quakeforge/tools/io_qfmap/__init__.py

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# vim:ts=4:et
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# copied from io_scene_obj
# <pep8 compliant>
bl_info = {
"name": "Quake map format",
"author": "Bill Currie",
"blender": (2, 6, 3),
"api": 35622,
"location": "File > Import-Export",
"description": "Import-Export Quake maps",
"warning": "not even alpha",
"wiki_url": "",
"tracker_url": "",
# "support": 'OFFICIAL',
"category": "Import-Export"}
# To support reload properly, try to access a package var, if it's there,
# reload everything
if "bpy" in locals():
import imp
if "import_map" in locals():
imp.reload(import_map)
if "export_map" in locals():
imp.reload(export_map)
from pprint import pprint
import bpy
from bpy.props import BoolProperty, FloatProperty, StringProperty, EnumProperty
from bpy.props import FloatVectorProperty, PointerProperty
from bpy_extras.io_utils import ExportHelper, ImportHelper, path_reference_mode, axis_conversion
from bpy.app.handlers import persistent
from .entityclass import EntityClassDict
from . import entity
from . import import_map
#from . import export_map
def ecm_draw(self, context):
layout = self.layout
for item in self.menu_items:
if type(item[1]) is str:
ec = context.scene.qfmap.entity_classes.entity_classes[item[1]]
if ec.size:
icon = 'OBJECT_DATA'
else:
icon = 'MESH_DATA'
op = layout.operator("object.add_entity", text=item[0], icon=icon)
op.entclass=item[1]
if ec.comment:
pass
else:
layout.menu(item[1].bl_idname)
class EntityClassMenu:
@classmethod
def clear(cls):
while cls.menu_items:
if type(cls.menu_item[0][1]) is not str:
bpy.utils.unregister_class(cls.menu_items[0][1])
cls.menu_items[0][1].clear()
del cls.menu_items[0]
@classmethod
def build(cls, menudict, name="INFO_MT_entity_add", label="entity"):
items = list(menudict.items())
items.sort()
menu_items = []
for i in items:
i = list(i)
if type(i[1]) is dict:
if i[0]:
nm = "_".join((name, i[0]))
else:
nm = name
i[1] = cls.build(i[1], nm, i[0])
menu_items.append(i)
attrs = {}
attrs["menu_items"] = menu_items
attrs["draw"] = ecm_draw
attrs["bl_idname"] = name
attrs["bl_label"] = label
attrs["clear"] = cls.clear
menu = type(name, (bpy.types.Menu,), attrs)
bpy.utils.register_class(menu)
return menu
@persistent
def scene_load_handler(dummy):
for scene in bpy.data.scenes:
if hasattr(scene, "qfmap"):
scene.qfmap.script_update(bpy.context)
def ec_dir_update(self, context):
self.entity_classes.from_source_tree(self.dirpath)
name = context.scene.name + '-EntityClasses'
if name in bpy.data.texts:
txt = bpy.data.texts[name]
else:
txt = bpy.data.texts.new(name)
txt.from_string(self.entity_classes.to_plist())
self.script = name
def ec_script_update(self, context):
self.script_update(context)
class AddEntity(bpy.types.Operator):
'''Add an entity'''
bl_idname = "object.add_entity"
bl_label = "Entity"
entclass = StringProperty(name = "entclass")
def execute(self, context):
keywords = self.as_keywords()
return entity.add_entity(self, context, **keywords)
class QFEntityClasses(bpy.types.PropertyGroup):
wadpath = StringProperty(
name="wadpath",
description="Path to search for wad files",
subtype='DIR_PATH')
dirpath = StringProperty(
name="dirpath",
description="Path to qc source tree",
subtype='DIR_PATH',
update=ec_dir_update)
script = StringProperty(
name="script",
2012-09-04 02:59:04 +00:00
description="entity class storage",
update=ec_script_update)
entity_classes = EntityClassDict()
ecm = EntityClassMenu.build({})
def script_update(self, context):
if self.script in bpy.data.texts:
script = bpy.data.texts[self.script].as_string()
self.entity_classes.from_plist(script)
menudict = {}
entclasses = self.entity_classes.entity_classes.keys()
for ec in entclasses:
ecsub = ec.split("_")
d = menudict
for sub in ecsub[:-1]:
if sub not in d:
d[sub] = {}
elif type(d[sub]) is str:
d[sub] = {"":d[sub]}
d = d[sub]
sub = ecsub[-1]
if sub in d:
d[sub][""] = ec
else:
d[sub] = ec
self.__class__.ecm = EntityClassMenu.build(menudict)
class QFECPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'scene'
bl_label = 'QF Entity Classes'
@classmethod
def poll(cls, context):
return True
def draw(self, context):
layout = self.layout
scene = context.scene
layout.prop(scene.qfmap, "wadpath")
layout.prop(scene.qfmap, "dirpath")
layout.prop(scene.qfmap, "script")
class ImportMap(bpy.types.Operator, ImportHelper):
'''Load a Quake map File'''
bl_idname = "import_mesh.quake_map"
bl_label = "Import map"
filename_ext = ".map"
filter_glob = StringProperty(default="*.map", options={'HIDDEN'})
def execute(self, context):
keywords = self.as_keywords (ignore=("filter_glob",))
return import_map.import_map(self, context, **keywords)
class ExportMap(bpy.types.Operator, ExportHelper):
'''Save a Quake map File'''
bl_idname = "export_mesh.quake_map"
bl_label = "Export map"
filename_ext = ".map"
filter_glob = StringProperty(default="*.map", options={'HIDDEN'})
@classmethod
def poll(cls, context):
return (context.active_object != None
and type(context.active_object.data) == bpy.types.Mesh)
def execute(self, context):
keywords = self.as_keywords (ignore=("check_existing", "filter_glob"))
return export_map.export_map(self, context, **keywords)
def menu_func_import(self, context):
self.layout.operator(ImportMap.bl_idname, text="Quake map (.map)")
def menu_func_export(self, context):
self.layout.operator(ExportMap.bl_idname, text="Quake map (.map)")
def menu_func_add(self, context):
self.layout.menu(context.scene.qfmap.ecm.bl_idname, icon='PLUGIN')
def register():
bpy.utils.register_module(__name__)
bpy.types.Scene.qfmap = PointerProperty(type=QFEntityClasses)
bpy.types.INFO_MT_file_import.append(menu_func_import)
bpy.types.INFO_MT_file_export.append(menu_func_export)
bpy.types.INFO_MT_add.append(menu_func_add)
bpy.app.handlers.load_post.append(scene_load_handler)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_import.remove(menu_func_import)
bpy.types.INFO_MT_file_export.remove(menu_func_export)
bpy.types.INFO_MT_add.remove(menu_func_add)
if __name__ == "__main__":
register()