Script templates, including game logic scripts from 2.4x and new operator template.
authorCampbell Barton <ideasman42@gmail.com>
Thu, 29 Oct 2009 11:26:44 +0000 (11:26 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Thu, 29 Oct 2009 11:26:44 +0000 (11:26 +0000)
Files copied into scripts/templates will automatically appear in the menu.

the operator template is a bit rough but a start.

release/scripts/io/export_ply.py
release/scripts/templates/gamelogic.py [new file with mode: 0644]
release/scripts/templates/gamelogic_basic.py [new file with mode: 0644]
release/scripts/templates/gamelogic_module.py [new file with mode: 0644]
release/scripts/templates/operator.py [new file with mode: 0644]
release/scripts/templates/operator_simple.py [new file with mode: 0644]
release/scripts/ui/space_text.py

index d74cc0e9d7ef082832140da1f3874e133155759f..953ed4dc89e4d32a837038508eb9c7bd5ff30eca 100644 (file)
@@ -278,4 +278,4 @@ menu_func = lambda self, context: self.layout.itemO("export.ply", text="Stanford
 menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
 
 if __name__ == "__main__":
-       bpy.ops.EXPORT_OT_ply(path="/tmp/test.ply")
+       bpy.ops.export.ply(path="/tmp/test.ply")
diff --git a/release/scripts/templates/gamelogic.py b/release/scripts/templates/gamelogic.py
new file mode 100644 (file)
index 0000000..af9dbd8
--- /dev/null
@@ -0,0 +1,78 @@
+# This script must be assigned to a python controller
+# where it can access the object that owns it and the sensors/actuators that it connects to.
+
+# GameLogic has been added to the global namespace no need to import
+
+# for keyboard event comparison
+# import GameKeys 
+
+# support for Vector(), Matrix() types and advanced functions like AngleBetweenVecs(v1,v2) and RotationMatrix(...)
+# import Mathutils 
+
+# for functions like getWindowWidth(), getWindowHeight()
+# import Rasterizer
+
+def main():
+       cont = GameLogic.getCurrentController()
+       
+       # The KX_GameObject that owns this controller.
+       own = cont.owner
+       
+       # for scripts that deal with spacial logic
+       own_pos = own.worldPosition
+       
+       
+       # Some example functions, remove to write your own script.
+       # check for a positive sensor, will run on any object without errors.
+       print 'Logic info for KX_GameObject', own.name
+       input = False
+       
+       for sens in cont.sensors:
+               # The sensor can be on another object, we may want to use it
+               own_sens = sens.owner
+               print '    sensor:', sens.name,
+               if sens.positive:
+                       print '(true)'
+                       input = True
+               else:
+                       print '(false)'
+       
+       for actu in cont.actuators:
+               # The actuator can be on another object, we may want to use it
+               own_actu = actu.owner
+               print '    actuator:', actu.name
+               
+               # This runs the actuator or turns it off
+               # note that actuators will continue to run unless explicitly turned off.
+               if input:
+                       cont.activate(actu)
+               else:
+                       cont.deactivate(actu)
+       
+       # Its also good practice to get sensors and actuators by name
+       # rather then index so any changes to their order wont break the script.
+       
+       # sens_key = cont.sensors['key_sensor']
+       # actu_motion = cont.actuators['motion']
+       
+       
+       # Loop through all other objects in the scene
+       sce = GameLogic.getCurrentScene()
+       print 'Scene Objects:', sce.name
+       for ob in sce.objects:
+               print '   ', ob.name, ob.worldPosition
+       
+       
+       # Example where collision objects are checked for their properties
+       # adding to our objects "life" property
+       """
+       actu_collide = cont.sensors['collision_sens']
+       for ob in actu_collide.objectHitList:
+               # Check to see the object has this property
+               if ob.has_key('life'):
+                       own['life'] += ob['life']
+                       ob['life'] = 0
+       print own['life']
+       """
+
+main()
diff --git a/release/scripts/templates/gamelogic_basic.py b/release/scripts/templates/gamelogic_basic.py
new file mode 100644 (file)
index 0000000..c9c2a59
--- /dev/null
@@ -0,0 +1,15 @@
+
+def main():
+
+       cont = GameLogic.getCurrentController()
+       own = cont.owner
+       
+       sens = cont.sensors['mySensor']
+       actu = cont.actuators['myActuator']
+       
+       if sens.positive:
+               cont.activate(actu)
+       else:
+               cont.deactivate(actu)
+
+main()
diff --git a/release/scripts/templates/gamelogic_module.py b/release/scripts/templates/gamelogic_module.py
new file mode 100644 (file)
index 0000000..1bc221e
--- /dev/null
@@ -0,0 +1,26 @@
+# This module can be accessed by a python controller with
+# its execution method set to 'Module'
+# * Set the module string to "gamelogic_module.main" (without quotes)
+# * When renaming the script it MUST have a .py extension
+# * External text modules are supported as long as they are at
+#   the same location as the blendfile or one of its libraries.
+
+import GameLogic
+
+# variables defined here will only be set once when the
+# module is first imported. Set object spesific vars
+# inside the function if you intend to use the module
+# with multiple objects.
+
+def main(cont):
+       own = cont.owner
+       
+       sens = cont.sensors['mySensor']
+       actu = cont.actuators['myActuator']
+       
+       if sens.positive:
+               cont.activate(actu)
+       else:
+               cont.deactivate(actu)
+
+# dont call main(GameLogic.getCurrentController()), the py controller will
diff --git a/release/scripts/templates/operator.py b/release/scripts/templates/operator.py
new file mode 100644 (file)
index 0000000..7e3dad9
--- /dev/null
@@ -0,0 +1,53 @@
+def write_some_data(context, path, use_some_setting):
+       pass
+       
+class ExportSomeData(bpy.types.Operator):
+       '''This appiers in the tooltip of the operator and in the generated docs.'''
+       __idname__ = "export.some_data" # this is important since its how bpy.ops.export.some_data is constructed
+       __label__ = "Export Some Data"
+       
+       # List of operator properties, the attributes will be assigned
+       # to the class instance from the operator settings before calling.
+       
+       # TODO, add better example props
+       __props__ = [
+               bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= ""),
+               bpy.props.BoolProperty(attr="use_some_setting", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True),
+       ]
+       
+       def poll(self, context):
+               return context.active_object != None
+       
+       def execute(self, context):
+               if not self.is_property_set("path"):
+                       raise Exception("filename not set")
+               
+               write(self.path, context, use_setting, SOME_SETTING = self.use_some_setting)
+
+               return ('FINISHED',)
+       
+       def invoke(self, context, event):
+               wm = context.manager
+               
+               if True:
+                       # File selector
+                       wm.add_fileselect(self.__operator__) # will run self.execute()
+                       return ('RUNNING_MODAL',)
+               else if 0:
+                       # Redo popup
+                       wm.invoke_props_popup(self.__operator__, event) # 
+                       return ('RUNNING_MODAL',)
+               else if 0:
+                       return self.execute(context)
+
+
+bpy.ops.add(ExportSomeData)
+
+# Only needed if you want to add into a dynamic menu
+import dynamic_menu
+menu_func = lambda self, context: self.layout.itemO("export.some_data", text="Example Exporter...")
+menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
+
+# Use for running this script directly
+if __name__ == "__main__":
+       bpy.ops.export.some_data(path="/tmp/test.ply")
\ No newline at end of file
diff --git a/release/scripts/templates/operator_simple.py b/release/scripts/templates/operator_simple.py
new file mode 100644 (file)
index 0000000..b82543c
--- /dev/null
@@ -0,0 +1,20 @@
+def main(context):
+       for ob in context.scene.objects:
+               print(ob)
+       
+class SimpleOperator(bpy.types.Operator):
+       ''''''
+       __idname__ = "object.simple_operator"
+       __label__ = "Simple Object Operator"
+       
+       def poll(self, context):
+               return context.active_object != None
+       
+       def execute(self, context):
+               main(context)
+               return ('FINISHED',)
+
+bpy.ops.add(SimpleOperator)
+
+if __name__ == "__main__":
+       bpy.ops.object.simple_operator()
index f3597955365f5a13bb065d6e66a71590f104d2f2..479f2b60f51df7374268e6ee78f515fdbecfb758 100644 (file)
@@ -135,11 +135,44 @@ class TEXT_MT_text(bpy.types.Menu):
 
