refactor
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ui/__init__.py
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30
ui/__init__.py
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# Import all UI functionality
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from .preview import *
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from .panels import (
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TEXT_TEXTURE_PT_panel,
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TEXT_TEXTURE_PT_panel_3d,
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TEXT_TEXTURE_PT_panel_properties,
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)
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# Menu functions for Blender integration
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def menu_func_node_editor(self, context):
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"""Add menu item to Node Editor's Add menu"""
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self.layout.operator("text_texture.generate", text="Text Texture", icon='IMAGE_DATA')
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def menu_func_view3d(self, context):
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"""Add menu item to 3D View's Add menu"""
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self.layout.operator("text_texture.generate", text="Text Texture", icon='IMAGE_DATA')
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def menu_func_image(self, context):
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"""Add menu item to Image Editor menu"""
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self.layout.operator("text_texture.generate", text="Text Texture", icon='IMAGE_DATA')
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# Export all UI functions
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__all__ = [
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'TEXT_TEXTURE_PT_panel',
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'TEXT_TEXTURE_PT_panel_3d',
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'TEXT_TEXTURE_PT_panel_properties',
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'menu_func_node_editor',
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'menu_func_view3d',
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'menu_func_image'
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]
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ui/__pycache__/__init__.cpython-311.pyc
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ui/__pycache__/__init__.cpython-311.pyc
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ui/__pycache__/panels.cpython-311.pyc
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ui/__pycache__/panels.cpython-311.pyc
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ui/panels.py
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ui/panels.py
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"""
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Text Texture Generator - UI Panels Module
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Contains all UI panel classes for different editor contexts.
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"""
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import bpy
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from bpy.types import Panel
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from ..core.generation_engine import generate_preview
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# ============================================================================
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# SHARED UI COMPONENTS
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# ============================================================================
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def draw_collapsible_header(layout, prop_name, text, icon='TRIA_DOWN'):
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"""Draw a collapsible section header with expand/collapse arrow"""
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props = bpy.context.scene.text_texture_props
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expanded = getattr(props, prop_name)
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box = layout.box()
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header_row = box.row()
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# Draw arrow icon and toggle expanded state
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arrow_icon = 'TRIA_DOWN' if expanded else 'TRIA_RIGHT'
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header_row.prop(props, prop_name, text="", icon=arrow_icon, emboss=False)
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header_row.label(text=text, icon=icon)
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return box if expanded else None
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def draw_text_input_section(layout, props):
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"""Draw the main text input field"""
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layout.prop(props, "text", text="")
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def draw_font_dropdown_section(layout, props):
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"""Draw basic font dropdown for top level"""
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row = layout.row(align=True)
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row.prop(props, "font_path", text="")
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row.operator("text_texture.refresh_fonts", text="", icon='FILE_REFRESH')
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def draw_generate_button(layout):
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"""Draw the main generate button"""
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row = layout.row()
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row.scale_y = 1.5
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row.operator("text_texture.generate", text="Generate Text Texture", icon='IMAGE_DATA')
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def draw_image_overlays_section(layout, props):
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"""Draw image overlays controls with collapsible individual overlays"""
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# Add overlay button
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row = layout.row()
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row.operator("text_texture.add_overlay", text="Add Image Overlay", icon='ADD')
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# Individual overlay controls
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if props.image_overlays:
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layout.separator()
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for i, overlay in enumerate(props.image_overlays):
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# Create collapsible box for each overlay
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box = layout.box()
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# Header row with controls
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header_row = box.row(align=True)
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# Enable/Disable checkbox with clear label
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header_row.prop(overlay, "enabled", text="", icon='CHECKBOX_HLT' if overlay.enabled else 'CHECKBOX_DEHLT')
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# Overlay name
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name_row = header_row.row()
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name_row.enabled = overlay.enabled # Gray out name if disabled
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name_row.prop(overlay, "name", text="")
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# Action buttons
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# Duplicate button
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dup_op = header_row.operator("text_texture.duplicate_overlay", text="", icon='DUPLICATE')
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dup_op.overlay_index = i
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# Delete button
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del_op = header_row.operator("text_texture.delete_overlay", text="", icon='TRASH')
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del_op.overlay_index = i
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# Move buttons for reordering
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if i > 0:
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move_up_op = header_row.operator("text_texture.move_overlay", text="", icon='TRIA_UP')
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move_up_op.overlay_index = i
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move_up_op.direction = 'UP'
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if i < len(props.image_overlays) - 1:
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move_down_op = header_row.operator("text_texture.move_overlay", text="", icon='TRIA_DOWN')
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move_down_op.overlay_index = i
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move_down_op.direction = 'DOWN'
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# Show details section with enable/disable state
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details_col = box.column()
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details_col.enabled = overlay.enabled # Gray out all controls if disabled
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# Status indicator
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if not overlay.enabled:
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status_row = details_col.row()
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status_row.label(text="⚠️ Overlay Disabled", icon='INFO')
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details_col.separator()
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# Image file selection
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details_col.prop(overlay, "image_path", text="Image File")
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# Positioning mode
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details_col.prop(overlay, "positioning_mode", text="Position Mode")
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if overlay.positioning_mode == 'ABSOLUTE':
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# Position controls for absolute mode
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pos_row = details_col.row(align=True)
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pos_row.prop(overlay, "x_position", text="X Position")
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pos_row.prop(overlay, "y_position", text="Y Position")
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elif overlay.positioning_mode in ['APPEND', 'PREPEND']:
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# Spacing controls for append/prepend modes with percentage labels
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details_col.prop(overlay, "text_spacing", text="Text Spacing (%)")
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details_col.prop(overlay, "image_spacing", text="Image Spacing (%)")
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# Transform controls
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trans_row = details_col.row(align=True)
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trans_row.prop(overlay, "scale", text="Scale")
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trans_row.prop(overlay, "rotation", text="Rotation")
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trans_row.prop(overlay, "z_index", text="Z-Level")
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def draw_positioning_section(layout, props):
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"""Draw positioning and alignment controls"""
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from ..utils.system import get_anchor_point_matrix
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# Dimensions moved here from top level
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layout.label(text="Dimensions:", icon='SETTINGS')
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row = layout.row(align=True)
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row.prop(props, "texture_width", text="Width")
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row.prop(props, "texture_height", text="Height")
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layout.separator()
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# Prepend/Append Text Section
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layout.label(text="Additional Text:", icon='TEXT')
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# Compact layout selector
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layout.prop(props, "prepend_append_layout", text="Layout")
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# Minimal prepend/append controls
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row = layout.row(align=True)
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row.prop(props, "prepend_text", text="Prepend")
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if props.prepend_text.strip():
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row.prop(props, "prepend_margin", text="", slider=True)
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row = layout.row(align=True)
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row.prop(props, "append_text", text="Append")
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if props.append_text.strip():
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row.prop(props, "append_margin", text="", slider=True)
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layout.separator()
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layout.prop(props, "position_mode", text="Mode")
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if props.position_mode == 'PRESET':
