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blender-archive/source/blender/python/api2_2x/doc/API_related.py
Willian Padovani Germano 09fb5d6b8d BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events).  Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).

- Updated Window and Window.Theme with new theme vars and the Time space.

- Script links:

-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.

-- Added "Enable Script Links" button in the script buttons tab.  Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default.  "blender -y" also disables all slinks as happened before with OnLoad ones only.

-- Other small changes in the script buttons tab:
  When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
  Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type.  Cancel the popup to leave the string button empty (link exists, but has no script assigned).  A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown.  With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.

-- Implemented Ton's space handler script links:

Right now only for the 3d View,  but it's trivial to add for others.  There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window.  Ton's idea was to give scripts a controlled way to integrate better within Blender.

Here's how it works:

- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT

and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu.  Check (mark, click on it) a script to make it active.

EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:

import Blender
from Blender import Draw

evt = Blender.event
if evt == Draw.AKEY:
  print "a"
elif evt == Draw.LEFTMOUSE:
  print "left mouse button"
else:
  return # ignore, pass event back to Blender

Blender.event = None # tell Blender not to process itself the event

DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.

To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.

Still need to code some nice example, which should also serve to test properly space handlers.  Simple tests went fine.

- doc updates about the additions.

=======

Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable.  Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are.  The tooltips may not be accepted either, since other menus don't use them.  Opinions welcomed.
2005-05-08 21:20:34 +00:00

