-
Notifications
You must be signed in to change notification settings - Fork 0
/
engine.py
790 lines (661 loc) · 32.8 KB
/
engine.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
# Copyright (c) 2015 Shotgun Software Inc.
#
# CONFIDENTIAL AND PROPRIETARY
#
# This work is provided "AS IS" and subject to the Shotgun Pipeline Toolkit
# Source Code License included in this distribution package. See LICENSE.
# By accessing, using, copying or modifying this work you indicate your
# agreement to the Shotgun Pipeline Toolkit Source Code License. All rights
# not expressly granted therein are reserved by Shotgun Software Inc.
"""
A Maya engine for Tank.
"""
import tank
import sys
import traceback
import re
import time
import os
import logging
import maya.OpenMaya as OpenMaya
import pymel.core as pm
import maya.cmds as cmds
import maya.utils
from tank.platform import Engine
###############################################################################################
# methods to support the state when the engine cannot start up
# for example if a non-tank file is loaded in maya
class SceneEventWatcher(object):
"""
Encapsulates event handling for multiple scene events and routes them
into a single callback.
This uses OpenMaya.MSceneMessage rather than scriptJobs as the former
can safely be removed from inside of the callback itself
Specifying run_once=True in the constructor causes all events to be
cleaned up after the first one has triggered
"""
def __init__(self, cb_fn,
scene_events = [OpenMaya.MSceneMessage.kAfterOpen,
OpenMaya.MSceneMessage.kAfterSave,
OpenMaya.MSceneMessage.kAfterNew],
run_once=False):
"""
Constructor.
:param cb_fn: Callcack to invoke everytime a scene event happens.
:param scene_events: List of scene events to watch for. Defaults to new, open and save.
:param run_once: If True, the watcher will notify only on the first event. Defaults to False.
"""
self.__message_ids = []
self.__cb_fn = cb_fn
self.__scene_events = scene_events
self.__run_once=run_once
# register scene event callbacks:
self.start_watching()
def start_watching(self):
"""
Starts watching for scene events.
"""
# if currently watching then stop:
self.stop_watching()
# now add callbacks to watch for some scene events:
for ev in self.__scene_events:
try:
msg_id = OpenMaya.MSceneMessage.addCallback(ev, SceneEventWatcher.__scene_event_callback, self);
except Exception:
# report warning...
continue
self.__message_ids.append(msg_id);
# create a callback that will be run when Maya
# exits so we can do some clean-up:
msg_id = OpenMaya.MSceneMessage.addCallback(OpenMaya.MSceneMessage.kMayaExiting, SceneEventWatcher.__maya_exiting_callback, self)
self.__message_ids.append(msg_id);
def stop_watching(self):
"""
Stops watching the Maya scene.
"""
for msg_id in self.__message_ids:
OpenMaya.MMessage.removeCallback(msg_id)
self.__message_ids = []
@staticmethod
def __scene_event_callback(watcher):
"""
Called on a scene event:
"""
if watcher.__run_once:
watcher.stop_watching()
watcher.__cb_fn()
@staticmethod
def __maya_exiting_callback(watcher):
"""
Called on Maya exit - should clean up any existing calbacks
"""
watcher.stop_watching()
def refresh_engine(engine_name, prev_context, menu_name):
"""
refresh the current engine
"""
current_engine = tank.platform.current_engine()
if not current_engine:
# If we don't have an engine for some reason then we don't have
# anything to do.
return
if pm.sceneName() == "":
# This is a File->New call, so we just leave the engine in the current
# context and move on.
return
# determine the tk instance and ctx to use:
tk = current_engine.sgtk
# loading a scene file
new_path = pm.sceneName().abspath()
# this file could be in another project altogether, so create a new
# API instance.
try:
tk = tank.tank_from_path(new_path)
except tank.TankError, e:
OpenMaya.MGlobal.displayInfo("Shotgun: Engine cannot be started: %s" % e)
# build disabled menu
create_sgtk_disabled_menu(menu_name)
return
# shotgun menu may have been removed, so add it back in if its not already there.
current_engine.create_shotgun_menu()
# now remove the shotgun disabled menu if it exists.
remove_sgtk_disabled_menu()
# and construct the new context for this path:
ctx = tk.context_from_path(new_path, prev_context)
if ctx != tank.platform.current_engine().context:
current_engine.change_context(ctx)
def on_scene_event_callback(engine_name, prev_context, menu_name):
"""
Callback that's run whenever a scene is saved or opened.
