blender-addons/pose_library/gui.py
Julian Eisel ab40b5bb58 Pose library: Update to reflect naming change in BPY
The term `asset_library_ref` was changed to `asset_library_reference` in
974d70918b.
2023-09-19 16:30:54 +02:00

255 lines
8.2 KiB
Python

# SPDX-FileCopyrightText: 2021-2023 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
"""
Pose Library - GUI definition.
"""
import bpy
from bpy.types import (
AssetHandle,
AssetRepresentation,
Context,
Menu,
Panel,
UILayout,
UIList,
WindowManager,
WorkSpace,
)
from bl_ui_utils.layout import operator_context
class PoseLibraryPanel:
@classmethod
def pose_library_panel_poll(cls, context: Context) -> bool:
return context.mode == 'POSE'
@classmethod
def poll(cls, context: Context) -> bool:
return cls.pose_library_panel_poll(context)
class VIEW3D_AST_pose_library(bpy.types.AssetShelf):
bl_space_type = "VIEW_3D"
# We have own keymap items to add custom drag behavior (pose blending), disable the default
# asset dragging.
bl_options = {'NO_ASSET_DRAG'}
@classmethod
def poll(cls, context: Context) -> bool:
return PoseLibraryPanel.poll(context)
@classmethod
def asset_poll(cls, asset: AssetRepresentation) -> bool:
return asset.id_type == 'ACTION'
@classmethod
def draw_context_menu(cls, _context: Context, _asset: AssetRepresentation, layout: UILayout):
# Make sure these operator properties match those used in `VIEW3D_PT_pose_library_legacy`.
layout.operator("poselib.apply_pose_asset", text="Apply Pose").flipped = False
layout.operator("poselib.apply_pose_asset", text="Apply Pose Flipped").flipped = True
with operator_context(layout, 'INVOKE_DEFAULT'):
layout.operator("poselib.blend_pose_asset", text="Blend Pose")
layout.separator()
props = layout.operator("poselib.pose_asset_select_bones", text="Select Pose Bones")
props.select = True
props = layout.operator("poselib.pose_asset_select_bones", text="Deselect Pose Bones")
props.select = False
layout.separator()
layout.operator("asset.open_containing_blend_file")
class VIEW3D_PT_pose_library_legacy(PoseLibraryPanel, Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Animation"
bl_label = "Pose Library"
def draw(self, _context: Context) -> None:
layout = self.layout
layout.label(text="The pose library moved.", icon='INFO')
sub = layout.column(align=True)
sub.label(text="Pose assets are now available")
sub.label(text="in the asset shelf.")
layout.operator("screen.region_toggle", text="Toggle Asset Shelf").region_type = 'ASSET_SHELF'
def pose_library_list_item_context_menu(self: UIList, context: Context) -> None:
def is_pose_asset_view() -> bool:
# Important: Must check context first, or the menu is added for every kind of list.
list = getattr(context, "ui_list", None)
if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets":
return False
if not context.active_file:
return False
return True
def is_pose_library_asset_browser() -> bool:
asset_library_ref = getattr(context, "asset_library_reference", None)
if not asset_library_ref:
return False
asset = getattr(context, "asset", None)
if not asset:
return False
return bool(asset.id_type == 'ACTION')
if not is_pose_asset_view() and not is_pose_library_asset_browser():
return
layout = self.layout
layout.separator()
