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youle31 committed Nov 11, 2024
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2 changes: 1 addition & 1 deletion CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -348,7 +348,7 @@ mark_as_advanced(WITH_GAMEENGINE_BPPLAYER)
option(WITH_PLAYER "Build Player" ON)

# Compositor
option(WITH_COMPOSITOR_CPU "Enable the tile based CPU nodal compositor" ON)
option(WITH_COMPOSITOR_CPU "Enable the Full-Frame CPU nodal compositor" ON)
option(WITH_OPENIMAGEDENOISE "Enable the OpenImageDenoise compositing node" ON)

option(WITH_OPENSUBDIV "Enable OpenSubdiv for surface subdivision" ON)
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90 changes: 46 additions & 44 deletions doc/python_api/examples/bpy.types.Operator.1.py
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@@ -1,61 +1,63 @@
"""
Invoke Function
+++++++++++++++
:class:`Operator.invoke` is used to initialize the operator from the context
at the moment the operator is called.
invoke() is typically used to assign properties which are then used by
execute().
Some operators don't have an execute() function, removing the ability to be
repeated from a script or macro.
This example shows how to define an operator which gets mouse input to
execute a function and that this operator can be invoked or executed from
the python api.
Also notice this operator defines its own properties, these are different
to typical class properties because blender registers them with the
operator, to use as arguments when called, saved for operator undo/redo and
automatically added into the user interface.
.. _operator_modifying_blender_data_undo:
Modifying Blender Data & Undo
+++++++++++++++++++++++++++++
Any operator modifying Blender data should enable the ``'UNDO'`` option.
This will make Blender automatically create an undo step when the operator
finishes its ``execute`` (or ``invoke``, see below) functions, and returns
``{'FINISHED'}``.
Otherwise, no undo step will be created, which will at best corrupt the
undo stack and confuse the user (since modifications done by the operator
may either not be undoable, or be undone together with other edits done
before). In many cases, this can even lead to data corruption and crashes.
Note that when an operator returns ``{'CANCELLED'}``, no undo step will be
created. This means that if an error occurs *after* modifying some data
already, it is better to return ``{'FINISHED'}``, unless it is possible to
fully undo the changes before returning.
.. note::
Most examples in this page do not do any edit to Blender data, which is
why it is safe to keep the default ``bl_options`` value for these operators.
.. note::
In some complex cases, the automatic undo step created on operator exit may
not be enough. For example, if the operator does mode switching, or calls
other operators that should create an extra undo step, etc.
Such manual undo push is possible using the :class:`bpy.ops.ed.undo_push`
function. Be careful though, this is considered an advanced feature and
requires some understanding of the actual undo system in Blender code.
"""
import bpy


class SimpleMouseOperator(bpy.types.Operator):
""" This operator shows the mouse location,
this string is used for the tooltip and API docs
"""
bl_idname = "wm.mouse_position"
bl_label = "Invoke Mouse Operator"

x: bpy.props.IntProperty()
y: bpy.props.IntProperty()
class DataEditOperator(bpy.types.Operator):
bl_idname = "object.data_edit"
bl_label = "Data Editing Operator"
# The default value is only 'REGISTER', 'UNDO' is mandatory when Blender data is modified
# (and does require 'REGISTER' as well).
bl_options = {'REGISTER', 'UNDO'}

def execute(self, context):
# rather than printing, use the report function,
# this way the message appears in the header,
self.report({'INFO'}, "Mouse coords are {:d} {:d}".format(self.x, self.y))
context.object.location.x += 1.0
return {'FINISHED'}

def invoke(self, context, event):
self.x = event.mouse_x
self.y = event.mouse_y
return self.execute(context)


# Only needed if you want to add into a dynamic menu.
def menu_func(self, context):
self.layout.operator(SimpleMouseOperator.bl_idname, text="Simple Mouse Operator")
self.layout.operator(DataEditOperator.bl_idname, text="Blender Data Editing Operator")


# Register and add to the view menu (required to also use F3 search "Simple Mouse Operator" for quick access)
bpy.utils.register_class(SimpleMouseOperator)
# Register.
bpy.utils.register_class(DataEditOperator)
bpy.types.VIEW3D_MT_view.append(menu_func)