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layout.separator()
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layout.label(text="Anchor Point:", icon='ANCHOR_TOP')
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anchor_matrix = get_anchor_point_matrix()
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for row_idx, row in enumerate(anchor_matrix):
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grid_row = layout.row(align=True)
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grid_row.scale_y = 1.2
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for col_idx, anchor in enumerate(row):
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if anchor == props.anchor_point:
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op = grid_row.operator("text_texture.set_anchor_point", text="●", depress=True)
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else:
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op = grid_row.operator("text_texture.set_anchor_point", text="○")
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op.anchor_point = anchor
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# Margins
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layout.separator()
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margin_row = layout.row(align=True)
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margin_row.label(text="Margins:")
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margin_row.prop(props, "margins_linked", text="", icon='LINKED' if props.margins_linked else 'UNLINKED', toggle=True)
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margins_row = layout.row(align=True)
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margins_row.prop(props, "margin_x", text="X")
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if not props.margins_linked:
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margins_row.prop(props, "margin_y", text="Y")
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# Offsets
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layout.separator()
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layout.label(text="Fine-tune (pixels):")
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offset_row = layout.row(align=True)
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offset_row.prop(props, "offset_x", text="X")
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offset_row.prop(props, "offset_y", text="Y")
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else: # MANUAL mode
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layout.separator()
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layout.prop(props, "manual_position_unit", text="Unit")
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manual_row = layout.row(align=True)
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manual_row.prop(props, "manual_position_x", text="X")
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manual_row.prop(props, "manual_position_y", text="Y")
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layout.separator()
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layout.prop(props, "constrain_to_canvas")
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def draw_font_settings_section(layout, props):
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"""Draw extended font settings"""
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# Font size moved here from top level
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layout.prop(props, "font_size")
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layout.separator()
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layout.label(text="Font Selection:")
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# Default font dropdown moved here from top level
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row = layout.row(align=True)
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row.prop(props, "font_path", text="")
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row.operator("text_texture.refresh_fonts", text="", icon='FILE_REFRESH')
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layout.separator()
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# Custom font controls moved here from top level
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layout.prop(props, "use_custom_font")
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if props.use_custom_font:
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layout.prop(props, "custom_font_path", text="")
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layout.separator()
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row = layout.row(align=True)
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row.prop(props, "padding")
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row.prop(props, "text_align")
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def draw_colors_section(layout, props):
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"""Draw color controls for text and background"""
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layout.label(text="Text Color:", icon='COLOR')
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layout.prop(props, "text_color", text="")
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layout.separator()
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layout.label(text="Background Color:", icon='IMAGE_PLANE')
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layout.prop(props, "background_transparent")
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if not props.background_transparent:
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layout.prop(props, "background_color", text="")
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def draw_preview_options_section(layout, props):
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"""Draw preview options (preview-specific settings only)"""
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layout.prop(props, "preview_size", text="Preview Size")
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layout.separator()
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layout.label(text="Preview Background Display:", icon='SCENE')
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layout.prop(props, "preview_bg_type", text="Background")
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if props.preview_bg_type == 'color':
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layout.prop(props, "preview_bg_color", text="Preview Display Color")
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elif props.preview_bg_type == 'gradient':
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layout.prop(props, "preview_bg_color", text="Color 1")
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layout.prop(props, "preview_bg_color2", text="Color 2")
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def draw_presets_section(layout, props):
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"""Draw presets save/load controls"""
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# Save preset section
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save_row = layout.row(align=True)
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save_row.prop(props, "new_preset_name", text="", placeholder="Preset Name")
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save_row.operator("text_texture.save_preset", text="Save", icon='FILE_NEW')
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layout.separator()
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# Import/Export and refresh buttons
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backup_row = layout.row(align=True)
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backup_row.operator("text_texture.export_presets", text="Export Backup", icon='EXPORT')
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backup_row.operator("text_texture.import_presets", text="Import Backup", icon='IMPORT')
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utility_row = layout.row(align=True)
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utility_row.operator("text_texture.refresh_presets", text="Refresh", icon='FILE_REFRESH')
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utility_row.operator("text_texture.show_migration_report", text="Migration Report", icon='INFO')
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layout.separator()
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# Load presets section
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if props.presets:
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layout.label(text=f"📁 Saved Presets ({len(props.presets)}):", icon='PRESET')
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# Separate presets by source
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blend_presets = [p for p in props.presets if p.source == 'BLEND_FILE']
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persistent_presets = [p for p in props.presets if p.source == 'PERSISTENT_FILE']
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local_presets = [p for p in props.presets if p.source == 'LOCAL_FILE']
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# Show blend file presets first
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if blend_presets:
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layout.label(text="🎯 Blend File Presets (travel with file):", icon='FILE_BLEND')
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for preset in blend_presets:
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row = layout.row()
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load_btn = row.operator("text_texture.load_preset", text=f"📋 {preset.name}")
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load_btn.preset_name = preset.name
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# Quick overwrite button
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overwrite_btn = row.operator("text_texture.save_preset", text="", icon='FILE_REFRESH')
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overwrite_btn.overwrite = True
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# Set the preset name so it can be overwritten
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overwrite_btn.preset_name = preset.name
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delete_btn = row.operator("text_texture.delete_preset", text="", icon='TRASH')
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delete_btn.preset_name = preset.name
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# Show persistent presets second
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if persistent_presets:
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if blend_presets:
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layout.separator()
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layout.label(text="🛡️ Persistent Presets (survive addon updates):", icon='PREFERENCES')
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for preset in persistent_presets:
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row = layout.row()
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load_btn = row.operator("text_texture.load_preset", text=f"📋 {preset.name}")
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load_btn.preset_name = preset.name
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# Quick overwrite button
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overwrite_btn = row.operator("text_texture.save_preset", text="", icon='FILE_REFRESH')
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overwrite_btn.overwrite = True
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# Set the preset name so it can be overwritten
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overwrite_btn.preset_name = preset.name
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delete_btn = row.operator("text_texture.delete_preset", text="", icon='TRASH')
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delete_btn.preset_name = preset.name
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# Show local presets third
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if local_presets:
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if blend_presets or persistent_presets:
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layout.separator()
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layout.label(text="💻 Local Presets (this machine only):", icon='DISK_DRIVE')
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for preset in local_presets:
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row = layout.row()
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load_btn = row.operator("text_texture.load_preset", text=f"📋 {preset.name}")
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load_btn.preset_name = preset.name
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# Quick overwrite button
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overwrite_btn = row.operator("text_texture.save_preset", text="", icon='FILE_REFRESH')
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overwrite_btn.overwrite = True
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# Set the preset name so it can be overwritten
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overwrite_btn.preset_name = preset.name
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delete_btn = row.operator("text_texture.delete_preset", text="", icon='TRASH')
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delete_btn.preset_name = preset.name
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else:
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layout.label(text="📂 No presets saved yet", icon='INFO')
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layout.label(text="💡 Save your first preset above!", icon='LIGHT_DATA')
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layout.separator()
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info_box = layout.box()
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info_box.label(text="ℹ️ Presets are now saved in the blend file", icon='INFO')
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info_box.label(text="They will travel with your .blend file!")
