Files
Avatar-Toolkit/ui/search_operators.py
T
Yusarina daef1298d4 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
2025-11-16 18:31:54 +00:00

122 lines
4.0 KiB
Python

"""Base classes for reusable search operators"""
from typing import Set, Callable, Optional
from bpy.types import Operator, Context, Event, WindowManager
class SearchOperatorBase(Operator):
"""
Reusable base class for search/selection operators.
This is an abstract base class - do not use directly.
Subclass and implement your specific search operator instead.
Subclasses should:
1. Define bl_idname, bl_label, bl_description
2. Define search_property_name (name of EnumProperty)
3. Define target_property_name (name of property to set on scene)
4. Define get_items_func (function to get enum items)
5. Optionally override get_enum_property() to customize the enum
This was created because search in ATK was all over the place and inconsistent, this way we have a standard way to do it.
"""
# Mark this as abstract by setting a non-Blender-compatible idname
bl_idname = "wm.search_operator_base" # Will be overridden in subclasses
bl_label = "Search and Select"
bl_options = {'REGISTER', 'INTERNAL'}
# These should be overridden in subclasses
search_property_name: str = "search_enum"
target_property_name: str = "target_property"
@staticmethod
def get_items_func(scene, context) -> list:
"""Override this to provide enum items. Return list of (id, name, description) tuples"""
return []
def get_enum_property(self) -> None:
"""
Create the enum property dynamically. Override if you need custom behavior.
This is called during class creation.
"""
import bpy
setattr(
type(self),
self.search_property_name,
bpy.props.EnumProperty(
name="Search",
description="Select item",
items=self.get_items_func
)
)
def execute(self, context: Context) -> Set[str]:
"""Set the target property from the search selection"""
search_value = getattr(self, self.search_property_name, None)
if search_value:
setattr(context.scene.avatar_toolkit, self.target_property_name, search_value)
return {'FINISHED'}
def invoke(self, context: Context, event: Event) -> Set[str]:
"""Open search popup"""
wm: WindowManager = context.window_manager
wm.invoke_search_popup(self)
return {'FINISHED'}
class ArmatureSearchOperator(SearchOperatorBase):
"""Specialized search operator for selecting armatures"""
bl_label = "Search Armatures"
search_property_name: str = "search_armature_enum"
@staticmethod
def get_items_func(scene, context) -> list:
"""Get list of all armature objects in scene"""
import bpy
return [
(obj.name, obj.name, "")
for obj in bpy.data.objects
if obj.type == 'ARMATURE'
]
class MeshSearchOperator(SearchOperatorBase):
"""Specialized search operator for selecting meshes"""
bl_label = "Search Meshes"
search_property_name: str = "search_mesh_enum"
@staticmethod
def get_items_func(scene, context) -> list:
"""Get list of all mesh objects without armature modifiers"""
import bpy
return [
(obj.name, obj.name, "")
for obj in bpy.data.objects
if obj.type == 'MESH'
and not any(mod.type == 'ARMATURE' for mod in obj.modifiers)
]
class BoneSearchOperator(SearchOperatorBase):
"""Specialized search operator for selecting bones from active armature"""
bl_label = "Search Bones"
search_property_name: str = "search_bone_enum"
@staticmethod
def get_items_func(scene, context) -> list:
"""Get list of all bones from active armature"""
from ..core.common import get_active_armature
armature = get_active_armature(context)
if not armature:
return []
return [
(bone.name, bone.name, "")
for bone in armature.data.bones
]