"""
try:
refresh_engine(engine_name, prev_context, menu_name)
except Exception:
(exc_type, exc_value, exc_traceback) = sys.exc_info()
message = ""
message += "Message: Shotgun encountered a problem changing the Engine's context.\n"
message += "Please contact support@shotgunsoftware.com\n\n"
message += "Exception: %s - %s\n" % (exc_type, exc_value)
message += "Traceback (most recent call last):\n"
message += "\n".join( traceback.format_tb(exc_traceback))
OpenMaya.MGlobal.displayError(message)
def sgtk_disabled_message():
"""
Explain why tank is disabled.
"""
msg = ("Shotgun integration is disabled because it cannot recognize "
"the currently opened file. Try opening another file or restarting "
"Maya.")
cmds.confirmDialog( title="Sgtk is disabled",
message=msg,
button=["Ok"],
defaultButton="Ok",
cancelButton="Ok",
dismissString="Ok" )
def create_sgtk_disabled_menu(menu_name):
"""
Render a special "shotgun is disabled" menu
"""
if cmds.about(batch=True):
# don't create menu in batch mode
return
# destroy any pre-existing shotgun menu - the one that holds the apps
if pm.menu("ShotgunMenu", exists=True):
pm.deleteUI("ShotgunMenu")
# create a new shotgun disabled menu if one doesn't exist already.
if not pm.menu("ShotgunMenuDisabled", exists=True):
sg_menu = pm.menu("ShotgunMenuDisabled", label=menu_name, parent=pm.melGlobals["gMainWindow"])
pm.menuItem(label="Sgtk is disabled.", parent=sg_menu,
command=lambda arg: sgtk_disabled_message())
def remove_sgtk_disabled_menu():
"""
Remove the special "shotgun is disabled" menu if it exists
:returns: True if the menu existed and was deleted
"""
if cmds.about(batch=True):
# don't create menu in batch mode
return False
if pm.menu("ShotgunMenuDisabled", exists=True):
pm.deleteUI("ShotgunMenuDisabled")
return True
return False
###############################################################################################
# The Tank Maya engine
class MayaEngine(Engine):
"""
Toolkit engine for Maya.
"""
@property
def context_change_allowed(self):
"""
Whether the engine allows a context change without the need for a restart.
"""
return True
@property
def host_info(self):
"""
:returns: A dictionary with information about the application hosting this engine.
The returned dictionary is of the following form on success:
{
"name": "Maya",
"version": "2017 Update 4",
}
The returned dictionary is of following form on an error preventing
the version identification.
{
"name": "Maya",
"version: "unknown"
}
"""
host_info = {"name": "Maya", "version": "unknown"}
try:
# The 'about -installedVersion' Maya MEL command returns:
# - the app name (Maya, Maya LT, Maya IO)
# - the major version (2017, 2018)
# - the update version when applicable (update 4)
maya_installed_version_string = cmds.about(installedVersion=True)
# group(0) entire match
# group(1) 'Maya' match (name)
# group(2) LT, IO, etc ... match (flavor)
# group(3) 2017 ... match (version)
matches = re.search(r"(maya)\s+([a-zA-Z]+)?\s*(.*)", maya_installed_version_string, re.IGNORECASE)
host_info["name"] = matches.group(1).capitalize().rstrip().lstrip()
host_info["version"] = matches.group(3)
if matches.group(2):
host_info["name"] = host_info["name"] + " " + matches.group(2)
except:
# Fallback to 'Maya' initialized above
pass
return host_info
##########################################################################################
# init and destroy
def pre_app_init(self):
"""
Runs after the engine is set up but before any apps have been initialized.
"""
# unicode characters returned by the shotgun api need to be converted
# to display correctly in all of the app windows
from tank.platform.qt import QtCore
# tell QT to interpret C strings as utf-8
utf8 = QtCore.QTextCodec.codecForName("utf-8")
QtCore.QTextCodec.setCodecForCStrings(utf8)
self.logger.debug("set utf-8 codec for widget text")
def init_engine(self):
"""
Initializes the Maya engine.