# Make sure these operator properties match those used in `VIEW3D_PT_pose_library_legacy`.
layout.operator("poselib.apply_pose_asset", text="Apply Pose").flipped = False
layout.operator("poselib.apply_pose_asset", text="Apply Pose Flipped").flipped = True
with operator_context(layout, 'INVOKE_DEFAULT'):
layout.operator("poselib.blend_pose_asset", text="Blend Pose")
layout.separator()
props = layout.operator("poselib.pose_asset_select_bones", text="Select Pose Bones")
props.select = True
props = layout.operator("poselib.pose_asset_select_bones", text="Deselect Pose Bones")
props.select = False
if not is_pose_asset_view():
layout.separator()
layout.operator("asset.assign_action")
layout.separator()
if is_pose_asset_view():
layout.operator("asset.open_containing_blend_file")
props.select = False
class DOPESHEET_PT_asset_panel(PoseLibraryPanel, Panel):
bl_space_type = "DOPESHEET_EDITOR"
bl_region_type = "UI"
bl_label = "Create Pose Asset"
bl_category = "Action"
def draw(self, context: Context) -> None:
layout = self.layout
col = layout.column(align=True)
row = col.row(align=True)
row.operator("poselib.create_pose_asset").activate_new_action = True
if bpy.types.POSELIB_OT_restore_previous_action.poll(context):
row.operator("poselib.restore_previous_action", text="", icon='LOOP_BACK')
col.operator("poselib.copy_as_asset", icon="COPYDOWN")
layout.operator("poselib.convert_old_poselib")
def pose_library_list_item_asset_menu(self: UIList, context: Context) -> None:
layout = self.layout
layout.menu("ASSETBROWSER_MT_asset")
class ASSETBROWSER_MT_asset(Menu):
bl_label = "Asset"
@classmethod
def poll(cls, context):
from bpy_extras.asset_utils import SpaceAssetInfo
return SpaceAssetInfo.is_asset_browser_poll(context)
def draw(self, context: Context) -> None:
layout = self.layout
layout.operator("poselib.paste_asset", icon='PASTEDOWN')
layout.separator()
layout.operator("poselib.create_pose_asset").activate_new_action = False
### Messagebus subscription to monitor asset library changes.
_msgbus_owner = object()
def _on_asset_library_changed() -> None:
"""Update areas when a different asset library is selected."""
refresh_area_types = {'DOPESHEET_EDITOR', 'VIEW_3D'}
for win in bpy.context.window_manager.windows:
for area in win.screen.areas:
if area.type not in refresh_area_types:
continue
area.tag_redraw()
def register_message_bus() -> None:
bpy.msgbus.subscribe_rna(
key=(bpy.types.FileAssetSelectParams, "asset_library_reference"),
owner=_msgbus_owner,
args=(),
notify=_on_asset_library_changed,
options={'PERSISTENT'},
)
def unregister_message_bus() -> None:
bpy.msgbus.clear_by_owner(_msgbus_owner)
@bpy.app.handlers.persistent
def _on_blendfile_load_pre(none, other_none) -> None:
# The parameters are required, but both are None.
unregister_message_bus()
@bpy.app.handlers.persistent
def _on_blendfile_load_post(none, other_none) -> None:
# The parameters are required, but both are None.
register_message_bus()
classes = (
DOPESHEET_PT_asset_panel,
VIEW3D_PT_pose_library_legacy,
ASSETBROWSER_MT_asset,
VIEW3D_AST_pose_library,
)
_register, _unregister = bpy.utils.register_classes_factory(classes)
def register() -> None:
_register()
WorkSpace.active_pose_asset_index = bpy.props.IntProperty(
name="Active Pose Asset",
# TODO explain which list the index belongs to, or how it can be used to get the pose.
description="Per workspace index of the active pose asset",
)
# Register for window-manager. This is a global property that shouldn't be
# written to files.
WindowManager.pose_assets = bpy.props.CollectionProperty(type=AssetHandle)
bpy.types.UI_MT_list_item_context_menu.prepend(pose_library_list_item_context_menu)
bpy.types.ASSETBROWSER_MT_context_menu.prepend(pose_library_list_item_context_menu)
bpy.types.ASSETBROWSER_MT_editor_menus.append(pose_library_list_item_asset_menu)
register_message_bus()
bpy.app.handlers.load_pre.append(_on_blendfile_load_pre)
bpy.app.handlers.load_post.append(_on_blendfile_load_post)
def unregister() -> None:
_unregister()
unregister_message_bus()
del WorkSpace.active_pose_asset_index
del WindowManager.pose_assets
bpy.types.UI_MT_list_item_context_menu.remove(pose_library_list_item_context_menu)
bpy.types.ASSETBROWSER_MT_context_menu.remove(pose_library_list_item_context_menu)
bpy.types.ASSETBROWSER_MT_editor_menus.remove(pose_library_list_item_asset_menu)