsing == 1 ) { /* got menu group string */
group = (short)bpymenu_group_atoi( w1 );
if( group < 0 && DEBUG ) { /* invalid type */
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr,
"BPyMenus error parsing config file: wrong group: %s,\n\
will use 'Misc'.\n", w1 );
}
} else
continue;
for(;;) {
tip = NULL; /* optional tooltip */
fgets( line, 255, fp );
if( line[0] == '}' )
break;
else if( line[0] == '\n' )
continue;
else if( line[0] == '\'' ) { /* menu entry */
parsing =
sscanf( line,
"'%[^']' %d %s %d '%[^']'\n",
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
w1, &version, w2, &is_userdir,
tooltip );
if( parsing <= 0 ) { /* invalid line, get rid of it */
fgets( line, 255, fp );
} else if( parsing == 5 )
tip = tooltip; /* has tooltip */
pymenu = bpymenu_AddEntry( group,
( short ) version,
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
w1, w2, is_userdir,
tip );
if( !pymenu ) {
puts( "BPyMenus error: couldn't create bpymenu entry.\n" );
fclose( fp );
return -1;
}
} else if( line[0] == '|' && line[1] == '_' ) { /* menu sub-entry */
if( !pymenu )
continue; /* no menu yet, skip this line */
sscanf( line, "|_%[^:]: %s\n", w1, w2 );
bpymenu_AddSubEntry( pymenu, w1, w2 );
}
}
}
fclose( fp );
return 0;
}
/* bpymenu_WriteDataFile:
* writes the registered scripts info to the user's home dir, for faster
* access when the scripts dir hasn't changed.
*/
static void bpymenu_WriteDataFile( void )
{
BPyMenu *pymenu;
BPySubMenu *smenu;
FILE *fp;
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
char fname[FILE_MAXDIR], *homedir;
int i;
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
homedir = bpy_gethome(0);
if (!homedir) {
if( DEBUG )
fprintf(stderr,
"BPyMenus error: couldn't write Bpymenus file: no home dir.\n\n");
return;
}
BLI_make_file_string( "/", fname, homedir, BPYMENU_DATAFILE );
fp = fopen( fname, "w" );
if( !fp ) {
if( DEBUG )
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr, "BPyMenus error: couldn't write %s file.\n\n",
fname );
return;
}
fprintf( fp,
"# Blender: registered menu entries for bpython scripts\n" );
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
if (U.pythondir[0] != '\0' &&
strcmp(U.pythondir, "/") != 0 && strcmp(U.pythondir, "//") != 0)
{
char upythondir[FILE_MAXDIR];
BLI_strncpy(upythondir, U.pythondir, FILE_MAXDIR);
BLI_convertstringcode(upythondir, G.sce, 0);
fprintf( fp, "# User defined scripts dir: %s\n", upythondir );
}
for( i = 0; i < PYMENU_TOTAL; i++ ) {
pymenu = BPyMenuTable[i];
if( !pymenu )
continue;
fprintf( fp, "\n%s {\n", BPyMenu_group_itoa( (short)i ) );
while( pymenu ) {
fprintf( fp, "'%s' %d %s %d", pymenu->name,
pymenu->version, pymenu->filename,
pymenu->dir );
if( pymenu->tooltip )
fprintf( fp, " '%s'\n", pymenu->tooltip );
else
fprintf( fp, "\n" );
smenu = pymenu->submenus;
while( smenu ) {
fprintf( fp, "|_%s: %s\n", smenu->name,
smenu->arg );
smenu = smenu->next;
}
pymenu = pymenu->next;
}
fprintf( fp, "}\n" );
}
fclose( fp );
return;
}
/* BPyMenu_PrintAllEntries:
* useful for debugging.