"""
self.logger.debug("%s: Initializing...", self)
# check that we are running an ok version of maya
current_os = cmds.about(operatingSystem=True)
if current_os not in ["mac", "win64", "linux64"]:
raise tank.TankError("The current platform is not supported! Supported platforms "
"are Mac, Linux 64 and Windows 64.")
maya_ver = cmds.about(version=True)
if maya_ver.startswith("Maya "):
maya_ver = maya_ver[5:]
if maya_ver.startswith(("2014", "2015", "2016", "2017", "2018")):
self.logger.debug("Running Maya version %s", maya_ver)
# In the case of Maya 2018 on Windows, we have the possility of locking
# up if we allow the PySide shim to import QtWebEngineWidgets. We can
# stop that happening here by setting the environment variable.
version_num = int(maya_ver[0:4])
if version_num >= 2018 and current_os.startswith("win"):
self.logger.debug(
"Maya 2018+ on Windows can deadlock if QtWebEngineWidgets "
"is imported. Setting SHOTGUN_SKIP_QTWEBENGINEWIDGETS_IMPORT=1..."
)
os.environ["SHOTGUN_SKIP_QTWEBENGINEWIDGETS_IMPORT"] = "1"
elif maya_ver.startswith(("2012", "2013")):
# We won't be able to rely on the warning dialog below, because Maya
# older than 2014 doesn't ship with PySide. Instead, we just have to
# raise an exception so that we bail out here with an error message
# that will hopefully make sense for the user.
msg = "Shotgun integration is not compatible with Maya versions older than 2014."
raise tank.TankError(msg)
else:
# show a warning that this version of Maya isn't yet fully tested with Shotgun:
msg = ("The Shotgun Pipeline Toolkit has not yet been fully tested with Maya %s. "
"You can continue to use Toolkit but you may experience bugs or instability."
"\n\nPlease report any issues to: support@shotgunsoftware.com"
% (maya_ver))
# determine if we should show the compatibility warning dialog:
show_warning_dlg = self.has_ui and "SGTK_COMPATIBILITY_DIALOG_SHOWN" not in os.environ
if show_warning_dlg:
# make sure we only show it once per session:
os.environ["SGTK_COMPATIBILITY_DIALOG_SHOWN"] = "1"
# split off the major version number - accomodate complex version strings and decimals:
major_version_number_str = maya_ver.split(" ")[0].split(".")[0]
if major_version_number_str and major_version_number_str.isdigit():
# check against the compatibility_dialog_min_version setting:
if int(major_version_number_str) < self.get_setting("compatibility_dialog_min_version"):
show_warning_dlg = False
if show_warning_dlg:
# Note, title is padded to try to ensure dialog isn't insanely narrow!
title = "Warning - Shotgun Pipeline Toolkit Compatibility! " # padded!
cmds.confirmDialog(title = title, message = msg, button = "Ok")
# always log the warning to the script editor:
self.logger.warning(msg)
# In the case of Maya 2018 on Windows, we have the possility of locking
# up if we allow the PySide shim to import QtWebEngineWidgets. We can
# stop that happening here by setting the environment variable.
if current_os.startswith("win"):
self.logger.debug(
"Maya 2018+ on Windows can deadlock if QtWebEngineWidgets "
"is imported. Setting SHOTGUN_SKIP_QTWEBENGINEWIDGETS_IMPORT=1..."
)
os.environ["SHOTGUN_SKIP_QTWEBENGINEWIDGETS_IMPORT"] = "1"
# Set the Maya project based on config
self._set_project()
# add qt paths and dlls
self._init_pyside()
# default menu name is Shotgun but this can be overriden
# in the configuration to be Sgtk in case of conflicts
self._menu_name = "Shotgun"
if self.get_setting("use_sgtk_as_menu_name", False):
self._menu_name = "Sgtk"
if self.get_setting("automatic_context_switch", True):
# need to watch some scene events in case the engine needs rebuilding:
cb_fn = lambda en=self.instance_name, pc=self.context, mn=self._menu_name:on_scene_event_callback(en, pc, mn)
self.__watcher = SceneEventWatcher(cb_fn)
self.logger.debug("Registered open and save callbacks.")
# Initialize a dictionary of Maya panels that have been created by the engine.
# Each panel entry has a Maya panel name key and an app widget instance value.
self._maya_panel_dict = {}
def create_shotgun_menu(self):
"""
Creates the main shotgun menu in maya.