543 lines
21 KiB
Python

# This is not a real module, it's simply an introductory text.
"""
Blender Python related features
===============================
L{Back to Main Page<API_intro>}
Introduction:
=============
This page describes special features available to BPython scripts:
- Command line mode is accessible with the '-P' and '-b' Blender options.
- Registration allows scripts to become available from some pre-defined menus
in Blender, like Import, Export, Wizards and so on.
- Script links are Blender Texts (scripts) executed when a particular event
(redraws, .blend file loading, saving, frame changed, etc.) occurs. Now
there are also "Space Handlers" to draw onto or get events from a given
space (only 3D View now) in some window.
- Proper documentation data is used by the 'Scripts Help Browser' script to
show help information for any registered script. Your own GUI can use
this facility with the L{Blender.ShowHelp} function.
- Configuration is for data in your script that can be tweaked according to
user taste or needs. Like documentation, this is another helper
functionality -- you don't need to provide a GUI yourself to edit config
data.
Command line usage:
===================
Specifying scripts:
-------------------
The '-P' option followed either by:
- a script filename (full pathname if not in the same folder where you run
the command);
- the name of a Text in a .blend file (that must also be specified)
will open Blender and immediately run the given script.
Example::
# open Blender and execute the given script:
blender -P script.py
Passing parameters:
-------------------
To pass parameters to the script you can:
- write them to a file before running Blender, then make your script parse that file;
- set environment variables and access them with the 'os' module:
Examples with parameters being passed to the script via command line::
# execute a command like:
myvar=value blender -P script.py
# and in script.py access myvar with os.getenv
# (os.environ and os.setenv are also useful):
# script.py:
import os
val = os.getenv('myvar')
# To pass multiple parameters, simply write them in sequence,
# separated by spaces:
myvar1=value1 myvar2=value2 mystr="some string data" blender -P script.py
Background mode:
----------------
In '-b' mode no windows will be opened: the program will run as a command
line tool able to render stills and animations and execute any working Python
script with complete access to loaded .blend's file contents. Once the task
is completed, the program will exit.
Background mode examples::
# Open Blender in background mode with file 'myfile.blend'
# and run the script 'script.py':
blender -b myfile.blend -P script.py
# Note: a .blend file is always required. 'script.py' can be a file
# in the file system or a Blender Text stored in 'myfile.blend'.
# Let's assume 'script.py' has code to render the current frame;
# this line will set the [s]tart and [e]nd (and so the current) frame to
# frame 44 and call the script:
blender -b myfile.blend -s 44 -e 44 -P script.py
# Using now a script written to render animations, we set different
# start and end frames and then execute this line:
blender -b myfile.blend -s 1 -e 10 -P script.py
# Note: we can also set frames and define if we want a single image or
# an animation in the script body itself, naturally.
The rendered pictures will be written to the default render folder, that can
also be set via bpython (take a look at L{Render.RenderData}). Their
names will be the equivalent frame number followed by the extension of the
chosen image type: 0001.png, for example. To rename them to something else,
coders can use the C{rename} function in the standard 'os' Python module.
Reminder: if you just need to render, it's not necessary to have a script.
Blender can create stills and animations with its own command line arguments.
Example:
- a single image at frame 44: blender -b myfile.blend -f 44
- an animation from frame 1 to 10: blender -b myfile.blend -s 1 -e 10 -a
Script links:
=============
Object script links:
--------------------
Users can link Blender Text scripts to some kinds of objects to have the script
code executed when specific events occur. For example, if a Camera has an
script link set to "FrameChanged", the script will be executed whenever the
current frame is changed. Links can either be manually added by users on the
Buttons window -> Scripts tab or created by another script (see, for example,
L{Object.addScriptLink<Object.Object.addScriptLink>}).
These are the types which can be linked to scripts:
- Camera Data;
- Lamp Data;
- Materials;
- Objects;
- Scenes;
- Worlds.
And these are the available event choices:
- Redraw;
- FrameChanged;
- Render;
- OnLoad (*);
- OnSave (*).
(*) only available for scenes
There are three L{Blender} module variables that script link authors should
be aware of:
- B{bylink}: True if the script is running as a script link;
- B{link}: the object the running script was linked to (None if this is
not a script link);
- B{event}: the event type, if the running script is being executed as a
script link.
B{Important note about "Render" events}:
Each "Render" script link is executed twice: before rendering and after, for
reverting changes and for possible clean up actions. Before rendering,
'Blender.event' will be "Render" and after rendering it will be "PostRender".
This is specially useful for script links that need to generate data only
useful while rendering, or in case they need to switch between two mesh data
objects, one meant for realtime display and the other, more detailed, for
renders. This pseudo-code is an example of how such scripts could be written::
import Blender
if Blender.event == "Render":
# prepare for rendering
elif Blender.event == "PostRender":
# revert changes / clean up for realtime display
Space Handler script links:
---------------------------
This is a new kind of script linked to spaces in a given window. Right now
only the 3D View has the necessary hooks, but the plan is to add access to
other types, too. Just to clarify: in Blender, a screen is partitioned in
windows and each window can show any space. Spaces are: 3D View, Text Editor,
Scripts, Buttons, User Preferences, Oops, etc.
Space handlers are texts in the Text Editor, like other script links, but they
need to have a special header to be recognized -- B{I{the first line in the
text file}} must inform 1) that they are space handlers; 2) the space they
belong to; 3) whether they are EVENT or DRAW handlers.
Example header for a 3D View EVENT handler::
# SPACEHANDLER.VIEW3D.EVENT
Example header for a 3D View DRAW handler::
# SPACEHANDLER.VIEW3D.DRAW
EVENT space handler scripts are called by that space's event handling callback
in Blender. The script receives the event B{before} it is further processed
