Hi I'd like to create a custom search menu to add my own operators. Much like the blender F3 command search:
If possible I'd just like to add any type of operators I want to it. So for example I would have an Animation search menu, or a modelling search menu. Or even just a menu with my own custom scripts in it.
Is this possible in blender?
I found the answer with some help. Pretty much you need to use:
invoke_search_popup
You'll need to create an enum on an operator then run the invoke_search_popup on the operator.
Here is the example code from Gorgious, and Yilmazz:
https://blender.stackexchange.com/questions/247695/invoke-search-popup-for-a-simple-panel
import bpy
import re
import json
items = (("Metal", "Metal", ""),
("Plastic", "Plastic", ""),
("Glass", "Glass", ""),
("Shadow", "Shadow", ""),
)
PROPS = [
('material', bpy.props.PointerProperty(type=bpy.types.Material, name='Material')),
]
# == OPERATORS
class MYCAT_OT_search_popup(bpy.types.Operator):
bl_idname = "object.search_popup"
bl_label = "Material Renamer"
bl_property = "my_enum"
my_enum: bpy.props.EnumProperty(items = items, name='New Name', default=None)
#classmethod
def poll(cls, context):
return context.scene.material # This prevents executing the operator if we didn't select a material
def execute(self, context):
material = context.scene.material
material.name = self.my_enum
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.invoke_search_popup(self)
return {'FINISHED'}
# == PANELS
class ObjectRenamerPanel(bpy.types.Panel):
bl_idname = 'VIEW3D_PT_object_renamer'
bl_label = 'Material Renamer'
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
def draw(self, context):
col = self.layout.column()
row = col.row()
row.prop(context.scene, "material")
col.operator('object.search_popup', text='Rename') #Display the search popup operator
# == MAIN ROUTINE
CLASSES = [
MYCAT_OT_search_popup,
ObjectRenamerPanel,
]
def register():
for (prop_name, prop_value) in PROPS:
setattr(bpy.types.Scene, prop_name, prop_value)
for klass in CLASSES:
bpy.utils.register_class(klass)
def unregister():
for (prop_name, _) in PROPS:
delattr(bpy.types.Scene, prop_name)
for klass in CLASSES:
bpy.utils.unregister_class(klass)
if __name__ == '__main__':
register()
Related
I am trying to find an efficient and secure way to call different functions based on the transaction name the user enters. There are a 100+ different transactions. A 100 "IF" would do the job, however, I want to find a more efficent way to call the transaction. The "eval" would do it, but I read that this should not be used, as the user can enter any transaction name.
from operator import methodcaller
import sys
from PyQt5.QtWidgets import (QMainWindow,QToolBar,QLineEdit,
QLabel, QApplication)
def one():
print ("1")
def two():
print ("2")
def three():
print("3")
class main_menu(QMainWindow):
def __init__(self, parent=None):
super().__init__(parent)
menuBar = self.menuBar()
self.ToolBar = QToolBar()
self.ToolBar.setMovable(False)
self.addToolBar(self.ToolBar)
self.tcode = QLineEdit(maxLength=5)
self.tcode.returnPressed.connect(self.tcode_action)
self.ToolBar.addWidget(QLabel(" Transaction : "))
self.ToolBar.addWidget(self.tcode)
def tcode_action(self):
## if self.tcode.text() == "one":
## one()
## if self.tcode.text() == "two":
## two()
## if self.tcode.text() == "three":
## three()
## eval(self.tcode.text()+"()")
def main(args):
app = QApplication(sys.argv)
mm = main_menu()
mm.show()
sys.exit(app.exec_())
if __name__=="__main__":
main(sys.argv)
Global variables can be accessed via globals() in python.
You can use:
def tcode_action(self):
fn = globals().get(self.tcode.text())
if fn:
fn()
else:
print("invalid input")
One option could be to use a QComboBox to restrict the function set. You can also use an Enum to enumerate valid functions.
from enum import Enum
from functools import partial
# function definitions
def fcn_1( x ):
print( 'F1' )
def fcn_2( x ):
print( 'F2' )
# valid functions Enum
# Must wrap functions in partial so they are not defined as methods.
# See below post for more details.
class ValidFunctions( Enum ):
Echo = partial( fcn_1 )
Increment = partial( fcn_2 )
# function selection ComboBox
cb = QComboBox()
cb.addItem( 'Echo' )
cb.AddItem( 'Increment' )
# connecting the signal
def call_function():
fcn = ValidFunctions[ cb.currentText() ]
fcn()
cb.currentIndexChanged.connect( call_function )
Note: I haven't debugged this code.