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def draw_shader_section(layout, props):
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"""Draw shader generation controls"""
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# Create Shader Button (as requested)
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row = layout.row()
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row.scale_y = 1.5
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row.operator("text_texture.generate_shader", text="Create Shader", icon='MATERIAL')
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layout.separator()
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# Clean minimalist controls
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col = layout.column(align=True)
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col.prop(props, "shader_type", text="Type")
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# Show relevant options based on shader type
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if props.shader_type == 'PRINCIPLED':
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col.prop(props, "shader_connection", text="Connect")
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if props.shader_connection == 'EMISSION':
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col.prop(props, "emission_strength", text="Strength")
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elif props.shader_type == 'EMISSION':
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col.prop(props, "emission_strength", text="Strength")
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layout.separator()
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# Simple toggles
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col = layout.column(align=True)
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col.prop(props, "use_alpha", text="Use Alpha Channel")
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col.prop(props, "auto_assign_material", text="Auto-Assign to Object")
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# Clean status info
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if props.auto_assign_material:
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layout.separator()
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info_row = layout.row()
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info_row.scale_y = 0.8
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try:
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context = bpy.context
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if context and context.active_object and context.active_object.type in ['MESH', 'CURVE']:
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info_row.label(text=f"→ {context.active_object.name}", icon='CHECKMARK')
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else:
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info_row.label(text="Select mesh/curve object", icon='INFO')
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except:
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info_row.label(text="Select mesh/curve object", icon='INFO')
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def draw_shader_options_only(layout, props):
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"""Draw only shader options without the Create button - for collapsible section"""
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# Clean grid layout for shader options
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grid = layout.grid_flow(row_major=True, columns=2, align=True)
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grid.prop(props, "shader_type", text="Type")
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if props.shader_type == 'PRINCIPLED':
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grid.prop(props, "shader_connection", text="Connect")
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if props.shader_connection == 'EMISSION':
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grid.prop(props, "emission_strength", text="Strength")
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elif props.shader_type == 'EMISSION':
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grid.prop(props, "emission_strength", text="Strength")
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# Simple row for toggles
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layout.separator()
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row = layout.row(align=True)
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row.prop(props, "use_alpha", toggle=True)
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row.prop(props, "auto_assign_material", toggle=True)
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|
||||
# Shadow, reflection, and backfacing toggles
|
||||
row = layout.row(align=True)
|
||||
row.prop(props, "disable_shadows", toggle=True)
|
||||
row.prop(props, "disable_reflections", toggle=True)
|
||||
row.prop(props, "disable_backfacing", toggle=True)
|
||||
|
||||
def draw_normal_maps_section(layout, props):
|
||||
"""Draw normal map generation controls"""
|
||||
# Main toggle for normal map generation
|
||||
layout.prop(props, "generate_normal_map", text="Generate Normal Map", icon='TEXTURE')
|
||||
|
||||
# Show controls only if normal map generation is enabled
|
||||
if props.generate_normal_map:
|
||||
layout.separator()
|
||||
|
||||
# Normal map settings in a clean layout
|
||||
col = layout.column(align=True)
|
||||