by the program. An EVENT handler script should check Blender.event (compare
it against L{Draw} events) and either:
- process it (then set Blender.event to None);
- ignore it.
Setting C{Blender.event = None} tells Blender not to go on processing itself
the event, because it was grabbed by the script.
Example::
# SPACEHANDLER.VIEW3D.EVENT
import Blender
from Blender import DRAW
evt = Blender.event
if evt == DRAW.LEFTMOUSE:
print "Swallowing the left mouse button press"
elif evt == DRAW.AKEY:
print "Swallowing an 'a' character"
else:
print "Let the 3D View itself process this event:", evt
return
# if Blender should not process itself the passed event:
Blender.event = None
DRAW space handlers are called by that space's drawing callback in Blender.
The script is called B{after} the space has been drawn.
Two of the L{Blender} module variables related to script links assume
different roles for space handlers:
- B{bylink} is the same: True if the script is running as a script link;
- B{link}: integer from the L{Blender}.SpaceHandlers constant dictionary,
tells what space this handler belongs to and the handler's type
(EVENT, DRAW);
- B{event}:
- EVENT handlers: an input event (check keys and mouse events in L{Draw})
to be processed or ignored.
- DRAW handlers: 0 always.
B{Guidelines}:
- EVENT handlers can access and change Blender objects just like any other
script, but they should not draw (images, polygons, etc.) to the screen,
use a DRAW handler to do that and if both scripts need to pass information
to each other, use the L{Registry} module.
- DRAW handlers should leave the space in the same state it was before they
executed. OpenGL attributes are automatically saved (pushed) before a DRAW
handler runs and restored (poped) after it finishes, no need to worry about
that.
Registering scripts:
====================
To be registered a script needs two things:
- to be either in the default scripts dir or in the user defined scripts
path (see User Preferences window -> File Paths tab -> Python path);
- to have a proper header.
Try 'blender -d' to know where your default dir for scripts is, it will
inform either the dir or the file with that info already parsed, which is
in the same dir of the scripts folder.
The header should be like this one (all double and single apostrophes below
are required)::
#!BPY
# \"\"\"
# Name: 'Script Name'
# Blender: 233
# Group: 'Export'
# Submenu: 'All' all
# Submenu: 'Selected' sel
# Submenu: 'Configure (gui)' gui
# Tooltip: 'Export to some format.'
# \"\"\"
where:
- B{Name} is the string that will appear in the menu;
- B{Blender} is the minimum program version required to run the script;
- B{Group} defines where the script will be put, see all groups in the
Scripts Window's header, menu "Scripts";
- B{Submenu} adds optional submenus for further control;
- B{Tooltip} is the (short) tooltip string for the menu entry.
note:
- all double and single apostrophes above are required;
- you can "comment out" the header above, by starting lines with
'#', like we did. This is not required (except for the first line, #!BPY,
of course), but this way the header won't conflict with Python tools that
you can use to generate documentation for your script code. Just
remember to keep this header above any other line with triple
double-quotes (\"\"\") in your script.
Submenu lines are not required, use them if you want to provide extra
options. To see which submenu the user chose, check the "__script__"
dictionary in your code: __script__['arg'] has the defined keyword (the word
after the submenu string name: all, sel or gui in the example above) of the
chosen submenu. For example, if the user clicked on submenu 'Selected' above,
__script__['arg'] will be "sel".
If your script requires extra data or configuration files, there is a special
folder where they can be saved: see 'datadir' in L{Blender.Get}.
Documenting scripts:
====================
The "Scripts Help Browser" script in the Help menu can parse special variables
from registered scripts and display help information for users. For that,
authors only need to add proper information to their scripts, after the
registration header.
The expected variables:
- __bpydoc__ (or __doc__) (type: string):
- The main help text. Write a first short paragraph explaining what the
script does, then add the rest of the help text, leaving a blank line
between each new paragraph. To force line breaks you can use <br> tags.
- __author__ (type: string or list of strings):
- Author name(s).
- __version__ (type: string):
- Script version. A good recommendation is using a version number followed
by the date in the format YYYY/MM/DD: "1.0 2005/12/31".
- __url__ (type: string or list of strings):
- Internet links that are shown as buttons in the help screen. Clicking
them opens the user's default browser at the specified location. The
expected format for each url entry is e.g.
"Author's site, http://www.somewhere.com". The first part, before the
comma (','), is used as the button's tooltip. There are two preset
options: "blender" and "elysiun", which link to the Python forums at
blender.org and elysiun.com, respectively.
- __email__ (optional, type: string or list of strings):
- Equivalent to __url__, but opens the user's default email client. You
can write the email as someone:somewhere*com and the help script will
substitute accordingly: someone@somewhere.com. This is only a minor help
to hide emails from spammers, since your script may be available at some
site. "scripts" is the available preset, with the email address of the
mailing list devoted to scripting in Blender, bf-scripts-dev@blender.org.
You should only use this one if you are subscribed to the list:
http://projects.blender.org/mailman/listinfo/bf-scripts-dev for more
information.
Example::
__author__ = 'Mr. Author'
__version__ = '1.0 2005/01/01'
__url__ = ["Author's site, http://somewhere.com",
"Support forum, http://somewhere.com/forum/", "blender", "elysiun"]
__email__ = ["Mr. Author, mrauthor:somewhere*com", "scripts"]
__bpydoc__ = \"\"\"\\
This script does this and that.
Explaining better, this script helps you create ...
You can write as many paragraphs as needed.
Shortcuts:<br>
Esc or Q: quit.<br>
etc.
Supported:<br>
Meshes, metaballs.
Known issues:<br>
This is just an example, there's no actual script.
Notes:<br>
You can check scripts bundled with Blender to see more examples of how to
add documentation to your own works.
\"\"\"
B{Note}: your own GUI or menu code can display documentation by calling the
help browser with the L{Blender.ShowHelp} function.
Configuring scripts:
====================
The L{Blender.Registry<Registry>} module provides a simplified way to keep
scripts configuration options in memory and also saved in config files.