Note that this only creates the menu, not the child actions
:return: bool
"""
# only create the shotgun menu if not in batch mode and menu doesn't already exist
if self.has_ui and not pm.menu("ShotgunMenu", exists=True):
self._menu_handle = pm.menu("ShotgunMenu", label=self._menu_name, parent=pm.melGlobals["gMainWindow"])
# create our menu handler
tk_maya = self.import_module("tk_maya")
self._menu_generator = tk_maya.MenuGenerator(self, self._menu_handle)
# hook things up so that the menu is created every time it is clicked
self._menu_handle.postMenuCommand(self._menu_generator.create_menu)
# Restore the persisted Shotgun app panels.
tk_maya.panel_generation.restore_panels(self)
return True
return False
def post_app_init(self):
"""
Called when all apps have initialized
"""
self.create_shotgun_menu()
# Run a series of app instance commands at startup.
self._run_app_instance_commands()
def post_context_change(self, old_context, new_context):
"""
Runs after a context change. The Maya event watching will be stopped
and new callbacks registered containing the new context information.
:param old_context: The context being changed away from.
:param new_context: The new context being changed to.
"""
if self.get_setting("automatic_context_switch", True):
# We need to stop watching, and then replace with a new watcher
# that has a callback registered with the new context baked in.
# This will ensure that the context_from_path call that occurs
# after a File->Open receives an up-to-date "previous" context.
self.__watcher.stop_watching()
cb_fn = lambda en=self.instance_name, pc=new_context, mn=self._menu_name:on_scene_event_callback(
engine_name=en,
prev_context=pc,
menu_name=mn,
)
self.__watcher = SceneEventWatcher(cb_fn)
self.logger.debug(
"Registered new open and save callbacks before changing context."
)
# Set the Maya project to match the new context.
self._set_project()
def _run_app_instance_commands(self):
"""
Runs the series of app instance commands listed in the 'run_at_startup' setting
of the environment configuration yaml file.
"""
# Build a dictionary mapping app instance names to dictionaries of commands they registered with the engine.
app_instance_commands = {}
for (command_name, value) in self.commands.iteritems():
app_instance = value["properties"].get("app")
if app_instance:
# Add entry 'command name: command function' to the command dictionary of this app instance.
command_dict = app_instance_commands.setdefault(app_instance.instance_name, {})
command_dict[command_name] = value["callback"]
# Run the series of app instance commands listed in the 'run_at_startup' setting.
for app_setting_dict in self.get_setting("run_at_startup", []):
app_instance_name = app_setting_dict["app_instance"]
# Menu name of the command to run or '' to run all commands of the given app instance.
setting_command_name = app_setting_dict["name"]
# Retrieve the command dictionary of the given app instance.
command_dict = app_instance_commands.get(app_instance_name)
if command_dict is None:
self.logger.warning(
"%s configuration setting 'run_at_startup' requests app '%s' that is not installed.",
self.name, app_instance_name)
else:
if not setting_command_name:
# Run all commands of the given app instance.
# Run these commands once Maya will have completed its UI update and be idle
# in order to run them after the ones that restore the persisted Shotgun app panels.
for (command_name, command_function) in command_dict.iteritems():
self.logger.debug("%s startup running app '%s' command '%s'.",
self.name, app_instance_name, command_name)
maya.utils.executeDeferred(command_function)
else:
# Run the command whose name is listed in the 'run_at_startup' setting.
# Run this command once Maya will have completed its UI update and be idle
# in order to run it after the ones that restore the persisted Shotgun app panels.
command_function = command_dict.get(setting_command_name)
if command_function:
self.logger.debug("%s startup running app '%s' command '%s'.",
self.name, app_instance_name, setting_command_name)
maya.utils.executeDeferred(command_function)
else:
known_commands = ', '.join("'%s'" % name for name in command_dict)
self.logger.warning(
"%s configuration setting 'run_at_startup' requests app '%s' unknown command '%s'. "
"Known commands: %s",
self.name, app_instance_name, setting_command_name, known_commands)
def destroy_engine(self):
"""
Stops watching scene events and tears down menu.
"""
self.logger.debug("%s: Destroying...", self)
# Clear the dictionary of Maya panels to keep the garbage collector happy.
self._maya_panel_dict = {}
if self.get_setting("automatic_context_switch", True):
# stop watching scene events
self.__watcher.stop_watching()
# clean up UI:
if self.has_ui and pm.menu(self._menu_handle, exists=True):
pm.deleteUI(self._menu_handle)
def _init_pyside(self):
"""
Handles the pyside init
"""
# first see if pyside2 is present
try:
from PySide2 import QtGui
except:
# fine, we don't expect PySide2 to be present just yet
self.logger.debug("PySide2 not detected - trying for PySide now...")
else:
# looks like pyside2 is already working! No need to do anything
self.logger.debug("PySide2 detected - the existing version will be used.")
