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panel.py
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import bpy
from . keyframe_connect import Set_offset_kfp #,check_sync #para pegar o numero do offset e usar no label
class Panel_kfp(bpy.types.Panel):
bl_idname = "KEYFRAME_PT_Panel"
bl_label = "KeyFrame"
bl_category = "KeyFrame"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
global percent_render_var
def draw(self, context):
global percent_render_var
layout = self.layout
#salva opcoes na cena (por enquanto apenas o booleano esta sendo guardado)
scene = context.scene
# mytool = scene.my_tool
percentage = scene.percentage
percent_render_var = percentage.percentage
layout.label(text=" Basics:")
row = layout.row()
row.operator('view3d.open_software', text="Open Keyframe")
row.operator('import_test.some_data', text='Open File')
layout.label(text=" Bookmark:")
row = layout.row()
row.operator('view3d.prev_bookmark', text="<--|")
row.operator('view3d.next_bookmark', text="|-->")
layout.label(text=" Control:")
row = layout.row()
row.operator('view3d.play', text='Play')
row.operator('view3d.stop', text="Stop")
row = layout.row()
row.operator('view3d.prev_frame', text='<')
row.operator('view3d.next_frame', text='>')
layout.separator()
layout.separator()
row = layout.row()
row.operator('view3d.first_frame', text='|<<')
row.operator('view3d.last_frame', text='>>|')
layout.label(text=" Frame:")
row = layout.row()
row.operator('view3d.frame_bl_to_kfp', text="Blender to KF")
row.operator('view3d.frame_kfp_to_bl', text="KF to Blender")
layout.label(text=" Offset :"+Set_offset_kfp.send_offset())
# layout.label(text=" Offset :")
row = layout.row()
# row.operator('view3d.set_offset_bl', text="Offset on Blender")
row.operator('view3d.set_offset_kfp', text="On KF")
row.operator('view3d.clear_offset', text="Clear")
layout.separator()
# layout.label(text=" Sync:"+str(check_sync))
layout.label(text=" Sync:")
row = layout.row()
row.operator('view3d.register_timer', text="Sync")
row.operator('view3d.unregister_timer', text="Unsync")
layout.label(text="ViewPort Animation: " + str(percent_render_var))
row = layout.row()
row.operator('view3d.viewport_animation_port_a', text="Port A")
row.operator('view3d.viewport_animation_port_b', text="Port B")
layout.prop(percentage, "percentage", text="Percentage")
# row = self.layout.row() #exemplo passando state por botao
# row.operator('view3d.frame_kfp_to_bl', text='Deselect').state = False
# row.operator('view3d.frame_kfp_to_bl', text='Select').state = True
# ## sound mytool propertie... testing
# layout.prop(mytool, "bool_sound", text="Sound")
# ##check if bool proerty is enabled
# if (mytool.bool_sound == True):
# print ("Sound Enabled")
# else:
# print ("Sound Disabled")
# def send_bool_sound(self,context):
# scene = context.scene
# mytool = scene.my_tool
# bool_snd = mytool.bool_sound
# print("resultado bool_smns", bool_snd)
# return bool_snd
# def percentage_render(self, context):
# scene = context.scene
# percent = scene.percentage
# percent_render = percent.percentage
# print('perct render: ', percent_render)
def send_percent_render():
global percent_render_var
return int(percent_render_var)
from bpy.props import (#StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
# FloatVectorProperty,
# EnumProperty,
# PointerProperty,
)
from bpy.types import (Panel,
Operator,
AddonPreferences,
PropertyGroup,
)
# class MySettings(PropertyGroup):
# bool_sound : BoolProperty(
# name="Enable or Disable",
# description="Enable or disable sound",
# default = False
# )
class MySettingsPerc(PropertyGroup):
percentage: IntProperty(name="percent", description="Percentage", default=50, min=0, max=100)
# #tentei passar mas nao deu certo
# class send_percent_var():
# global percent_render_var
# def sending_percent():
# global percent_render_var
# return percent_render_var