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blender-addons-contrib/development_ui_classes.py

192 lines
6.5 KiB
Python

# ##### BEGIN GPL 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.
#
# 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
bl_info = {
"name": "UI Classes Overview",
"author": "lijenstina",
"version": (1, 0, 2),
"blender": (2, 80, 0),
"location": "Text Editor > Properties",
"description": "Print the UI classes in a text-block",
"warning": "",
"doc_url": "https://wiki.blender.org/index.php/Extensions:2.6/"
"Py/Scripts/Development/Classes_Overview",
"category": "Development",
}
import bpy
from bpy.types import (
Operator,
Panel,
PropertyGroup,
)
from bpy.props import (
BoolProperty,
EnumProperty,
PointerProperty,
)
class TEXT_PT_ui_cheat_sheet(Panel):
bl_space_type = "TEXT_EDITOR"
bl_region_type = "UI"
bl_label = "UI Cheat Sheet"
bl_category = 'Dev'
bl_options = {"DEFAULT_CLOSED"}
def draw(self, context):
layout = self.layout
scene = context.scene.dev_text_ui
col = layout.column(align=True)
col.prop(scene, "dev_ui_cheat_type", expand=True)
row = layout.row(align=True)
split = row.split(factor=0.8, align=True)
split.operator("text.ui_cheat_sheet")
split.prop(scene, "searchable", text="", icon='SHORTDISPLAY')
class TEXT_OT_ui_cheat_sheet(Operator):
bl_idname = "text.ui_cheat_sheet"
bl_label = "Generate UI list"
bl_description = ("List the UI Menus, Panels and Headers in a textblock\n"
"The newly generated list will be made active in the Text Editor\n"
"To access the previous ones, select them from the Header dropdown")
def ui_list_name(self, context):
new_name, def_name, ext = "", "UIList", ".txt"
suffix = 1
try:
# first slap a simple linear count + 1 for numeric suffix, if it fails
# harvest for the rightmost numbers and append the max value
list_txt = []
data_txt = bpy.data.texts
list_txt = [txt.name for txt in data_txt if txt.name.startswith("UIList")]
new_name = "{}_{}{}".format(def_name, len(list_txt) + 1, ext)
if new_name in list_txt:
from re import findall
test_num = [findall("\d+", words) for words in list_txt]
suffix += max([int(l[-1]) for l in test_num])
new_name = "{}_{}{}".format(def_name, suffix, ext)
return new_name
except:
return None
def execute(self, context):
from collections import defaultdict
scene = context.scene.dev_text_ui
ui_type = scene.dev_ui_cheat_type
op_string_ui = defaultdict(list)
searchable = scene.searchable
try:
file_name = self.ui_list_name(context) or "UIList.txt"
classes = ["Panel", "Menu", "Header"] if ui_type in "all" else [ui_type]
string_line = "---\n%s\nModule path: %s" if not searchable else "\n'%s': '%s',"
print_line = '\n\n\n[%s]\nitems: %d\n' if not searchable else '\n\n%s = {\n# items: %d\n'
close_line = '\n' if not searchable else '\n}'
start_note = (
"\n\n# Classes starting with 'NODE_PT_category_' and 'NODE_MT_category_'\n"
"# are generated in startup\\nodeitems_builtins.py" if ui_type not in "Header" else ""
)
for cls_name in classes:
cls = getattr(bpy.types, cls_name)
for op_module in cls.__subclasses__():
if op_module:
module_name = op_module.__module__
module_name = module_name.replace('.', '\\')
text = (string_line % (op_module.__name__, module_name))
op_string_ui[cls_name].append(text)
textblock = bpy.data.texts.new(file_name)
total = sum([len(op_string_ui[cls_name]) for cls_name in classes])
textblock.write('# %d Total Items' % (total))
textblock.write(start_note)
for cls_name in classes:
textblock.write(print_line % (cls_name, len(op_string_ui[cls_name])))
textblock.write(('\n' if not searchable else '').join(sorted(op_string_ui[cls_name])))
textblock.write(close_line)
# try to set the created text block to active
if context.area.type in {"TEXT_EDITOR"}:
bpy.context.space_data.text = bpy.data.texts[file_name]
self.report({'INFO'}, "See %s textblock" % file_name)
return {'FINISHED'}
except:
self.report({'WARNING'},
"Failure to write the UI list (Check the console for more info)")
import traceback
traceback.print_exc()
return {'CANCELLED'}
# Properties
class text_ui_cheat_props(PropertyGroup):
dev_ui_cheat_type: EnumProperty(
name="Choose a Type",
description="Choose what Classes to include in a Text-Block",
items=(('all', "All", "Print all the types"),
('Panel', "Panels", "Print Panel UI types"),
('Menu', "Menus", "Print Menu UI types"),
('Header', "Headers", "Print Header UI types"),
),
default='all',
)
searchable: BoolProperty(
name="Format searchable",
description="Generate the list as Python dictionary,\n"
"using the format Class: Path",
default=False
)
# Register
classes = (
TEXT_OT_ui_cheat_sheet,
TEXT_PT_ui_cheat_sheet,
text_ui_cheat_props
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Scene.dev_text_ui = PointerProperty(type=text_ui_cheat_props)
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
del bpy.types.Scene.dev_text_ui
if __name__ == "__main__":
register()