*/
void BPyMenu_PrintAllEntries( void )
{
BPyMenu *pymenu;
BPySubMenu *smenu;
int i;
printf( "# Blender: registered menu entries for bpython scripts\n" );
for( i = 0; i < PYMENU_TOTAL; i++ ) {
pymenu = BPyMenuTable[i];
printf( "\n%s {\n", BPyMenu_group_itoa( (short)i ) );
while( pymenu ) {
printf( "'%s' %d %s %d", pymenu->name, pymenu->version,
pymenu->filename, pymenu->dir );
if( pymenu->tooltip )
printf( " '%s'\n", pymenu->tooltip );
else
printf( "\n" );
smenu = pymenu->submenus;
while( smenu ) {
printf( "|_%s: %s\n", smenu->name,
smenu->arg );
smenu = smenu->next;
}
pymenu = pymenu->next;
}
printf( "}\n" );
}
}
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
/* bpymenu_ParseFile:
* recursively scans folders looking for scripts to register.
*
* This function scans the scripts directory looking for .py files with the
* right header and menu info, using that to fill the bpymenu structs.
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
* is_userdir defines if the script is in the default scripts dir or the
* user defined one (U.pythondir: is_userdir == 1).
* Speed is important.
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
*
* The first line of the script must be '#!BPY'.
* The header registration lines must appear between the first pair of
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
* '\"\"\"' and follow this order (the single-quotes are part of
* the format):
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
*
* # \"\"\"<br>
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
* # Name: 'script name for the menu'
* # Blender: <code>short int</code> (minimal Blender version)
* # Group: 'group name' (defines menu)
* # Submenu: 'submenu name' related_1word_arg
* # Tooltip: 'tooltip for the menu'
* # \"\"\"
*
* Notes:
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
*
* - Commenting out header lines with "#" is optional, but recommended.
* - There may be more than one submenu line, or none:
* submenus and the tooltip are optional;
* - The Blender version is the same number reported by
* Blender.Get('version') in BPython or G.version in C;
* - Line length must be less than 99.
*/
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
static int bpymenu_ParseFile(FILE *file, char *fname, int is_userdir)
{
char line[100];
char head[100];
char middle[100];
char tail[100];
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
int matches;
int parser_state;
char script_name[100];
int script_version = 1;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
int script_group;
BPyMenu *scriptMenu = NULL;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
if (file != NULL) {
parser_state = 1; /* state of parser, 0 to terminate */
while ((parser_state != 0) && (fgets(line, 100, file) != NULL)) {
switch (parser_state) {
case 1: /* !BPY */
if (strncmp(line, "#!BPY", 5) == 0) {
parser_state++;
} else {
parser_state = 0;
}
break;
case 2: /* \"\"\" */
if ((strstr(line, "\"\"\""))) {
parser_state++;
}
break;
case 3: /* Name: 'script name for the menu' */
matches = sscanf(line, "%[^']'%[^']'%c", head, script_name, tail);
if ((matches == 3) && (strstr(head, "Name:") != NULL)) {
parser_state++;
} else {
if (DEBUG)
fprintf(stderr, "BPyMenus error: Wrong 'Name' line: %s\n", fname);
parser_state = 0;
}
break;
case 4: /* Blender: <short int> */
matches = sscanf(line, "%[^1234567890]%i%c", head, &script_version,
tail);
if (matches == 3) {
parser_state++;
} else {
if (DEBUG)
fprintf(stderr,"BPyMenus error: Wrong 'Blender' line: %s\n",fname);
parser_state = 0;
}
break;
case 5: /* Group: 'group name' */
matches = sscanf(line, "%[^']'%[^']'%c", head, middle, tail);
if ((matches == 3) && (strstr(head, "Group:") != NULL)) {
script_group = bpymenu_group_atoi(middle);
if (script_group < 0) {
if (DEBUG)
fprintf(stderr, "BPyMenus error: Unknown group \"%s\": %s\n",
middle, fname);
parser_state = 0;
}
else { /* register script */
scriptMenu = bpymenu_AddEntry((short)script_group,
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
(short int)script_version, script_name, fname, is_userdir,NULL);
if (scriptMenu == NULL) {
if (DEBUG)
fprintf(stderr,
