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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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How to Apply These Terms to Your New Programs
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Also add information on how to contact you by electronic and paper mail.
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The hypothetical commands `show w' and `show c' should show the appropriate
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<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
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Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
@@ -0,0 +1,46 @@
[![atomic_combo_side_mono_dark1-min](https://remington.pro/wp-content/uploads/2019/08/atomic_combo_side_dark1_512px.png)](https://remington.pro/software/blender/atomic)
[**Learn More About Atomic Data Manager on its Official Product Page**](https://remington.pro/software/blender/atomic)
## ENJOY A CLEANER PROJECT
Atomic Data Manager offers Blender artists an intelligent data management solution. This feature-packed add-on provides artists with every tool they need to keep unwanted and unused data out of their Blender files. Even better, Atomic's real-time data analysis and automated data removal tools allow its users to clean their projects in a flash.
![spring_window_shaded-min](https://remington.pro/wp-content/uploads/2019/07/spring_window_shaded-min.jpg)
## UNMATCHED FEATURE SET
| Rapid Cleaning | Missing File Detection |
|--|--|
| With Atomic, you can clean your project files in a snap. Simply select a category and click the clean button. | Stop those pink textures! Atomic helps you restore missing project files before you even realize they're gone. |
| Inspection Tools | Data Security |
|--|--|
| Find out where and how data-blocks are being used, so you can make manual adjustments on the fly. | Know what you're removing before its gone. Atomic offers reliable data security features to keep your projects safe. |
| Rich Statistics | Compact Design |
|--|--|
| Get a detailed breakdown of the data being used in your Blender projects. Surprisingly interesting and useful! | Atomic's sleek user interface packs numerous powerful features into a convenient and easily accessible space.|
#### Additional Features:
Pie Menu Controls, Advanced Fake User Options, Mass Delete Categories, Undo Accidental Deletions, Save Data-Blocks, Delete Data-Blocks, Replace Data-Blocks, Rename Data-Blocks, Reload Missing Files, Remove Missing Files, Replace Missing Files, and Search for Missing Files.
## TAKE A VIDEO TOUR
[![video-thumb](https://remington.pro/wp-content/uploads/2019/08/atomic_addon_tour_play_button-min.jpg)](https://remington.pro/software/blender/atomic/#tour)
| Keep Your Projects Clean | Reduce File Sizes | Optimize for Render Farms |
|--|--|--|
| Everyone appreciates a clean project. Use Atomic's intelligent toolset to keep your projects looking spiffy. | Atomic reduces file sizes by removing unused data from your projects. That way, there's more space for other stuff! | Render farms prioritize smaller projects. Atomic can optimize your files so they render sooner! |
## GET ATOMIC
**Download:** [https://remington.pro/software/blender/atomic/](https://remington.pro/software/blender/atomic)
**Older Versions:** [https://github.com/grantwilk/atomic-data-manager/releases](https://github.com/grantwilk/atomic-data-manager/releases)
**Like the Add-on?** [Consider Supporting Remington Creative](https://remington.pro/support/)!
@@ -0,0 +1,240 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains Atomic's global properties and handles the
registration for all packages within the add-on.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from atomic_data_manager import ops
from atomic_data_manager import ui
from atomic_data_manager.ui import inspect_ui
from atomic_data_manager.updater import addon_updater_ops
bl_info = {
"name": "Atomic Data Manager",
"author": "Remington Creative",
"blender": (2, 80, 0),
"version": (1, 0, 3),
"location": "Properties > Scene",
"category": "Remington Creative",
"description": "An Intelligent Data Manager for Blender.",
"wiki_url":
"https://remington.pro/software/blender/atomic",
"tracker_url":
"https://github.com/grantwilk/atomic-data-manager/issues"
}
# Atomic Data Manager Properties
class ATOMIC_PG_main(bpy.types.PropertyGroup):
# main panel toggle buttons
collections: bpy.props.BoolProperty(default=False)
images: bpy.props.BoolProperty(default=False)
lights: bpy.props.BoolProperty(default=False)
materials: bpy.props.BoolProperty(default=False)
node_groups: bpy.props.BoolProperty(default=False)
particles: bpy.props.BoolProperty(default=False)
textures: bpy.props.BoolProperty(default=False)
worlds: bpy.props.BoolProperty(default=False)
# inspect data-block search fields
collections_field: bpy.props.StringProperty(
update=inspect_ui.update_inspection)
images_field: bpy.props.StringProperty(
update=inspect_ui.update_inspection)
lights_field: bpy.props.StringProperty(
update=inspect_ui.update_inspection)
materials_field: bpy.props.StringProperty(
update=inspect_ui.update_inspection)
node_groups_field: bpy.props.StringProperty(
update=inspect_ui.update_inspection)
particles_field: bpy.props.StringProperty(
update=inspect_ui.update_inspection)
textures_field: bpy.props.StringProperty(
update=inspect_ui.update_inspection)
worlds_field: bpy.props.StringProperty(
update=inspect_ui.update_inspection)
# enum for the inspection mode that is currently active
active_inspection: bpy.props.EnumProperty(
items=[
(
'COLLECTIONS',
'Collections',
'Collections'
),
(
'IMAGES',
'Images',
'Images'
),
(
'LIGHTS',
'Lights',
'Lights'
),
(
'MATERIALS',
'Materials',
'Materials'
),
(
'NODE_GROUPS',
'Node Groups',
'Node Groups'
),
(
'PARTICLES',
'Particles',
'Particles'
),
(
'TEXTURES',
'Textures',
'Textures'
),
(
'WORLDS',
'Worlds',
'Worlds'
)
],
default='COLLECTIONS'
)
# enum for the type of data being shown in the stats panel
stats_mode: bpy.props.EnumProperty(
items=[
(
'OVERVIEW', # identifier
'Overview', # title
'Overview', # description
'FILE', # icon
0 # number / id
),
(
'COLLECTIONS',
'Collections',
'Collections',
'GROUP',
1
),
(
'IMAGES',
'Images',
'Images',
'IMAGE_DATA',
2
),
(
'LIGHTS',
'Lights',
'Lights',
'LIGHT',
3
),
(
'MATERIALS',
'Materials',
'Materials',
'MATERIAL',
4
),
(
'OBJECTS',
'Objects',
'Objects',
'OBJECT_DATA',
5
),
(
'NODE_GROUPS',
'Node Groups',
'Node Groups',
'NODETREE',
6
),
(
'PARTICLES',
'Particle Systems',
'Particle Systems',
'PARTICLES',
7
),
(
'TEXTURES',
'Textures',
'Textures',
'TEXTURE',
8
),
(
'WORLDS',
'Worlds',
'Worlds',
'WORLD',
9
)
],
default='OVERVIEW'
)
# text field for the inspect rename operator
rename_field: bpy.props.StringProperty()
# search field for the inspect replace operator
replace_field: bpy.props.StringProperty()
def register():
# add-on updater registration
addon_updater_ops.register(bl_info)
register_class(ATOMIC_PG_main)
bpy.types.Scene.atomic = bpy.props.PointerProperty(type=ATOMIC_PG_main)
# atomic package registration
ui.register()
ops.register()
def unregister():
# add-on updated unregistration
addon_updater_ops.unregister()
# atomic package unregistration
ui.unregister()
ops.unregister()
unregister_class(ATOMIC_PG_main)
del bpy.types.Scene.atomic
@@ -0,0 +1,44 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains global copies of Atomic's preferences so that they
can be easily access throughout the add-on.
NOTE:
Changing the values of these variables will NOT change the values in the
Atomic's preferences. If you want to change a setting, change it in
Blender, not in here.
"""
# visible atomic preferences
enable_missing_file_warning = True
enable_support_me_popup = True
include_fake_users = False
enable_pie_menu_ui = True
# hidden atomic preferences
pie_menu_type = "D"
pie_menu_alt = False
pie_menu_any = False
pie_menu_ctrl = False
pie_menu_oskey = False
pie_menu_shift = False
last_popup_day = 0
@@ -0,0 +1,45 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file handles the registration of the atomic_data_manager.ops package
"""
from atomic_data_manager.ops import main_ops
from atomic_data_manager.ops import inspect_ops
from atomic_data_manager.ops import direct_use_ops
from atomic_data_manager.ops import missing_file_ops
from atomic_data_manager.ops import support_me_ops
def register():
main_ops.register()
inspect_ops.register()
direct_use_ops.register()
missing_file_ops.register()
support_me_ops.register()
def unregister():
main_ops.unregister()
inspect_ops.unregister()
direct_use_ops.unregister()
missing_file_ops.unregister()
support_me_ops.unregister()
@@ -0,0 +1,793 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the direct use operators, intended to be used with
Atomic's pie menu interface. However, they can be implemented anywhere
if they need to be.
These operators basically wrap the functions from ops.utils.nuke.py and
ops.utils.clean.py into operators so they can be easily called by other
intefaces in Blender.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from atomic_data_manager import config
from atomic_data_manager.stats import unused
from atomic_data_manager.ops.utils import nuke
from atomic_data_manager.ops.utils import clean
from atomic_data_manager.ui.utils import ui_layouts
class ATOMIC_OT_invoke_pie_menu_ui(bpy.types.Operator):
"""Invokes Atomic's pie menu UI if the \"Enable Pie Menu UI\"
preference is enabled in Atomic's preferences panel"""
bl_idname = "atomic.invoke_pie_menu_ui"
bl_label = "Invoke Pie Menu UI"
def execute(self, context):
if config.enable_pie_menu_ui:
bpy.ops.wm.call_menu_pie(name="ATOMIC_MT_main_pie")
return {'FINISHED'}
# Atomic Data Manager Nuke All Operator
class ATOMIC_OT_nuke_all(bpy.types.Operator):
"""Remove all data-blocks from the selected categories"""
bl_idname = "atomic.nuke_all"
bl_label = "CAUTION!"
def draw(self, context):
layout = self.layout
col = layout.column()
col.label(text="Remove the following data-blocks?")
collections = sorted(bpy.data.collections.keys())
ui_layouts.box_list(
layout=layout,
title="Collections",
items=collections,
icon="OUTLINER_OB_GROUP_INSTANCE"
)
images = sorted(bpy.data.images.keys())
ui_layouts.box_list(
layout=layout,
title="Images",
items=images,
icon="IMAGE_DATA"
)
lights = sorted(bpy.data.lights.keys())
ui_layouts.box_list(
layout=layout,
title="Lights",
items=lights,
icon="OUTLINER_OB_LIGHT"
)
materials = sorted(bpy.data.materials.keys())
ui_layouts.box_list(
layout=layout,
title="Materials",
items=materials,
icon="MATERIAL"
)
node_groups = sorted(bpy.data.node_groups.keys())
ui_layouts.box_list(
layout=layout,
title="Node Groups",
items=node_groups,
icon="NODETREE"
)
particles = sorted(bpy.data.particles.keys())
ui_layouts.box_list(
layout=layout,
title="Particle Systems",
items=particles,
icon="PARTICLES"
)
textures = sorted(bpy.data.textures.keys())
ui_layouts.box_list(
layout=layout,
title="Textures",
items=textures,
icon="TEXTURE"
)
worlds = sorted(bpy.data.worlds.keys())
ui_layouts.box_list(
layout=layout,
title="Worlds",
items=worlds,
icon="WORLD"
)
row = layout.row() # extra spacing
def execute(self, context):
nuke.collections()
nuke.images()
nuke.lights()
nuke.materials()
nuke.node_groups()
nuke.particles()
nuke.textures()
nuke.worlds()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean All Operator
class ATOMIC_OT_clean_all(bpy.types.Operator):
"""Remove all unused data-blocks from the selected categories"""
bl_idname = "atomic.clean_all"
bl_label = "Clean All"
unused_collections = []
unused_images = []
unused_lights = []
unused_materials = []
unused_node_groups = []
unused_particles = []
unused_textures = []
unused_worlds = []
def draw(self, context):
layout = self.layout
col = layout.column()
col.label(text="Remove the following data-blocks?")
