blender-addons/system_blend_info.py
Campbell Barton e8da6131fd License headers: use SPDX-FileCopyrightText for all addons
Move copyright text to SPDX-FileCopyrightText or set to the
Blender Foundation so "make check_licenses" now runs without warnings.
2023-06-15 16:54:05 +10:00

201 lines
5.7 KiB
Python

# SPDX-FileCopyrightText: 2010 Mariano Hidalgo
#
# SPDX-License-Identifier: GPL-2.0-or-later
bl_info = {
"name": "Scene Information",
"author": "uselessdreamer",
"version": (0, 3, 1),
"blender": (2, 80, 0),
"location": "Properties > Scene > Blend Info Panel",
"description": "Show information about the .blend",
"warning": "",
"doc_url": "{BLENDER_MANUAL_URL}/addons/system/blend_info.html",
"category": "System",
}
import bpy
def quantity_string(quantity, text_single, text_plural, text_none=None):
sep = " "
if not text_none:
text_none = text_plural
if quantity == 0:
string = str(quantity) + sep + text_none
if quantity == 1:
string = str(quantity) + sep + text_single
if quantity >= 2:
string = str(quantity) + sep + text_plural
if quantity < 0:
return None
return string
class OBJECT_PT_blendinfo(bpy.types.Panel):
bl_label = "Blend Info"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
ob_cols = []
db_cols = []
objects = bpy.data.objects
layout = self.layout
# OBJECTS
l_row = layout.row()
num = len(bpy.data.objects)
l_row.label(text=quantity_string(num, "Object", "Objects")
+ " in the scene:",
icon='OBJECT_DATA')
l_row = layout.row()
ob_cols.append(l_row.column())
ob_cols.append(l_row.column())
row = ob_cols[0].row()
meshes = [o for o in objects.values() if o.type == 'MESH']
num = len(meshes)
row.label(text=quantity_string(num, "Mesh", "Meshes"),
icon='MESH_DATA')
row = ob_cols[1].row()
curves = [o for o in objects.values() if o.type == 'CURVE']
num = len(curves)
row.label(text=quantity_string(num, "Curve", "Curves"),
icon='CURVE_DATA')
row = ob_cols[0].row()
cameras = [o for o in objects.values() if o.type == 'CAMERA']
num = len(cameras)
row.label(text=quantity_string(num, "Camera", "Cameras"),
icon='CAMERA_DATA')
row = ob_cols[1].row()
lamps = [o for o in objects.values() if o.type == 'LIGHT']
num = len(lamps)
row.label(text=quantity_string(num, "Lamp", "Lamps"),
icon='LIGHT_DATA')
row = ob_cols[0].row()
armatures = [o for o in objects.values() if o.type == 'ARMATURE']
num = len(armatures)
row.label(text=quantity_string(num, "Armature", "Armatures"),
icon='ARMATURE_DATA')
row = ob_cols[1].row()
lattices = [o for o in objects.values() if o.type == 'LATTICE']
num = len(lattices)
row.label(text=quantity_string(num, "Lattice", "Lattices"),
icon='LATTICE_DATA')
row = ob_cols[0].row()
empties = [o for o in objects.values() if o.type == 'EMPTY']
num = len(empties)
row.label(text=quantity_string(num, "Empty", "Empties"),
icon='EMPTY_DATA')
row = ob_cols[1].row()
empties = [o for o in objects.values() if o.type == 'SPEAKER']
num = len(empties)
row.label(text=quantity_string(num, "Speaker", "Speakers"),
icon='OUTLINER_OB_SPEAKER')
layout.separator()
# DATABLOCKS
l_row = layout.row()
num = len(bpy.data.objects)
l_row.label(text="Datablocks in the scene:")
l_row = layout.row()
db_cols.append(l_row.column())
db_cols.append(l_row.column())
row = db_cols[0].row()
num = len(bpy.data.meshes)
row.label(text=quantity_string(num, "Mesh", "Meshes"),
icon='MESH_DATA')
row = db_cols[1].row()
num = len(bpy.data.curves)
row.label(text=quantity_string(num, "Curve", "Curves"),
icon='CURVE_DATA')
row = db_cols[0].row()
num = len(bpy.data.cameras)
row.label(text=quantity_string(num, "Camera", "Cameras"),
icon='CAMERA_DATA')
row = db_cols[1].row()
num = len(bpy.data.lights)
row.label(text=quantity_string(num, "Lamp", "Lamps"),
icon='LIGHT_DATA')
row = db_cols[0].row()
num = len(bpy.data.armatures)
row.label(text=quantity_string(num, "Armature", "Armatures"),
icon='ARMATURE_DATA')
row = db_cols[1].row()
num = len(bpy.data.lattices)
row.label(text=quantity_string(num, "Lattice", "Lattices"),
icon='LATTICE_DATA')
row = db_cols[0].row()
num = len(bpy.data.materials)
row.label(text=quantity_string(num, "Material", "Materials"),
icon='MATERIAL_DATA')
row = db_cols[1].row()
num = len(bpy.data.worlds)
row.label(text=quantity_string(num, "World", "Worlds"),
icon='WORLD_DATA')
row = db_cols[0].row()
num = len(bpy.data.textures)
row.label(text=quantity_string(num, "Texture", "Textures"),
icon='TEXTURE_DATA')
row = db_cols[1].row()
num = len(bpy.data.images)
row.label(text=quantity_string(num, "Image", "Images"),
icon='IMAGE_DATA')
row = db_cols[0].row()
num = len(bpy.data.texts)
row.label(text=quantity_string(num, "Text", "Texts"),
icon='TEXT')
# Register
classes = [
OBJECT_PT_blendinfo
]
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
def unregister():
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
if __name__ == "__main__":
register()