return
# then see if pyside is present
try:
from PySide import QtGui
except:
# must be a very old version of Maya.
self.logger.debug("PySide not detected - it will be added to the setup now...")
else:
# looks like pyside is already working! No need to do anything
self.logger.debug("PySide detected - the existing version will be used.")
return
if sys.platform == "darwin":
pyside_path = os.path.join(self.disk_location, "resources","pyside112_py26_qt471_mac", "python")
self.logger.debug("Adding pyside to sys.path: %s", pyside_path)
sys.path.append(pyside_path)
elif sys.platform == "win32":
# default windows version of pyside for 2011 and 2012
pyside_path = os.path.join(self.disk_location, "resources","pyside111_py26_qt471_win64", "python")
self.logger.debug("Adding pyside to sys.path: %s", pyside_path)
sys.path.append(pyside_path)
dll_path = os.path.join(self.disk_location, "resources","pyside111_py26_qt471_win64", "lib")
path = os.environ.get("PATH", "")
path += ";%s" % dll_path
os.environ["PATH"] = path
elif sys.platform == "linux2":
pyside_path = os.path.join(self.disk_location, "resources","pyside112_py26_qt471_linux", "python")
self.logger.debug("Adding pyside to sys.path: %s", pyside_path)
sys.path.append(pyside_path)
else:
self.logger.error("Unknown platform - cannot initialize PySide!")
# now try to import it
try:
from PySide import QtGui
except Exception, e:
self.logger.error("PySide could not be imported! Apps using pyside will not "
"operate correctly! Error reported: %s", e)
def _get_dialog_parent(self):
"""
Get the QWidget parent for all dialogs created through
show_dialog & show_modal.
"""
# Find a parent for the dialog - this is the Maya mainWindow()
from tank.platform.qt import QtGui
import maya.OpenMayaUI as OpenMayaUI
try:
import shiboken2 as shiboken
except ImportError:
import shiboken
ptr = OpenMayaUI.MQtUtil.mainWindow()
parent = shiboken.wrapInstance(long(ptr), QtGui.QMainWindow)
return parent
@property
def has_ui(self):
"""
Detect and return if maya is running in batch mode
"""
if cmds.about(batch=True):
# batch mode or prompt mode
return False
else:
return True
##########################################################################################
# logging
def _emit_log_message(self, handler, record):
"""
Called by the engine to log messages in Maya script editor.
All log messages from the toolkit logging namespace will be passed to this method.
:param handler: Log handler that this message was dispatched from.
Its default format is "[levelname basename] message".
:type handler: :class:`~python.logging.LogHandler`
:param record: Standard python logging record.
:type record: :class:`~python.logging.LogRecord`
"""
# Give a standard format to the message:
# Shotgun <basename>: <message>
# where "basename" is the leaf part of the logging record name,
# for example "tk-multi-shotgunpanel" or "qt_importer".
if record.levelno < logging.INFO:
formatter = logging.Formatter("Debug: Shotgun %(basename)s: %(message)s")
else:
formatter = logging.Formatter("Shotgun %(basename)s: %(message)s")
msg = formatter.format(record)
# Select Maya display function to use according to the logging record level.
if record.levelno < logging.WARNING:
fct = OpenMaya.MGlobal.displayInfo
elif record.levelno < logging.ERROR:
fct = OpenMaya.MGlobal.displayWarning
else:
fct = OpenMaya.MGlobal.displayError
# Display the message in Maya script editor in a thread safe manner.
self.async_execute_in_main_thread(fct, msg)
##########################################################################################
# scene and project management
def _set_project(self):
"""
Set the maya project
"""
setting = self.get_setting("template_project")
if setting is None:
return
tmpl = self.tank.templates.get(setting)
fields = self.context.as_template_fields(tmpl)
proj_path = tmpl.apply_fields(fields)
self.logger.info("Setting Maya project to '%s'", proj_path)
pm.mel.setProject(proj_path)
##########################################################################################
# panel support
def show_panel(self, panel_id, title, bundle, widget_class, *args, **kwargs):
"""
Docks an app widget in a maya panel.
:param panel_id: Unique identifier for the panel, as obtained by register_panel().
:param title: The title of the panel
:param bundle: The app, engine or framework object that is associated with this window
:param widget_class: The class of the UI to be constructed. This must derive from QWidget.
Additional parameters specified will be passed through to the widget_class constructor.