col.prop(props, "normal_map_strength", text="Strength", slider=True)
|
||||
col.prop(props, "normal_map_blur_radius", text="Blur Radius", slider=True)
|
||||
|
||||
layout.separator()
|
||||
layout.prop(props, "normal_map_invert", text="Invert (Emboss ↔ Deboss)")
|
||||
|
||||
# Info box with usage tips
|
||||
layout.separator()
|
||||
info_box = layout.box()
|
||||
info_box.scale_y = 0.8
|
||||
info_box.label(text="💡 Normal maps add depth and detail", icon='INFO')
|
||||
info_box.label(text="• Higher strength = more pronounced effect")
|
||||
info_box.label(text="• Blur smooths sharp edges")
|
||||
info_box.label(text="• Invert changes raised/recessed effect")
|
||||
|
||||
def draw_text_fitting_section(layout, props):
|
||||
"""Draw text fitting controls"""
|
||||
# Main toggle for text fitting
|
||||
layout.prop(props, "enable_text_fitting", text="Enable Text Fitting", icon='FULLSCREEN_ENTER')
|
||||
|
||||
# Show controls only if text fitting is enabled
|
||||
if props.enable_text_fitting:
|
||||
layout.separator()
|
||||
|
||||
# Fitting mode selection
|
||||
layout.prop(props, "text_fitting_mode", text="Fitting Mode")
|
||||
|
||||
layout.separator()
|
||||
|
||||
# Margin setting
|
||||
layout.prop(props, "text_fitting_margin", text="Margin", slider=True)
|
||||
|
||||
layout.separator()
|
||||
|
||||
# Font size limits
|
||||
col = layout.column(align=True)
|
||||
col.label(text="Font Size Limits:", icon='RESTRICT_SELECT_ON')
|
||||
row = col.row(align=True)
|
||||
row.prop(props, "min_font_size", text="Min")
|
||||
row.prop(props, "max_font_size", text="Max")
|
||||
|
||||
# Info box with usage tips
|
||||
layout.separator()
|
||||
info_box = layout.box()
|
||||
info_box.scale_y = 0.8
|
||||
info_box.label(text="💡 Text fitting automatically sizes text", icon='INFO')
|
||||
|
||||
if props.text_fitting_mode == 'FIT_WIDTH':
|
||||
info_box.label(text="• Fits text width to canvas width")
|
||||
elif props.text_fitting_mode == 'FIT_HEIGHT':
|
||||
info_box.label(text="• Fits text height to canvas height")
|
||||
elif props.text_fitting_mode == 'FIT_BOTH':
|
||||
info_box.label(text="• Fits both width and height (may distort)")
|
||||
elif props.text_fitting_mode == 'FIT_CONTAIN':
|
||||
info_box.label(text="• Fits entirely within canvas (preserves ratio)")
|
||||
|
||||
info_box.label(text="• Respects min/max font size limits")
|
||||
|
||||
def draw_multiline_section(layout, props):
|
||||
"""Draw multiline text controls"""
|
||||
# Main toggle for multiline text
|
||||
layout.prop(props, "enable_multiline", text="Enable Multiline", icon='TEXT')
|
||||
|
||||
# Show controls only if multiline is enabled
|
||||
if props.enable_multiline:
|
||||
layout.separator()
|
||||
|
||||
# Line height and alignment settings
|
||||
col = layout.column(align=True)
|
||||
col.prop(props, "line_height", text="Line Height", slider=True)
|
||||
col.prop(props, "text_alignment", text="Alignment")
|
||||
|
||||
layout.separator()
|
||||
|
||||
# Auto wrap settings
|
||||
layout.prop(props, "auto_wrap", text="Auto Wrap")
|
||||
if props.auto_wrap:
|
||||
layout.prop(props, "wrap_width", text="Wrap Width (0 = texture width)")
|
||||
|
||||
layout.separator()
|
||||
|
||||
# Line limits and spacing
|
||||
col = layout.column(align=True)
|
||||
col.prop(props, "max_lines", text="Max Lines (0 = unlimited)")
|
||||
col.prop(props, "line_spacing_pixels", text="Line Spacing (px)")
|
||||
|
||||
# Info box with usage tips
|
||||
layout.separator()
|
||||
info_box = layout.box()
|
||||
info_box.scale_y = 0.8
|
||||
info_box.label(text="💡 Multiline text supports:", icon='INFO')
|
||||
info_box.label(text="• Use \\n for manual line breaks")
|
||||
info_box.label(text="• Auto-wrap fits text to width")
|
||||
info_box.label(text="• Alignment works per line")
|
||||
info_box.label(text="• Line height controls spacing")
|
||||
|
||||
def draw_stroke_section(layout, props):
|
||||
"""Draw stroke and outline controls"""
|
||||
# Main toggle for stroke
|
||||
layout.prop(props, "enable_stroke", text="Enable Stroke", icon='MOD_OUTLINE')
|
||||
|
||||
# Show controls only if stroke is enabled
|
||||
if props.enable_stroke:
|
||||
layout.separator()
|
||||
|
||||
# Stroke width and color
|
||||
col = layout.column(align=True)
|
||||
col.prop(props, "stroke_width", text="Width", slider=True)
|
||||
col.prop(props, "stroke_color", text="Color")
|
||||
|
||||
layout.separator()
|
||||
|
||||
# Stroke position
|
||||
layout.prop(props, "stroke_position", text="Position")
|
||||
|
||||
# Info box with usage tips
|
||||
layout.separator()
|
||||
info_box = layout.box()
|
||||
info_box.scale_y = 0.8
|
||||
info_box.label(text="💡 Stroke adds outline to text:", icon='INFO')
|
||||
|
||||
if props.stroke_position == 'OUTER':
|
||||
info_box.label(text="• Outer: Expands text bounds outward")
|
||||
elif props.stroke_position == 'INNER':
|
||||
info_box.label(text="• Inner: Shrinks text, stroke inside")
|
||||
elif props.stroke_position == 'CENTER':
|
||||
info_box.label(text="• Center: Stroke on text edge")
|
||||
|
||||
info_box.label(text="• Width 0 = no stroke")
|
||||
info_box.label(text="• Works with multiline text")
|
||||
|
||||
def draw_shadow_glow_section(layout, props):
|
||||
"""Draw shadow and glow effects controls"""
|
||||
# Drop shadow section
|
||||
layout.prop(props, "enable_shadow", text="Enable Drop Shadow", icon='SHADERFX')
|
||||
|
||||
if props.enable_shadow:
|
||||
layout.separator()
|
||||
|
||||
# Shadow offset controls in a row
|
||||
offset_row = layout.row(align=True)
|
||||