collections = sorted(unused.collections_deep())
ui_layouts.box_list(
layout=layout,
title="Collections",
items=collections,
icon="OUTLINER_OB_GROUP_INSTANCE"
)
images = sorted(unused.images_deep())
ui_layouts.box_list(
layout=layout,
title="Images",
items=images,
icon="IMAGE_DATA"
)
lights = sorted(unused.lights_deep())
ui_layouts.box_list(
layout=layout,
title="Lights",
items=lights,
icon="OUTLINER_OB_LIGHT"
)
materials = sorted(unused.materials_deep())
ui_layouts.box_list(
layout=layout,
title="Materials",
items=materials,
icon="MATERIAL"
)
node_groups = sorted(unused.node_groups_deep())
ui_layouts.box_list(
layout=layout,
title="Node Groups",
items=node_groups,
icon="NODETREE"
)
particles = sorted(unused.particles_deep())
ui_layouts.box_list(
layout=layout,
title="Particle Systems",
items=particles,
icon="PARTICLES"
)
textures = sorted(unused.textures_deep())
ui_layouts.box_list(
layout=layout,
title="Textures",
items=textures,
icon="TEXTURE"
)
worlds = sorted(unused.worlds())
ui_layouts.box_list(
layout=layout,
title="Worlds",
items=worlds,
icon="WORLD"
)
row = layout.row() # extra spacing
def execute(self, context):
clean.collections()
clean.images()
clean.lights()
clean.materials()
clean.node_groups()
clean.particles()
clean.textures()
clean.worlds()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
self.unused_collections = unused.collections_deep()
self.unused_images = unused.images_deep()
self.unused_lights = unused.lights_deep()
self.unused_materials = unused.materials_deep()
self.unused_node_groups = unused.node_groups_deep()
self.unused_particles = unused.particles_deep()
self.unused_textures = unused.textures_deep()
self.unused_worlds = unused.worlds()
return wm.invoke_props_dialog(self)
# Atomic Data Manager Nuke Collections Operator
class ATOMIC_OT_nuke_collections(bpy.types.Operator):
"""Remove all collections from this project"""
bl_idname = "atomic.nuke_collections"
bl_label = "Nuke Collections"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
collections = bpy.data.collections.keys()
ui_layouts.box_list(
layout=layout,
items=collections,
icon="OUTLINER_OB_GROUP_INSTANCE"
)
row = layout.row() # extra space
def execute(self, context):
nuke.collections()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Nuke Images Operator
class ATOMIC_OT_nuke_images(bpy.types.Operator):
"""Remove all images from this project"""
bl_idname = "atomic.nuke_images"
bl_label = "Nuke Images"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
images = bpy.data.images.keys()
ui_layouts.box_list(
layout=layout,
items=images,
icon="IMAGE_DATA"
)
row = layout.row() # extra space
def execute(self, context):
nuke.images()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Nuke Lights Operator
class ATOMIC_OT_nuke_lights(bpy.types.Operator):
"""Remove all lights from this project"""
bl_idname = "atomic.nuke_lights"
bl_label = "Nuke Lights"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
lights = bpy.data.lights.keys()
ui_layouts.box_list(
layout=layout,
items=lights,
icon="OUTLINER_OB_LIGHT"
)
row = layout.row() # extra space
def execute(self, context):
nuke.lights()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Nuke Materials Operator
class ATOMIC_OT_nuke_materials(bpy.types.Operator):
"""Remove all materials from this project"""
bl_idname = "atomic.nuke_materials"
bl_label = "Nuke Materials"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
materials = bpy.data.materials.keys()
ui_layouts.box_list(
layout=layout,
items=materials,
icon="MATERIAL"
)
row = layout.row() # extra space
def execute(self, context):
nuke.materials()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Nuke Node Groups Operator
class ATOMIC_OT_nuke_node_groups(bpy.types.Operator):
"""Remove all node groups from this project"""
bl_idname = "atomic.nuke_node_groups"
bl_label = "Nuke Node Groups"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
node_groups = bpy.data.node_groups.keys()
ui_layouts.box_list(
layout=layout,
items=node_groups,
icon="NODETREE"
)
row = layout.row() # extra space
def execute(self, context):
nuke.node_groups()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Nuke Particles Operator
class ATOMIC_OT_nuke_particles(bpy.types.Operator):
"""Remove all particle systems from this project"""
bl_idname = "atomic.nuke_particles"
bl_label = "Nuke Particles"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
particles = bpy.data.particles.keys()
ui_layouts.box_list(
layout=layout,
items=particles,
icon="PARTICLES"
)
row = layout.row() # extra space
def execute(self, context):
nuke.particles()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Nuke Textures Operator
class ATOMIC_OT_nuke_textures(bpy.types.Operator):
"""Remove all textures from this project"""
bl_idname = "atomic.nuke_textures"
bl_label = "Nuke Textures"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
textures = bpy.data.textures.keys()
ui_layouts.box_list(
layout=layout,
items=textures,
icon="TEXTURE"
)
row = layout.row() # extra space
def execute(self, context):
nuke.textures()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Nuke Worlds Operator
class ATOMIC_OT_nuke_worlds(bpy.types.Operator):
"""Remove all worlds from this project"""
bl_idname = "atomic.nuke_worlds"
bl_label = "Nuke Worlds"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
worlds = bpy.data.worlds.keys()
ui_layouts.box_list(
layout=layout,
items=worlds,
icon="WORLD"
)
row = layout.row() # extra space
def execute(self, context):
nuke.worlds()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean Collections Operator
class ATOMIC_OT_clean_collections(bpy.types.Operator):
"""Remove all unused collections from this project"""
bl_idname = "atomic.clean_collections"
bl_label = "Clean Collections"
unused_collections = []
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
ui_layouts.box_list(
layout=layout,
items=self.unused_collections,
icon="OUTLINER_OB_GROUP_INSTANCE"
)
row = layout.row() # extra space
def execute(self, context):
clean.collections()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
self.unused_collections = unused.collections_deep()
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean Images Operator
class ATOMIC_OT_clean_images(bpy.types.Operator):
"""Remove all unused images from this project"""
bl_idname = "atomic.clean_images"
bl_label = "Clean Images"
unused_images = []
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
ui_layouts.box_list(
layout=layout,
items=self.unused_images,
icon="IMAGE_DATA"
)
row = layout.row() # extra space
def execute(self, context):
clean.images()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
self.unused_images =unused.images_deep()
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean Lights Operator
class ATOMIC_OT_clean_lights(bpy.types.Operator):
"""Remove all unused lights from this project"""
bl_idname = "atomic.clean_lights"
bl_label = "Clean Lights"
unused_lights = []
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
ui_layouts.box_list(
layout=layout,
items=self.unused_lights,
icon="OUTLINER_OB_LIGHT"
)
row = layout.row() # extra space
def execute(self, context):
clean.lights()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
self.unused_lights = unused.lights_deep()
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean Materials Operator
class ATOMIC_OT_clean_materials(bpy.types.Operator):
"""Remove all unused materials from this project"""
bl_idname = "atomic.clean_materials"
bl_label = "Clean Materials"
unused_materials = []
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
ui_layouts.box_list(
layout=layout,
items=self.unused_materials,
icon="MATERIAL"
)
row = layout.row() # extra space
def execute(self, context):
clean.materials()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
self.unused_materials = unused.materials_deep()
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean Node Groups Operator
class ATOMIC_OT_clean_node_groups(bpy.types.Operator):
"""Remove all unused node groups from this project"""
bl_idname = "atomic.clean_node_groups"
bl_label = "Clean Node Groups"
unused_node_groups = []
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
ui_layouts.box_list(
layout=layout,
items=self.unused_node_groups,
icon="NODETREE"
)
row = layout.row() # extra space
def execute(self, context):
clean.node_groups()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
self.unused_node_groups = unused.node_groups_deep()
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean Particles Operator
class ATOMIC_OT_clean_particles(bpy.types.Operator):
"""Remove all unused particle systems from this project"""
bl_idname = "atomic.clean_particles"
bl_label = "Clean Particles"
unused_particles = []
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
ui_layouts.box_list(
layout=layout,
items=self.unused_particles,
icon="PARTICLES"
)
row = layout.row() # extra space
def execute(self, context):
clean.particles()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
self.unused_particles = unused.particles_deep()
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean Textures Operator
class ATOMIC_OT_clean_textures(bpy.types.Operator):
"""Remove all unused textures from this project"""
bl_idname = "atomic.clean_textures"
bl_label = "Clean Textures"
unused_textures = []
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
ui_layouts.box_list(
layout=layout,
items=self.unused_textures,
icon="TEXTURE"
)
row = layout.row() # extra space
def execute(self, context):
clean.textures()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
self.unused_textures = unused.textures_deep()
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean Worlds Operator
class ATOMIC_OT_clean_worlds(bpy.types.Operator):
"""Remove all unused worlds from this project"""
bl_idname = "atomic.clean_worlds"
bl_label = "Clean Worlds"
unused_worlds = []
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
ui_layouts.box_list(
layout=layout,
items=self.unused_worlds,
icon="WORLD"
)
row = layout.row() # extra space
def execute(self, context):
clean.worlds()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
self.unused_worlds = unused.worlds()
return wm.invoke_props_dialog(self)
reg_list = [
ATOMIC_OT_invoke_pie_menu_ui,
ATOMIC_OT_nuke_all,
ATOMIC_OT_clean_all,
ATOMIC_OT_nuke_collections,
ATOMIC_OT_nuke_images,
ATOMIC_OT_nuke_lights,
ATOMIC_OT_nuke_materials,
ATOMIC_OT_nuke_node_groups,
ATOMIC_OT_nuke_particles,
ATOMIC_OT_nuke_textures,
ATOMIC_OT_nuke_worlds,
ATOMIC_OT_clean_collections,
ATOMIC_OT_clean_images,
ATOMIC_OT_clean_lights,
ATOMIC_OT_clean_materials,
ATOMIC_OT_clean_node_groups,
ATOMIC_OT_clean_particles,
ATOMIC_OT_clean_textures,
ATOMIC_OT_clean_worlds
]
def register():
for item in reg_list:
register_class(item)
def unregister():
for item in reg_list:
unregister_class(item)
@@ -0,0 +1,440 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the operators used in the inspection UI's header.
This includes the rename, replace, toggle fake user, delete, and duplicate
operators.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from atomic_data_manager.ops.utils import delete
from atomic_data_manager.ops.utils import duplicate
# Atomic Data Manager Inspection Rename Operator
class ATOMIC_OT_inspection_rename(bpy.types.Operator):
"""Give this data-block a new name"""
bl_idname = "atomic.rename"
bl_label = "Rename Data-Block"
def draw(self, context):
atom = bpy.context.scene.atomic
layout = self.layout
row = layout.row()
row.prop(atom, "rename_field", text="", icon="GREASEPENCIL")
def execute(self, context):
atom = bpy.context.scene.atomic
inspection = atom.active_inspection
name = atom.rename_field
if inspection == 'COLLECTIONS':
bpy.data.collections[atom.collections_field].name = name
atom.collections_field = name
if inspection == 'IMAGES':
bpy.data.images[atom.images_field].name = name
atom.images_field = name
if inspection == 'LIGHTS':
bpy.data.lights[atom.lights_field].name = name
atom.lights_field = name
if inspection == 'MATERIALS':
bpy.data.materials[atom.materials_field].name = name
atom.materials_field = name
if inspection == 'NODE_GROUPS':
bpy.data.node_groups[atom.node_groups_field].name = name
atom.node_groups_field = name
if inspection == 'PARTICLES':
bpy.data.particles[atom.particles_field].name = name
atom.particles_field = name
if inspection == 'TEXTURES':
bpy.data.textures[atom.textures_field].name = name
atom.textures_field = name
if inspection == 'WORLDS':
bpy.data.worlds[atom.worlds_field].name = name
atom.worlds_field = name
atom.rename_field = ""
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self, width=200)
# Atomic Data Manager Inspection Replaces Operator
class ATOMIC_OT_inspection_replace(bpy.types.Operator):
"""Replace all instances of this data-block with another data-block"""
bl_idname = "atomic.replace"
bl_label = "Replace Data-Block"
def draw(self, context):
atom = bpy.context.scene.atomic
inspection = atom.active_inspection
layout = self.layout
row = layout.row()
if inspection == 'IMAGES':
row.prop_search(
atom,
"replace_field",
bpy.data,
"images",
text=""
)
if inspection == 'LIGHTS':
row.prop_search(
atom,
"replace_field",
bpy.data,
"lights",
text=""
)
if inspection == 'MATERIALS':
row.prop_search(
atom,
"replace_field",
bpy.data,
"materials",
text=""
)
if inspection == 'NODE_GROUPS':
row.prop_search(
atom,
"replace_field",
bpy.data,
"node_groups",
text=""
)
if inspection == 'PARTICLES':
row.prop_search(
atom,
"replace_field",
bpy.data,
"particles",
text=""
)
if inspection == 'TEXTURES':
row.prop_search(
atom,
"replace_field",
bpy.data,
"textures",
text=""
)
if inspection == 'WORLDS':
row.prop_search(
atom,
"replace_field",
bpy.data,
"worlds",
text=""
)
def execute(self, context):
atom = bpy.context.scene.atomic
inspection = atom.active_inspection
if inspection == 'IMAGES' and \
atom.replace_field in bpy.data.images.keys():
bpy.data.images[atom.images_field].user_remap(
bpy.data.images[atom.replace_field])
atom.images_field = atom.replace_field
if inspection == 'LIGHTS' and \
atom.replace_field in bpy.data.lights.keys():
bpy.data.lights[atom.lights_field].user_remap(
bpy.data.lights[atom.replace_field])
atom.lights_field = atom.replace_field
if inspection == 'MATERIALS' and \
atom.replace_field in bpy.data.materials.keys():
bpy.data.materials[atom.materials_field].user_remap(
bpy.data.materials[atom.replace_field])
atom.materials_field = atom.replace_field
if inspection == 'NODE_GROUPS' and \
atom.replace_field in bpy.data.node_groups.keys():
bpy.data.node_groups[atom.node_groups_field].user_remap(
bpy.data.node_groups[atom.replace_field])
atom.node_groups_field = atom.replace_field
if inspection == 'PARTICLES' and \
atom.replace_field in bpy.data.particles.keys():
bpy.data.particles[atom.particles_field].user_remap(
bpy.data.particles[atom.replace_field])
atom.particles_field = atom.replace_field
if inspection == 'TEXTURES' and \
atom.replace_field in bpy.data.textures.keys():
bpy.data.textures[atom.textures_field].user_remap(
bpy.data.textures[atom.replace_field])
atom.textures_field = atom.replace_field
if inspection == 'WORLDS' and \
atom.replace_field in bpy.data.worlds.keys():
bpy.data.worlds[atom.worlds_field].user_remap(
bpy.data.worlds[atom.replace_field])
atom.worlds_field = atom.replace_field
atom.replace_field = ""
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self, width=200)
# Atomic Data Manager Inspection Toggle Fake User Operator
class ATOMIC_OT_inspection_toggle_fake_user(bpy.types.Operator):
"""Save this data-block even if it has no users"""
bl_idname = "atomic.toggle_fake_user"
bl_label = "Toggle Fake User"
def execute(self, context):
atom = bpy.context.scene.atomic
inspection = atom.active_inspection
if inspection == 'IMAGES':
image = bpy.data.images[atom.images_field]
bpy.data.images[atom.images_field].use_fake_user = \
not image.use_fake_user
if inspection == 'LIGHTS':
light = bpy.data.lights[atom.lights_field]
bpy.data.lights[atom.lights_field].use_fake_user = \
not light.use_fake_user
if inspection == 'MATERIALS':
material = bpy.data.materials[atom.materials_field]
bpy.data.materials[atom.materials_field].use_fake_user = \
not material.use_fake_user
if inspection == 'NODE_GROUPS':
node_group = bpy.data.node_groups[atom.node_groups_field]
bpy.data.node_groups[atom.node_groups_field].use_fake_user = \
not node_group.use_fake_user
if inspection == 'PARTICLES':
particle = bpy.data.particles[atom.particles_field]
bpy.data.particles[atom.particles_field].use_fake_user = \
not particle.use_fake_user
if inspection == 'TEXTURES':
texture = bpy.data.textures[atom.textures_field]
bpy.data.textures[atom.textures_field].use_fake_user = \
not texture.use_fake_user
if inspection == 'WORLDS':
world = bpy.data.worlds[atom.worlds_field]
bpy.data.worlds[atom.worlds_field].use_fake_user = \
not world.use_fake_user
return {'FINISHED'}
# Atomic Data Manager Inspection Duplicate Operator
class ATOMIC_OT_inspection_duplicate(bpy.types.Operator):
"""Make an exact copy of this data-block"""
bl_idname = "atomic.inspection_duplicate"
bl_label = "Duplicate Data-Block"
def execute(self, context):
atom = bpy.context.scene.atomic
inspection = atom.active_inspection
if inspection == 'COLLECTIONS':
key = atom.collections_field
collections = bpy.data.collections
if key in collections.keys():
copy_key = duplicate.collection(key)
atom.collections_field = copy_key
elif inspection == 'IMAGES':
key = atom.images_field
images = bpy.data.images
if key in images.keys():
copy_key = duplicate.image(key)
atom.images_field = copy_key
elif inspection == 'LIGHTS':
key = atom.lights_field
lights = bpy.data.lights
if key in lights.keys():
copy_key = duplicate.light(key)
atom.lights_field = copy_key
elif inspection == 'MATERIALS':
key = atom.materials_field
materials = bpy.data.materials
if key in materials.keys():
copy_key = duplicate.material(key)
atom.materials_field = copy_key
elif inspection == 'NODE_GROUPS':
key = atom.node_groups_field
node_groups = bpy.data.node_groups
if key in node_groups.keys():
copy_key = duplicate.node_group(key)
atom.node_groups_field = copy_key
elif inspection == 'PARTICLES':
key = atom.particles_field
particles = bpy.data.particles
if key in particles.keys():
copy_key = duplicate.particle(key)
atom.particles_field = copy_key
elif inspection == 'TEXTURES':
key = atom.textures_field
textures = bpy.data.textures
if key in textures.keys():
copy_key = duplicate.texture(key)
atom.textures_field = copy_key
elif inspection == 'WORLDS':
key = atom.worlds_field
worlds = bpy.data.worlds
if key in worlds.keys():
copy_key = duplicate.world(key)
atom.worlds_field = copy_key
return {'FINISHED'}
# Atomic Data Manager Inspection Delete Operator
class ATOMIC_OT_inspection_delete(bpy.types.Operator):
"""Forcibly remove this data-block from the project"""
bl_idname = "atomic.inspection_delete"
bl_label = "Delete Data-Block"
def execute(self, context):
atom = bpy.context.scene.atomic
inspection = atom.active_inspection
if inspection == 'COLLECTIONS':
key = atom.collections_field
collections = bpy.data.collections
if key in collections.keys():
delete.collection(key)
atom.collections_field = ""
elif inspection == 'IMAGES':
key = atom.images_field
images = bpy.data.images
if key in images.keys():
delete.image(key)
atom.images_field = ""
elif inspection == 'LIGHTS':
key = atom.lights_field
lights = bpy.data.lights
if key in lights.keys():
delete.light(key)
atom.lights_field = ""
elif inspection == 'MATERIALS':
key = atom.materials_field
materials = bpy.data.materials
if key in materials.keys():
delete.material(key)
atom.materials_field = ""
elif inspection == 'NODE_GROUPS':
key = atom.node_groups_field
node_groups = bpy.data.node_groups
if key in node_groups.keys():
delete.node_group(key)
atom.node_groups_field = ""
elif inspection == 'PARTICLES':
key = atom.particles_field
particles = bpy.data.particles
if key in particles.keys():
delete.particle(key)
atom.particles_field = ""
elif inspection == 'TEXTURES':
key = atom.textures_field
textures = bpy.data.textures
if key in textures.keys():
delete.texture(key)
atom.textures_field = ""
elif inspection == 'WORLDS':
key = atom.worlds_field
worlds = bpy.data.worlds
if key in worlds.keys():
delete.world(key)
atom.worlds_field = ""
return {'FINISHED'}
reg_list = [
ATOMIC_OT_inspection_rename,
ATOMIC_OT_inspection_replace,
ATOMIC_OT_inspection_toggle_fake_user,
ATOMIC_OT_inspection_duplicate,
ATOMIC_OT_inspection_delete
]
def register():
for item in reg_list:
register_class(item)
def unregister():
for item in reg_list:
unregister_class(item)
@@ -0,0 +1,444 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the main operators found in the main panel of the
Atomic Data Manager interface. This includes nuke, clean, undo, and the
various selection operations.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from atomic_data_manager.stats import unused
from atomic_data_manager.ops.utils import clean
from atomic_data_manager.ops.utils import nuke
from atomic_data_manager.ui.utils import ui_layouts
# Atomic Data Manager Nuke Operator
class ATOMIC_OT_nuke(bpy.types.Operator):
"""Remove all data-blocks from the selected categories"""
bl_idname = "atomic.nuke"
bl_label = "CAUTION!"
def draw(self, context):
atom = bpy.context.scene.atomic
layout = self.layout
col = layout.column()
col.label(text="Remove the following data-blocks?")
