Plugin Registration Changes

- Re-wrote how the plugin registers itself.
- No longer need @register_wrapper classes get auto detected and added.
- The new Auto loader is much better then the old way, no longer need "if "bpy" not in locals():" this was an old way of doing things and wasn't really efficient.

 using auto_load.py provides several advantages:

- It automatically discovers and loads all modules in the addon.
- It handles dependencies between classes correctly through topological sorting.
- It manages registration order automatically.
- It properly handles unregistration in the correct order.

This approach is much less error prone and I not had any issues so far. However it still needs testing fully.

I have also start to re-organise files into folders as well, this is going to be needed so we don't have a long list of files as Avatar Toolkit is getting larger then i originally planned.
This commit is contained in:
Yusarina
2024-12-02 01:52:11 +00:00
parent ac6e98c27e
commit fe8f5f69d5
40 changed files with 581 additions and 580 deletions
+39 -54
View File
@@ -1,57 +1,51 @@
from bpy.types import UIList, Panel, UILayout, Object, Context,Material, Operator
from bpy.types import UIList, Panel, UILayout, Object, Context, Material, Operator
import bpy
from math import sqrt
from ..core.register import register_wrap
from .panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
from ..core.common import SceneMatClass, MaterialListBool, get_selected_armature
from ..functions.atlas_materials import AvatarToolKit_OT_AtlasMaterials
from ..functions.translations import t
from ..core.translations import t
@register_wrap
class AvatarToolKit_OT_SelectAllMaterials(Operator):
bl_idname = 'avatar_toolkit.select_all_materials'
bl_label = "Select All"
bl_description = "Select all materials for atlas"
def execute(self, context):
for item in context.scene.materials:
item.mat.include_in_atlas = True
for item in context.scene.avatar_toolkit.materials:
item.mat.avatar_toolkit.include_in_atlas = True
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_SelectNoneMaterials(Operator):
bl_idname = 'avatar_toolkit.select_none_materials'
bl_label = "Select None"
bl_description = "Deselect all materials"
def execute(self, context):
for item in context.scene.materials:
item.mat.include_in_atlas = False
for item in context.scene.avatar_toolkit.materials:
item.mat.avatar_toolkit.include_in_atlas = False
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_ExpandAllMaterials(Operator):
bl_idname = 'avatar_toolkit.expand_all_materials'
bl_label = "Expand All"
bl_description = "Expand all material settings"
def execute(self, context):
for item in context.scene.materials:
item.mat.material_expanded = True
for item in context.scene.avatar_toolkit.materials:
item.mat.avatar_toolkit.material_expanded = True
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_CollapseAllMaterials(Operator):
bl_idname = 'avatar_toolkit.collapse_all_materials'
bl_label = "Collapse All"
bl_description = "Collapse all material settings"
def execute(self, context):
for item in context.scene.materials:
item.mat.material_expanded = False
for item in context.scene.avatar_toolkit.materials:
item.mat.avatar_toolkit.material_expanded = False
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_ExpandSectionMaterials(Operator):
bl_idname = 'avatar_toolkit.expand_section_materials'
bl_label = ""
@@ -62,23 +56,22 @@ class AvatarToolKit_OT_ExpandSectionMaterials(Operator):
return True
def execute(self, context: Context) -> set:
if not context.scene.texture_atlas_Has_Mat_List_Shown:
context.scene.materials.clear()
if not context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown:
context.scene.avatar_toolkit.materials.clear()
newlist: list[Material] = []
for obj in bpy.context.scene.objects:
for obj in context.scene.objects:
if len(obj.material_slots)>0:
for mat_slot in obj.material_slots:
if mat_slot.material:
if mat_slot.material not in newlist:
newlist.append(mat_slot.material)
newitem: SceneMatClass = context.scene.materials.add()
newitem: SceneMatClass = context.scene.avatar_toolkit.materials.add()
newitem.mat = mat_slot.material
MaterialListBool.old_list[context.scene.name] = newlist
else:
context.scene.texture_atlas_Has_Mat_List_Shown = False
context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown = False
return {'FINISHED'}
@register_wrap
class AvatarToolKit_UL_MaterialTextureAtlasProperties(UIList):
bl_label = t("TextureAtlas.material_list_label")
bl_idname = "Material_UL_avatar_toolkit_texture_atlas_mat_list_mat"
@@ -93,38 +86,35 @@ class AvatarToolKit_UL_MaterialTextureAtlasProperties(UIList):
row.operator("avatar_toolkit.select_none_materials", text="", icon='CHECKBOX_DEHLT')
row.operator("avatar_toolkit.expand_all_materials", text="", icon='DISCLOSURE_TRI_DOWN')
row.operator("avatar_toolkit.collapse_all_materials", text="", icon='DISCLOSURE_TRI_RIGHT')