:returns: the created widget_class instance
"""
from tank.platform.qt import QtCore, QtGui
tk_maya = self.import_module("tk_maya")
self.logger.debug("Begin showing panel %s", panel_id)
# The general approach below is as follows:
#
# 1. First create our qt tk app widget using QT.
# parent it to the Maya main window to give it
# a well established parent. If the widget already
# exists, don't create it again, just retrieve its
# handle.
#
# 2. Now dock our QT control in a new panel tab of
# Maya Channel Box dock area. We use the
# Qt object name property to do the bind.
#
# 3. Lastly, since our widgets won't get notified about
# when the parent dock is closed (and sometimes when it
# needs redrawing), attach some QT event watchers to it
#
# Note: It is possible that the close event and some of the
# refresh doesn't propagate down to the widget because
# of a misaligned parenting: The tk widget exists inside
# the pane layout but is still parented to the main
# Maya window. It's possible that by setting up the parenting
# explicitly, the missing signals we have to compensate for
# may start to work. I tried a bunch of stuff but couldn't get
# it to work and instead resorted to the event watcher setup.
# make a unique id for the app widget based off of the panel id
widget_id = tk_maya.panel_generation.SHOTGUN_APP_PANEL_PREFIX + panel_id
if pm.control(widget_id, query=1, exists=1):
self.logger.debug("Reparent existing toolkit widget %s.", widget_id)
# Find the Shotgun app panel widget for later use.
for widget in QtGui.QApplication.allWidgets():
if widget.objectName() == widget_id:
widget_instance = widget
# Reparent the Shotgun app panel widget under Maya main window
# to prevent it from being deleted with the existing Maya panel.
self.logger.debug("Reparenting widget %s under Maya main window.", widget_id)
parent = self._get_dialog_parent()
widget_instance.setParent(parent)
# The Shotgun app panel was retrieved from under an existing Maya panel.
break
else:
self.logger.debug("Create toolkit widget %s", widget_id)
# parent the UI to the main maya window
parent = self._get_dialog_parent()
widget_instance = widget_class(*args, **kwargs)
widget_instance.setParent(parent)
# set its name - this means that it can also be found via the maya API
widget_instance.setObjectName(widget_id)
self.logger.debug("Created widget %s: %s", widget_id, widget_instance)
# apply external stylesheet
self._apply_external_styleshet(bundle, widget_instance)
# The Shotgun app panel was just created.
# Dock the Shotgun app panel into a new Maya panel in the active Maya window.
maya_panel_name = tk_maya.panel_generation.dock_panel(self, widget_instance, title)
# Add the new panel to the dictionary of Maya panels that have been created by the engine.
# The panel entry has a Maya panel name key and an app widget instance value.
# Note that the panel entry will not be removed from the dictionary when the panel is
# later deleted since the added complexity of updating the dictionary from our panel
# close callback is outweighed by the limited length of the dictionary that will never
# be longer than the number of apps configured to be runnable by the engine.
self._maya_panel_dict[maya_panel_name] = widget_instance
return widget_instance
def close_windows(self):
"""
Closes the various windows (dialogs, panels, etc.) opened by the engine.
"""
# Make a copy of the list of Tank dialogs that have been created by the engine and
# are still opened since the original list will be updated when each dialog is closed.
opened_dialog_list = self.created_qt_dialogs[:]
# Loop through the list of opened Tank dialogs.
for dialog in opened_dialog_list:
dialog_window_title = dialog.windowTitle()
try:
# Close the dialog and let its close callback remove it from the original dialog list.
self.logger.debug("Closing dialog %s.", dialog_window_title)
dialog.close()
except Exception, exception:
self.logger.error("Cannot close dialog %s: %s", dialog_window_title, exception)
# Loop through the dictionary of Maya panels that have been created by the engine.
for (maya_panel_name, widget_instance) in self._maya_panel_dict.iteritems():
# Make sure the Maya panel is still opened.
if pm.control(maya_panel_name, query=True, exists=True):
try:
# Reparent the Shotgun app panel widget under Maya main window
# to prevent it from being deleted with the existing Maya panel.
self.logger.debug("Reparenting widget %s under Maya main window.",
widget_instance.objectName())
parent = self._get_dialog_parent()
widget_instance.setParent(parent)
# The Maya panel can now be deleted safely.
self.logger.debug("Deleting Maya panel %s.", maya_panel_name)
pm.deleteUI(maya_panel_name)
except Exception, exception:
self.logger.error("Cannot delete Maya panel %s: %s", maya_panel_name, exception)
# Clear the dictionary of Maya panels now that they were deleted.
self._maya_panel_dict = {}