offset_row.prop(props, "shadow_offset_x", text="X Offset")
|
||||
offset_row.prop(props, "shadow_offset_y", text="Y Offset")
|
||||
|
||||
# Shadow properties
|
||||
col = layout.column(align=True)
|
||||
col.prop(props, "shadow_blur", text="Shadow Blur", slider=True)
|
||||
col.prop(props, "shadow_spread", text="Shadow Spread", slider=True)
|
||||
col.prop(props, "shadow_color", text="Shadow Color")
|
||||
|
||||
layout.separator()
|
||||
|
||||
# Glow section
|
||||
layout.prop(props, "enable_glow", text="Enable Glow", icon='LIGHT_SUN')
|
||||
|
||||
if props.enable_glow:
|
||||
layout.separator()
|
||||
|
||||
# Glow properties
|
||||
col = layout.column(align=True)
|
||||
col.prop(props, "glow_blur", text="Glow Blur", slider=True)
|
||||
col.prop(props, "glow_color", text="Glow Color")
|
||||
|
||||
# Info box with usage tips
|
||||
if props.enable_shadow or props.enable_glow:
|
||||
layout.separator()
|
||||
info_box = layout.box()
|
||||
info_box.scale_y = 0.8
|
||||
info_box.label(text="💡 Shadow & Glow effects:", icon='INFO')
|
||||
|
||||
if props.enable_shadow:
|
||||
info_box.label(text="• Drop shadow: offset + blur for depth")
|
||||
if props.enable_glow:
|
||||
info_box.label(text="• Glow: blur without offset for aura effect")
|
||||
|
||||
info_box.label(text="• Higher blur = softer effect")
|
||||
info_box.label(text="• Alpha controls effect intensity")
|
||||
|
||||
def draw_blur_section(layout, props):
|
||||
"""Draw blur effects controls"""
|
||||
# Main toggle for blur
|
||||
layout.prop(props, "enable_blur", text="Enable Blur", icon='MOD_SMOOTH')
|
||||
|
||||
# Show controls only if blur is enabled
|
||||
if props.enable_blur:
|
||||
layout.separator()
|
||||
|
||||
# Blur radius setting
|
||||
layout.prop(props, "blur_radius", text="Blur Radius", slider=True)
|
||||
|
||||
# Info box with usage tips
|
||||
layout.separator()
|
||||
info_box = layout.box()
|
||||
info_box.scale_y = 0.8
|
||||
info_box.label(text="💡 Blur effect softens text edges:", icon='INFO')
|
||||
info_box.label(text="• Applied to main text content only")
|
||||
info_box.label(text="• Higher radius = softer/more blurred")
|
||||
info_box.label(text="• Works with all other effects")
|
||||
info_box.label(text="• Radius 0 = no blur effect")
|
||||
|
||||
|
||||
# ============================================================================
|
||||
# UI PANELS
|
||||
# ============================================================================
|
||||
|
||||
class TEXT_TEXTURE_PT_panel(Panel):
|
||||
"""Main Panel in Shader Editor"""
|
||||
bl_label = "Text Texture Generator"
|
||||
bl_idname = "TEXT_TEXTURE_PT_panel"
|
||||
bl_space_type = 'NODE_EDITOR'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = "Tool"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
# DEBUG: Log poll method calls
|
||||
print(f"[TTG DEBUG] Panel poll called - space_data: {context.space_data}")
|
||||
print(f"[TTG DEBUG] space_data.type: {context.space_data.type if context.space_data else 'None'}")
|
||||
if hasattr(context.space_data, 'tree_type'):
|
||||
print(f"[TTG DEBUG] tree_type: {context.space_data.tree_type}")
|
||||
else:
|
||||
print("[TTG DEBUG] No tree_type attribute")
|
||||
|
||||
# More permissive poll condition to ensure panel shows up
|
||||
if context.space_data.type == 'NODE_EDITOR':
|
||||
if hasattr(context.space_data, 'tree_type'):
|
||||
result = context.space_data.tree_type == 'ShaderNodeTree'
|
||||
print(f"[TTG DEBUG] Poll result: {result}")
|
||||
return result
|
||||
else:
|
||||
# Allow panel even without tree_type (sometimes happens)
|
||||
print("[TTG DEBUG] Poll result: True (no tree_type but NODE_EDITOR)")
|
||||
return True
|
||||
|
||||
print("[TTG DEBUG] Poll result: False (not NODE_EDITOR)")
|
||||
return False
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
props = context.scene.text_texture_props
|
||||
|
||||
# TOP LEVEL - Always Visible Controls
|
||||
|
||||
# Text Input
|
||||
box = layout.box()
|
||||
box.label(text="Text:", icon='TEXT')
|
||||
draw_text_input_section(box, props)
|
||||
|
||||
|
||||
# Generate Button
|
||||
layout.separator(factor=0.5)
|
||||
draw_generate_button(layout)
|
||||
|
||||
# CREATE SHADER BUTTON AT TOP LEVEL - AS REQUESTED
|
||||
layout.separator(factor=0.5)
|
||||
create_shader_row = layout.row()
|
||||
create_shader_row.scale_y = 1.5
|
||||
create_shader_row.operator("text_texture.generate_shader", text="Create Shader", icon='MATERIAL')
|
||||
|
||||
# Preview Button at top level
|
||||
layout.separator(factor=0.5)
|
||||
preview_row = layout.row()
|
||||
preview_row.scale_y = 1.5
|
||||
preview_row.operator("text_texture.view_preview_zoom", text="Open Preview Window", icon='WINDOW')
|
||||
|
||||
layout.separator(factor=1.2)
|
||||
|
||||
# COLLAPSIBLE SECTIONS
|
||||
|
||||
# Multiline Section (collapsed by default)
|
||||
multiline_section = draw_collapsible_header(layout, "expand_multiline", "Multiline Text", 'TEXT')
|
||||
if multiline_section:
|
||||
draw_multiline_section(multiline_section, props)
|
||||
|
||||
# Shader Section (collapsed by default) - ONLY OPTIONS, NOT THE BUTTON
|
||||
shader_section = draw_collapsible_header(layout, "expand_shader", "Shader Options", 'SETTINGS')
|
||||
if shader_section:
|
||||
draw_shader_options_only(shader_section, props)
|
||||
|
||||
# Image Overlays Section (collapsed by default)
|
||||
overlay_section = draw_collapsible_header(layout, "expand_image_overlays", "Image Overlays", 'IMAGE_DATA')
|
||||
if overlay_section:
|
||||
draw_image_overlays_section(overlay_section, props)