# No Data Section
if not (atom.collections or atom.images or atom.lights or
atom.materials or atom.node_groups or atom.particles or
atom.textures or atom.worlds):
ui_layouts.box_list(
layout=layout,
)
# display when the main panel collections property is toggled
if atom.collections:
collections = sorted(bpy.data.collections.keys())
ui_layouts.box_list(
layout=layout,
title="Collections",
items=collections,
icon="OUTLINER_OB_GROUP_INSTANCE"
)
# display when the main panel images property is toggled
if atom.images:
images = sorted(bpy.data.images.keys())
ui_layouts.box_list(
layout=layout,
title="Images",
items=images,
icon="IMAGE_DATA"
)
# display when the main panel lights property is toggled
if atom.lights:
lights = sorted(bpy.data.lights.keys())
ui_layouts.box_list(
layout=layout,
title="Lights",
items=lights,
icon="OUTLINER_OB_LIGHT"
)
# display when the main panel materials property is toggled
if atom.materials:
materials = sorted(bpy.data.materials.keys())
ui_layouts.box_list(
layout=layout,
title="Materials",
items=materials,
icon="MATERIAL"
)
# display when the main panel node groups property is toggled
if atom.node_groups:
node_groups = sorted(bpy.data.node_groups.keys())
ui_layouts.box_list(
layout=layout,
title="Node Groups",
items=node_groups,
icon="NODETREE"
)
# display when the main panel particle systems property is toggled
if atom.particles:
particles = sorted(bpy.data.particles.keys())
ui_layouts.box_list(
layout=layout,
title="Particle Systems",
items=particles,
icon="PARTICLES"
)
# display when the main panel textures property is toggled
if atom.textures:
textures = sorted(bpy.data.textures.keys())
ui_layouts.box_list(
layout=layout,
title="Textures",
items=textures,
icon="TEXTURE"
)
# display when the main panel worlds property is toggled
if atom.worlds:
worlds = sorted(bpy.data.worlds.keys())
ui_layouts.box_list(
layout=layout,
title="Worlds",
items=worlds,
icon="WORLD"
)
row = layout.row() # extra spacing
def execute(self, context):
atom = bpy.context.scene.atomic
if atom.collections:
nuke.collections()
if atom.images:
nuke.images()
if atom.lights:
nuke.lights()
if atom.materials:
nuke.materials()
if atom.node_groups:
nuke.node_groups()
if atom.particles:
nuke.particles()
if atom.textures:
nuke.textures()
if atom.worlds:
nuke.worlds()
bpy.ops.atomic.deselect_all()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Clean Operator
class ATOMIC_OT_clean(bpy.types.Operator):
"""Remove all unused data-blocks from the selected categories"""
bl_idname = "atomic.clean"
bl_label = "Clean"
unused_collections = []
unused_images = []
unused_lights = []
unused_materials = []
unused_node_groups = []
unused_particles = []
unused_textures = []
unused_worlds = []
def draw(self, context):
atom = bpy.context.scene.atomic
layout = self.layout
col = layout.column()
col.label(text="Remove the following data-blocks?")
# display if no main panel properties are toggled
if not (atom.collections or atom.images or atom.lights or
atom.materials or atom.node_groups or atom.particles
or atom.textures or atom.worlds):
ui_layouts.box_list(
layout=layout,
)
# display when the main panel collections property is toggled
if atom.collections:
ui_layouts.box_list(
layout=layout,
title="Collections",
items=self.unused_collections,
icon="OUTLINER_OB_GROUP_INSTANCE"
)
# display when the main panel images property is toggled
if atom.images:
ui_layouts.box_list(
layout=layout,
title="Images",
items=self.unused_images,
icon="IMAGE_DATA"
)
# display when the main panel lights property is toggled
if atom.lights:
ui_layouts.box_list(
layout=layout,
title="Lights",
items=self.unused_lights,
icon="OUTLINER_OB_LIGHT"
)
# display when the main panel materials property is toggled
if atom.materials:
ui_layouts.box_list(
layout=layout,
title="Materials",
items=self.unused_materials,
icon="MATERIAL"
)
# display when the main panel node groups property is toggled
if atom.node_groups:
ui_layouts.box_list(
layout=layout,
title="Node Groups",
items=self.unused_node_groups,
icon="NODETREE"
)
# display when the main panel particle systems property is toggled
if atom.particles:
ui_layouts.box_list(
layout=layout,
title="Particle Systems",
items=self.unused_particles,
icon="PARTICLES"
)
# display when the main panel textures property is toggled
if atom.textures:
textures = sorted(unused.textures_deep())
ui_layouts.box_list(
layout=layout,
title="Textures",
items=textures,
icon="TEXTURE"
)
# display when the main panel worlds property is toggled
if atom.worlds:
ui_layouts.box_list(
layout=layout,
title="Worlds",
items=self.unused_worlds,
icon="WORLD"
)
row = layout.row() # extra spacing
def execute(self, context):
atom = bpy.context.scene.atomic
if atom.collections:
clean.collections()
if atom.images:
clean.images()
if atom.lights:
clean.lights()
if atom.materials:
clean.materials()
if atom.node_groups:
clean.node_groups()
if atom.particles:
clean.particles()
if atom.textures:
clean.textures()
if atom.worlds:
clean.worlds()
bpy.ops.atomic.deselect_all()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
atom = bpy.context.scene.atomic
if atom.collections:
self.unused_collections = unused.collections_deep()
if atom.images:
self.unused_images = unused.images_deep()
if atom.lights:
self.unused_lights = unused.lights_deep()
if atom.materials:
self.unused_materials = unused.materials_deep()
if atom.node_groups:
self.unused_node_groups = unused.node_groups_deep()
if atom.particles:
self.unused_particles = unused.particles_deep()
if atom.textures:
self.unused_textures = unused.textures_deep()
if atom.worlds:
self.unused_worlds = unused.worlds()
return wm.invoke_props_dialog(self)
# Atomic Data Manager Undo Operator
class ATOMIC_OT_undo(bpy.types.Operator):
"""Undo the previous action"""
bl_idname = "atomic.undo"
bl_label = "Undo"
def execute(self, context):
bpy.ops.ed.undo()
return {'FINISHED'}
# Atomic Data Manager Smart Select Operator
class ATOMIC_OT_smart_select(bpy.types.Operator):
"""Auto-select categories with unused data"""
bl_idname = "atomic.smart_select"
bl_label = "Smart Select"
def execute(self, context):
bpy.context.scene.atomic.collections = \
any(unused.collections_deep())
bpy.context.scene.atomic.images = \
any(unused.images_deep())
bpy.context.scene.atomic.lights = \
any(unused.lights_deep())
bpy.context.scene.atomic.materials = \
any(unused.materials_deep())
bpy.context.scene.atomic.node_groups = \
any(unused.node_groups_deep())
bpy.context.scene.atomic.particles = \
any(unused.particles_deep())
bpy.context.scene.atomic.textures = \
any(unused.textures_deep())
bpy.context.scene.atomic.worlds = \
any(unused.worlds())
return {'FINISHED'}
# Atomic Data Manager Select All Operator
class ATOMIC_OT_select_all(bpy.types.Operator):
"""Select all categories"""
bl_idname = "atomic.select_all"
bl_label = "Select All"
def execute(self, context):
bpy.context.scene.atomic.collections = True
bpy.context.scene.atomic.images = True
bpy.context.scene.atomic.lights = True
bpy.context.scene.atomic.materials = True
bpy.context.scene.atomic.node_groups = True
bpy.context.scene.atomic.particles = True
bpy.context.scene.atomic.textures = True
bpy.context.scene.atomic.worlds = True
return {'FINISHED'}
# Atomic Data Manager Deselect All Operator
class ATOMIC_OT_deselect_all(bpy.types.Operator):
"""Deselect all categories"""
bl_idname = "atomic.deselect_all"
bl_label = "Deselect All"
def execute(self, context):
bpy.context.scene.atomic.collections = False
bpy.context.scene.atomic.images = False
bpy.context.scene.atomic.lights = False
bpy.context.scene.atomic.materials = False
bpy.context.scene.atomic.node_groups = False
bpy.context.scene.atomic.particles = False
bpy.context.scene.atomic.textures = False
bpy.context.scene.atomic.worlds = False
return {'FINISHED'}
reg_list = [
ATOMIC_OT_nuke,
ATOMIC_OT_clean,
ATOMIC_OT_undo,
ATOMIC_OT_smart_select,
ATOMIC_OT_select_all,
ATOMIC_OT_deselect_all
]
def register():
for item in reg_list:
register_class(item)
def unregister():
for item in reg_list:
unregister_class(item)
@@ -0,0 +1,195 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains operations for missing file handling. This includes
the option to reload, remove, replace, and search for these missing files.
It also contains the post-reload report dialog that appears after
attempting to reload missing project files.
# TODO: implement missing file replace and search once Blender fixes the
# TODO: bugs with the file chooser not opening from a dialog
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from atomic_data_manager.stats import missing
from atomic_data_manager.ui.utils import ui_layouts
# Atomic Data Manager Reload Missing Files Operator
class ATOMIC_OT_reload_missing(bpy.types.Operator):
"""Reload missing files"""
bl_idname = "atomic.reload_missing"
bl_label = "Reload Missing Files"
def execute(self, context):
# reload images
for image in bpy.data.images:
image.reload()
# reload libraries
for library in bpy.data.libraries:
library.reload()
# call reload report
bpy.ops.atomic.reload_report('INVOKE_DEFAULT')
return {'FINISHED'}
# Atomic Data Manager Reload Missing Files Report Operator
class ATOMIC_OT_reload_report(bpy.types.Operator):
"""Reload report for missing files"""
bl_idname = "atomic.reload_report"
bl_label = "Missing File Reload Report"
def draw(self, context):
layout = self.layout
missing_images = missing.images()
missing_libraries = missing.libraries()
if missing_images or missing_libraries:
row = layout.row()
row.label(
text="Atomic was unable to reload the following files:"
)
if missing_images:
ui_layouts.box_list(
layout=self.layout,
items=missing_images,
icon='IMAGE_DATA',
columns=2
)
if missing_libraries:
ui_layouts.box_list(
layout=self.layout,
items=missing_images,
icon='LIBRARY_DATA_DIRECT',
columns=2
)
else:
row = layout.row()
row.label(text="All files successfully reloaded!")
row = layout.row() # extra space
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Remove Missing Files Operator
class ATOMIC_OT_remove_missing(bpy.types.Operator):
"""Remove all missing files from this project"""
bl_idname = "atomic.remove_missing"
bl_label = "Remove Missing Files"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Remove the following data-blocks?")
ui_layouts.box_list(
layout=layout,
items=missing.images(),
icon="IMAGE_DATA",
columns=2
)
row = layout.row() # extra space
def execute(self, context):
for image_key in missing.images():
bpy.data.images.remove(bpy.data.images[image_key])
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# TODO: Implement search for missing once file browser bugs are fixed
# Atomic Data Manager Search for Missing Files Operator
class ATOMIC_OT_search_missing(bpy.types.Operator):
"""Search a specified directory for the missing files"""
bl_idname = "atomic.search_missing"
bl_label = "Search for Missing Files"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Unsupported Operation!")
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# TODO: Implement replace missing once file browser bugs are fixed
# Atomic Data Manager Replace Missing Files Operator
class ATOMIC_OT_replace_missing(bpy.types.Operator):
"""Replace each missing file with a new file"""
bl_idname = "atomic.replace_missing"
bl_label = "Replace Missing Files"
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Unsupported Operation!")
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
reg_list = [
ATOMIC_OT_reload_missing,
ATOMIC_OT_reload_report,
ATOMIC_OT_search_missing,
ATOMIC_OT_replace_missing,
ATOMIC_OT_remove_missing
]
def register():
for item in reg_list:
register_class(item)
def unregister():
for item in reg_list:
unregister_class(item)
@@ -0,0 +1,55 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the operator for opening the Remington Creative
support page in the web browser.
"""
import bpy
import webbrowser
from bpy.utils import register_class
from bpy.utils import unregister_class
# Atomic Data Manager Open Support Me Operator
class ATOMIC_OT_open_support_me(bpy.types.Operator):
"""Opens the Remington Creative \"Support Me\" webpage"""
bl_idname = "atomic.open_support_me"
bl_label = "Support Me"
def execute(self, context):
webbrowser.open("https://remingtoncreative.com/support/")
return {'FINISHED'}
reg_list = [ATOMIC_OT_open_support_me]
def register():
for cls in reg_list:
register_class(cls)
def unregister():
for cls in reg_list:
unregister_class(cls)
@@ -0,0 +1,74 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains functions for cleaning out specific data categories.
"""
import bpy
from atomic_data_manager.stats import unused
def collections():
# removes all unused collections from the project
for collection_key in unused.collections_deep():
bpy.data.collections.remove(bpy.data.collections[collection_key])
def images():
# removes all unused images from the project
for image_key in unused.images_deep():
bpy.data.images.remove(bpy.data.images[image_key])
def lights():
# removes all unused lights from the project
for light_key in unused.lights_deep():
bpy.data.lights.remove(bpy.data.lights[light_key])
def materials():
# removes all unused materials from the project
for light_key in unused.materials_deep():
bpy.data.materials.remove(bpy.data.materials[light_key])
def node_groups():
# removes all unused node groups from the project
for node_group_key in unused.node_groups_deep():
bpy.data.node_groups.remove(bpy.data.node_groups[node_group_key])
def particles():
# removes all unused particle systems from the project
for particle_key in unused.particles_deep():
bpy.data.particles.remove(bpy.data.particles[particle_key])
def textures():
# removes all unused textures from the project
for texture_key in unused.textures_deep():
bpy.data.textures.remove(bpy.data.textures[texture_key])
def worlds():
# removes all unused worlds from the project
for world_key in unused.worlds():
bpy.data.worlds.remove(bpy.data.worlds[world_key])
@@ -0,0 +1,71 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains functions for deleting individual data-blocks from
Atomic's inspection inteface.
"""
import bpy
def delete_datablock(data, key):
# deletes a specific data-block from a set of data
data.remove(data[key])
def collection(key):
# removes a specific collection
delete_datablock(bpy.data.collections, key)
def image(key):
# removes a specific image
delete_datablock(bpy.data.images, key)
def light(key):
# removes a specific light
delete_datablock(bpy.data.lights, key)
def material(key):
# removes a specific material
delete_datablock(bpy.data.materials, key)
def node_group(key):
# removes a specific node group
delete_datablock(bpy.data.node_groups, key)
def particle(key):
# removes a specific particle system
delete_datablock(bpy.data.particles, key)
def texture(key):
# removes a specific texture
delete_datablock(bpy.data.textures, key)
def world(key):
# removes a specific world
delete_datablock(bpy.data.worlds, key)
@@ -0,0 +1,77 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains functions for duplicating data-blocks from Atomic's
inspection interface.
