Updates the material preferences including selecting a default material Preferences adds some options for what gets displayed in the Materials editor. The option to use the legacy editor is removed in favour of the new editor. A new preference page has been added that allows the user to select a default material. This will then be assigned to any newly created object. In support of this, a new widget PrefsMaterialTreeWidget has been added as an extension of the MaterialTreeWidget to automatically save and restore the selected material.
130 lines
4.3 KiB
C++
130 lines
4.3 KiB
C++
/***************************************************************************
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* Copyright (c) 2023 David Carter <dcarter@david.carter.ca> *
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* *
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* This file is part of FreeCAD. *
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* *
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* FreeCAD is free software: you can redistribute it and/or modify it *
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* under the terms of the GNU Lesser General Public License as *
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* published by the Free Software Foundation, either version 2.1 of the *
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* License, or (at your option) any later version. *
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* *
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* FreeCAD is distributed in the hope that it will be useful, but *
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* WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
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* Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public *
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* License along with FreeCAD. If not, see *
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* <https://www.gnu.org/licenses/>. *
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* *
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**************************************************************************/
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#include "PreCompiled.h"
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#ifndef _PreComp_
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#endif
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#include <Base/Console.h>
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#include <Base/Interpreter.h>
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#include <Base/PyObjectBase.h>
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#include <Gui/Application.h>
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#include <Gui/Language/Translator.h>
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#include <Gui/WidgetFactory.h>
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#include "DlgSettingsDefaultMaterial.h"
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#include "DlgSettingsMaterial.h"
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#include "Workbench.h"
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#include "WorkbenchManipulator.h"
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#include "MaterialTreeWidget.h"
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#include "MaterialTreeWidgetPy.h"
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// use a different name to CreateCommand()
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void CreateMaterialCommands();
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void loadMaterialResource()
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{
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// add resources and reloads the translators
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Q_INIT_RESOURCE(Material);
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Q_INIT_RESOURCE(Material_translation);
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Gui::Translator::instance()->refresh();
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}
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namespace MatGui
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{
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class Module: public Py::ExtensionModule<Module>
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{
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public:
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Module()
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: Py::ExtensionModule<Module>("MatGui")
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{
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initialize("This module is the MatGui module."); // register with Python
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}
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~Module() = default;
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private:
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};
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PyObject* initModule()
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{
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return Base::Interpreter().addModule(new Module);
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}
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} // namespace MatGui
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PyMOD_INIT_FUNC(MatGui)
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{
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if (!Gui::Application::Instance) {
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PyErr_SetString(PyExc_ImportError, "Cannot load Gui module in console application.");
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PyMOD_Return(nullptr);
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}
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// load needed modules
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try {
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Base::Interpreter().runString("import Materials");
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}
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catch (const Base::Exception& e) {
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PyErr_SetString(PyExc_ImportError, e.what());
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PyMOD_Return(nullptr);
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}
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PyObject* matGuiModule = MatGui::initModule();
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Base::Console().Log("Loading GUI of Material module... done\n");
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MatGui::Workbench ::init();
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auto manip = std::make_shared<MatGui::WorkbenchManipulator>();
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Gui::WorkbenchManipulator::installManipulator(manip);
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// instantiating the commands
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CreateMaterialCommands();
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// register preferences pages on Material, the order here will be the order of the tabs in pref
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// widget
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Gui::Dialog::DlgPreferencesImp::setGroupData("Material",
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"Material",
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QObject::tr("Material workbench"));
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new Gui::PrefPageProducer<MatGui::DlgSettingsMaterial>(
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QT_TRANSLATE_NOOP("QObject", "Material"));
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new Gui::PrefPageProducer<MatGui::DlgSettingsDefaultMaterial>(
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QT_TRANSLATE_NOOP("QObject", "Material"));
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// add resources and reloads the translators
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loadMaterialResource();
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Base::Interpreter().addType(&MatGui::MaterialTreeWidgetPy::Type,
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matGuiModule,
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"MaterialTreeWidget");
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// Initialize types
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MatGui::MaterialTreeWidget::init();
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// Add custom widgets
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new Gui::WidgetProducer<MatGui::MaterialTreeWidget>;
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PyMOD_Return(matGuiModule);
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}
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