rfm2  22.0
A python-based rewrite of RenderMan for Maya
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rfm2.ui.common Namespace Reference

Classes

class  BaseWidget
 
class  NumericalWidget
 
class  Numerical2Widget
 
class  ColorWidget
 
class  StringWidget
 
class  MatrixWidget
 
class  MessageWidget
 
class  NodeEditorWidget
 
class  AOVEditorWidget
 
class  OSLEditorWidget
 
class  AbcManifestWidget
 

Functions

def rman_build_param_popup_menu
 
def resize_editor
 
def rfm_ae_drag_callback
 
def connect_to_time
 
def rman_treeview_drag_callback
 
def build_light_groups_menu
 
def dyn_array_ctl_menu
 
def dyn_array_ctl
 
def popup_updater
 
def mapper_updater
 
def script_button_cmd
 
def node_editor_show_cached_layout
 
def node_editor_updater
 
def matrix_updater
 
def cond_vis_update
 

Function Documentation

def rfm2.ui.common.build_light_groups_menu (   ctl,
  nodeattr 
)

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def rfm2.ui.common.cond_vis_update (   node,
  ctl,
  args 
)
Update URG/AE layouts.
Note: attribute editor copies are not refreshed. Could not find
        a good way to do that so far...

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def rfm2.ui.common.connect_to_time (   args)

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def rfm2.ui.common.dyn_array_ctl (   nodeattr,
  ctlname,
  ctlparent,
  widget,
  update = False 
)
Creates or updates array members side button.

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def rfm2.ui.common.dyn_array_ctl_menu (   nattr,
  args,
  kwargs 
)
Create the side menu of array members allowing for deletion and insertion
of array members.
def rfm2.ui.common.mapper_updater (   nodeattr,
  options,
  args 
)
Update a string attribute's value based on an optionMenu's (popup widget)
selection.
args last value will be the new popup value, passed by Maya.
Previous args values (if any) will be additional update commands to handle
conditional visibility.

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def rfm2.ui.common.matrix_updater (   ctlname,
  nodeattr,
  args 
)
Update a matrix attribute's value after a user entered new UI values.
def rfm2.ui.common.node_editor_show_cached_layout (   layoutcache,
  nodetype,
  nodename = None,
  rebuild = False,
  hiddenparams = [] 
)
Show the cached layout corresponding to nodetype.
If the layout doesn't exist, it will be created.

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def rfm2.ui.common.node_editor_updater (   ctlname,
  nodeattr,
  layoutcache,
  unique,
  args 
)
Update the scene based on the ctlname's value.

1. If we don't already have 1 instance of that node type, we create one.
2. connect the node's message attr to nodeattr.
3. call node_editor_show_cached_layout() to show the node's attributes in
the editor.

Args:
- ctlname (str): optionMenuGrp whose value is a maya node type.
- nodeattr (str): the plug this control is connected to.
- layoutcache (str): the layout in which sub-layouts are cached.
- unique (bool): True if there should be only one instance of this nodetype
                 in the scene.
- args: kept for maya to happend random harmless crud.

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def rfm2.ui.common.popup_updater (   ctlname,
  nodeattr,
  args 
)
Update a string attribute's value based on an optionMenu's (popup widget)
selection.
args last value will be the new popup value, passed by Maya.
Previous args values (if any) will be additional update commands to handle
conditional visibility.

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def rfm2.ui.common.resize_editor (   name,
  offset,
  min_height 
)
def rfm2.ui.common.rfm_ae_drag_callback (   args)

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def rfm2.ui.common.rman_build_param_popup_menu (   nattr,
  param,
  args 
)
Build the menu items when the user RMB-click the control.
def rfm2.ui.common.rman_treeview_drag_callback (   drag_control,
  x_pos,
  y_pos,
  mods 
)
def rfm2.ui.common.script_button_cmd (   args)
Execute an arbitrary python code snippet.

args:
- script: the python string to execute.
- nattr: the "node.attr" used to make 'node' and 'param' vars
            available at execution time.

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