"""
import bpy
def duplicate_data(data, key):
# creates a copy of the specified data-block and returns its key
return data[key].copy().name
def collection(key):
# creates of copy of the specified collection and places it under the
# scene collection
collections = bpy.data.collections
scene_collection = bpy.context.scene.collection
copy_key = duplicate_data(collections, key)
scene_collection.children.link(collections[copy_key])
return copy_key
def image(key):
# creates of copy of the specified image
return duplicate_data(bpy.data.images, key)
def light(key):
# creates of copy of the specified light
return duplicate_data(bpy.data.lights, key)
def material(key):
# creates of copy of the specified material
return duplicate_data(bpy.data.materials, key)
def node_group(key):
# creates of copy of the specified node group
return duplicate_data(bpy.data.node_groups, key)
def particle(key):
# creates of copy of the specified particle
return duplicate_data(bpy.data.particles, key)
def texture(key):
# creates of copy of the specified texture
return duplicate_data(bpy.data.textures, key)
def world(key):
# creates of copy of the specified world
return duplicate_data(bpy.data.worlds, key)
@@ -0,0 +1,72 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains functions for removing all data-blocks from specified
data categories.
"""
import bpy
def nuke_data(data):
# removes all data-blocks from the indicated set of data
for key in data.keys():
data.remove(data[key])
def collections():
# removes all collections from the project
nuke_data(bpy.data.collections)
def images():
# removes all images from the project
nuke_data(bpy.data.images)
def lights():
# removes all lights from the project
nuke_data(bpy.data.lights)
def materials():
# removes all materials from the project
nuke_data(bpy.data.materials)
def node_groups():
# removes all node groups from the project
nuke_data(bpy.data.node_groups)
def particles():
# removes all particle systems from the project
nuke_data(bpy.data.particles)
def textures():
# removes all textures from the project
nuke_data(bpy.data.textures)
def worlds():
# removes all worlds from the project
nuke_data(bpy.data.worlds)
@@ -0,0 +1,190 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains functions that count quantities of various sets of data.
"""
import bpy
from atomic_data_manager.stats import unused
from atomic_data_manager.stats import unnamed
from atomic_data_manager.stats import missing
def collections():
# returns the number of collections in the project
return len(bpy.data.collections)
def collections_unused():
# returns the number of unused collections in the project
return len(unused.collections_shallow())
def collections_unnamed():
# returns the number of unnamed collections in the project
return len(unnamed.collections())
def images():
# returns the number of images in the project
return len(bpy.data.images)
def images_unused():
# returns the number of unused images in the project
return len(unused.images_shallow())
def images_unnamed():
# returns the number of unnamed images in the project
return len(unnamed.images())
def images_missing():
# returns the number of missing images in the project
return len(missing.images())
def lights():
# returns the number of lights in the project
return len(bpy.data.lights)
def lights_unused():
# returns the number of unused lights in the project
return len(unused.lights_shallow())
def lights_unnamed():
# returns the number of unnamed lights in the project
return len(unnamed.lights())
def materials():
# returns the number of materials in the project
return len(bpy.data.materials)
def materials_unused():
# returns the number of unused materials in the project
return len(unused.materials_shallow())
def materials_unnamed():
# returns the number of unnamed materials in the project
return len(unnamed.materials())
def node_groups():
# returns the number of node groups in the project
return len(bpy.data.node_groups)
def node_groups_unused():
# returns the number of unused node groups in the project
return len(unused.node_groups_shallow())
def node_groups_unnamed():
# returns the number of unnamed node groups in the project
return len(unnamed.node_groups())
def objects():
# returns the number of objects in the project
return len(bpy.data.objects)
def objects_unnamed():
# returns the number of unnamed objects in the project
return len(unnamed.objects())
def particles():
# returns the number of particles in the project
return len(bpy.data.particles)
def particles_unused():
# returns the number of unused particles in the project
return len(unused.particles_shallow())
def particles_unnamed():
# returns the number of unnamed particle systems in the project
return len(unnamed.particles())
def textures():
# returns the number of textures in the project
return len(bpy.data.textures)
def textures_unused():
# returns the number of unused textures in the project
return len(unused.textures_shallow())
def textures_unnamed():
# returns the number of unnamed textures in the project
return len(unnamed.textures())
def worlds():
# returns the number of worlds in the project
return len(bpy.data.worlds)
def worlds_unused():
# returns the number of unused worlds in the project
return len(unused.worlds())
def worlds_unnamed():
# returns the number of unnamed worlds in the project
return len(unnamed.worlds())
@@ -0,0 +1,50 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains miscellaneous statistics functions.
"""
import bpy
import os
def blend_size():
# returns the size of the current Blender file as a string
filepath = bpy.data.filepath
size_bytes = os.stat(filepath).st_size if filepath != '' else -1
kilobyte = 1024 # bytes
megabyte = 1048576 # bytes
gigabyte = 1073741824 # bytes
if 0 <= size_bytes < kilobyte:
size_scaled = "{:.1f} B".format(size_bytes)
elif kilobyte <= size_bytes < megabyte:
size_scaled = "{:.1f} KB".format(size_bytes / kilobyte)
elif megabyte <= size_bytes < gigabyte:
size_scaled = "{:.1f} MB".format(size_bytes / megabyte)
elif size_bytes >= gigabyte:
size_scaled = "{:.1f} GB".format(size_bytes / gigabyte)
else:
size_scaled = "No Data!"
return size_scaled
@@ -0,0 +1,70 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains functions that detect missing files in the Blender
project.
"""
import bpy
import os
def get_missing(data):
# returns a list of keys of unpacked data-blocks with non-existent
# filepaths
missing = []
# list of keys that should not be flagged
do_not_flag = ["Render Result", "Viewer Node", "D-NOISE Export"]
for datablock in data:
# the absolute path to our data-block
abspath = bpy.path.abspath(datablock.filepath)
# if data-block is not packed and has an invalid filepath
if not datablock.packed_files and not os.path.isfile(abspath):
# if data-block is not in our do not flag list
# append it to the missing data list
if datablock.name not in do_not_flag:
missing.append(datablock.name)
# if data-block is packed but it does not have a filepath
elif datablock.packed_files and not abspath:
# if data-block is not in our do not flag list
# append it to the missing data list
if datablock.name not in do_not_flag:
missing.append(datablock.name)
return missing
def images():
# returns a list of keys of images with a non-existent filepath
return get_missing(bpy.data.images)
def libraries():
# returns a list of keys of libraries with a non-existent filepath
return get_missing(bpy.data.libraries)
@@ -0,0 +1,207 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains functions that detect unnamed data-blocks in the
Blender project.
"""
import bpy
import re
def collections():
# returns the keys of all unnamed collections in the project
unnamed = []
for collection in bpy.data.collections:
if re.match(r'.*\.\d\d\d$', collection.name) or \
collection.name.startswith("Collection"):
unnamed.append(collection.name)
return unnamed
def images():
# returns the keys of all unnamed images in the project
unnamed = []
for image in bpy.data.images:
if re.match(r'.*\.\d\d\d$', image.name) or \
image.name.startswith("Untitled"):
unnamed.append(image.name)
return unnamed
def lights():
# returns the keys of all unnamed lights in the project
unnamed = []
for light in bpy.data.lights:
if re.match(r'.*\.\d\d\d$', light.name) or \
light.name.startswith("Light"):
unnamed.append(light.name)
return unnamed
def materials():
# returns the keys of all unnamed materials in the project
unnamed = []
for material in bpy.data.lights:
if re.match(r'.*\.\d\d\d$', material.name) or \
material.name.startswith("Material"):
unnamed.append(material.name)
return unnamed
def objects():
# returns the keys of all unnamed materials in the project
# NOTE: lists of default names must be tuples!
# the default names all curve objects
curve_names = (
"BezierCircle",
"BezierCurve",
"NurbsCircle",
"NurbsCurve",
"NurbsPath"
)
# the default names of all grease pencil objects
gpencil_names = (
"GPencil",
"Stroke"
)
# the default names of all light objects
light_names = (
"Area",
"Light",
"Point",
"Spot",
"Sun"
)
# the default names of all light probe objects
lprobe_names = (
"IrradianceVolume",
"ReflectionCubemap",
"ReflectionPlane"
)
# the default names of all mesh objects
mesh_names = (
"Circle",
"Cone",
"Cube",
"Cylinder",
"Grid",
"Icosphere",
"Plane",
"Sphere",
"Torus"
)
# the default names of all miscellaneous objects
misc_names = (
"Mball",
"Text",
"Armature",
"Lattice",
"Empty",
"Camera",
"Speaker",
"Field"
)
# the default names of all nurbs objects
nurbs_names = (
"SurfCircle",
"SurfCurve",
"SurfPatch",
"SurfTorus",
"Surface"
)
# the default names of all objects compiled into one tuple
default_obj_names = \
curve_names + gpencil_names + light_names + lprobe_names + \
mesh_names + misc_names + nurbs_names
unnamed = []
for obj in bpy.data.objects:
if re.match(r'.*\.\d\d\d$', obj.name) or \
obj.name.startswith(default_obj_names):
unnamed.append(obj.name)
return unnamed
def node_groups():
# returns the keys of all unnamed node groups in the project
unnamed = []
for node_group in bpy.data.node_groups:
if re.match(r'.*\.\d\d\d$', node_group.name) or \
node_group.name.startswith("NodeGroup"):
unnamed.append(node_group.name)
return unnamed
def particles():
# returns the keys of all unnamed particle systems in the project
unnamed = []
for particle in bpy.data.particles:
if re.match(r'.*\.\d\d\d$', particle.name) or \
particle.name.startswith("ParticleSettings"):
unnamed.append(particle.name)
return unnamed
def textures():
# returns the keys of all unnamed textures in the project
unnamed = []
for texture in bpy.data.textures:
if re.match(r'.*\.\d\d\d$', texture.name) or \
texture.name.startswith("Texture"):
unnamed.append(texture.name)
return unnamed
def worlds():
# returns the keys of all unnamed worlds in the project
unnamed = []
for world in bpy.data.worlds:
if re.match(r'.*\.\d\d\d$', world.name) or \
world.name.startswith("World"):
unnamed.append(world.name)
return unnamed
@@ -0,0 +1,244 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains functions that detect data-blocks that have no users,
as determined by stats.users.py
"""
import bpy
from atomic_data_manager import config
from atomic_data_manager.stats import users
def shallow(data):
# returns a list of keys of unused data-blocks in the data that may be
# incomplete, but is significantly faster than doing a deep search
unused = []
for datablock in data:
# if data-block has no users or if it has a fake user and
# ignore fake users is enabled
if datablock.users == 0 or (datablock.users == 1 and
datablock.use_fake_user and
config.include_fake_users):
unused.append(datablock.name)
return unused
def collections_deep():
# returns a full list of keys of unused collections
unused = []
for collection in bpy.data.collections:
if not users.collection_all(collection.name):
unused.append(collection.name)
return unused
def collections_shallow():
# returns a list of keys of unused collections that may be
# incomplete, but is significantly faster.
unused = []
for collection in bpy.data.collections:
if not (collection.objects or collection.children):
unused.append(collection.name)
return unused
def images_deep():
# returns a full list of keys of unused images
unused = []
# a list of image keys that should not be flagged as unused
# this list also exists in images_shallow()
do_not_flag = ["Render Result", "Viewer Node", "D-NOISE Export"]
for image in bpy.data.images:
if not users.image_all(image.name):
# check if image has a fake user or if ignore fake users
# is enabled
if not image.use_fake_user or config.include_fake_users:
# if image is not in our do not flag list
if image.name not in do_not_flag:
unused.append(image.name)
return unused
def images_shallow():
# returns a list of keys of unused images that may be
# incomplete, but is significantly faster than doing a deep search
unused_images = shallow(bpy.data.images)
# a list of image keys that should not be flagged as unused
# this list also exists in images_deep()
do_not_flag = ["Render Result", "Viewer Node", "D-NOISE Export"]
# remove do not flag keys from unused images
for key in do_not_flag:
if key in unused_images:
unused_images.remove(key)
return unused_images
def lights_deep():
# returns a list of keys of unused lights
unused = []
for light in bpy.data.lights:
if not users.light_all(light.name):
# check if light has a fake user or if ignore fake users
# is enabled
if not light.use_fake_user or config.include_fake_users:
unused.append(light.name)
return unused
def lights_shallow():
# returns a list of keys of unused lights that may be
# incomplete, but is significantly faster than doing a deep search
return shallow(bpy.data.lights)
def materials_deep():
# returns a list of keys of unused materials
unused = []
for material in bpy.data.materials:
if not users.material_all(material.name):
# check if material has a fake user or if ignore fake users
# is enabled
if not material.use_fake_user or config.include_fake_users:
unused.append(material.name)
return unused
def materials_shallow():
# returns a list of keys of unused material that may be
# incomplete, but is significantly faster than doing a deep search
return shallow(bpy.data.materials)
def node_groups_deep():
# returns a list of keys of unused node_groups
unused = []
for node_group in bpy.data.node_groups:
if not users.node_group_all(node_group.name):
# check if node group has a fake user or if ignore fake users
# is enabled
if not node_group.use_fake_user or config.include_fake_users:
unused.append(node_group.name)
return unused
def node_groups_shallow():
# returns a list of keys of unused node groups that may be
# incomplete, but is significantly faster than doing a deep search
return shallow(bpy.data.node_groups)
def particles_deep():
# returns a list of keys of unused particle systems
unused = []
for particle in bpy.data.particles:
if not users.particle_all(particle.name):
# check if particle system has a fake user or if ignore fake
# users is enabled
if not particle.use_fake_user or config.include_fake_users:
unused.append(particle.name)
return unused
def particles_shallow():
# returns a list of keys of unused particle systems that may be
# incomplete, but is significantly faster than doing a deep search
return shallow(bpy.data.particles)
def textures_deep():
# returns a list of keys of unused textures
unused = []
for texture in bpy.data.textures:
if not users.texture_all(texture.name):
# check if texture has a fake user or if ignore fake users
# is enabled
if not texture.use_fake_user or config.include_fake_users:
unused.append(texture.name)
return unused
def textures_shallow():
# returns a list of keys of unused textures that may be
# incomplete, but is significantly faster than doing a deep search
return shallow(bpy.data.textures)
def worlds():
# returns a full list of keys of unused worlds
unused = []
for world in bpy.data.worlds:
# if data-block has no users or if it has a fake user and
# ignore fake users is enabled
if world.users == 0 or (world.users == 1 and
world.use_fake_user and
config.include_fake_users):
unused.append(world.name)
return unused
@@ -0,0 +1,786 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains functions that return the keys of data-blocks that
use other data-blocks.
They are titled as such that the first part of the function name is the
type of the data being passed in and the second part of the function name
is the users of that type.
e.g. If you were searching for all of the places where an image is used in
a material would be searching for the image_materials() function.