                layout.itemO("text.properties", icon='ICON_MENU_PANEL')
                
+               
+               
                #ifndef DISABLE_PYTHON
                # XXX layout.column()
                # XXX uiDefIconTextBlockBut(block, text_template_scriptsmenu, NULL, ICON_RIGHTARROW_THIN, "Script Templates", 0, yco-=20, 120, 19, "");
                # XXX uiDefIconTextBlockBut(block, text_plugin_scriptsmenu, NULL, ICON_RIGHTARROW_THIN, "Text Plugins", 0, yco-=20, 120, 19, "");
                #endif
+               
+               layout.itemM("TEXT_MT_templates")
+               
+
+
+class TEXT_MT_templates(bpy.types.Menu):
+       '''
+       Creates the menu items by scanning scripts/templates
+       '''
+       __label__ = "Script Templates"
+       
+       def draw(self, context):
+               import os
+               
+               def path_to_name(f):
+                       f_base = os.path.splitext(f)[0]
+                       f_base = f_base.replace("_", " ")
+                       return ' '.join([w[0].upper() + w[1:] for w in f_base.split()])
+               
+               layout = self.layout
+               template_dir = os.path.join(os.path.dirname(__file__), os.path.pardir, "templates")
+               
+               for f in sorted(os.listdir(template_dir)):
+                       
+                       if f.startswith("."):
+                               continue
+                       
+                       path = os.path.join(template_dir, f)
+                       layout.item_stringO("text.open", "path", path, text=path_to_name(f))
+
+
 
 class TEXT_MT_edit_view(bpy.types.Menu):
        __label__ = "View"
@@ -233,6 +266,7 @@ bpy.types.register(TEXT_HT_header)
 bpy.types.register(TEXT_PT_properties)
 bpy.types.register(TEXT_PT_find)
 bpy.types.register(TEXT_MT_text)
+bpy.types.register(TEXT_MT_templates)
 bpy.types.register(TEXT_MT_format)
 bpy.types.register(TEXT_MT_edit)
 bpy.types.register(TEXT_MT_edit_view)