# Test call to the newly defined operator.
# Here we call the operator and invoke it, meaning that the settings are taken
# from the mouse.
bpy.ops.wm.mouse_position('INVOKE_DEFAULT')

# Another test call, this time call execute() directly with pre-defined settings.
bpy.ops.wm.mouse_position('EXEC_DEFAULT', x=20, y=66)
bpy.ops.object.data_edit()
75 changes: 42 additions & 33 deletions doc/python_api/examples/bpy.types.Operator.2.py
Original file line number Diff line number Diff line change
@@ -1,52 +1,61 @@
"""
Calling a File Selector
+++++++++++++++++++++++
This example shows how an operator can use the file selector.
Notice the invoke function calls a window manager method and returns
``{'RUNNING_MODAL'}``, this means the file selector stays open and the operator does not
exit immediately after invoke finishes.
The file selector runs the operator, calling :class:`Operator.execute` when the
user confirms.
The :class:`Operator.poll` function is optional, used to check if the operator
can run.
Invoke Function
+++++++++++++++
:class:`Operator.invoke` is used to initialize the operator from the context
at the moment the operator is called.
invoke() is typically used to assign properties which are then used by
execute().
Some operators don't have an execute() function, removing the ability to be
repeated from a script or macro.
This example shows how to define an operator which gets mouse input to
execute a function and that this operator can be invoked or executed from
the python api.
Also notice this operator defines its own properties, these are different
to typical class properties because blender registers them with the
operator, to use as arguments when called, saved for operator undo/redo and
automatically added into the user interface.
"""
import bpy


class ExportSomeData(bpy.types.Operator):
"""Test exporter which just writes hello world"""
bl_idname = "export.some_data"
bl_label = "Export Some Data"

filepath: bpy.props.StringProperty(subtype="FILE_PATH")
class SimpleMouseOperator(bpy.types.Operator):
""" This operator shows the mouse location,
this string is used for the tooltip and API docs
"""
bl_idname = "wm.mouse_position"
bl_label = "Invoke Mouse Operator"

@classmethod
def poll(cls, context):
return context.object is not None
x: bpy.props.IntProperty()
y: bpy.props.IntProperty()

def execute(self, context):
file = open(self.filepath, 'w')
file.write("Hello World " + context.object.name)
# rather than printing, use the report function,
# this way the message appears in the header,
self.report({'INFO'}, "Mouse coords are {:d} {:d}".format(self.x, self.y))
return {'FINISHED'}

def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
self.x = event.mouse_x
self.y = event.mouse_y
return self.execute(context)


# Only needed if you want to add into a dynamic menu.
def menu_func(self, context):
self.layout.operator_context = 'INVOKE_DEFAULT'
self.layout.operator(ExportSomeData.bl_idname, text="Text Export Operator")
self.layout.operator(SimpleMouseOperator.bl_idname, text="Simple Mouse Operator")


# Register and add to the file selector (required to also use F3 search "Text Export Operator" for quick access)
bpy.utils.register_class(ExportSomeData)
bpy.types.TOPBAR_MT_file_export.append(menu_func)
# Register and add to the view menu (required to also use F3 search "Simple Mouse Operator" for quick access)
bpy.utils.register_class(SimpleMouseOperator)
bpy.types.VIEW3D_MT_view.append(menu_func)

# Test call to the newly defined operator.
# Here we call the operator and invoke it, meaning that the settings are taken
# from the mouse.
bpy.ops.wm.mouse_position('INVOKE_DEFAULT')

# test call
bpy.ops.export.some_data('INVOKE_DEFAULT')
# Another test call, this time call execute() directly with pre-defined settings.
bpy.ops.wm.mouse_position('EXEC_DEFAULT', x=20, y=66)
54 changes: 33 additions & 21 deletions doc/python_api/examples/bpy.types.Operator.3.py
Original file line number Diff line number Diff line change
@@ -1,40 +1,52 @@
"""
Dialog Box
++++++++++
Calling a File Selector
+++++++++++++++++++++++
This example shows how an operator can use the file selector.
This operator uses its :class:`Operator.invoke` function to call a popup.
Notice the invoke function calls a window manager method and returns
``{'RUNNING_MODAL'}``, this means the file selector stays open and the operator does not
exit immediately after invoke finishes.
The file selector runs the operator, calling :class:`Operator.execute` when the
user confirms.
The :class:`Operator.poll` function is optional, used to check if the operator
can run.
"""
import bpy


class DialogOperator(bpy.types.Operator):
bl_idname = "object.dialog_operator"
bl_label = "Simple Dialog Operator"
class ExportSomeData(bpy.types.Operator):
"""Test exporter which just writes hello world"""
bl_idname = "export.some_data"
bl_label = "Export Some Data"

my_float: bpy.props.FloatProperty(name="Some Floating Point")
my_bool: bpy.props.BoolProperty(name="Toggle Option")
my_string: bpy.props.StringProperty(name="String Value")
filepath: bpy.props.StringProperty(subtype="FILE_PATH")