"""
import bpy
def collection_all(collection_key):
# returns a list of keys of every data-block that uses this collection
return collection_cameras(collection_key) + \
collection_children(collection_key) + \
collection_lights(collection_key) + \
collection_meshes(collection_key) + \
collection_others(collection_key)
def collection_cameras(collection_key):
# recursively returns a list of camera object keys that are in the
# collection and its child collections
users = []
collection = bpy.data.collections[collection_key]
# append all camera objects in our collection
for obj in collection.objects:
if obj.type == 'CAMERA':
users.append(obj.name)
# list of all child collections in our collection
children = collection_children(collection_key)
# append all camera objects from the child collections
for child in children:
for obj in bpy.data.collections[child].objects:
if obj.type == 'CAMERA':
users.append(obj.name)
return distinct(users)
def collection_children(collection_key):
# returns a list of all child collections under the specified
# collection using recursive functions
collection = bpy.data.collections[collection_key]
children = collection_children_recursive(collection_key)
children.remove(collection.name)
return children
def collection_children_recursive(collection_key):
# recursively returns a list of all child collections under the
# specified collection including the collection itself
collection = bpy.data.collections[collection_key]
# base case
if not collection.children:
return [collection.name]
# recursion case
else:
children = []
for child in collection.children:
children += collection_children(child.name)
children.append(collection.name)
return children
def collection_lights(collection_key):
# returns a list of light object keys that are in the collection
users = []
collection = bpy.data.collections[collection_key]
# append all light objects in our collection
for obj in collection.objects:
if obj.type == 'LIGHT':
users.append(obj.name)
# list of all child collections in our collection
children = collection_children(collection_key)
# append all light objects from the child collections
for child in children:
for obj in bpy.data.collections[child].objects:
if obj.type == 'LIGHT':
users.append(obj.name)
return distinct(users)
def collection_meshes(collection_key):
# returns a list of mesh object keys that are in the collection
users = []
collection = bpy.data.collections[collection_key]
# append all mesh objects in our collection and from child
# collections
for obj in collection.all_objects:
if obj.type == 'MESH':
users.append(obj.name)
return distinct(users)
def collection_others(collection_key):
# returns a list of other object keys that are in the collection
# NOTE: excludes cameras, lights, and meshes
users = []
collection = bpy.data.collections[collection_key]
# object types to exclude from this search
excluded_types = ['CAMERA', 'LIGHT', 'MESH']
# append all other objects in our collection and from child
# collections
for obj in collection.all_objects:
if obj.type not in excluded_types:
users.append(obj.name)
return distinct(users)
def image_all(image_key):
# returns a list of keys of every data-block that uses this image
return image_compositors(image_key) + \
image_materials(image_key) + \
image_node_groups(image_key) + \
image_textures(image_key) + \
image_worlds(image_key)
def image_compositors(image_key):
# returns a list containing "Compositor" if the image is used in
# the scene's compositor
users = []
image = bpy.data.images[image_key]
# a list of node groups that use our image
node_group_users = image_node_groups(image_key)
# if our compositor uses nodes and has a valid node tree
if bpy.context.scene.use_nodes and bpy.context.scene.node_tree:
# check each node in the compositor
for node in bpy.context.scene.node_tree.nodes:
# if the node is an image node with a valid image
if hasattr(node, 'image') and node.image:
# if the node's image is our image
if node.image.name == image.name:
users.append("Compositor")
# if the node is a group node with a valid node tree
elif hasattr(node, 'node_tree') and node.node_tree:
# if the node tree's name is in our list of node group
# users
if node.node_tree.name in node_group_users:
users.append("Compositor")
return distinct(users)
def image_materials(image_key):
# returns a list of material keys that use the image
users = []
image = bpy.data.images[image_key]
# list of node groups that use this image
node_group_users = image_node_groups(image_key)
for mat in bpy.data.materials:
# if material uses a valid node tree, check each node
if mat.use_nodes and mat.node_tree:
for node in mat.node_tree.nodes:
# if node is has a not none image attribute
if hasattr(node, 'image') and node.image:
# if the nodes image is our image
if node.image.name == image.name:
users.append(mat.name)
# if image in node in node group in node tree
elif node.type == 'GROUP':
# if node group has a valid node tree and is in our
# list of node groups that use this image
if node.node_tree and \
node.node_tree.name in node_group_users:
users.append(mat.name)
return distinct(users)
def image_node_groups(image_key):
# returns a list of keys of node groups that use this image
users = []
image = bpy.data.images[image_key]
# for each node group
for node_group in bpy.data.node_groups:
# if node group contains our image
if node_group_has_image(node_group.name, image.name):
users.append(node_group.name)
return distinct(users)
def image_textures(image_key):
# returns a list of texture keys that use the image
users = []
image = bpy.data.images[image_key]
# list of node groups that use this image
node_group_users = image_node_groups(image_key)
for texture in bpy.data.textures:
# if texture uses a valid node tree, check each node
if texture.use_nodes and texture.node_tree:
for node in texture.node_tree.nodes:
# check image nodes that use this image
if hasattr(node, 'image') and node.image:
if node.image.name == image.name:
users.append(texture.name)
# check for node groups that use this image
elif hasattr(node, 'node_tree') and node.node_tree:
# if node group is in our list of node groups that
# use this image
if node.node_tree.name in node_group_users:
users.append(texture.name)
# otherwise check the texture's image attribute
else:
# if texture uses an image
if hasattr(texture, 'image') and texture.image:
# if texture image is our image
if texture.image.name == image.name:
users.append(texture.name)
return distinct(users)
def image_worlds(image_key):
# returns a list of world keys that use the image
users = []
image = bpy.data.images[image_key]
# list of node groups that use this image
node_group_users = image_node_groups(image_key)
for world in bpy.data.worlds:
# if world uses a valid node tree, check each node
if world.use_nodes and world.node_tree:
for node in world.node_tree.nodes:
# check image nodes
if hasattr(node, 'image') and node.image:
if node.image.name == image.name:
users.append(world.name)
# check for node groups that use this image
elif hasattr(node, 'node_tree') and node.node_tree:
if node.node_tree.name in node_group_users:
users.append(world.name)
return distinct(users)
def light_all(light_key):
# returns a list of keys of every data-block that uses this light
return light_objects(light_key)
def light_objects(light_key):
# returns a list of light object keys that use the light data
users = []
light = bpy.data.lights[light_key]
for obj in bpy.data.objects:
if obj.type == 'LIGHT' and obj.data:
if obj.data.name == light.name:
users.append(obj.name)
return distinct(users)
def material_all(material_key):
# returns a list of keys of every data-block that uses this material
return material_objects(material_key)
def material_objects(material_key):
# returns a list of object keys that use this material
users = []
material = bpy.data.materials[material_key]
for obj in bpy.data.objects:
# if the object has the option to add materials
if hasattr(obj, 'material_slots'):
# for each material slot
for slot in obj.material_slots:
# if material slot has a valid material and it is our
# material
if slot.material and slot.material.name == material.name:
users.append(obj.name)
return distinct(users)
def node_group_all(node_group_key):
# returns a list of keys of every data-block that uses this node group
return node_group_compositors(node_group_key) + \
node_group_materials(node_group_key) + \
node_group_node_groups(node_group_key) + \
node_group_textures(node_group_key) + \
node_group_worlds(node_group_key)
def node_group_compositors(node_group_key):
# returns a list containing "Compositor" if the node group is used in
# the scene's compositor
users = []
node_group = bpy.data.node_groups[node_group_key]
# a list of node groups that use our node group
node_group_users = node_group_node_groups(node_group_key)
# if our compositor uses nodes and has a valid node tree
if bpy.context.scene.use_nodes and bpy.context.scene.node_tree:
# check each node in the compositor
for node in bpy.context.scene.node_tree.nodes:
# if the node is a group and has a valid node tree
if hasattr(node, 'node_tree') and node.node_tree:
# if the node group is our node group
if node.node_tree.name == node_group.name:
users.append("Compositor")
# if the node group is in our list of node group users
if node.node_tree.name in node_group_users:
users.append("Compositor")
return distinct(users)
def node_group_materials(node_group_key):
# returns a list of material keys that use the node group in their
# node trees
users = []
node_group = bpy.data.node_groups[node_group_key]
# node groups that use this node group
node_group_users = node_group_node_groups(node_group_key)
for material in bpy.data.materials:
# if material uses nodes and has a valid node tree, check each node
if material.use_nodes and material.node_tree:
for node in material.node_tree.nodes:
# if node is a group node
if hasattr(node, 'node_tree') and node.node_tree:
# if node is the node group
if node.node_tree.name == node_group.name:
users.append(material.name)
# if node is using a node group contains our node group
if node.node_tree.name in node_group_users:
users.append(material.name)
return distinct(users)
def node_group_node_groups(node_group_key):
# returns a list of all node groups that use this node group in
# their node tree
users = []
node_group = bpy.data.node_groups[node_group_key]
# for each search group
for search_group in bpy.data.node_groups:
# if the search group contains our node group
if node_group_has_node_group(
search_group.name, node_group.name):
users.append(search_group.name)
return distinct(users)
def node_group_textures(node_group_key):
# returns a list of texture keys that use this node group in their
# node trees
users = []
node_group = bpy.data.node_groups[node_group_key]
# list of node groups that use this node group
node_group_users = node_group_node_groups(node_group_key)
for texture in bpy.data.textures:
# if texture uses a valid node tree, check each node
if texture.use_nodes and texture.node_tree:
for node in texture.node_tree.nodes:
# check if node is a node group and has a valid node tree
if hasattr(node, 'node_tree') and node.node_tree:
# if node is our node group
if node.node_tree.name == node_group.name:
users.append(texture.name)
# if node is a node group that contains our node group
if node.node_tree.name in node_group_users:
users.append(texture.name)
return distinct(users)
def node_group_worlds(node_group_key):
# returns a list of world keys that use the node group in their node
# trees
users = []
node_group = bpy.data.node_groups[node_group_key]
# node groups that use this node group
node_group_users = node_group_node_groups(node_group_key)
for world in bpy.data.worlds:
# if world uses nodes and has a valid node tree
if world.use_nodes and world.node_tree:
for node in world.node_tree.nodes:
# if node is a node group and has a valid node tree
if hasattr(node, 'node_tree') and node.node_tree:
# if this node is our node group
if node.node_tree.name == node_group.name:
users.append(world.name)
# if this node is one of the node groups that use
# our node group
elif node.node_tree.name in node_group_users:
users.append(world.name)
return distinct(users)
def node_group_has_image(node_group_key, image_key):
# recursively returns true if the node group contains this image
# directly or if it contains a node group a node group that contains
# the image indirectly
has_image = False
node_group = bpy.data.node_groups[node_group_key]
image = bpy.data.images[image_key]
# for each node in our search group
for node in node_group.nodes:
# base case
# if node has a not none image attribute
if hasattr(node, 'image') and node.image:
# if the node group is our node group
if node.image.name == image.name:
has_image = True
# recurse case
# if node is a node group and has a valid node tree
elif hasattr(node, 'node_tree') and node.node_tree:
has_image = node_group_has_image(
node.node_tree.name, image.name)
# break the loop if the image is found
if has_image:
break
return has_image
def node_group_has_node_group(search_group_key, node_group_key):
# returns true if a node group contains this node group
has_node_group = False
search_group = bpy.data.node_groups[search_group_key]
node_group = bpy.data.node_groups[node_group_key]
# for each node in our search group
for node in search_group.nodes:
# if node is a node group and has a valid node tree
if hasattr(node, 'node_tree') and node.node_tree:
if node.node_tree.name == "RG_MetallicMap":
print(node.node_tree.name)
print(node_group.name)
# base case
# if node group is our node group
if node.node_tree.name == node_group.name:
has_node_group = True
# recurse case
# if node group is any other node group
else:
has_node_group = node_group_has_node_group(
node.node_tree.name, node_group.name)
# break the loop if the node group is found
if has_node_group:
break
return has_node_group
def node_group_has_texture(node_group_key, texture_key):
# returns true if a node group contains this image
has_texture = False
node_group = bpy.data.node_groups[node_group_key]
texture = bpy.data.textures[texture_key]
# for each node in our search group
for node in node_group.nodes:
# base case
# if node has a not none image attribute
if hasattr(node, 'texture') and node.texture:
# if the node group is our node group
if node.texture.name == texture.name:
has_texture = True
# recurse case
# if node is a node group and has a valid node tree
elif hasattr(node, 'node_tree') and node.node_tree:
has_texture = node_group_has_texture(
node.node_tree.name, texture.name)
# break the loop if the texture is found
if has_texture:
break
return has_texture
def particle_all(particle_key):
# returns a list of keys of every data-block that uses this particle
# system
return particle_objects(particle_key)
def particle_objects(particle_key):
# returns a list of object keys that use the particle system
users = []
particle_system = bpy.data.particles[particle_key]
for obj in bpy.data.objects:
# if object can have a particle system
if hasattr(obj, 'particle_systems'):
for particle in obj.particle_systems:
# if particle settings is our particle system
if particle.settings.name == particle_system.name:
users.append(obj.name)
return distinct(users)
def texture_all(texture_key):
# returns a list of keys of every data-block that uses this texture
return texture_brushes(texture_key) + \
texture_compositor(texture_key) + \
texture_objects(texture_key) + \
texture_node_groups(texture_key) + \
texture_particles(texture_key)
def texture_brushes(texture_key):
# returns a list of brush keys that use the texture
users = []
texture = bpy.data.textures[texture_key]
for brush in bpy.data.brushes:
# if brush has a texture
if brush.texture:
# if brush texture is our texture
if brush.texture.name == texture.name:
users.append(brush.name)
return distinct(users)
def texture_compositor(texture_key):
# returns a list containing "Compositor" if the texture is used in
# the scene's compositor
users = []
texture = bpy.data.textures[texture_key]
# a list of node groups that use our image
node_group_users = texture_node_groups(texture_key)
# if our compositor uses nodes and has a valid node tree
if bpy.context.scene.use_nodes and bpy.context.scene.node_tree:
# check each node in the compositor
for node in bpy.context.scene.node_tree.nodes:
# if the node is an texture node with a valid texture
if hasattr(node, 'texture') and node.texture:
# if the node's texture is our texture
if node.texture.name == texture.name:
users.append("Compositor")
# if the node is a group node with a valid node tree
elif hasattr(node, 'node_tree') and node.node_tree:
# if the node tree's name is in our list of node group
# users
if node.node_tree.name in node_group_users:
users.append("Compositor")
return distinct(users)
def texture_objects(texture_key):
# returns a list of object keys that use the texture in one of their
# modifiers
users = []
texture = bpy.data.textures[texture_key]
# list of particle systems that use our texture
particle_users = texture_particles(texture_key)