"BPyMenus error: Couldn't create entry for: %s\n", fname);
parser_state = 0;
} else {
parser_state++;
}
}
} else {
if (DEBUG)
fprintf(stderr, "BPyMenus error: Wrong 'Group' line: %s\n",fname);
parser_state = 0;
}
break;
case 6: /* optional elements */
/* Submenu: 'submenu name' related_1word_arg */
matches = sscanf(line, "%[^']'%[^']'%s\n", head, middle, tail);
if ((matches == 3) && (strstr(head, "Submenu:") != NULL)) {
bpymenu_AddSubEntry(scriptMenu, middle, tail);
} else {
/* Tooltip: 'tooltip for the menu */
matches = sscanf(line, "%[^']'%[^']'%c", head, middle, tail);
if ((matches == 3) && ((strstr(head, "Tooltip:") != NULL) ||
(strstr(head, "Tip:") != NULL))) {
bpymenu_set_tooltip(scriptMenu, middle);
}
parser_state = 0;
}
break;
default:
parser_state = 0;
break;
}
}
}
else { /* shouldn't happen, it's checked in bpymenus_ParseDir */
if (DEBUG)
fprintf(stderr, "BPyMenus error: Couldn't open %s.\n", fname);
return -1;
}
return 0;
}
/* bpymenu_ParseDir:
* recursively scans folders looking for scripts to register.
*
* This function scans the scripts directory looking for .py files with the
* right header and menu info.
* - is_userdir defines if the script is in the default scripts dir or the
* user defined one (U.pythondir: is_userdir == 1);
* - parentdir is the parent dir name to store as part of the script filename,
* if we're down a subdir.
* Speed is important.
*/
static int bpymenu_ParseDir(char *dirname, char *parentdir, int is_userdir )
{
DIR *dir;
FILE *file = NULL;
struct dirent *de;
struct stat status;
char *file_extension;
char path[FILE_MAX];
char subdir[FILE_MAX];
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
char *s = NULL;
dir = opendir(dirname);
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
if (dir != NULL) {
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
while ((de = readdir(dir)) != NULL) {
/* skip files and dirs starting with '.' or 'bpy' */
if ((de->d_name[0] == '.') || !strncmp(de->d_name, "bpy", 3)) {
continue;
}
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
BLI_make_file_string("/", path, dirname, de->d_name);
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
if (stat(path, &status) != 0) {
if (DEBUG)
fprintf(stderr, "stat %s failed: %s\n", path, strerror(errno));
}
if (S_ISREG(status.st_mode)) { /* is file */
file_extension = strstr(de->d_name, ".py");
if (file_extension && *(file_extension + 3) == '\0') {
file = fopen(path, "rb");
if (file) {
s = de->d_name;
if (parentdir) {
/* Join parentdir and de->d_name */
BLI_join_dirfile(subdir, parentdir, de->d_name);
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
s = subdir;
}
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
bpymenu_ParseFile(file, s, is_userdir);
fclose(file);
}
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else {
if (DEBUG)
fprintf(stderr, "BPyMenus error: Couldn't open %s.\n", path);
}
}
}
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else if (S_ISDIR(status.st_mode)) { /* is subdir */
Dirs_Number++;
Dir_Depth++;
if (Dirs_Number > MAX_DIR_NUMBER) {
if (DEBUG) {
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr, "BPyMenus error: too many subdirs.\n");
}
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
closedir(dir);
return -1;
}
else if (Dir_Depth > MAX_DIR_DEPTH) {
if (DEBUG)
fprintf(stderr,
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
"BPyMenus error: max depth reached traversing dir tree.\n");
closedir(dir);
return -1;
}
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
s = de->d_name;
if (parentdir) {
/* Join parentdir and de->d_name */
BLI_join_dirfile(subdir, parentdir, de->d_name);
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
s = subdir;
}
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
if (bpymenu_ParseDir(path, s, is_userdir) == -1) {
closedir(dir);
return -1;
}
