It may sound super advanced, but you are actually already using those
concepts :-)
class TestRigUI(object):
def __init__(self):
self.winName = 'testRiggerWin'
self.winTitle = 'Test Rigger'
winName and winTitle are attributes of the instance of TestRigUI. Each new
instance of TestRigUI will get its own internal state, having individual
values of those two attributes. It is by this approach that you can store
more state across the multiple functions that need to be called to finalize
the operation.
The first problem in your code is that your button callbacks in the main UI
are creating temporary instances of TestRig(), calling the method, and
throwing them away.
pm.button(label='Build The Template', command='TestRig().buildTemplate()')
If you didn't need state between the method calls in the first place, then
technically you wouldn't even need a class here, and each one of those
could just be functions. But for the purpose of a TestRig storing the state
across its build operation, you will want to create and store discreet
instances.
Here is a version of your code (mind you, it is only a very quick concept
of how you could approach the solution)
http://pastebin.com/ebL2iBk4
First thing to notice is that I have decided to track multiple rig
instances, and the current rig instance:
class TestRigUI(object):
def __init__(self):
self.winName = 'testRiggerWin'
self.winTitle = 'Test Rigger'
self.rigs = []
self.currentRig = None
Then I created callback functions to handle the buttons:
def newRig(self):
rig = TestRig()
self.rigs.append(rig)
self.currentRig = rig
return rig
def buildCurrentRig(self):
self.currentRig.buildRig()
And instead of using a string for the button commands, I use a reference to
the callables:
pm.button(label='Build The Template', command=self.newRig)
...
pm.button(label='Build The Rig', command=self.buildCurrentRig)
Every time you click the Build Template button, it will create a new
TestRig instance, store it in the list, and set it to be the current one.
When you blick the Build Rig button, it will call buildRig() on the current
one (obviously there is no guard yet to prevent someone from pressing the
buttons multiple times in different orders)
Now for saving the state in your TestRig. Its basically the same thing as
we are doing in the UI class for storing rigs:
class TestRig(object):
def __init__(self):
self.locators = {}
def buildTemplate(self):
#Create the template locators
self.locators = dict(
lLeg = pm.spaceLocator(name='l_leg_loc')
...
rFoot = pm.spaceLocator(name='r_foot_loc')
)
def buildRig(self):
print 'i need the naaames'
print '... and I can get them from', self.locations
Hope that helps!
On Fri, Oct 18, 2013 at 2:53 AM, Simen Chris <[email protected]> wrote:
> Thanks Justin, I'm sorry but I don't get it :( Internal state of a class,
> that sounds super advanced, have no idea what that means :S
>
> I've uploaded the code I'm working on btw: http://pastebin.com/nz9EDTmM
>
>
>
> import pymel.core as pm
> class TestRigUI(object):
> def __init__(self):
> self.winName = 'testRiggerWin'
> self.winTitle = 'Test Rigger'
> #Delete window if it exists
> def deleteExisting(self):
> if pm.window(self.winName, exists=True):
> pm.deleteUI(self.winName, window=True)
> #Set preferences of window
> def setWindowPrefs(self, **prefs):
> if pm.windowPref(self.winName, exists=False):
> pm.windowPref(self.winName)
> pm.windowPref(self.winName, edit=True, **prefs)
> #Build the elements in the window
> def populateGui(self):
> #Build the tab for building the template
> with pm.frameLayout(l='Build Template', mw=5, mh=5, bs='out') as
> frame:
> with pm.columnLayout(adjustableColumn=True):
> #Create the button to build the template
> pm.button(label='Build The Template',
> command='TestRig().buildTemplate()')
> #Build the tab for building the rig
> with pm.frameLayout(l='Build Rig', mw=5, mh=5, bs='out') as frame:
> with pm.columnLayout(adjustableColumn=True):