# append objects that use the texture in a modifier
for obj in bpy.data.objects:
# if object can have modifiers applied to it
if hasattr(obj, 'modifiers'):
for modifier in obj.modifiers:
# if the modifier has a texture attribute that is not None
if hasattr(modifier, 'texture') \
and modifier.texture:
if modifier.texture.name == texture.name:
users.append(obj.name)
# if the modifier has a mask_texture attribute that is
# not None
elif hasattr(modifier, 'mask_texture') \
and modifier.mask_texture:
if modifier.mask_texture.name == texture.name:
users.append(obj.name)
# append objects that use the texture in a particle system
for particle in particle_users:
# append all objects that use the particle system
users += particle_objects(particle)
return distinct(users)
def texture_node_groups(texture_key):
# returns a list of keys of all node groups that use this texture
users = []
texture = bpy.data.textures[texture_key]
# for each node group
for node_group in bpy.data.node_groups:
# if node group contains our texture
if node_group_has_texture(
node_group.name, texture.name):
users.append(node_group.name)
return distinct(users)
def texture_particles(texture_key):
# returns a list of particle system keys that use the texture in
# their texture slots
users = []
texture = bpy.data.textures[texture_key]
for particle in bpy.data.particles:
# for each texture slot in the particle system
for texture_slot in particle.texture_slots:
# if texture slot has a texture that is not None
if hasattr(texture_slot, 'texture') and texture_slot.texture:
# if texture in texture slot is our texture
if texture_slot.texture.name == texture.name:
users.append(particle.name)
return distinct(users)
def distinct(seq):
# returns a list of distinct elements
return list(set(seq))
@@ -0,0 +1,55 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file handles the registration of the atomic_data_manager.ui package
"""
from atomic_data_manager.ui import main_panel_ui
from atomic_data_manager.ui import stats_panel_ui
from atomic_data_manager.ui import inspect_ui
from atomic_data_manager.ui import missing_file_ui
from atomic_data_manager.ui import missing_file_ui
from atomic_data_manager.ui import pie_menu_ui
from atomic_data_manager.ui import preferences_ui
from atomic_data_manager.ui import support_me_ui
def register():
# register preferences first so we can access variables in config.py
preferences_ui.register()
# register everything else
main_panel_ui.register()
stats_panel_ui.register()
inspect_ui.register()
missing_file_ui.register()
pie_menu_ui.register()
support_me_ui.register()
def unregister():
main_panel_ui.unregister()
stats_panel_ui.unregister()
inspect_ui.unregister()
missing_file_ui.unregister()
pie_menu_ui.unregister()
preferences_ui.unregister()
support_me_ui.unregister()
@@ -0,0 +1,722 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the inspection user interface.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from atomic_data_manager.stats import users
from atomic_data_manager.ui.utils import ui_layouts
# bool that triggers an inspection update if it is True when the
# inspection's draw() method is called
inspection_update_trigger = False
def update_inspection(self, context):
global inspection_update_trigger
inspection_update_trigger = True
# Atomic Data Manager Inspect Collections UI Operator
class ATOMIC_OT_inspect_collections(bpy.types.Operator):
"""Inspect Collections"""
bl_idname = "atomic.inspect_collections"
bl_label = "Inspect Collections"
# user lists
users_meshes = []
users_lights = []
users_cameras = []
users_others = []
users_children = []
def draw(self, context):
global inspection_update_trigger
atom = bpy.context.scene.atomic
layout = self.layout
# inspect collections box list
ui_layouts.inspect_header(
layout=layout,
atom_prop="collections_field",
data="collections"
)
# inspection update code
if inspection_update_trigger:
# if key is valid, update the user lists
if atom.collections_field in bpy.data.collections.keys():
self.users_meshes = \
users.collection_meshes(atom.collections_field)
self.users_lights = \
users.collection_lights(atom.collections_field)
self.users_cameras = \
users.collection_cameras(atom.collections_field)
self.users_others = \
users.collection_others(atom.collections_field)
self.users_children = \
users.collection_children(atom.collections_field)
# if key is invalid, empty the user lists
else:
self.users_meshes = []
self.users_lights = []
self.users_cameras = []
self.users_others = []
self.users_children = []
inspection_update_trigger = False
# mesh box list
ui_layouts.box_list(
layout=layout,
title="Meshes",
items=self.users_meshes,
icon="OUTLINER_OB_MESH"
)
# light box list
ui_layouts.box_list(
layout=layout,
title="Lights",
items=self.users_lights,
icon="OUTLINER_OB_LIGHT"
)
# camera box list
ui_layouts.box_list(
layout=layout,
title="Cameras",
items=self.users_cameras,
icon="OUTLINER_OB_CAMERA"
)
# other objects box list
ui_layouts.box_list_diverse(
layout=layout,
title="Other",
items=self.users_others
)
# child collections box list
ui_layouts.box_list(
layout=layout,
title="Child Collections",
items=self.users_children,
icon="OUTLINER_OB_GROUP_INSTANCE"
)
row = layout.row() # extra row for spacing
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
# update inspection context
atom = bpy.context.scene.atomic
atom.active_inspection = "COLLECTIONS"
# trigger update on invoke
global inspection_update_trigger
inspection_update_trigger = True
# invoke inspect dialog
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Inspect Images UI Operator
class ATOMIC_OT_inspect_images(bpy.types.Operator):
"""Inspect Images"""
bl_idname = "atomic.inspect_images"
bl_label = "Inspect Images"
# user lists
users_compositors = []
users_materials = []
users_node_groups = []
users_textures = []
users_worlds = []
def draw(self, context):
global inspection_update_trigger
atom = bpy.context.scene.atomic
layout = self.layout
# inspect images header
ui_layouts.inspect_header(
layout=layout,
atom_prop="images_field",
data="images"
)
# inspection update code
if inspection_update_trigger:
# if key is valid, update the user lists
if atom.images_field in bpy.data.images.keys():
self.users_compositors = \
users.image_compositors(atom.images_field)
self.users_materials = \
users.image_materials(atom.images_field)
self.users_node_groups = \
users.image_node_groups(atom.images_field)
self.users_textures = \
users.image_textures(atom.images_field)
self.users_worlds = \
users.image_worlds(atom.images_field)
# if key is invalid, empty the user lists
else:
self.users_compositors = []
self.users_materials = []
self.users_node_groups = []
self.users_textures = []
self.users_worlds = []
inspection_update_trigger = False
# compositors box list
ui_layouts.box_list(
layout=layout,
title="Compositors",
items=self.users_compositors,
icon="NODE_COMPOSITING"
)
# materials box list
ui_layouts.box_list(
layout=layout,
title="Materials",
items=self.users_materials,
icon="MATERIAL"
)
# node groups box list
ui_layouts.box_list(
layout=layout,
title="Node Groups",
items=self.users_node_groups,
icon="NODETREE"
)
# textures box list
ui_layouts.box_list(
layout=layout,
title="Textures",
items=self.users_textures,
icon="TEXTURE"
)
# worlds box list
ui_layouts.box_list(
layout=layout,
title="Worlds",
items=self.users_worlds,
icon="WORLD"
)
row = layout.row() # extra row for spacing
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
# update inspection context
atom = bpy.context.scene.atomic
atom.active_inspection = "IMAGES"
# trigger update on invoke
global inspection_update_trigger
inspection_update_trigger = True
# invoke inspect dialog
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Inspect Lights UI Operator
class ATOMIC_OT_inspect_lights(bpy.types.Operator):
"""Inspect Lights"""
bl_idname = "atomic.inspect_lights"
bl_label = "Inspect Lights"
# user lists
users_objects = []
def draw(self, context):
global inspection_update_trigger
atom = bpy.context.scene.atomic
layout = self.layout
# inspect lights header
ui_layouts.inspect_header(
layout=layout,
atom_prop="lights_field",
data="lights"
)
# inspection update code
if inspection_update_trigger:
# if key is valid, update the user lists
if atom.lights_field in bpy.data.lights.keys():
self.users_objects = users.light_objects(atom.lights_field)
# if key is invalid, empty the user lists
else:
self.users_objects = []
inspection_update_trigger = False
# light objects box list
ui_layouts.box_list(
layout=layout,
title="Light Objects",
items=self.users_objects,
icon="OUTLINER_OB_LIGHT"
)
row = layout.row() # extra row for spacing
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
# update inspection context
atom = bpy.context.scene.atomic
atom.active_inspection = "LIGHTS"
# trigger update on invoke
global inspection_update_trigger
inspection_update_trigger = True
# invoke inspect dialog
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Inspect Materials UI Operator
class ATOMIC_OT_inspect_materials(bpy.types.Operator):
"""Inspect Materials"""
bl_idname = "atomic.inspect_materials"
bl_label = "Inspect Materials"
# user lists
users_objects = []
def draw(self, context):
global inspection_update_trigger
atom = bpy.context.scene.atomic
layout = self.layout
# inspect materials header
ui_layouts.inspect_header(
layout=layout,
atom_prop="materials_field",
data="materials"
)
# inspection update code
if inspection_update_trigger:
# if key is valid, update the user lists
if atom.materials_field in bpy.data.materials.keys():
self.users_objects = \
users.material_objects(atom.materials_field)
# if key is invalid, empty the user lists
else:
self.users_objects = []
inspection_update_trigger = False
# objects box list
ui_layouts.box_list_diverse(
layout=layout,
title="Objects",
items=self.users_objects
)
row = layout.row() # extra row for spacing
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
# update inspection context
atom = bpy.context.scene.atomic
atom.active_inspection = "MATERIALS"
# trigger update on invoke
global inspection_update_trigger
inspection_update_trigger = True
# invoke inspect dialog
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Inspect Node Groups UI Operator
class ATOMIC_OT_inspect_node_groups(bpy.types.Operator):
"""Inspect Node Groups"""
bl_idname = "atomic.inspect_node_groups"
bl_label = "Inspect Node Groups"
# user lists
users_compositors = []
users_materials = []
users_node_groups = []
users_textures = []
users_worlds = []
def draw(self, context):
global inspection_update_trigger
atom = bpy.context.scene.atomic
layout = self.layout
# inspect node groups header
ui_layouts.inspect_header(
layout=layout,
atom_prop="node_groups_field",
data="node_groups"
)
# inspection update code
if inspection_update_trigger:
# if key is valid, update the user lists
if atom.node_groups_field in bpy.data.node_groups.keys():
self.users_compositors = \
users.node_group_compositors(atom.node_groups_field)
self.users_materials = \
users.node_group_materials(atom.node_groups_field)
self.users_node_groups = \
users.node_group_node_groups(atom.node_groups_field)
self.users_textures = \
users.node_group_textures(atom.node_groups_field)
self.users_worlds = \
users.node_group_worlds(atom.node_groups_field)
# if key is invalid, empty the user lists
else:
self.users_compositors = []
self.users_materials = []
self.users_node_groups = []
self.users_textures = []
self.users_worlds = []
inspection_update_trigger = False
# compositors box list
ui_layouts.box_list(
layout=layout,
title="Compositors",
items=self.users_compositors,
icon="NODE_COMPOSITING"
)
# materials box list
ui_layouts.box_list(
layout=layout,
title="Materials",
items=self.users_materials,
icon="MATERIAL"
)
# node groups box list
ui_layouts.box_list(
layout=layout,
title="Node Groups",
items=self.users_node_groups,
icon="NODETREE"
)
# textures box list
ui_layouts.box_list(
layout=layout,
title="Textures",
items=self.users_textures,
icon="TEXTURE"
)
# world box list
ui_layouts.box_list(
layout=layout,
title="Worlds",
items=self.users_worlds,
icon="WORLD"
)
row = layout.row() # extra row for spacing
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
# update inspection context
atom = bpy.context.scene.atomic
atom.active_inspection = "NODE_GROUPS"
# trigger update on invoke
global inspection_update_trigger
inspection_update_trigger = True
# invoke inspect dialog
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Inspect Particles UI Operator
class ATOMIC_OT_inspect_particles(bpy.types.Operator):
"""Inspect Particle Systems"""
bl_idname = "atomic.inspect_particles"
bl_label = "Inspect Particles"
# user lists
users_objects = []
def draw(self, context):
global inspection_update_trigger
atom = bpy.context.scene.atomic
layout = self.layout
# inspect particles header
ui_layouts.inspect_header(
layout=layout,
atom_prop="particles_field",
data="particles"
)
# inspection update code
if inspection_update_trigger:
# if key is valid, update the user lists
if atom.particles_field in bpy.data.particles.keys():
self.users_objects = \
users.particle_objects(atom.particles_field)
# if key is invalid, empty the user lists
else:
self.users_objects = []
inspection_update_trigger = False
# objects box list
ui_layouts.box_list(
layout=layout,
title="Objects",
items=self.users_objects,
icon="OUTLINER_OB_MESH"
)
row = layout.row() # extra row for spacing
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
# update inspection context
atom = bpy.context.scene.atomic
atom.active_inspection = "PARTICLES"
# trigger update on invoke
global inspection_update_trigger
inspection_update_trigger = True
# invoke inspect dialog
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Inspect Textures UI Operator
class ATOMIC_OT_inspect_textures(bpy.types.Operator):
"""Inspect Textures"""
bl_idname = "atomic.inspect_textures"
bl_label = "Inspect Textures"
# user lists
users_compositors = []
users_brushes = []
users_particles = []
users_objects = []
def draw(self, context):
global inspection_update_trigger
atom = bpy.context.scene.atomic
layout = self.layout
# inspect textures header
ui_layouts.inspect_header(
layout=layout,
atom_prop="textures_field",
data="textures"
)
# inspection update code
if inspection_update_trigger:
# if the key is valid, update the user lists
if atom.textures_field in bpy.data.textures.keys():
self.users_compositors = \
users.texture_compositor(atom.textures_field)
self.users_brushes = \
users.texture_brushes(atom.textures_field)
self.users_objects = \
users.texture_objects(atom.textures_field)
self.users_particles = \
users.texture_particles(atom.textures_field)
# if the key is invalid, set empty the user lists
else:
self.users_compositors = []
self.users_brushes = []
self.users_particles = []
self.users_objects = []
inspection_update_trigger = False
# brushes box list
ui_layouts.box_list(
layout=layout,
title="Brushes",
items=self.users_brushes,
icon="BRUSH_DATA"
)
# compositors box list
ui_layouts.box_list(
layout=layout,
title="Compositors",
items=self.users_compositors,
icon="NODE_COMPOSITING"
)
# particles box list
ui_layouts.box_list(
layout=layout,
title="Particles",
items=self.users_particles,
icon="PARTICLES"
)
# objects box list
ui_layouts.box_list_diverse(
layout=layout,
title="Objects",
items=self.users_objects,
)
row = layout.row() # extra row for spacing
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
# update inspection context
atom = bpy.context.scene.atomic
atom.active_inspection = "TEXTURES"
# trigger update on invoke
global inspection_update_trigger
inspection_update_trigger = True
# invoke inspect dialog
wm = context.window_manager
return wm.invoke_props_dialog(self)
# Atomic Data Manager Inspect Worlds UI Operator
class ATOMIC_OT_inspect_worlds(bpy.types.Operator):
"""Inspect Worlds"""
bl_idname = "atomic.inspect_worlds"
bl_label = "Inspect Worlds"
def draw(self, context):
layout = self.layout
# inspect worlds header
ui_layouts.inspect_header(
layout=layout,
atom_prop="worlds_field",
data="worlds"
)
# worlds box list
ui_layouts.box_list(
layout=layout,
title="Worlds in Scene",
items=bpy.data.worlds.keys(),
icon="WORLD"
)
row = layout.row() # extra row for spacing
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
# update inspection context
atom = bpy.context.scene.atomic
atom.active_inspection = "WORLDS"
# trigger update on invoke
global inspection_update_trigger
inspection_update_trigger = True
# invoke inspect dialog
wm = context.window_manager
return wm.invoke_props_dialog(self)
reg_list = [
ATOMIC_OT_inspect_collections,
ATOMIC_OT_inspect_images,
ATOMIC_OT_inspect_lights,
ATOMIC_OT_inspect_materials,
ATOMIC_OT_inspect_node_groups,
ATOMIC_OT_inspect_particles,
ATOMIC_OT_inspect_textures,
ATOMIC_OT_inspect_worlds
]
def register():
for cls in reg_list:
register_class(cls)
def unregister():
for cls in reg_list:
unregister_class(cls)
@@ -0,0 +1,245 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the primary Atomic Data Manager panel that will
appear in the Scene tab of the Properties panel.