How to define enum values that are functions
I will do this with this code now:
def tcode_action(self):
try:
func = getattr(self,self.tcode.text())
func()
except:
pass
Any comments to this?
I have a question regarding a Python class I use in Blender. Basically, I wonder how the class works because some attributes are recorded without me specifically writing self.value = something. Here's the code:
class DialogOperator(bpy.types.Operator):
bl_idname = "object.dialog_operator"
bl_label = "Save/Load animation"
saving = bpy.props.BoolProperty(name="Save ? Else load.")
path_to_anim = bpy.props.StringProperty(name="Path to folder")
anim_name = bpy.props.StringProperty(name="Animation name:")
# path_to_anim += "/home/mehdi/Blender/Scripts/"
def execute(self, context):
# print('This is execute with: Saving: {} Name:{}'.format(self.saving, self.path_to_anim))
if self.saving:
self.launch_save()
message = 'Animation {} saved at {}'.format(self.anim_name, self.path_to_anim)
else:
self.launch_load()
message = 'Animation {} loaded'.format(self.anim_name)
self.report({'INFO'}, message)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def launch_load(self):
full_path = self.path_to_anim + self.anim_name
target_armature = Humanoid(bpy.data.objects['Armature'])
load_all(full_path, target_armature, 'LastLoaded')
def launch_save(self):
full_path = self.path_to_anim + self.anim_name
source_armature = Humanoid(bpy.data.objects['Armature'])
curves = source_armature.get_curves()
save_all(curves, source_armature,full_path)
Now, how come saving, path_to_anim and anim_name are considered as attributes (I'm able to call them in execute() and launch()) even though I did not write self.saving = saving
Thanks !
This is because saving,path_to_anim and anim_name are class attributes. They are defined for the class and not for a particular instance. They are shared among the instances. Here is a link for further explanation class-instance-attributes-python
I'm pretty sure this has been answered, but I can't seem to locate it.
What I want is a python script for Blender that creates a custom tab that contains a button. When that button is pressed, it prints the value of an integer and increments it, so that when you press the button again, it shows an incremented value. Everything seems to work, except for the incremental part.
Here is the code I am using at the moment:
===
import bpy
from bpy.props import (IntProperty,)
from bpy.types import (Panel, Operator, AddonPreferences, PropertyGroup,)
def main(context):
my_number += 1
print(str(my_number))
class MySettings(PropertyGroup):
my_number = IntProperty(
name="Int property",
description="This is an integer.",
default = 1
)
class AddOne(bpy.types.Operator):
"""This is an operator"""
bl_idname = "op.add_one"
bl_label = "Increment by 1"
def execute(self, context):
main(context)
return {'FINISHED'}
class CreatePanel(bpy.types.Panel):
bl_label = "Render Setup Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
bl_category = "Increment by 1 Tab"
def draw(self, context):
layout = self.layout
obj = context.object
row = layout.row()
row.operator("op.add_one")
def register():
bpy.utils.register_class(AddOne)
bpy.utils.register_class(MySettings)
bpy.utils.register_class(CreatePanel)
def unregister():
bpy.utils.unregister_class(AddOne)
bpy.utils.unregister_class(MySettings)
bpy.utils.unregister_class(CreatePanel)
if __name__ == "__main__":
register()
===
However, when I press the button 'Increment by 1', I get the following error:
"local variable 'my_number' referenced before assignment"
The point of this exercise is just to create an integer variable, store it, then increment it's value and print it out.
EDIT: I added the actual code, rather than an image of it.
The variable my_number is defined in the class MySettings - it can only be accessed through that class, whether that is inside a method that is also part of the class (self.my_number) or directly as a property that is part of an instance of the class (settings_instance.my_number).