|
||||
|
||||
# Positioning & Layout Section (collapsed by default)
|
||||
position_section = draw_collapsible_header(layout, "expand_positioning", "Positioning & Layout", 'ANCHOR_CENTER')
|
||||
if position_section:
|
||||
draw_positioning_section(position_section, props)
|
||||
|
||||
# Font Settings Section (collapsed by default)
|
||||
font_section = draw_collapsible_header(layout, "expand_font_settings", "Font Settings", 'FONT_DATA')
|
||||
if font_section:
|
||||
draw_font_settings_section(font_section, props)
|
||||
|
||||
# Text Fitting Section (collapsed by default)
|
||||
text_fitting_section = draw_collapsible_header(layout, "expand_text_fitting", "Text Fitting", 'FULLSCREEN_ENTER')
|
||||
if text_fitting_section:
|
||||
draw_text_fitting_section(text_fitting_section, props)
|
||||
|
||||
# Stroke Section (collapsed by default)
|
||||
stroke_section = draw_collapsible_header(layout, "expand_stroke", "Stroke & Outlines", 'MOD_OUTLINE')
|
||||
if stroke_section:
|
||||
draw_stroke_section(stroke_section, props)
|
||||
|
||||
# Shadow & Glow Section (collapsed by default)
|
||||
shadow_glow_section = draw_collapsible_header(layout, "expand_shadow_glow", "Shadow & Glow Effects", 'SHADERFX')
|
||||
if shadow_glow_section:
|
||||
draw_shadow_glow_section(shadow_glow_section, props)
|
||||
|
||||
# Blur Section (collapsed by default)
|
||||
blur_section = draw_collapsible_header(layout, "expand_blur", "Blur Effects", 'MOD_SMOOTH')
|
||||
if blur_section:
|
||||
draw_blur_section(blur_section, props)
|
||||
|
||||
# Normal Maps Section (collapsed by default)
|
||||
normal_maps_section = draw_collapsible_header(layout, "expand_normal_maps", "Normal Maps", 'TEXTURE')
|
||||
if normal_maps_section:
|
||||
draw_normal_maps_section(normal_maps_section, props)
|
||||
|
||||
# Colors Section (collapsed by default)
|
||||
colors_section = draw_collapsible_header(layout, "expand_colors", "Colors", 'COLOR')
|
||||
if colors_section:
|
||||
draw_colors_section(colors_section, props)
|
||||
|
||||
# Presets Section (collapsed by default)
|
||||
presets_section = draw_collapsible_header(layout, "expand_presets", "Presets", 'PRESET')
|
||||
if presets_section:
|
||||
draw_presets_section(presets_section, props)
|
||||
|
||||
class TEXT_TEXTURE_PT_panel_3d(Panel):
|
||||
"""3D View Panel - Access from sidebar (N key)"""
|
||||
bl_label = "Text Texture Generator"
|
||||
bl_idname = "TEXT_TEXTURE_PT_panel_3d"
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = "Tool"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
props = context.scene.text_texture_props
|
||||
|
||||
# TOP LEVEL - Always Visible Controls
|
||||
|
||||
# Text Input
|
||||
box = layout.box()
|
||||
box.label(text="Text:", icon='TEXT')
|
||||
draw_text_input_section(box, props)
|
||||
|
||||
|
||||
# Generate Button
|
||||
layout.separator(factor=0.5)
|
||||
draw_generate_button(layout)
|
||||
|
||||
# CREATE SHADER BUTTON AT TOP LEVEL - AS REQUESTED
|
||||
layout.separator(factor=0.5)
|
||||
create_shader_row = layout.row()
|
||||
create_shader_row.scale_y = 1.5
|
||||
create_shader_row.operator("text_texture.generate_shader", text="Create Shader", icon='MATERIAL')
|
||||
|
||||
# Preview Button at top level
|
||||
layout.separator(factor=0.5)
|
||||
preview_row = layout.row()
|
||||
preview_row.scale_y = 1.5
|
||||
preview_row.operator("text_texture.view_preview_zoom", text="Open Preview Window", icon='WINDOW')
|
||||
|
||||
layout.separator(factor=1.2)
|
||||
|
||||
# COLLAPSIBLE SECTIONS
|
||||
|
||||
# Multiline Section (collapsed by default)
|
||||
multiline_section = draw_collapsible_header(layout, "expand_multiline", "Multiline Text", 'TEXT')
|
||||
if multiline_section:
|
||||
draw_multiline_section(multiline_section, props)
|
||||
|
||||
# Shader Section (collapsed by default) - ONLY OPTIONS, NOT THE BUTTON
|
||||
shader_section = draw_collapsible_header(layout, "expand_shader", "Shader Options", 'SETTINGS')
|
||||
if shader_section:
|
||||
draw_shader_options_only(shader_section, props)
|
||||
|
||||
# Image Overlays Section (collapsed by default)
|
||||
overlay_section = draw_collapsible_header(layout, "expand_image_overlays", "Image Overlays", 'IMAGE_DATA')
|
||||
if overlay_section:
|
||||
draw_image_overlays_section(overlay_section, props)
|
||||
|
||||
# Positioning & Layout Section (collapsed by default)
|
||||
position_section = draw_collapsible_header(layout, "expand_positioning", "Positioning & Layout", 'ANCHOR_CENTER')
|
||||
if position_section:
|
||||
draw_positioning_section(position_section, props)
|
||||
|
||||
# Font Settings Section (collapsed by default)
|
||||
font_section = draw_collapsible_header(layout, "expand_font_settings", "Font Settings", 'FONT_DATA')
|
||||
if font_section:
|
||||
draw_font_settings_section(font_section, props)
|
||||
|
||||
# Text Fitting Section (collapsed by default)
|
||||
text_fitting_section = draw_collapsible_header(layout, "expand_text_fitting", "Text Fitting", 'FULLSCREEN_ENTER')
|
||||
if text_fitting_section:
|
||||
draw_text_fitting_section(text_fitting_section, props)
|
||||
|
||||
# Stroke Section (collapsed by default)
|
||||
stroke_section = draw_collapsible_header(layout, "expand_stroke", "Stroke & Outlines", 'MOD_OUTLINE')
|
||||
if stroke_section:
|
||||
draw_stroke_section(stroke_section, props)
|
||||
|
||||
# Shadow & Glow Section (collapsed by default)
|
||||
shadow_glow_section = draw_collapsible_header(layout, "expand_shadow_glow", "Shadow & Glow Effects", 'SHADERFX')
|
||||
if shadow_glow_section:
|
