Shots are now timeline markers bound to a camera instead of sequencer scene strips, all in one scene. The Shot Viewer is a fixed panel in the WTD tab instead of a separate window: choosing a shot moves the playhead and puts the current 3D view in its camera. Adding a shot creates a marker and camera at the end of the scene, deleting removes the marker (and optionally the camera). Loop Shot is now off by default. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
364 lines
12 KiB
Python
364 lines
12 KiB
Python
import textwrap
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import bpy
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from .. import config, rename, shot_viewer, tools_ops
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from ..core import CheckContext, Severity, checks_for_context, contexts, runner
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from ..core.runner import Status
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from .operators import EXPANDED
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STATUS_ICONS = {
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Status.NOT_RUN: "DOT",
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Status.PASSED: "CHECKMARK",
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Status.INFO: "INFO",
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Status.WARNING: "ERROR",
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Status.ERROR: "CANCEL",
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Status.SKIPPED: "REMOVE",
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Status.CRASHED: "GHOST_ENABLED",
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}
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SEVERITY_ICONS = {
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Severity.INFO: "INFO",
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Severity.WARNING: "ERROR",
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Severity.ERROR: "CANCEL",
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}
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def _wrapped_label(layout, context, text, icon="NONE", margin=0):
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"""Label wrapped to the region width. ``margin`` is the room (in characters) taken by buttons."""
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char_width = 6.5 * context.preferences.system.ui_scale
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width = max(16, int(context.region.width / char_width) - 6 - margin)
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col = layout.column(align=True)
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for index, line in enumerate(textwrap.wrap(text, width) or [""]):
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col.label(text=line, icon=icon if index == 0 else "BLANK1")
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def draw_sanity_checks_panel(self, context):
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layout = self.layout
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scene = context.scene
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settings = scene.wtd_sanity
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report = runner.LAST_REPORT
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if report is not None and report.context_id != settings.context:
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report = None
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layout.prop(settings, "context", text="")
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if settings.context in contexts.ASSET:
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row = layout.row(align=True)
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row.prop(settings, "asset_name", text="Asset")
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if not settings.asset_name:
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guessed = CheckContext(scene, settings.context).asset_name
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row.label(text=guessed or "(from file name)")
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row = layout.row(align=True)
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row.scale_y = 1.4
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row.operator("wtd_sanity.run_checks", text="Run Checks", icon="PLAY")
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row.operator("wtd_sanity.fix_all", text="Fix All", icon="TOOL_SETTINGS")
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row.operator("wtd_sanity.write_report", text="", icon="TEXT")
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if settings.context == contexts.CHAR_MOD:
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layout.operator("wtd_sanity.export_char_reference", icon="EXPORT")
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if report is not None:
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counts = report.counts()
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row = layout.row()
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for status in (
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Status.PASSED,
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Status.WARNING,
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Status.ERROR,
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Status.SKIPPED,
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Status.CRASHED,
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):
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if counts[status]:
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row.label(text=str(counts[status]), icon=STATUS_ICONS[status])
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disabled = runner.disabled_check_ids(scene)
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box = None
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category = None
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for check in checks_for_context(settings.context):
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if check.category != category:
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category = check.category
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box = layout.box()
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box.label(text=category)
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_draw_check(box, context, check, report, check.id in disabled)
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def _draw_check(layout, context, check, report, disabled):
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result = report.results.get(check.id) if report else None
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status = result.status if result else Status.NOT_RUN
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expanded = check.id in EXPANDED
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row = layout.row(align=True)
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row.operator(
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"wtd_sanity.toggle_check",
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text="",
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emboss=False,
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icon="CHECKBOX_DEHLT" if disabled else "CHECKBOX_HLT",
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).check_id = check.id
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row.operator(
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"wtd_sanity.toggle_expand",
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text="",
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emboss=False,
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icon="DOWNARROW_HLT" if expanded else "RIGHTARROW",
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).check_id = check.id
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label_row = row.row(align=True)
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label_row.enabled = not disabled
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label_row.alert = status in {Status.ERROR, Status.CRASHED}
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count = f" ({len(result.issues)})" if result and result.issues else ""
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label_row.label(text=check.label + count, icon=STATUS_ICONS[status])
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buttons = row.row(align=True)
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if result and any(issue.id_name or issue.elements for issue in result.issues):
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buttons.operator(
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"wtd_sanity.select_issues", text="", icon="RESTRICT_SELECT_OFF"
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).check_id = check.id
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if result and result.failed and check.can_fix():
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buttons.operator(