This panel contains the Nuke/Clean/Undo buttons as well as the data
category toggles and the category selection tools.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from atomic_data_manager.stats import count
from atomic_data_manager.ui.utils import ui_layouts
# Atomic Data Manager Main Panel
class ATOMIC_PT_main_panel(bpy.types.Panel):
"""The main Atomic Data Manager panel"""
bl_label = "Atomic Data Manager"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
layout = self.layout
atom = bpy.context.scene.atomic
category_props = [
atom.collections,
atom.images,
atom.lights,
atom.materials,
atom.node_groups,
atom.particles,
atom.textures,
atom.worlds
]
# nuke and clean buttons
row = layout.row(align=True)
row.scale_y = 2.0
row.operator("atomic.nuke", text="Nuke", icon="GHOST_ENABLED")
row.operator("atomic.clean", text="Clean", icon="PARTICLEMODE")
row.operator("atomic.undo", text="Undo", icon="LOOP_BACK")
row = layout.row()
# category toggles
split = layout.split(align=False)
# left column
col = split.column(align=True)
# collections buttons
splitcol = col.split(factor=0.8, align=True)
splitcol.prop(
atom,
"collections",
text="Collections",
icon='GROUP',
toggle=True
)
splitcol.operator(
"atomic.inspect_collections",
icon='VIEWZOOM',
text=""
)
# lights buttons
splitcol = col.split(factor=0.8, align=True)
splitcol.prop(
atom,
"lights",
text="Lights",
icon='LIGHT',
toggle=True
)
splitcol.operator(
"atomic.inspect_lights",
icon='VIEWZOOM',
text=""
)
# node groups buttons
splitcol = col.split(factor=0.8, align=True)
splitcol.prop(
atom,
"node_groups",
text="Node Groups",
icon='NODETREE',
toggle=True
)
splitcol.operator(
"atomic.inspect_node_groups",
icon='VIEWZOOM',
text=""
)
# textures button
splitcol = col.split(factor=0.8, align=True)
splitcol.prop(
atom,
"textures",
text="Textures",
icon='TEXTURE',
toggle=True
)
splitcol.operator(
"atomic.inspect_textures",
icon='VIEWZOOM',
text=""
)
# right column
col = split.column(align=True)
# images buttons
splitcol = col.split(factor=0.8, align=True)
splitcol.prop(
atom,
"images",
text="Images",
toggle=True,
icon='IMAGE_DATA'
)
splitcol.operator(
"atomic.inspect_images",
icon='VIEWZOOM',
text=""
)
# materials buttons
splitcol = col.split(factor=0.8, align=True)
splitcol.prop(
atom,
"materials",
text="Materials",
icon='MATERIAL',
toggle=True
)
splitcol.operator(
"atomic.inspect_materials",
icon='VIEWZOOM',
text=""
)
# particles buttons
splitcol = col.split(factor=0.8, align=True)
splitcol.prop(
atom,
"particles",
text="Particles",
icon='PARTICLES',
toggle=True
)
splitcol.operator(
"atomic.inspect_particles",
icon='VIEWZOOM',
text=""
)
# worlds buttons
splitcol = col.split(factor=0.8, align=True)
splitcol.prop(
atom,
"worlds",
text="Worlds",
icon='WORLD',
toggle=True
)
splitcol.operator(
"atomic.inspect_worlds",
icon='VIEWZOOM',
text=""
)
# selection operators
row = layout.row(align=True)
row.operator(
"atomic.smart_select",
text='Smart Select',
icon='ZOOM_SELECTED'
)
if all(prop is True for prop in category_props):
row.operator(
"atomic.deselect_all",
text="Deselect All",
icon='RESTRICT_SELECT_ON'
)
else:
row.operator(
"atomic.select_all",
text="Select All",
icon='RESTRICT_SELECT_OFF'
)
reg_list = [ATOMIC_PT_main_panel]
def register():
for cls in reg_list:
register_class(cls)
def unregister():
for cls in reg_list:
unregister_class(cls)
@@ -0,0 +1,195 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the user interface for the missing file dialog that
pops up when missing files are detected on file load.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from bpy.app.handlers import persistent
from atomic_data_manager import config
from atomic_data_manager.stats import missing
from atomic_data_manager.ui.utils import ui_layouts
# Atomic Data Manager Detect Missing Files Popup
class ATOMIC_OT_detect_missing(bpy.types.Operator):
"""Detect missing files in this project"""
bl_idname = "atomic.detect_missing"
bl_label = "Missing File Detection"
# missing file lists
missing_images = []
missing_libraries = []
# missing file recovery option enum property
recovery_option: bpy.props.EnumProperty(
items=[
(
'IGNORE',
'Ignore Missing Files',
'Ignore the missing files and leave them offline'
),
(
'RELOAD',
'Reload Missing Files',
'Reload the missing files from their existing file paths'
),
(
'REMOVE',
'Remove Missing Files',
'Remove the missing files from the project'
),
(
'SEARCH',
'Search for Missing Files (under development)',
'Search for the missing files in a directory'
),
(
'REPLACE',
'Specify Replacement Files (under development)',
'Replace missing files with new files'
),
],
default='IGNORE'
)
def draw(self, context):
layout = self.layout
# missing files interface if missing files are found
if self.missing_images or self.missing_libraries:
# header warning
row = layout.row()
row.label(
text="Atomic has detected one or more missing files in "
"your project!"
)
# missing images box list
if self.missing_images:
ui_layouts.box_list(
layout=layout,
title="Images",
items=self.missing_images,
icon="IMAGE_DATA",
columns=3
)
# missing libraries box list
if self.missing_libraries:
ui_layouts.box_list(
layout=layout,
title="Libraries",
items=self.missing_libraries,
icon="LIBRARY_DATA_DIRECT",
columns=3
)
row = layout.separator() # extra space
# recovery option selection
row = layout.row()
row.label(text="What would you like to do?")
row = layout.row()
row.prop(self, 'recovery_option', text="")
# missing files interface if no missing files are found
else:
row = layout.row()
row.label(text="No missing files were found!")
# empty box list
ui_layouts.box_list(
layout=layout
)
row = layout.separator() # extra space
def execute(self, context):
# ignore missing files will take no action
# reload missing files
if self.recovery_option == 'RELOAD':
bpy.ops.atomic.reload_missing('INVOKE_DEFAULT')
# remove missing files
elif self.recovery_option == 'REMOVE':
bpy.ops.atomic.remove_missing('INVOKE_DEFAULT')
# search for missing files
elif self.recovery_option == 'SEARCH':
bpy.ops.atomic.search_missing('INVOKE_DEFAULT')
# replace missing files
elif self.recovery_option == 'REPLACE':
bpy.ops.atomic.replace_missing('INVOKE_DEFAULT')
return {'FINISHED'}
def invoke(self, context, event):
# update missing file lists
self.missing_images = missing.images()
self.missing_libraries = missing.libraries()
wm = context.window_manager
# invoke large dialog if there are missing files
if self.missing_images or self.missing_libraries:
return wm.invoke_props_dialog(self, width=500)
# invoke small dialog if there are no missing files
else:
return wm.invoke_popup(self, width=300)
@persistent
def autodetect_missing_files(dummy=None):
# invokes the detect missing popup when missing files are detected upon
# loading a new Blender project
if config.enable_missing_file_warning and \
(missing.images() or missing.libraries()):
bpy.ops.atomic.detect_missing('INVOKE_DEFAULT')
reg_list = [ATOMIC_OT_detect_missing]
def register():
for item in reg_list:
register_class(item)
# run missing file auto-detection after loading a Blender file
bpy.app.handlers.load_post.append(autodetect_missing_files)
def unregister():
for item in reg_list:
unregister_class(item)
# stop running missing file auto-detection after loading a Blender file
bpy.app.handlers.load_post.remove(autodetect_missing_files)
@@ -0,0 +1,200 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains Atomic's pie menu UI and its pie menu keymap
registration.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
# Atomic Data Manager Main Pie Menu
class ATOMIC_MT_main_pie(bpy.types.Menu):
bl_idname = "ATOMIC_MT_main_pie"
bl_label = "Atomic Data Manager"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
# nuke all operator
pie.operator(
"atomic.nuke_all",
text="Nuke All",
icon="GHOST_ENABLED"
)
# clean all operator
pie.operator(
"atomic.clean_all",
text="Clean All",
icon="PARTICLEMODE"
)
# undo operator
pie.operator(
"atomic.detect_missing",
text="Detect Missing Files",
icon="SHADERFX"
)
# inspect category operator
pie.operator(
"wm.call_menu_pie",
text="Inspect",
icon="VIEWZOOM"
).name = "ATOMIC_MT_inspect_pie"
# nuke category operator
pie.operator(
"wm.call_menu_pie",
text="Nuke",
icon="GHOST_ENABLED"
).name = "ATOMIC_MT_nuke_pie"
# clean category operator
pie.operator(
"wm.call_menu_pie",
text="Clean",
icon="PARTICLEMODE"
).name = "ATOMIC_MT_clean_pie"
# Atomic Data Manager Nuke Pie Menu
class ATOMIC_MT_nuke_pie(bpy.types.Menu):
bl_idname = "ATOMIC_MT_nuke_pie"
bl_label = "Atomic Nuke"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
# nuke node groups operator
pie.operator("atomic.nuke_node_groups", icon="NODETREE")
# nuke materials operator
pie.operator("atomic.nuke_materials", icon="MATERIAL")
# nuke worlds operator
pie.operator("atomic.nuke_worlds", icon="WORLD")
# nuke collections operator
pie.operator("atomic.nuke_collections", icon="GROUP")
# nuke lights operator
pie.operator("atomic.nuke_lights", icon="LIGHT")
# nuke images operator
pie.operator("atomic.nuke_images", icon="IMAGE_DATA")
# nuke textures operator
pie.operator("atomic.nuke_textures", icon="TEXTURE")
# nuke particles operator
pie.operator("atomic.nuke_particles", icon="PARTICLES")
# Atomic Data Manager Clean Pie Menu
class ATOMIC_MT_clean_pie(bpy.types.Menu):
bl_idname = "ATOMIC_MT_clean_pie"
bl_label = "Atomic Clean"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
# clean node groups operator
pie.operator("atomic.clean_node_groups", icon="NODETREE")
# clean materials operator
pie.operator("atomic.clean_materials", icon="MATERIAL")
# clean worlds operator
pie.operator("atomic.clean_worlds", icon="WORLD")
# clean collections operator
pie.operator("atomic.clean_collections", icon="GROUP")
# clean lights operator
pie.operator("atomic.clean_lights", icon="LIGHT")
# clean images operator
pie.operator("atomic.clean_images", icon="IMAGE_DATA")
# clean textures operator
pie.operator("atomic.clean_textures", icon="TEXTURE")
# clean materials operator
pie.operator("atomic.clean_particles", icon="PARTICLES")
# Atomic Data Manager Inspect Pie Menu
class ATOMIC_MT_inspect_pie(bpy.types.Menu):
bl_idname = "ATOMIC_MT_inspect_pie"
bl_label = "Atomic Inspect"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
# inspect node groups operator
pie.operator("atomic.inspect_node_groups", icon="NODETREE")
# inspect materials operator
pie.operator("atomic.inspect_materials", icon="MATERIAL")
# inspect worlds operator
pie.operator("atomic.inspect_worlds", icon="WORLD")
# inspect groups operator
pie.operator("atomic.inspect_collections", icon="GROUP")
# inspect lights operator
pie.operator("atomic.inspect_lights", icon="LIGHT")
# inspect images operator
pie.operator("atomic.inspect_images", icon="IMAGE_DATA")
# inspect textures operator
pie.operator("atomic.inspect_textures", icon="TEXTURE")
# inspect particles operator
pie.operator("atomic.inspect_particles", icon="PARTICLES")
reg_list = [
ATOMIC_MT_main_pie,
ATOMIC_MT_nuke_pie,
ATOMIC_MT_clean_pie,
ATOMIC_MT_inspect_pie
]
def register():
for cls in reg_list:
register_class(cls)
def unregister():
for cls in reg_list:
unregister_class(cls)
@@ -0,0 +1,350 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the Atomic preferences UI, preferences properties, and
some functions for syncing the preference properties with external factors.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from atomic_data_manager import config
from atomic_data_manager.updater import addon_updater_ops
def set_enable_support_me_popup(value):
# sets the value of the enable_support_me_popup boolean property
bpy.context.preferences.addons["atomic_data_manager"]\
.preferences.enable_support_me_popup = value
copy_prefs_to_config(None, None)
bpy.ops.wm.save_userpref()
def set_last_popup_day(day):
# sets the value of the last_popup_day float property
bpy.context.preferences.addons["atomic_data_manager"]\
.preferences.last_popup_day = day
copy_prefs_to_config(None, None)
def copy_prefs_to_config(self, context):
# copies the values of Atomic's preferences to the variables in
# config.py for global use
preferences = bpy.context.preferences
atomic_preferences = preferences.addons['atomic_data_manager']\
.preferences
# visible atomic preferences
config.enable_missing_file_warning = \
atomic_preferences.enable_missing_file_warning
config.enable_pie_menu_ui = \
atomic_preferences.enable_pie_menu_ui
config.enable_support_me_popup = \
atomic_preferences.enable_support_me_popup
config.include_fake_users = \
atomic_preferences.include_fake_users
# hidden atomic preferences
config.pie_menu_type = \
atomic_preferences.pie_menu_type
config.pie_menu_alt = \
atomic_preferences.pie_menu_alt
config.pie_menu_any = \
atomic_preferences.pie_menu_any
config.pie_menu_ctrl = \
atomic_preferences.pie_menu_ctrl
config.pie_menu_oskey = \
atomic_preferences.pie_menu_oskey
config.pie_menu_shift = \
atomic_preferences.pie_menu_shift
config.last_popup_day = \
atomic_preferences.last_popup_day
def update_pie_menu_hotkeys(self, context):
preferences = bpy.context.preferences
atomic_preferences = preferences.addons['atomic_data_manager'] \
.preferences
# add the hotkeys if the preference is enabled
if atomic_preferences.enable_pie_menu_ui:
add_pie_menu_hotkeys()
# remove the hotkeys otherwise
else:
remove_pie_menu_hotkeys()
def add_pie_menu_hotkeys():
# adds the pie menu hotkeys to blender's addon keymaps
global keymaps
keyconfigs = bpy.context.window_manager.keyconfigs.addon
# check to see if a window keymap already exists
if "Window" in keyconfigs.keymaps.keys():
km = keyconfigs.keymaps['Window']
# if not, crate a new one
else:
km = keyconfigs.keymaps.new(
name="Window",
space_type='EMPTY',
region_type='WINDOW'
)
# add a new keymap item to that keymap
kmi = km.keymap_items.new(
idname="atomic.invoke_pie_menu_ui",
type=config.pie_menu_type,
value="PRESS",
alt=config.pie_menu_alt,
any=config.pie_menu_any,
ctrl=config.pie_menu_ctrl,
oskey=config.pie_menu_oskey,
shift=config.pie_menu_shift,
)
# # point the keymap item to our pie menu
# kmi.properties.name = "ATOMIC_MT_main_pie"
keymaps.append((km, kmi))
def remove_pie_menu_hotkeys():
# removes the pie menu hotkeys from blender's addon keymaps if they
# exist there
global keymaps
# remove each hotkey in our keymaps list if it exists in blenders
# addon keymaps
for km, kmi in keymaps:
km.keymap_items.remove(kmi)
# clear our keymaps list
keymaps.clear()
# Atomic Data Manager Preference Panel UI
class ATOMIC_PT_preferences_panel(bpy.types.AddonPreferences):
bl_idname = "atomic_data_manager"
# visible atomic preferences
enable_missing_file_warning: bpy.props.BoolProperty(
description="Display a warning on startup if Atomic detects "
"missing files in your project",
default=True
)
enable_support_me_popup: bpy.props.BoolProperty(
description="Occasionally display a popup asking if you would "
"like to support Remington Creative",
default=True
)
include_fake_users: bpy.props.BoolProperty(
description="Include data-blocks with only fake users in unused "
"data detection",
default=False
)
enable_pie_menu_ui: bpy.props.BoolProperty(
description="Enable the Atomic pie menu UI, so you can clean "
"your project from anywhere.",
default=True,
update=update_pie_menu_hotkeys
)
# hidden atomic preferences
pie_menu_type: bpy.props.StringProperty(
default="D"
)
pie_menu_alt: bpy.props.BoolProperty(
default=False
)
pie_menu_any: bpy.props.BoolProperty(
default=False
)
pie_menu_ctrl: bpy.props.BoolProperty(
default=False
)
pie_menu_oskey: bpy.props.BoolProperty(
default=False
)
pie_menu_shift: bpy.props.BoolProperty(
default=False
)
last_popup_day: bpy.props.FloatProperty(
default=0
)
# add-on updater properties
auto_check_update: bpy.props.BoolProperty(
name="Auto-check for Update",
description="If enabled, auto-check for updates using an interval",
default=True,
)
updater_intrval_months: bpy.props.IntProperty(
name='Months',
description="Number of months between checking for updates",
default=0,
min=0,
max=6
)
updater_intrval_days: bpy.props.IntProperty(
name='Days',
description="Number of days between checking for updates",
default=7,
min=0,
)
updater_intrval_hours: bpy.props.IntProperty(
name='Hours',
description="Number of hours between checking for updates",
default=0,
min=0,
max=23
)
updater_intrval_minutes: bpy.props.IntProperty(
name='Minutes',
description="Number of minutes between checking for updates",
default=0,
min=0,
max=59
)
def draw(self, context):
layout = self.layout
split = layout.split()
# left column
col = split.column()
# enable missing file warning toggle
col.prop(
self,
"enable_missing_file_warning",
text="Show Missing File Warning"
)
# enable support me popup toggle
col.prop(
self,
"enable_support_me_popup",
text="Show \"Support Me\" Popup"
)
# right column
col = split.column()
# ignore fake users toggle
col.prop(
self,
"include_fake_users",
text="Include Fake Users"
)
# pie menu settings
pie_split = col.split(factor=0.55) # nice
# enable pie menu ui toggle
pie_split.prop(
self,
"enable_pie_menu_ui",
text="Enable Pie Menu"
)
# put the property in a row so it can be disabled
pie_row = pie_split.row()
pie_row.enabled = self.enable_pie_menu_ui
if pie_row.enabled:
# keymap item that contains our pie menu hotkey
# note: keymap item index hardcoded with an index -- may be
# dangerous if more keymap items are added
kmi = bpy.context.window_manager.keyconfigs.addon.keymaps[
'Window'].keymap_items[0]
# hotkey property
pie_row.prop(
kmi,
"type",
text="",
full_event=True
)
# update hotkey preferences
self.pie_menu_type = kmi.type
self.pie_menu_any = kmi.any
self.pie_menu_alt = kmi.alt
self.pie_menu_ctrl = kmi.ctrl
self.pie_menu_oskey = kmi.oskey
self.pie_menu_shift = kmi.shift
separator = layout.row() # extra space
# add-on updater box
addon_updater_ops.update_settings_ui(self, context)
# update config with any new preferences
copy_prefs_to_config(None, None)
reg_list = [ATOMIC_PT_preferences_panel]
keymaps = []
def register():
for cls in reg_list:
register_class(cls)
# make sure global preferences are updated on registration
copy_prefs_to_config(None, None)
# update keymaps
add_pie_menu_hotkeys()
def unregister():
for cls in reg_list:
unregister_class(cls)
remove_pie_menu_hotkeys()
@@ -0,0 +1,376 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the user interface for Atomic's statistics subpanel.