||||
draw_shadow_glow_section(shadow_glow_section, props)
|
||||
|
||||
# Tiling Section removed - feature was removed from addon
|
||||
|
||||
# Blur Section (collapsed by default)
|
||||
blur_section = draw_collapsible_header(layout, "expand_blur", "Blur Effects", 'MOD_SMOOTH')
|
||||
if blur_section:
|
||||
draw_blur_section(blur_section, props)
|
||||
|
||||
# Batch Processing Section removed - feature was removed from addon
|
||||
|
||||
# Normal Maps Section (collapsed by default)
|
||||
normal_maps_section = draw_collapsible_header(layout, "expand_normal_maps", "Normal Maps", 'TEXTURE')
|
||||
if normal_maps_section:
|
||||
draw_normal_maps_section(normal_maps_section, props)
|
||||
|
||||
# Colors Section (collapsed by default)
|
||||
colors_section = draw_collapsible_header(layout, "expand_colors", "Colors", 'COLOR')
|
||||
if colors_section:
|
||||
draw_colors_section(colors_section, props)
|
||||
|
||||
# Presets Section (collapsed by default)
|
||||
presets_section = draw_collapsible_header(layout, "expand_presets", "Presets", 'PRESET')
|
||||
if presets_section:
|
||||
draw_presets_section(presets_section, props)
|
||||
|
||||
class TEXT_TEXTURE_PT_panel_properties(Panel):
|
||||
"""Properties Panel"""
|
||||
bl_label = "Text Texture Generator"
|
||||
bl_idname = "TEXT_TEXTURE_PT_panel_properties"
|
||||
bl_space_type = 'PROPERTIES'
|
||||
bl_region_type = 'WINDOW'
|
||||
bl_context = "material"
|
||||
bl_category = "Tool"
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
props = context.scene.text_texture_props
|
||||
|
||||
# TOP LEVEL - Always Visible Controls
|
||||
|
||||
# Text Input
|
||||
box = layout.box()
|
||||
box.label(text="Text:", icon='TEXT')
|
||||
draw_text_input_section(box, props)
|
||||
|
||||
|
||||
# Generate Button
|
||||
layout.separator(factor=0.5)
|
||||
draw_generate_button(layout)
|
||||
|
||||
# Preview Button at top level
|
||||
layout.separator(factor=0.5)
|
||||
preview_row = layout.row()
|
||||
preview_row.scale_y = 1.5
|
||||
preview_row.operator("text_texture.view_preview_zoom", text="Open Preview Window", icon='WINDOW')
|
||||
|
||||
layout.separator(factor=1.2)
|
||||
|
||||
# COLLAPSIBLE SECTIONS
|
||||
|
||||
# Multiline Section (collapsed by default)
|
||||
multiline_section = draw_collapsible_header(layout, "expand_multiline", "Multiline Text", 'TEXT')
|
||||
if multiline_section:
|
||||
draw_multiline_section(multiline_section, props)
|
||||
|
||||
# Image Overlays Section (collapsed by default)
|
||||
overlay_section = draw_collapsible_header(layout, "expand_image_overlays", "Image Overlays", 'IMAGE_DATA')
|
||||
if overlay_section:
|
||||
draw_image_overlays_section(overlay_section, props)
|
||||
|
||||
# Positioning & Layout Section (collapsed by default)
|
||||
position_section = draw_collapsible_header(layout, "expand_positioning", "Positioning & Layout", 'ANCHOR_CENTER')
|
||||
if position_section:
|
||||
draw_positioning_section(position_section, props)
|
||||
|
||||
# Font Settings Section (collapsed by default)
|
||||
font_section = draw_collapsible_header(layout, "expand_font_settings", "Font Settings", 'FONT_DATA')
|
||||
if font_section:
|
||||
draw_font_settings_section(font_section, props)
|
||||
|
||||
# Text Fitting Section (collapsed by default)
|
||||
text_fitting_section = draw_collapsible_header(layout, "expand_text_fitting", "Text Fitting", 'FULLSCREEN_ENTER')
|
||||
if text_fitting_section:
|
||||
draw_text_fitting_section(text_fitting_section, props)
|
||||
|
||||
# Stroke Section (collapsed by default)
|
||||
stroke_section = draw_collapsible_header(layout, "expand_stroke", "Stroke & Outlines", 'MOD_OUTLINE')
|
||||
if stroke_section:
|
||||
draw_stroke_section(stroke_section, props)
|
||||
|
||||
# Shadow & Glow Section (collapsed by default)
|
||||
shadow_glow_section = draw_collapsible_header(layout, "expand_shadow_glow", "Shadow & Glow Effects", 'SHADERFX')
|
||||
if shadow_glow_section:
|
||||
draw_shadow_glow_section(shadow_glow_section, props)
|
||||
|
||||
# Tiling Section removed - feature was removed from addon
|
||||
|
||||
# Blur Section (collapsed by default)
|
||||
blur_section = draw_collapsible_header(layout, "expand_blur", "Blur Effects", 'MOD_SMOOTH')
|
||||
if blur_section:
|
||||
draw_blur_section(blur_section, props)
|
||||
|
||||
# Batch Processing Section removed - feature was removed from addon
|
||||
|
||||
# Normal Maps Section (collapsed by default)
|
||||
normal_maps_section = draw_collapsible_header(layout, "expand_normal_maps", "Normal Maps", 'TEXTURE')
|
||||
if normal_maps_section:
|
||||
draw_normal_maps_section(normal_maps_section, props)
|
||||
|
||||
# Colors Section (collapsed by default)
|
||||
colors_section = draw_collapsible_header(layout, "expand_colors", "Colors", 'COLOR')
|
||||
if colors_section:
|
||||
draw_colors_section(colors_section, props)
|
||||
|
||||
# Presets Section (collapsed by default)
|
||||
presets_section = draw_collapsible_header(layout, "expand_presets", "Presets", 'PRESET')
|
||||
if presets_section:
|
||||
draw_presets_section(presets_section, props)
|
||||
153
ui/preview.py
Normal file
153
ui/preview.py
Normal file
@@ -0,0 +1,153 @@
|
||||
# Font validation and preview functionality
|
||||
import bpy
|
||||
import os
|
||||
import platform
|
||||
from PIL import Image, ImageDraw, ImageFont
|
||||
|
||||
def test_font_mixed_case_support(font_path):
|
||||
"""
|
||||
Test if a font properly supports mixed case rendering.
|
||||
Returns True if the font supports mixed case, False if it only renders uppercase.
