Files
test/scripts/startup/bl_ui/temp_anim_layers.py
Sybren A. Stüvel 5bab6126c1 Anim: Baklava, prevent infinite redraw loop in temp animation layer panel
Make the hack to get an Action selector slightly less hacky, in order to
prevent an infinite redraw loop.

No functional changes, except that `window_manager.selected_action` is only
set when it needs to change.
2024-06-03 17:55:09 +02:00

129 lines
4.2 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_action_lock:
selected_action = getattr(adt, 'action', None)
# Only set if it has to change, to avoid unnecessary notifies (that cause
# a redraw, that cause this code to be called, etc.)
if context.window_manager.selected_action != selected_action:
context.window_manager.selected_action = selected_action
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_action')
col = layout.column(align=False)
anim = adt and adt.action
if anim:
binding_sub = col.column(align=True)
# Binding selector.
row = binding_sub.row(align=True)
row.prop(adt, 'action_binding', text="Binding")
row.operator('anim.binding_unassign_object', text="", icon='X')
binding = anim.bindings.get(adt.action_binding, None)
if binding:
binding_sub.prop(binding, 'name_display', text="Name")
internal_sub = binding_sub.box().column(align=True)
internal_sub.active = False
internal_sub.prop(adt, 'action_binding_handle', text="handle")
if binding:
internal_sub.prop(binding, 'name', text="Internal Name")
if adt:
col.prop(adt, 'action_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_action_lock = threading.Lock()
def _wm_selected_action_update(wm, context):
# Avoid responding to changes written by the panel above.
lock_ok = _wm_selected_action_lock.acquire(blocking=False)
if not lock_ok:
return
try:
if wm.selected_action is None and context.object.animation_data is None:
return
adt = context.object.animation_data_create()
if adt.action == wm.selected_action:
# Avoid writing to the property when the new value hasn't changed.
return
adt.action = wm.selected_action
finally:
_wm_selected_action_lock.release()
def register_props():
# Due to this hackyness, the WindowManager will increase the user count of
# the pointed-to Animation data-block.
WindowManager.selected_action = PointerProperty(
type=bpy.types.Action,
name="Action",
description="Action assigned to the active Object",
update=_wm_selected_action_update,
)
if __name__ == "__main__": # only for live edit.
register_, _ = bpy.utils.register_classes_factory(classes)
register_()
register_props()