The statistics panel is nested in the main Atomic Data Manager panel. This
panel contains statistics about the Blender file and each data category in
it.
"""
import bpy
from bpy.utils import register_class
from bpy.utils import unregister_class
from atomic_data_manager.stats import count
from atomic_data_manager.stats import misc
from atomic_data_manager.ui.utils import ui_layouts
# Atomic Data Manager Statistics SubPanel
class ATOMIC_PT_stats_panel(bpy.types.Panel):
"""The Atomic Data Manager \"Stats for Nerds\" panel"""
bl_idname = "ATOMIC_PT_stats_panel"
bl_label = "Stats for Nerds"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_parent_id = "ATOMIC_PT_main_panel"
def draw(self, context):
layout = self.layout
atom = bpy.context.scene.atomic
# categories selector / header
row = layout.row()
row.label(text="Categories:")
row.prop(atom, "stats_mode", expand=True, icon_only=True)
# statistics box
box = layout.box()
# overview statistics
if atom.stats_mode == 'OVERVIEW':
# category header label
row = box.row()
row.label(text="Overview", icon='FILE')
# blender project file size statistic
row = box.row()
row.label(text="Blend File Size: " + misc.blend_size())
# cateogry statistics
split = box.split()
# left column
col = split.column()
# left column category labels
col.label(text="Collections")
col.label(text="Lights")
col.label(text="Node Groups")
col.label(text="Textures")
col = split.column()
# collection count
col.label(text=str(count.collections()))
# light count
col.label(text=str(count.lights()))
# node group count
col.label(text=str(count.node_groups()))
# texture count
col.label(text=str(count.textures()))
# right column
col = split.column()
# right column category labels
col.label(text="Images")
col.label(text="Materials")
col.label(text="Particles")
col.label(text="Worlds")
col = split.column()
# image count
col.label(text=str(count.images()))
# material count
col.label(text=str(count.materials()))
# particle system count
col.label(text=str(count.particles()))
# world count
col.label(text=str(count.worlds()))
# collection statistics
elif atom.stats_mode == 'COLLECTIONS':
# category header label
row = box.row()
row.label(text="Collections", icon='GROUP')
split = box.split()
# total and placeholder count
col = split.column()
col.label(
text="Total: {0}".format(count.collections())
)
# col.label(text="Placeholder") # TODO: remove placeholder
# unused and unnamed count
col = split.column()
col.label(
text="Unused: {0}".format(count.collections_unused())
)
col.label(
text="Unnamed: {0}".format(count.collections_unnamed())
)
# image statistics
elif atom.stats_mode == 'IMAGES':
# category header label
row = box.row()
row.label(text="Images", icon='IMAGE_DATA')
split = box.split()
# total and missing count
col = split.column()
col.label(
text="Total: {0}".format(count.images())
)
col.label(
text="Missing: {0}".format(count.images_missing())
)
# unused and unnamed count
col = split.column()
col.label(
text="Unused: {0}".format(count.images_unused())
)
col.label(
text="Unnamed: {0}".format(count.images_unnamed())
)
# light statistics
elif atom.stats_mode == 'LIGHTS':
row = box.row()
row.label(text="Lights", icon='LIGHT')
split = box.split()
# total and placeholder count
col = split.column()
col.label(
text="Total: {0}".format(count.lights())
)
# col.label(text="Placeholder") # TODO: remove placeholder
# unused and unnamed count
col = split.column()
col.label(
text="Unused: {0}".format(count.lights_unused())
)
col.label(
text="Unnamed: {0}".format(count.lights_unnamed())
)
# material statistics
elif atom.stats_mode == 'MATERIALS':
# category header label
row = box.row()
row.label(text="Materials", icon='MATERIAL')
split = box.split()
# total and placeholder count
col = split.column()
col.label(
text="Total: {0}".format(count.materials())
)
# col.label(text="Placeholder") # TODO: remove placeholder
# unused and unnamed count
col = split.column()
col.label(
text="Unused: {0}".format(count.materials_unused())
)
col.label(
text="Unnamed: {0}".format(count.materials_unnamed())
)
# object statistics
elif atom.stats_mode == 'OBJECTS':
# category header label
row = box.row()
row.label(text="Objects", icon='OBJECT_DATA')
# total count
split = box.split()
col = split.column()
col.label(
text="Total: {0}".format(count.objects())
)
# unnamed count
col = split.column()
col.label(
text="Unnamed: {0}".format(count.objects_unnamed())
)
# node group statistics
elif atom.stats_mode == 'NODE_GROUPS':
# category header label
row = box.row()
row.label(text="Node Groups", icon='NODETREE')
split = box.split()
# total and placeholder count
col = split.column()
col.label(
text="Total: {0}".format(count.node_groups())
)
# col.label(text="Placeholder") # TODO: remove placeholder
# unused and unnamed count
col = split.column()
col.label(
text="Unused: {0}".format(count.node_groups_unused())
)
col.label(
text="Unnamed: {0}".format(count.node_groups_unnamed())
)
# particle statistics
elif atom.stats_mode == 'PARTICLES':
# category header label
row = box.row()
row.label(text="Particle Systems", icon='PARTICLES')
split = box.split()
# total and placeholder count
col = split.column()
col.label(
text="Total: {0}".format(count.particles())
)
# col.label(text="Placeholder") # TODO: remove placeholder
# unused and unnamed count
col = split.column()
col.label(
text="Unused: {0}".format(count.particles_unused())
)
col.label(
text="Unnamed: {0}".format(count.particles_unnamed())
)
# texture statistics
elif atom.stats_mode == 'TEXTURES':
row = box.row()
row.label(text="Textures", icon='TEXTURE')
split = box.split()
# total and placeholder count
col = split.column()
col.label(
text="Total: {0}".format(count.textures())
)
# col.label(text="Placeholder") # TODO: remove placeholder
# unused and unnamed count
col = split.column()
col.label(
text="Unused: {0}".format(count.textures_unused())
)
col.label(
text="Unnamed: {0}".format(count.textures_unnamed())
)
# world statistics
elif atom.stats_mode == 'WORLDS':
row = box.row()
row.label(text="Worlds", icon='WORLD')
split = box.split()
# total and placeholder count
col = split.column()
col.label(
text="Total: {0}".format(count.worlds())
)
# # col.label(text="Placeholder") # TODO: remove placeholder
# unused and unnamed count
col = split.column()
col.label(
text="Unused: {0}".format(count.worlds_unused())
)
col.label(
text="Unnamed: {0}".format(count.worlds_unnamed())
)
reg_list = [ATOMIC_PT_stats_panel]
def register():
for cls in reg_list:
register_class(cls)
def unregister():
for cls in reg_list:
unregister_class(cls)
@@ -0,0 +1,128 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains the user interface and some helper functions for the
support Remington Creative popup.
"""
import bpy
import time
from bpy.utils import register_class
from bpy.utils import unregister_class
from bpy.app.handlers import persistent
from atomic_data_manager import config
from atomic_data_manager.ui import preferences_ui
def get_current_day():
# returns the current day since the start of the computer clock
seconds_per_day = 86400
return int(time.time() / seconds_per_day)
def update_enable_show_support_me_popup(self, context):
# copy the inverse of the stop show support popup property to Atomic's
# enable support me popup preference
preferences_ui.set_enable_support_me_popup(
not self.stop_showing_support_popup)
@persistent
def show_support_me_popup(dummy=None):
# shows the support me popup if the 5 day interval has expired and the
# enable support me popup preference is enabled
popup_interval = 5 # days
current_day = get_current_day()
next_day = config.last_popup_day + popup_interval
if config.enable_support_me_popup and current_day >= next_day:
preferences_ui.set_last_popup_day(current_day)
bpy.ops.atomic.show_support_me('INVOKE_DEFAULT')
# Atomic Data Manager Support Me Popup Operator
class ATOMIC_OT_support_me_popup(bpy.types.Operator):
"""Displays the Atomic \"Support Me\" popup"""
bl_idname = "atomic.show_support_me"
bl_label = "Like Atomic Data Manager?"
bl_options = {'REGISTER', 'UNDO'}
stop_showing_support_popup: bpy.props.BoolProperty(
default=False,
update=update_enable_show_support_me_popup
)
def draw(self, context):
layout = self.layout
# call to action label
col = layout.column(align=True)
col.label(
text="Consider supporting our free software development!"
)
separator = layout.separator() # extra space
# never show again toggle
row = layout.row()
row.prop(
self, "stop_showing_support_popup", text="Never Show Again"
)
# support remington creative button
row = layout.row()
row.scale_y = 2
row.operator(
"atomic.open_support_me",
text="Support Remington Creative",
icon="FUND"
)
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
reg_list = [ATOMIC_OT_support_me_popup]
def register():
for cls in reg_list:
register_class(cls)
bpy.app.handlers.load_post.append(show_support_me_popup)
# reset day counter if it equals zero of if it is in the future
if config.last_popup_day == 0 \
or config.last_popup_day > get_current_day():
preferences_ui.set_last_popup_day(get_current_day())
def unregister():
for cls in reg_list:
unregister_class(cls)
bpy.app.handlers.load_post.remove(show_support_me_popup)
@@ -0,0 +1,224 @@
"""
Copyright (C) 2019 Remington Creative
This file is part of Atomic Data Manager.
Atomic Data Manager 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 3 of the
License, or (at your option) any later version.
Atomic Data Manager 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 Atomic Data Manager. If not, see <https://www.gnu.org/licenses/>.
---
This file contains basic UI layouts for the Atomic add-on that can be
used throughout the interface.
"""
import bpy
def box_list(layout, title=None, items=None, columns=2, icon=None):
# a title label followed by a box that contains a two column list of
# items, each of which is preceded by a uniform icon that does not
# change depending on the objects type
# box list title
row = layout.row() # extra row for additional spacing
if title is not None:
row = layout.row()
row.label(text=title)
box = layout.box()
# if the list has elements
if items is not None and len(items) != 0:
# display the list
flow = box.column_flow(columns=columns)
for item in items:
if icon is not None:
flow.label(text=item, icon=icon)
else:
flow.label(text=item)
# if the list has no elements
else:
# display the none label
row = box.row()
row.enabled = False
row.label(text="none")
def box_list_diverse(layout, title, items, columns=2):
# a title label followed by a box that contains a two column list of
# items, each of which is preceded by an icon that changes depending
# on the type of object that is being listed
# box list title
row = layout.row() # extra row for additional spacing
row = layout.row()
row.label(text=title)
box = layout.box()
# if the list has elements
if len(items) != 0:
# display the list
flow = box.column_flow(columns=columns)
objects = bpy.data.objects
for item in items:
if objects[item].type == 'ARMATURE':
flow.label(text=item, icon="OUTLINER_OB_ARMATURE")
elif objects[item].type == 'CAMERA':
flow.label(text=item, icon="OUTLINER_OB_CAMERA")
elif objects[item].type == 'CURVE':
flow.label(text=item, icon="OUTLINER_OB_CURVE")
elif objects[item].type == 'EMPTY':
flow.label(text=item, icon="OUTLINER_OB_EMPTY")
elif objects[item].type == 'FONT':
flow.label(text=item, icon="OUTLINER_OB_FONT")
elif objects[item].type == 'GPENCIL':
flow.label(text=item, icon="OUTLINER_OB_GREASEPENCIL")
elif objects[item].type == 'LATTICE':
flow.label(text=item, icon="OUTLINER_OB_LATTICE")
elif objects[item].type == 'LIGHT':
flow.label(text=item, icon="OUTLINER_OB_LIGHT")
elif objects[item].type == 'LIGHT_PROBE':
flow.label(text=item, icon="OUTLINER_OB_LIGHTPROBE")
elif objects[item].type == 'MESH':
flow.label(text=item, icon="OUTLINER_OB_MESH")
elif objects[item].type == 'META':
flow.label(text=item, icon="OUTLINER_OB_META")
elif objects[item].type == 'SPEAKER':
flow.label(text=item, icon="OUTLINER_OB_SPEAKER")
elif objects[item].type == 'SURFACE':
flow.label(text=item, icon="OUTLINER_OB_SURFACE")
# if the object doesn't fit any of the previous types
else:
flow.label(text=item, icon="QUESTION")
# if the list has no elements
else:
# display the none label
row = box.row()
row.enabled = False
row.label(text="none")
def inspect_header(layout, atom_prop, data):
# a single column containing a search property and basic data
# manipulation functions that appears at the top of all inspect data
# set dialogs
atom = bpy.context.scene.atomic
# exterior box and prop search for data-blocks
col = layout.column(align=True)
box = col.box()
row = box.row()
split = row.split()
split.prop_search(atom, atom_prop, bpy.data, data, text="")
# convert the data set string into an actual data set reference
data = getattr(bpy.data, data)
# get the string value of the string property
text_field = getattr(atom, atom_prop)
# determine whether or not the text entered in the string property
# is a valid key
is_valid_key = text_field in data.keys()
# determine whether or not the piece of data is using a fake user
has_fake_user = is_valid_key and data[text_field].use_fake_user
# buttons that follow the prop search
split = row.split()
row = split.row(align=True)
# disable the buttons if the key in the search property is invalid
row.enabled = is_valid_key
# toggle fake user button (do not show for collections)
# icon and depression changes depending on whether or not the object
# is using a fake user
if data != bpy.data.collections:
# has fake user
if has_fake_user:
row.operator(
"atomic.toggle_fake_user",
text="",
icon="FAKE_USER_ON",
depress=True
)
# does not have fake user
else:
row.operator(
"atomic.toggle_fake_user",
text="",
icon="FAKE_USER_OFF",
depress=False
)
# duplicate button
row.operator(
"atomic.inspection_duplicate",
text="",
icon="DUPLICATE"
)
# replace button (do not show for collections)
if data != bpy.data.collections:
row.operator(
"atomic.replace",
text="",
icon="UV_SYNC_SELECT"
)
# rename button
row.operator(
"atomic.rename",
text="",
icon="GREASEPENCIL"
)
# delete button
row.operator(
"atomic.inspection_delete",
text="",
icon="TRASH"
)
def number_suffix(text, number):
# returns the text properly formatted as a suffix
# e.g. passing in "hello" and "100" will result in "hello (100)"
return text + " ({0})".format(number) if int(number) != 0 else text
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{
"last_check": "2025-03-04 11:17:59.498811",
"backup_date": "",
"update_ready": false,
"ignore": false,
"just_restored": false,
"just_updated": false,
"version_text": {}
}