@classmethod
def poll(cls, context):
return context.object is not None

def execute(self, context):
message = "Popup Values: {:f}, {:d}, '{:s}'".format(
self.my_float, self.my_bool, self.my_string,
)
self.report({'INFO'}, message)
file = open(self.filepath, 'w')
file.write("Hello World " + context.object.name)
return {'FINISHED'}

def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}


# Only needed if you want to add into a dynamic menu.
def menu_func(self, context):
self.layout.operator(DialogOperator.bl_idname, text="Dialog Operator")
self.layout.operator_context = 'INVOKE_DEFAULT'
self.layout.operator(ExportSomeData.bl_idname, text="Text Export Operator")


# Register and add to the file selector (required to also use F3 search "Text Export Operator" for quick access)
bpy.utils.register_class(ExportSomeData)
bpy.types.TOPBAR_MT_file_export.append(menu_func)

# Register and add to the object menu (required to also use F3 search "Dialog Operator" for quick access)
bpy.utils.register_class(DialogOperator)
bpy.types.VIEW3D_MT_object.append(menu_func)

# Test call.
bpy.ops.object.dialog_operator('INVOKE_DEFAULT')
# test call
bpy.ops.export.some_data('INVOKE_DEFAULT')
47 changes: 16 additions & 31 deletions doc/python_api/examples/bpy.types.Operator.4.py
Original file line number Diff line number Diff line change
@@ -1,55 +1,40 @@
"""
Custom Drawing
++++++++++++++
Dialog Box
++++++++++
By default operator properties use an automatic user interface layout.
If you need more control you can create your own layout with a
:class:`Operator.draw` function.
This works like the :class:`Panel` and :class:`Menu` draw functions, its used
for dialogs and file selectors.
This operator uses its :class:`Operator.invoke` function to call a popup.
"""
import bpy


class CustomDrawOperator(bpy.types.Operator):
bl_idname = "object.custom_draw"
bl_label = "Simple Modal Operator"

filepath: bpy.props.StringProperty(subtype="FILE_PATH")
class DialogOperator(bpy.types.Operator):
bl_idname = "object.dialog_operator"
bl_label = "Simple Dialog Operator"

my_float: bpy.props.FloatProperty(name="Float")
my_float: bpy.props.FloatProperty(name="Some Floating Point")
my_bool: bpy.props.BoolProperty(name="Toggle Option")
my_string: bpy.props.StringProperty(name="String Value")

def execute(self, context):
print("Test", self)
message = "Popup Values: {:f}, {:d}, '{:s}'".format(
self.my_float, self.my_bool, self.my_string,
)
self.report({'INFO'}, message)
return {'FINISHED'}

def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)

def draw(self, context):
layout = self.layout
col = layout.column()
col.label(text="Custom Interface!")

row = col.row()
row.prop(self, "my_float")
row.prop(self, "my_bool")

col.prop(self, "my_string")


# Only needed if you want to add into a dynamic menu.
def menu_func(self, context):
self.layout.operator(CustomDrawOperator.bl_idname, text="Custom Draw Operator")
self.layout.operator(DialogOperator.bl_idname, text="Dialog Operator")


# Register and add to the object menu (required to also use F3 search "Custom Draw Operator" for quick access).
bpy.utils.register_class(CustomDrawOperator)
# Register and add to the object menu (required to also use F3 search "Dialog Operator" for quick access)
bpy.utils.register_class(DialogOperator)
bpy.types.VIEW3D_MT_object.append(menu_func)

# test call
bpy.ops.object.custom_draw('INVOKE_DEFAULT')
# Test call.
bpy.ops.object.dialog_operator('INVOKE_DEFAULT')
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