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functions_json.py
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functions_json.py
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"""
JSON text handler functions for saving and loading layouts
"""
import bpy
import json
from .obj_button import RigUIButton
default_dict = {
"rig_name": "",
"use_mesh_shapes": True,
"buttons": []
}
default_button = {
"color": (0.5, 0.5, 0.5, 1),
"verts": ((0, 0), (0, 1), (1, 1), (1, 0)),
"indices": ((0, 1, 2), (0, 2, 3)),
"scale": (100, 100),
"offset": (100, 100)
}
def get_json_dict(text_key, create_new=False):
""" Return a python dict of the text data """
if text_key in bpy.data.texts:
try:
return json.loads(bpy.data.texts.get(text_key).as_string())
except Exception:
print("Error parsing JSON, check syntax")
elif create_new:
bpy.data.texts.new(text_key)
clear_json(text_key)
return get_json_dict(text_key)
else:
return None
def write_json(dict, text_key):
text = bpy.data.texts[text_key]
text.clear()
text.write(json.dumps(dict)) # No need to be neat
def clear_json(text_key):
if text_key not in bpy.data.texts:
bpy.data.texts.new(text_key)
text = bpy.data.texts[text_key]
text.clear()
text.write(json.dumps(default_dict))
def json_batch_add(objects, layout_text='', canvas_object_key=''):
dictionary = get_json_dict(layout_text)
for obj in objects:
if obj.type == "MESH":
button = RigUIButton()
button.set_color(obj.color)
button.set_linked_bone(obj.rigUI_linked_bone)
if canvas_object_key in bpy.data.objects:
canvas_obj = bpy.data.objects[canvas_object_key]
else:
canvas_obj = None
button.load_shape_from_obj(obj.name, offset_obj=canvas_obj)
button.set_use_shape(False)
dictionary["buttons"].append(button.to_dict())
write_json(dictionary, layout_text)
def json_add_button_obj(text_key, shape_obj, color=(0.5, 0.5, 1, 1), bone="", offset_obj_key="", tab_key="buttons"):
"""
convert object properties to button properties
"""
if bone == "":
return None
dictionary = get_json_dict(text_key)
button = RigUIButton()
""" Set button properties from object data here """
button.set_color(color)
button.set_linked_bone(bone)
if offset_obj_key in bpy.data.objects:
offset_obj = bpy.data.objects[offset_obj_key]
else:
offset_obj = None
button.load_shape_from_obj(shape_obj.name, offset_obj=offset_obj)
button.set_use_shape(False)
dictionary[tab_key].append(button.to_dict())
write_json(dictionary, text_key)
return button # just in case we want to keep it