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"wtd_sanity.fix_check", text="", icon="TOOL_SETTINGS"
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).check_id = check.id
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buttons.operator(
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"wtd_sanity.run_checks", text="", icon="FILE_REFRESH"
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).check_id = check.id
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if not expanded:
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return
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col = layout.column()
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col.separator(factor=0.3)
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_wrapped_label(col, context, check.description, icon="QUESTION")
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if result is None:
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return
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if result.message:
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_wrapped_label(
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col,
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context,
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result.message.strip().splitlines()[-1],
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icon=STATUS_ICONS[status],
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)
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for index, issue in enumerate(result.issues[: config.MAX_ISSUES_DRAWN]):
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severity = issue.severity or check.severity
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issue_row = col.row(align=True)
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selectable = bool(issue.id_name or issue.elements)
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_wrapped_label(
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issue_row,
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context,
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issue.message,
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icon=SEVERITY_ICONS[severity],
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margin=7 if selectable else 0,
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)
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if selectable:
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op = issue_row.operator(
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"wtd_sanity.select_issues",
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text="",
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icon="RESTRICT_SELECT_OFF",
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emboss=False,
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)
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op.check_id = check.id
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op.issue_index = index
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if check.editable_names:
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id_block = issue.get_id()
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if id_block is not None and id_block.library is None:
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col.prop(id_block, "name", text="", icon="BLANK1")
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hidden = len(result.issues) - config.MAX_ISSUES_DRAWN
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if hidden > 0:
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col.label(text=f"... {hidden} more (see Write Report)", icon="BLANK1")
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col.separator(factor=0.5)
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class _SanityPanel:
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bl_region_type = "UI"
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bl_category = "WTD"
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bl_label = "Sanity Check"
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bl_options = {"DEFAULT_CLOSED"} # panel starts collapsed
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def draw(self, context):
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draw_sanity_checks_panel(self, context)
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class _ToolsPanel:
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bl_region_type = "UI"
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bl_category = "WTD"
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bl_label = "Tools"
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def draw(self, context) -> None:
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layout = self.layout
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layout.operator(
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tools_ops.WTDGetOidForPath.bl_idname,
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text=tools_ops.WTDGetOidForPath.bl_label,
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)
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# Adds a separator line
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layout.separator()
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class _RenamePanel:
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bl_region_type = "UI"
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bl_category = "WTD"
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bl_label = "Rename"
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bl_options = {"DEFAULT_CLOSED"} # panel starts collapsed
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PREVIEW_COUNT = 10
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def draw(self, context) -> None:
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layout = self.layout
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settings = context.scene.wtd_rename
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layout.row().prop(settings, "target", expand=True)
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col = layout.column()
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col.use_property_split = True
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col.use_property_decorate = False
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col.prop(settings, "base_name")
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col.prop(settings, "prefix_mode")
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if settings.prefix_mode == "CUSTOM":
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col.prop(settings, "prefix_custom", text=" ")
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col.prop(settings, "side")
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col.prop(settings, "suffix_mode")
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if settings.suffix_mode == "CUSTOM":
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col.prop(settings, "suffix_custom", text=" ")
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col.prop(settings, "sort")
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if settings.target == "OBJECTS":
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col.prop(settings, "rename_data")
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plan, skipped = rename.plan_renames(context, settings)
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row = layout.row()
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row.scale_y = 1.4
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row.operator(
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rename.WTD_OT_batch_rename.bl_idname,
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text=f"Rename {len(plan)} Item(s)" if plan else "Rename",
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icon="SORTALPHA",
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)
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if not plan and not skipped:
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return
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box = layout.box()
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col = box.column(align=True)
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for id_block, name in plan[: self.PREVIEW_COUNT]:
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col.label(text=f"{id_block.name} → {name}")
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hidden = len(plan) - self.PREVIEW_COUNT
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if hidden > 0:
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col.label(text=f"... {hidden} more")
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for name in skipped:
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col.label(text=f"{name}: no base name, set a name", icon="ERROR")
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class WTD_UL_shots(bpy.types.UIList):
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"""Camera markers of the scene, in time order."""
