Files
test/scripts/startup/bl_ui/temp_anim_layers.py
Campbell Barton 0e3b594edb Refactor: scripts under scripts/startup/ to use str.format
Part of modernizing scripts in Blender, where the previous convention
was to use percentage formatting which has become the "old" way to
format strings in Python.

See proposal for details #120453.

Ref !120552
2024-04-27 16:02:36 +10:00

124 lines
3.9 KiB
Python

# SPDX-FileCopyrightText: 2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
"""NOTE: this is temporary UI code to show animation layers.
It is not meant for any particular use, just to have *something* in the UI.
"""
import threading
import bpy
from bpy.types import (
Panel,
WindowManager,
)
from bpy.props import PointerProperty
class VIEW3D_PT_animation_layers(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Animation"
bl_label = "Baklava"
@classmethod
def poll(cls, context):
return context.preferences.experimental.use_animation_baklava and context.object
def draw(self, context) -> None:
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
# FIXME: this should be done in response to a message-bus callback, notifier, whatnot.
adt = context.object.animation_data
with _wm_selected_animation_lock:
if adt:
context.window_manager.selected_animation = adt.animation
else:
context.window_manager.selected_animation = None
col = layout.column()
# This has to go via an auxiliary property, as assigning an Animation
# data-block should be possible even when `context.object.animation_data`
# is `None`, and thus its `animation` property does not exist.
col.template_ID(context.window_manager, 'selected_animation')
col = layout.column(align=True)
anim = adt and adt.animation
if anim:
col.prop(adt, 'animation_binding_handle', text="Binding")
binding = [o for o in anim.bindings if o.handle == adt.animation_binding_handle]
if binding:
col.prop(binding[0], 'name', text="Anim Binding Name")
else:
col.label(text="AN Binding Name: -")
if adt:
col.prop(adt, 'animation_binding_name', text="ADT Binding Name")
else:
col.label(text="ADT Binding Name: -")
layout.separator()
if not anim:
layout.label(text="No layers")
return
for layer_idx, layer in reversed(list(enumerate(anim.layers))):
layerbox = layout.box()
col = layerbox.column(align=True)
col.prop(layer, "name", text="Layer {:d}:".format(layer_idx + 1))
col.prop(layer, "influence")
col.prop(layer, "mix_mode")
classes = (
VIEW3D_PT_animation_layers,
)
_wm_selected_animation_lock = threading.Lock()
def _wm_selected_animation_update(wm, context):
# Avoid responding to changes written by the panel above.
lock_ok = _wm_selected_animation_lock.acquire(blocking=False)
if not lock_ok:
return
try:
if wm.selected_animation is None and context.object.animation_data is None:
return
adt = context.object.animation_data_create()
if adt.animation == wm.selected_animation:
# Avoid writing to the property when the new value hasn't changed.
return
adt.animation = wm.selected_animation
finally:
_wm_selected_animation_lock.release()
def register_props():
# Put behind a `try` because it won't exist when Blender is built without
# experimental features.
try:
from bpy.types import Animation
except ImportError:
return
# Due to this hackyness, the WindowManager will increase the user count of
# the pointed-to Animation data-block.
WindowManager.selected_animation = PointerProperty(
type=Animation,
name="Animation",
description="Animation assigned to the active Object",
update=_wm_selected_animation_update,
)
if __name__ == "__main__": # only for live edit.
register_, _ = bpy.utils.register_classes_factory(classes)
register_()
register_props()