BPython bug fixes: - #2781, reported by Ed Blake: crash on undo when there were active space handlers. Space Handler script links belong to screen areas, which do not get saved on undo. Thanks Ton for pointing out the function that restores ui pointers gone bad. - Applied patch #2822 by Ken Hughes for bug #2647 ("Setting a Face UV"), reported by Campbell Barton. - #3022, reported by Timothy Wakeham: "Blender.BGL.glDrawPixels crashes when drawing more pixels then buffer size". Made glDrawPixels check buffer dimensions. - #2882, reported by Campbell: crash in nmesh.getMaterials(arg == 0 or 1) when nmesh came from GetRawFromMesh(). Raw nmeshes are not linked to Blender meshes, so the method doesn't support these options (getting mat info from the actual mesh) for it. - #2817, reported by Tod Koeckeritz: Dir_Depth var was not being decremented in BPY_Menus.c, causing dir depth limits to be reached prematurely. - #2954, reported by Daniel Holtz: "Python scripts crash hard with valid windows paths". Blender.Load() was not meant for background mode, now it's been update to support it, using BKE_read_file instead of BIF_read_file in this case. Also found another issue with command line scripts using Blender.Load() that could crash Blender: trying to free the Text when it wasn't available anymore (loading a new .blend already removed it). There are still issues with one case, though, causing a crash on start or "Memoryblock winopen: double free" at end, when running a script that is already a Blender Text (only if the script calls Blender.Load, of course). Will investigate. - #2897: reported by Timothy Wakeham: object.setMaterials was asking the length of a Python list w/o confirming first if the passed obj was really a list. Thanks all for the help and for being patient (long delay, again).
2005-10-03 19:12:11 +00:00
Dir_Depth--;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
}
}
closedir(dir);
}
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else { /* open directory stream failed */
if (DEBUG)
fprintf(stderr, "opendir %s failed: %s\n", dirname, strerror(errno));
return -1;
}
return 0;
}
static int bpymenu_GetStatMTime( char *name, int is_file, time_t * mtime )
{
struct stat st;
int result;
result = stat( name, &st );
if( result == -1 )
return -1;
if( is_file ) {
if( !S_ISREG( st.st_mode ) )
return -2;
} else if( !S_ISDIR( st.st_mode ) )
return -2;
*mtime = st.st_mtime;
return 0;
}
/* BPyMenu_Init:
* import the bpython menus data to Blender, either from:
* - the BPYMENU_DATAFILE file (?/.blender/Bpymenus) or
* - the scripts dir(s), case newer than the datafile (then update the file).
* then fill the bpymenu table with this data.
* if param usedir != 0, then the data is recreated from the dir(s) anyway.
*/
int BPyMenu_Init( int usedir )
{
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
char fname[FILE_MAXDIR];
char dirname[FILE_MAXDIR];
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
char upythondir[FILE_MAXDIR];
char *upydir = U.pythondir, *sdir = NULL;
time_t time_dir1 = 0, time_dir2 = 0, time_file = 0;
int stat_dir1 = 0, stat_dir2 = 0, stat_file = 0;
int i;
DEBUG = G.f & G_DEBUG; /* is Blender in debug mode (started with -d) ? */
/* init global bpymenu table (it is a list of pointers to struct BPyMenus
* for each available group: import, export, etc.) */
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
for( i = 0; i < PYMENU_TOTAL; i++ )
BPyMenuTable[i] = NULL;
if( DEBUG )
fprintf(stdout, "\nRegistering scripts in Blender menus ...\n\n" );
if( U.pythondir[0] == '\0') {
upydir = NULL;
}
else if (strcmp(U.pythondir, "/") == 0 || strcmp(U.pythondir, "//") == 0) {
/* these are not accepted to prevent possible slight slowdowns on startup;
* they should not be used as user defined scripts dir, anyway, also from
* speed considerations, since they'd not be dedicated scripts dirs */
if (DEBUG) fprintf(stderr,
"BPyMenus: invalid user defined Python scripts dir: \"/\" or \"//\".\n");
upydir = NULL;
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
}
else {
BLI_strncpy(upythondir, upydir, FILE_MAXDIR);
BLI_convertstringcode(upythondir, G.sce, 0);
}
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
sdir = bpy_gethome(1);
if (sdir) {
BLI_strncpy(dirname, sdir, FILE_MAXDIR);
stat_dir1 = bpymenu_GetStatMTime( dirname, 0, &time_dir1 );
if( stat_dir1 < 0 ) {
time_dir1 = 0;
if( DEBUG ) {
fprintf(stderr,
"\nDefault scripts dir: %s:\n%s\n", dirname, strerror(errno));