And with the "Scripts Config Editor" script in the System menu users can later
view and edit the options easily.
Let's first clarify what we mean by config options: they are simple data
(bools, ints, floats, strings) used by programs to conform to user
preferences. The buttons in Blender's User Preferences window are a good
example.
For example, a particular exporter might include:
- SEPARATE_MATS = False: a bool variable (True / False) to determine if it
should write materials to a separate file;
- VERSION = 2: an int to define an specific version of the export format;
- TEX_DIR = "/path/to/textures": a default texture dir to prepend to all
exported texture filenames instead of their actual paths.
The script needs to provide users a GUI to configure these options -- or else
directly editing the source code would be the only way to change them. And to
store changes made to the GUI so they can be reloaded any time the script is
executed, programmers have to write and load their own config files (ideally at
L{Blender.Get}('udatadir') or, if not available, L{Blender.Get}('datadir')).
This section describes BPython facilities (based on the L{Registry} module and
the config editor) that can take care of this in a simplified (and much
recommended) way.
Here's how it works::
# sample_exporter.py
import Blender
from Blender import Registry
# First define all config variables with their default values:
SEPARATE_MATERIALS = True
VERSION = True
TEX_DIR = ''
EXPORT_DIR = ''
# Then define a function to update the Registry:
def registry_update():
# populate a dict with current config values:
d = {
'SEPARATE_MATERIALS': SEPARATE_MATERIALS,
'VERSION': VERSION,
'TEX_DIR': TEX_DIR,
'EXPORT_DIR': EXPORT_DIR
}
# store the key (optional 3rd arg tells if
# the data should also be written to a file):
Registry.SetKey('sample_exporter', d, True)
# (A good convention is to use the script name as Registry key)
# Now we check if our key is available in the Registry or file system:
regdict = Registry.GetKey('sample_exporter', True)
# If this key already exists, update config variables with its values:
if regdict:
try:
SEPARATE_MATERIALS = regdict['SEPARATE_MATERIALS']
VERSION = regdict['VERSION']
TEX_DIR = regdict['TEX_DIR']
EXPORT_DIR = regdict['EXPORT_DIR']
# if data was corrupted (or a new version of the script changed
# (expanded, removed, renamed) the config vars and users may have
# the old config file around):
except: update_registry() # rewrite it
else: # if the key doesn't exist yet, use our function to create it:
update_registry()
# ...
Hint: nicer code than the simplistic example above can be written by keeping
config var names in a list of strings and using the exec function.
B{Note}: if your script's GUI lets users change config vars, call the
registry_update() function in the button events callback to save the changes.
On the other hand, you don't need to handle configuration
in your own gui, it can be left for the 'Scripts Config Editor',
which should have access to your script's config key as soon as the
above code is executed once (as soon as SetKey is executed).
B{Note} (limits for config vars): strings longer than 300 characters are
clamped and the number of items in dictionaries, sequences and the config key
itself is limited to 60.
Scripts Configuration Editor:
-----------------------------
This script should be available from the System menu in the Scripts window.
It provides a GUI to view and edit saved configuration data, both from the
Registry dictionary in memory and the scripts config data dir. This is
useful for all scripts with config vars, but specially for those without GUI's,
like most importers and exporters, since this editor will provide one for them.
The example above already gives a good idea of how the information can be
prepared to be accessible from this editor, but there is more worth knowing:
1. String vars that end with '_dir' or '_file' (can be upper case, too) are
recognized as input boxes for dirs or files and a 'browse' button is added to
their right side, to call the file selector.
2. Both key names and configuration variables names starting with an
underscore ('_') are ignored by the editor. Programmers can use this feature
for any key or config var that is not meant to be configured by this editor.
3. The following information refers to extra config variables that may be
added specifically to aid the configuration editor script. To clarify, in the
example code above these variables (the string 'script' and the dictionaries
'tooltips' and 'limits') would appear along with SEPARATE_MATERIALS, VERSION,
TEX_DIR and EXPORT_DIR, wherever they are written.
Minor note: these names are case insensitive: tooltips, TOOLTIPS, etc. are all
recognized.
3.1 The config editor will try to display a 'help' button for a key, to show
documentation for the script that owns it. To find this "owner script", it
will first look for a config variable called 'script', a string containing
the name of the owner Python file (with or without '.py' extension)::
script = 'sample_exporter.py'
If there is no such variable, the editor will check if the file formed by the
key name and the '.py' extension exists. If both alternatives fail, no help
button will be displayed.
3.2 You can define tooltips for the buttons that the editor creates for your
config data (string input, toggle, number sliders). Simply create a dict
called 'tooltips', where config var names are keys and their tooltips,
values::
tooltips = {
'EXPORT_DIR': 'default folder where exported files should be saved',
'VERBOSE': 'print info and warning messages to the console',
'SEPARATE_MATERIALS': 'write materials to their own file'
}
3.3 Int and float button sliders need min and max limits. This can be passed
to the editor via a dict called 'limits' (ivar1, ivar2 and fvar are meant as
extra config vars that might have been in the example code above)::
limits = {'ivar1': [-10, 10], 'ivar2': [0, 100], 'fvar1': [-12.3, 15.4]}
4. The Config Editor itself maintains a Registry key called "General", with
general options relevant to many scripts, like "verbose" to tell if the user
wants messages printed to the console and "confirm overwrite", to know if
a script should ask for confirmation before overwriting files (all exporters
are recommended to access the General key and check this var -- L{sys.exists
<Sys.exists>} tells if files or folders already exist).
Hint: for actual examples, try the ac3d importer and exporter (it's enough to
call them from the menus then cancel with ESC), as those have been updated to
use this config system. After calling them their config data will be available
in the Config Editor. We also recommend adding a section about config vars
in your script's help info, as done in the ac3d ones.
L{Back to Main Page<API_intro>}
===============================
"""