You need to find a place outside of the operator and panel to store persistent variables. Adding a custom property to the object or scene types are common options. As you are showing your panel in the node editor, maybe you will want to add it to the material to keep it specific to a material, instead of global to the scene. You define these properties in the addons register() and remove them in unregister().
def register():
bpy.types.Scene.my_settings = bpy.props.PointerProperty(type=MySettings)
def unregister():
del bpy.types.Scene.my_settings
Then in your operator (or main() function) and your panel you can access the variable through the context paramater.
context.scene.my_settings.my_number += 1
Putting that together into your example, with a label to show the value -
import bpy
from bpy.props import (IntProperty,)
from bpy.types import (Panel, Operator, AddonPreferences, PropertyGroup,)
def main(context):
context.scene.my_settings.my_number += 1
print(str(context.scene.my_settings.my_number))
class MySettings(PropertyGroup):
my_number: IntProperty(
name="Int property",
description="This is an integer.",
default = 1
)
class AddOne(Operator):
"""This is an operator"""
bl_idname = "op.add_one"
bl_label = "Increment by 1"
def execute(self, context):
main(context)
return {'FINISHED'}
class CreatePanel(Panel):
bl_label = "Render Setup Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Increment by 1 Tab"
def draw(self, context):
layout = self.layout
obj = context.object
row = layout.row()
row.operator("op.add_one")
row = layout.row()
row.label(text='Value is: '+str(context.scene.my_settings.my_number))
def register():
bpy.utils.register_class(AddOne)
bpy.utils.register_class(MySettings)
bpy.utils.register_class(CreatePanel)
bpy.types.Scene.my_settings = bpy.props.PointerProperty(type=MySettings)
def unregister():
bpy.utils.unregister_class(AddOne)
bpy.utils.unregister_class(MySettings)
bpy.utils.unregister_class(CreatePanel)
del bpy.types.Scene.my_settings
if __name__ == "__main__":
register()
You will find blender.stackexchange a better place to ask for blender specific python help.
Generally this problem "local variable 'my_number' referenced before assignment" comes when you have 'my_number' variable in code and you had not initialized that variable at top of your code or before using that variable do one thing .
Declare my_number=0 and then do your calculation on my_number variable .
I'm trying to find a way to use libavg's event handlers from an embedded serial output. My understanding is that I need to create my own Publisher that I will call when I process serial commands. All I need is a way to create 10 different triggers given different serial inputs. An analogy of what I am trying to do would be to use libavg's keyboard handling to process different keyboard inputs.
I want the custom publisher to take the 10 serial outputs and pass a event.serialid parameter to various subscribers similarly to what event.keystring does.
Here is some nonfunctional code that I have that I think has the basics of what needs to be done.
#!/usr/bin/env python
# -*- coding: utf-8 -*-
from libavg import avg, statemachine, player
class Test():
PRESSED = avg.Publisher.genMessageID()
RELEASED = avg.Publisher.genMessageID()
def __init__(self, parent=None, **kwargs):
self.registerInstance(self, parent)
self.publish(self.PRESSED)
self.publish(self.RELEASED)
def isActive(self):
self.notifySubscribers(Test.PRESSED, [])
def isInactive(self):
self.notifySubscribers(Test.RELEASED, [])
def onKeyDown(event):
global node
if event.serialid == '1':
#serialid isn't implemented anywhere but this is what ideally I would like to have happen
node.color = "FF8000"
def onKeyUp(event):
global node
node.color = "FFFFFF"
player = avg.Player.get()
canvas = player.createMainCanvas(size=(640,480))
rootNode = player.getRootNode()
node = avg.WordsNode(pos=(10,10), font="arial", text="Hello World", parent=rootNode)
vbutton=Test()
node.subscribe(vbutton.PRESSED, onKeyDown)
node.subscribe(vbutton.RELEASED, onKeyUp)
player.play()
examples of custom publishers from here:
class _ButtonBase(avg.DivNode):
PRESSED = avg.Publisher.genMessageID()
RELEASED = avg.Publisher.genMessageID()
def __init__(self, parent=None, **kwargs):
super(_ButtonBase, self).__init__(**kwargs)
self.registerInstance(self, parent)
self.publish(self.PRESSED)
self.publish(self.RELEASED)
def _setActiveArea(self, upNode, activeAreaNode, fatFingerEnlarge):
self.__activeAreaNode = activeAreaNode
if fatFingerEnlarge:
if self.__activeAreaNode != None:
raise(RuntimeError(
"Button: Can't specify both fatFingerEnlarge and activeAreaNode"))
size = upNode.size
minSize = 20*player.getPixelsPerMM()
size = avg.Point2D(max(minSize, size.x), max(minSize, size.y))
self.__activeAreaNode = avg.RectNode(size=size, opacity=0, parent=self)
else:
if self.__activeAreaNode == None:
self.__activeAreaNode = self
else:
self.appendChild(self.__activeAreaNode)
self._tapRecognizer = gesture.TapRecognizer(self.__activeAreaNode,
possibleHandler=self._onDown,
detectedHandler=self._onTap,
failHandler=self._onTapFail)
You can pass arbitrary parameters through the publish-subscribe interface. The parameter(s) are passed as a list:
self.notifySubscribers(Test.PRESSED, [serialID])
And in the handler:
def onKeyDown(serialID):
global node
if serialid == '1':
node.color = "FF8000"
I'm not sure if this is effective or not. It works, but sometimes i feel...weird about it. Can you please tell me if this is a good way or not?