|
||||
"""
|
||||
try:
|
||||
# Test string with mixed case
|
||||
test_text = "AaBbCc"
|
||||
|
||||
# Create a test image to render the font
|
||||
test_size = (200, 100)
|
||||
test_image = Image.new('RGBA', test_size, (0, 0, 0, 0))
|
||||
draw = ImageDraw.Draw(test_image)
|
||||
|
||||
# Try to load the font
|
||||
try:
|
||||
font = ImageFont.truetype(font_path, 24)
|
||||
except (OSError, IOError):
|
||||
print(f"Text Texture Generator: Could not load font for testing: {font_path}")
|
||||
return False
|
||||
|
||||
# Render the test text
|
||||
draw.text((10, 10), test_text, font=font, fill=(255, 255, 255, 255))
|
||||
|
||||
# Get the rendered pixels
|
||||
pixels = list(test_image.getdata())
|
||||
|
||||
# Create another image with uppercase version
|
||||
test_image_upper = Image.new('RGBA', test_size, (0, 0, 0, 0))
|
||||
draw_upper = ImageDraw.Draw(test_image_upper)
|
||||
draw_upper.text((10, 10), test_text.upper(), font=font, fill=(255, 255, 255, 255))
|
||||
|
||||
pixels_upper = list(test_image_upper.getdata())
|
||||
|
||||
# Compare the two renderings - if they're identical, the font only supports uppercase
|
||||
if pixels == pixels_upper:
|
||||
print(f"Text Texture Generator: Font only supports uppercase rendering: {os.path.basename(font_path)}")
|
||||
return False
|
||||
else:
|
||||
print(f"Text Texture Generator: Font supports mixed case rendering: {os.path.basename(font_path)}")
|
||||
return True
|
||||
|
||||
except Exception as e:
|
||||
print(f"Text Texture Generator: Error testing font mixed case support: {str(e)}")
|
||||
return False
|
||||
|
||||
def get_validated_font(font_path, fallback_fonts=None):
|
||||
"""
|
||||
Get a validated font that supports mixed case rendering.
|
||||
Returns the original font path if valid, otherwise returns a fallback font.
|
||||
"""
|
||||
if not font_path or not os.path.exists(font_path):
|
||||
print(f"Text Texture Generator: Font file not found: {font_path}")
|
||||
return get_system_fallback_fonts()[0] if get_system_fallback_fonts() else None
|
||||
|
||||
# Test if the font supports mixed case
|
||||
if test_font_mixed_case_support(font_path):
|
||||
return font_path
|
||||
else:
|
||||
print(f"Text Texture Generator: Font does not support mixed case, using fallback: {font_path}")
|
||||
|
||||
# Try fallback fonts if provided
|
||||
if fallback_fonts:
|
||||
for fallback_font in fallback_fonts:
|
||||
if os.path.exists(fallback_font) and test_font_mixed_case_support(fallback_font):
|
||||
print(f"Text Texture Generator: Using fallback font: {fallback_font}")
|
||||
return fallback_font
|
||||
|
||||
# Use system fallback fonts
|
||||
system_fallbacks = get_system_fallback_fonts()
|
||||
for fallback_font in system_fallbacks:
|
||||
if test_font_mixed_case_support(fallback_font):
|
||||
print(f"Text Texture Generator: Using system fallback font: {fallback_font}")
|
||||
return fallback_font
|
||||
|
||||
# If no valid font found, return the original (better than nothing)
|
||||
print("Text Texture Generator: Warning - No valid mixed case font found, using original")
|
||||
return font_path
|
||||
|
||||
def get_system_fallback_fonts():
|
||||
"""
|
||||
Get a list of system fallback fonts based on the operating system.
|
||||
Returns a list of font paths that are likely to be available.
|
||||
"""
|
||||
system = platform.system()
|
||||
fallback_fonts = []
|
||||
|
||||
if system == "Windows":
|
||||
windows_fonts = [
|
||||
"C:/Windows/Fonts/arial.ttf",
|
||||
"C:/Windows/Fonts/calibri.ttf",
|
||||
"C:/Windows/Fonts/verdana.ttf",
|
||||
"C:/Windows/Fonts/tahoma.ttf",
|
||||
"C:/Windows/Fonts/segoeui.ttf",
|
||||
"C:/Windows/Fonts/times.ttf"
|
||||
]
|
||||
fallback_fonts.extend([f for f in windows_fonts if os.path.exists(f)])
|
||||
|
||||
elif system == "Darwin": # macOS
|
||||
macos_fonts = [
|
||||
"/System/Library/Fonts/Helvetica.ttc",
|
||||
"/System/Library/Fonts/Arial.ttf",
|
||||
"/System/Library/Fonts/Times.ttc",
|
||||
"/System/Library/Fonts/Verdana.ttf",
|
||||
"/Library/Fonts/Arial.ttf",
|
||||
"/System/Library/Fonts/Courier.dfont"
|
||||
]
|
||||
fallback_fonts.extend([f for f in macos_fonts if os.path.exists(f)])
|
||||
|
||||
elif system == "Linux":
|
||||
linux_fonts = [
|
||||
"/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf",
|
||||
"/usr/share/fonts/truetype/liberation/LiberationSans-Regular.ttf",
|
||||
"/usr/share/fonts/truetype/ubuntu/Ubuntu-R.ttf",
|
||||
"/usr/share/fonts/truetype/noto/NotoSans-Regular.ttf",
|
||||
"/usr/share/fonts/TTF/arial.ttf",
|
||||
"/usr/share/fonts/truetype/ttf-bitstream-vera/Vera.ttf"
|
||||
]
|
||||
fallback_fonts.extend([f for f in linux_fonts if os.path.exists(f)])
|
||||
|
||||
# Also check common font directories
|
||||
common_directories = [
|
||||
"/usr/share/fonts",
|
||||
"/usr/local/share/fonts",
|
||||
os.path.expanduser("~/.fonts"),
|
||||
os.path.expanduser("~/Library/Fonts")
|
||||
]
|
||||
|
||||
for font_dir in common_directories:
|
||||
if os.path.exists(font_dir):
|
||||
for root, dirs, files in os.walk(font_dir):
|
||||
for file in files:
|
||||
if file.lower().endswith(('.ttf', '.otf')):
|
||||
font_path = os.path.join(root, file)
|
||||
if font_path not in fallback_fonts:
|
||||
fallback_fonts.append(font_path)
|
||||
# Limit the number of fallback fonts to prevent excessive scanning
|
||||
if len(fallback_fonts) >= 20:
|
||||
break
|
||||
if len(fallback_fonts) >= 20:
|
||||
break
|
||||
|
||||
print(f"Text Texture Generator: Found {len(fallback_fonts)} system fallback fonts")
|
||||
for i, font in enumerate(fallback_fonts[:5]): # Log first 5 fonts
|
||||
print(f"Text Texture Generator: Fallback font {i+1}: {font}")
|
||||
|
||||
return fallback_fonts
|
||||
Reference in New Issue
Block a user