row.prop(context.scene, "material_search_filter", text="", icon='VIEWZOOM')
row.prop(context.scene.avatar_toolkit, "material_search_filter", text="", icon='VIEWZOOM')
box = layout.box()
row = box.row()
row.label(text=f"Estimated Atlas Size: {self.calculate_atlas_size(context)}px")
def draw_item(self, context: Context, layout: UILayout, data: Object, item: SceneMatClass, icon, active_data, active_propname, index):
if context.scene.texture_atlas_Has_Mat_List_Shown:
if context.scene.material_search_filter and context.scene.material_search_filter.lower() not in item.mat.name.lower():
if context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown:
if context.scene.avatar_toolkit.material_search_filter and context.scene.avatar_toolkit.material_search_filter.lower() not in item.mat.name.lower():
return
row = layout.row()
# Add a clear checkbox for material selection
row.prop(item.mat, "include_in_atlas", text="", icon='CHECKBOX_HLT' if item.mat.include_in_atlas else 'CHECKBOX_DEHLT')
row.prop(item.mat.avatar_toolkit, "include_in_atlas", text="", icon='CHECKBOX_HLT' if item.mat.avatar_toolkit.include_in_atlas else 'CHECKBOX_DEHLT')
# Material name and expansion toggle
row.prop(item.mat, "material_expanded",
row.prop(item.mat.avatar_toolkit, "material_expanded",
text=item.mat.name,
icon='DOWNARROW_HLT' if item.mat.material_expanded else 'RIGHTARROW',
icon='DOWNARROW_HLT' if item.mat.avatar_toolkit.material_expanded else 'RIGHTARROW',
emboss=False)
# Show texture settings if expanded
if item.mat.material_expanded and item.mat.include_in_atlas:
if item.mat.avatar_toolkit.material_expanded and item.mat.avatar_toolkit.include_in_atlas:
box = layout.box()
col = box.column(align=True)
self.draw_texture_row(col, item.mat, "texture_atlas_albedo", "IMAGE_RGB")
self.draw_texture_row(col, item.mat, "texture_atlas_normal", "NORMALS_FACE")
self.draw_texture_row(col, item.mat, "texture_atlas_emission", "LIGHT")
self.draw_texture_row(col, item.mat, "texture_atlas_ambient_occlusion", "SHADING_SOLID")
self.draw_texture_row(col, item.mat, "texture_atlas_height", "IMAGE_ZDEPTH")
self.draw_texture_row(col, item.mat, "texture_atlas_roughness", "MATERIAL")
self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_albedo", "IMAGE_RGB")
self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_normal", "NORMALS_FACE")
self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_emission", "LIGHT")
self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_ambient_occlusion", "SHADING_SOLID")
self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_height", "IMAGE_ZDEPTH")
self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_roughness", "MATERIAL")
col.separator(factor=0.5)
@@ -136,21 +126,15 @@ class AvatarToolKit_UL_MaterialTextureAtlasProperties(UIList):
else:
row.label(text="", icon='X')
def is_material_ready(self, material):
return bool(material.texture_atlas_albedo or
material.texture_atlas_normal or
material.texture_atlas_emission)
def calculate_atlas_size(self, context):
total_size = 0
for mat in context.scene.materials:
if mat.mat.include_in_atlas:
if mat.mat.texture_atlas_albedo:
img = bpy.data.images[mat.mat.texture_atlas_albedo]
for mat in context.scene.avatar_toolkit.materials:
if mat.mat.avatar_toolkit.include_in_atlas:
if mat.mat.avatar_toolkit.texture_atlas_albedo:
img = bpy.data.images[mat.mat.avatar_toolkit.texture_atlas_albedo]
total_size += img.size[0] * img.size[1]
return f"{int(sqrt(total_size))}x{int(sqrt(total_size))}"
@register_wrap
class AvatarToolKit_PT_TextureAtlasPanel(Panel):
bl_label = t("TextureAtlas.label")
bl_idname = "OBJECT_PT_avatar_toolkit_texture_atlas"
@@ -170,18 +154,18 @@ class AvatarToolKit_PT_TextureAtlasPanel(Panel):
box = layout.box()
row = box.row()
direction_icon = 'RIGHTARROW' if not context.scene.texture_atlas_Has_Mat_List_Shown else 'DOWNARROW_HLT'
direction_icon = 'RIGHTARROW' if not context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown else 'DOWNARROW_HLT'
row.operator(AvatarToolKit_OT_ExpandSectionMaterials.bl_idname,
text=(t("TextureAtlas.reload_list") if not context.scene.texture_atlas_Has_Mat_List_Shown else t("TextureAtlas.loaded_list")),
text=(t("TextureAtlas.reload_list") if not context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown else t("TextureAtlas.loaded_list")),
icon=direction_icon)
if context.scene.texture_atlas_Has_Mat_List_Shown:
if context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown:
row = box.row()
row.template_list(AvatarToolKit_UL_MaterialTextureAtlasProperties.bl_idname,
'material_list',
context.scene,
context.scene.avatar_toolkit,
'materials',
context.scene,
context.scene.avatar_toolkit,
'texture_atlas_material_index',
rows=12,
type='DEFAULT')
@@ -195,3 +179,4 @@ class AvatarToolKit_PT_TextureAtlasPanel(Panel):
icon='NODE_TEXTURE')
else:
layout.label(text=t("Tools.select_armature"), icon='ERROR')