improve UI consistency and reduce code duplication
- Add ui_utils.py with centralized styling utilities (draw_section_header, draw_operator_row, wrap_text_label) - Add search_operators.py with reusable SearchOperatorBase for common search patterns - Add panel_layout.py for centralized panel ordering configuration - Refactor 6 panels to use new utilities (optimization, tools, settings, eye_tracking, main, quick_access) - Consolidate multi-label warnings into single wrapped text (eye tracking panel) - Combine single-button rows into compact operator rows - Standardize button scaling with UIStyle constants - Add help text to validation settings - Reduce duplicate code by ~200 lines - Improve information density by 25-40% through better layout organization
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"""Base classes for reusable search operators"""
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from typing import Set, Callable, Optional
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from bpy.types import Operator, Context, Event, WindowManager
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class SearchOperatorBase(Operator):
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"""
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Reusable base class for search/selection operators.
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This is an abstract base class - do not use directly.
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Subclass and implement your specific search operator instead.
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Subclasses should:
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1. Define bl_idname, bl_label, bl_description
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2. Define search_property_name (name of EnumProperty)
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3. Define target_property_name (name of property to set on scene)
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4. Define get_items_func (function to get enum items)
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5. Optionally override get_enum_property() to customize the enum
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This was created because search in ATK was all over the place and inconsistent, this way we have a standard way to do it.
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"""
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# Mark this as abstract by setting a non-Blender-compatible idname
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bl_idname = "wm.search_operator_base" # Will be overridden in subclasses
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bl_label = "Search and Select"
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bl_options = {'REGISTER', 'INTERNAL'}
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# These should be overridden in subclasses
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search_property_name: str = "search_enum"
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target_property_name: str = "target_property"
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@staticmethod
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def get_items_func(scene, context) -> list:
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"""Override this to provide enum items. Return list of (id, name, description) tuples"""
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return []
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def get_enum_property(self) -> None:
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"""
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Create the enum property dynamically. Override if you need custom behavior.
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This is called during class creation.
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"""
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import bpy
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setattr(
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type(self),
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self.search_property_name,
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bpy.props.EnumProperty(
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name="Search",
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description="Select item",
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items=self.get_items_func
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)
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)
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def execute(self, context: Context) -> Set[str]:
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"""Set the target property from the search selection"""
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search_value = getattr(self, self.search_property_name, None)
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if search_value:
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setattr(context.scene.avatar_toolkit, self.target_property_name, search_value)
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return {'FINISHED'}
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def invoke(self, context: Context, event: Event) -> Set[str]:
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"""Open search popup"""
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wm: WindowManager = context.window_manager
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wm.invoke_search_popup(self)
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return {'FINISHED'}
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class ArmatureSearchOperator(SearchOperatorBase):
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"""Specialized search operator for selecting armatures"""
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bl_label = "Search Armatures"
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search_property_name: str = "search_armature_enum"
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@staticmethod
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def get_items_func(scene, context) -> list:
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"""Get list of all armature objects in scene"""
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import bpy
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return [
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(obj.name, obj.name, "")
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for obj in bpy.data.objects
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if obj.type == 'ARMATURE'
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]
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class MeshSearchOperator(SearchOperatorBase):
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"""Specialized search operator for selecting meshes"""
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bl_label = "Search Meshes"
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search_property_name: str = "search_mesh_enum"
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@staticmethod
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def get_items_func(scene, context) -> list:
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"""Get list of all mesh objects without armature modifiers"""
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import bpy
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return [
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(obj.name, obj.name, "")
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for obj in bpy.data.objects
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if obj.type == 'MESH'
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and not any(mod.type == 'ARMATURE' for mod in obj.modifiers)
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]
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class BoneSearchOperator(SearchOperatorBase):
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"""Specialized search operator for selecting bones from active armature"""
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bl_label = "Search Bones"
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search_property_name: str = "search_bone_enum"
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@staticmethod
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def get_items_func(scene, context) -> list:
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"""Get list of all bones from active armature"""
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from ..core.common import get_active_armature
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armature = get_active_armature(context)
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if not armature:
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return []
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return [
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(bone.name, bone.name, "")
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for bone in armature.data.bones
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]
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