if( upydir )
fprintf(stdout,
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
"Getting scripts menu data from user defined dir: %s.\n",
upythondir );
}
}
}
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
else stat_dir1 = -1;
if( upydir ) {
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
stat_dir2 = bpymenu_GetStatMTime( upythondir, 0, &time_dir2 );
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
if( stat_dir2 < 0 ) {
time_dir2 = 0;
upydir = NULL;
if( DEBUG )
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr, "\nUser defined scripts dir: %s:\n%s.\n",
upythondir, strerror( errno ) );
if( stat_dir1 < 0 ) {
if( DEBUG )
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr, "\
To have scripts in menus, please add them to the default scripts dir:\n\
%s\n\
and / or go to 'Info window -> File Paths tab' and set a valid path for\n\
the user defined Python scripts dir.\n", dirname );
return -1;
}
}
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
}
else stat_dir2 = -1;
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
if( ( stat_dir1 < 0 ) && ( stat_dir2 < 0 ) ) {
if( DEBUG ) {
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr, "\nCannot register scripts in menus, no scripts dir"
" available.\nExpected default dir at: %s \n", dirname );
}
return -1;
}
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
if (usedir) stat_file = -1;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
else { /* if we're not forced to use the dir */
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
char *homedir = bpy_gethome(0);
if (homedir) {
BLI_make_file_string( "/", fname, homedir, BPYMENU_DATAFILE );
stat_file = bpymenu_GetStatMTime( fname, 1, &time_file );
if( stat_file < 0 )
time_file = 0;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
/* comparing dates */
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
if((stat_file == 0)
&& (time_file > time_dir1) && (time_file > time_dir2))
{ /* file is newer */
stat_file = bpymenu_CreateFromFile( ); /* -1 if an error occurred */
if( !stat_file && DEBUG )
fprintf(stdout,
"Getting menu data for scripts from file:\n%s\n\n", fname );
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
}
else stat_file = -1;
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
}
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
else stat_file = -1; /* -1 to use dirs: didn't use file or it was corrupted */
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
}
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
if( stat_file == -1 ) { /* use dirs */
if( DEBUG ) {
fprintf(stdout,
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
"Getting menu data for scripts from dir(s):\ndefault: %s\n", dirname );
if( upydir )
fprintf(stdout, "user defined: %s\n", upythondir );
fprintf(stdout, "\n");
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
}
if( stat_dir1 == 0 ) {
i = bpymenu_ParseDir( dirname, NULL, 0 );
if (i == -1 && DEBUG)
fprintf(stderr, "Default scripts dir does not seem valid.\n\n");
}
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
if( stat_dir2 == 0 ) {
BLI_strncpy(dirname, U.pythondir, FILE_MAXDIR);
BLI_convertstringcode(dirname, G.sce, 0);
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
i = bpymenu_ParseDir( dirname, NULL, 1 );
if (i == -1 && DEBUG)
fprintf(stderr, "User defined scripts dir does not seem valid.\n\n");
}
/* check if we got any data */
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
for( i = 0; i < PYMENU_TOTAL; i++ )
if( BPyMenuTable[i] )
break;
/* if we got, recreate the file */
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
if( i < PYMENU_TOTAL )
bpymenu_WriteDataFile( );
else if( DEBUG ) {
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr, "\n\
Warning: Registering scripts in menus -- no info found.\n\
Either your scripts dirs have no .py scripts or the scripts\n\
don't have a header with registration data.\n\
Default scripts dir is:\n\
%s\n", dirname );
if( upydir )
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
fprintf(stderr, "User defined scripts dir is: %s\n",
upythondir );
}
}
return 0;
}