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def draw_item(self, context, layout, data, item, icon, active_data, active_property, index=0, flt_flag=0):
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start, end = shot_viewer.shot_range(item)
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split = layout.split(factor=0.4)
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split.label(text=item.name, icon="MARKER_HLT")
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split = split.split(factor=0.6)
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split.label(text=item.camera.name)
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split.label(text=f"{start}-{end}")
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def filter_items(self, context, data, propname):
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markers = getattr(data, propname)
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ordered = [marker.as_pointer() for marker in shot_viewer.shots(data)]
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position = {pointer: index for index, pointer in enumerate(ordered)}
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flags = [self.bitflag_filter_item if marker.as_pointer() in position else 0 for marker in markers]
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if self.filter_name:
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by_name = bpy.types.UI_UL_list.filter_items_by_name(
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self.filter_name, self.bitflag_filter_item, markers, "name"
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)
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flags = [flag & name_flag for flag, name_flag in zip(flags, by_name)]
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# Shots in time order, the markers without camera after them.
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order = []
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hidden = len(ordered)
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for marker in markers:
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pointer = marker.as_pointer()
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if pointer in position:
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order.append(position[pointer])
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else:
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order.append(hidden)
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hidden += 1
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return flags, order
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class _ShotViewerPanel:
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bl_region_type = "UI"
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bl_category = "WTD"
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bl_label = "Shot Viewer"
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def draw(self, context) -> None:
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layout = self.layout
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settings = context.window_manager.wtd_shot_viewer
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scene = context.scene
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has_shots = bool(shot_viewer.shots(scene))
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row = layout.row(align=True)
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row.scale_y = 1.4
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row.enabled = has_shots
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row.operator(shot_viewer.WTD_OT_shot_viewer_step.bl_idname, text="Previous", icon="TRIA_LEFT").step = -1
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row.operator(shot_viewer.WTD_OT_shot_viewer_step.bl_idname, text="Next", icon="TRIA_RIGHT").step = 1
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row = layout.row()
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row.template_list("WTD_UL_shots", "", scene, "timeline_markers", settings, "shot_index", rows=5)
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col = row.column(align=True)
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col.operator(shot_viewer.WTD_OT_shot_viewer_new_shot.bl_idname, text="", icon="ADD")
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col.operator(shot_viewer.WTD_OT_shot_viewer_delete_shot.bl_idname, text="", icon="REMOVE")
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if not has_shots:
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layout.label(text="No camera marker yet: add a shot with +", icon="INFO")
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layout.prop(settings, "loop_shot")
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groups = shot_viewer.rig_groups(context.view_layer)
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if not groups:
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layout.label(text="No rig in the scene", icon="INFO")
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for label, rigs in groups.items():
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box = layout.box()
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box.label(text=label, icon="ARMATURE_DATA")
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col = box.column(align=True)
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for rig in rigs:
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col.operator(
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shot_viewer.WTD_OT_shot_viewer_select_rig.bl_idname,
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text=rig.name,
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depress=rig.select_get(),
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).name = rig.name
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class WTD_PT_sanity_view3d(_SanityPanel, bpy.types.Panel):
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bl_idname = "WTD_PT_sanity_view3d"
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bl_space_type = "VIEW_3D"
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class WTD_PT_tools_view3d(_ToolsPanel, bpy.types.Panel):
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bl_idname = "WTD_PT_tools_view3d"
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bl_space_type = "VIEW_3D"
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class WTD_PT_rename_view3d(_RenamePanel, bpy.types.Panel):
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bl_idname = "WTD_PT_rename_view3d"
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bl_space_type = "VIEW_3D"
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class WTD_PT_rename_node_editor(_RenamePanel, bpy.types.Panel):
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bl_idname = "WTD_PT_rename_node_editor"
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bl_space_type = "NODE_EDITOR"
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class WTD_PT_shot_viewer_view3d(_ShotViewerPanel, bpy.types.Panel):
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bl_idname = "WTD_PT_shot_viewer_view3d"
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bl_space_type = "VIEW_3D"
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class WTD_PT_sanity_sequencer(_SanityPanel, bpy.types.Panel):
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bl_idname = "WTD_PT_sanity_sequencer"
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bl_space_type = "SEQUENCE_EDITOR"
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classes = (
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WTD_UL_shots,
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WTD_PT_sanity_view3d,
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WTD_PT_tools_view3d,
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WTD_PT_shot_viewer_view3d,
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WTD_PT_rename_view3d,
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WTD_PT_rename_node_editor,
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WTD_PT_sanity_sequencer,
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)
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def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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def unregister():
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for cls in reversed(classes):
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bpy.utils.unregister_class(cls)
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