I threw the code on pastebin, because i think it's a bit too much to put here: http://pastebin.com/662TiQLq
EDIT
I edited the title to make it more objective.
I'm just guessing that the questioner is asking about creating a dictionary of functions in the __ init __ function of the handlers, and then using this dict in the "get" function to look up specific functions. If this is the question, then IMHO a clearer approach would be to set up separate handlers for each different function. For example
class QuotesView(webapp.RequestHandler):
"""Super class for quotes that can accommodate common functionality"""
pass
class QuotesViewSingle(QuotesView):
def get(self):
...
class QuotesViewRandom(QuotesView):
def get(self):
...
class QuotesViewAll(QuotesView):
def get(self):
...
def main():
application = webapp.WSGIApplication([('/quote/new',NewQuote),
(r'/quotes/single',QuotesViewSingle),
(r'/quotes/all',QuotesViewAll),
(r'/quotes/random',QuotesViewRandom),
...
('/', MainHandler)],
debug=True)
BTW. A lot of people use the regex in the WSGIApplication calls to parse out arguments for the get functions. There's nothing particularly wrong with it. I'm not a big fan of that feature, and prefer to parse the arguments in the get functions. But that's just me.
For completeness here's the original code:
class Quote(db.Model):
author = db.StringProperty()
string = db.StringProperty()
class MainHandler(webapp.RequestHandler):
def get(self):
user = users.get_current_user()
quotes = Quote.all()
path = os.path.join(os.path.dirname(__file__),'quotery.html')
template_values = {'quotes':quotes,'user':user,'login_url':users.create_login_url('/')}
self.response.out.write(template.render(path, template_values))
class QuoteHandler(webapp.RequestHandler):
def __init__(self):
self.actions = {'fetch':self.fetch, 'random':self.fetch_random}
#Memcache the number of quotes in the datastore, to minimize datastore calls
self.quote_count = memcache.get('quote_count')
if not self.quote_count:
self.quote_count = self.cache_quote_count()
def cache_quote_count(self):
count = Quote.all().count()
memcache.add(key='quote_count', value=count, time=3600)
return count
def get(self, key):
if key in self.actions:
action = self.actions[key]
action()
def fetch(self):
for quote in Quote.all():
print 'Quote!'
print 'Author: ',quote.author
print 'String: ',quote.string
print
def fetch_random(self):
max_offset = self.quote_count-1
random_offset = random.randint(0,max_offset)
'''self.response.out.write(max_offset)
self.response.out.write('\n<br/>')
self.response.out.write(random_offset)'''
try:
query = db.GqlQuery("SELECT * FROM Quote")
quotes = query.fetch(1,random_offset)
return quotes
'''for quote in quotes:
self.response.out.write(quote.author)
self.response.out.write('\n')
self.response.out.write(quote.string)'''
except BaseException:
raise
class NewQuote(webapp.RequestHandler):
def post(self):
author = self.request.get('quote_author')
string = self.request.get('quote_string')
if not author or not string:
return False
quote = Quote()
quote.author = author
quote.string = string
quote.put()
QuoteHandler().cache_quote_count()
self.redirect("/")
#return True
class QuotesView(webapp.RequestHandler):
def __init__(self):
self.actions = {'all':self.view_all,'random':self.view_random,'get':self.view_single}
def get(self, key):
if not key or key not in self.actions:
self.view_all()
if key in self.actions:
action = self.actions[key]
action()
def view_all(self):
print 'view all'
def view_random(self):
quotes = QuoteHandler().fetch_random()
template_data = {}
for quote in quotes:
template_data['quote'] = quote
template_path = os.path.join(os.path.dirname(__file__),'base_view.html')
self.response.out.write(template.render(template_path, template_data))
def view_single(self):
print 'view single'
def main():
application = webapp.WSGIApplication([('/quote/new',NewQuote),(r'/quotes/(.*)',QuotesView),(r'/quote/(.*)',QuoteHandler),('/', MainHandler)],
debug=True)
util.run_wsgi_app(application)