> #Create the button to build the rig
> pm.button(label='Build The Rig',
> command='TestRig().buildRig()')
> #Build the actual window
> def buildGUI(self):
> #Call the method to delete the window if it already exists
> self.deleteExisting()
> #Call the method to set the window-preferences
> self.setWindowPrefs(width=300, height=100)
> #Add the window content
> with pm.window(self.winName, title=self.winTitle, sizeable=True):
> with pm.columnLayout(adjustableColumn=True):
> gui = self.populateGui()
>
> class TestRig(object):
> def buildTemplate(self):
> #Create the template locators
> lLeg = pm.spaceLocator(name='l_leg_loc')
> lKnee = pm.spaceLocator(name='l_knee_loc')
> lFoot = pm.spaceLocator(name='l_foot_loc')
> rLeg = pm.spaceLocator(name='r_leg_loc')
> rKnee = pm.spaceLocator(name='r_knee_loc')
> rFoot = pm.spaceLocator(name='r_foot_loc')
> #here goes some code
> print 'now place the locators'
> def buildRig(self):
> #Somehow get the name of the locators created
> #then do awesome stuff
> print 'i need the naaames'
> TestRigUI().buildGUI()
>
>
>
> On Thursday, October 17, 2013 12:15:33 PM UTC+2, Justin Israel wrote:
>
>> I think what dgovil is suggesting, is to make use of the internal state
>> of your class, which is being used to represent your UI and contains your
>> button callbacks:
>>
>>
>> class MyInterface(object):
>>
>>
>> def __init__(self):
>> self.__currentRig = {}
>>
>>
>> def button1_clicked(self):
>> results = getResults()
>> self.__currentRig['first_part'**] = results
>>
>>
>> def button2_clicked(self):
>> results = getOtherResults()
>> previewStuff = self.__currentRig['first_part'**]
>> newResults = doMore(results, newResults)
>> self.__currentRig['second_**part'] = newResults
>>
>>
>> def newRig(self):
>> self.__currentRig = {}
>>
>>
>>
>>
>> On Thu, Oct 17, 2013 at 11:03 PM, Simen Chris <[email protected]> wrote:
>>
>>
>>> Thanks for your response, do you mean that I create a class that is
>>> called "globally" before the UI, so I have an instance of that running
>>> before the button is pushed? And that way I can write to/get from the
>>> instance of that class? Sorry I'm still in the process of learning how to
>>> work with classes :)
>>>
>>> On Tuesday, October 15, 2013 11:09:03 PM UTC+2, dgovil wrote:
>>>
>>>> If you're using a class, you can have a instance level dict ie self.foo
>>>> = {}
>>>> and then whatever method your button calls can update that dictionary
>>>> which can be used by any other method of the class.
>>>>
>>>> On Tuesday, 15 October 2013 08:12:37 UTC-7, Simen Chris wrote:
>>>>
>>>>> Hey guys, I'm creating a rigging script in PyMel, in my UI I have a
>>>>> button that calls a function that creates a template leg (20 different
>>>>> objects). The issue I'm having is that when I'm finished with positioning
>>>>> the template-objects I'm gonna need to work with them in the net function,
>>>>> so I click another button "Build Rig", what I'm doing to get the
>>>>> template-objects is to use the same (hardcoded) names as I did when the
>>>>> were created, one problem with that is that if the names got changed
>>>>> because of another object with the same name, it won't find them.
>>>>>
>>>>> I'm using classes, and I know that if I didn't call the function from
>>>>> a button I could just return the objects in the template-function, but as
>>>>> I'm calling the function from a button I don't know if it's even possible
>>>>> to store the return statements from a function. I could use a
>>>>> textScrollList to store the names in, but if I do I can't call the
>>>>> function
>>>>> outside of the UI, also I think it's a bit messy.
>>>>>
>>>>> Another thing, as I'm using PyMel, I know that each object I create is
>>>>> created within the PyMel class, which means that I'm normally able to
>>>>> rename the object through the instance, but I don't know how to take use
>>>>> of
>>>>> that when calling the function (again) from a buttom.
>>>>>
>>>>> Any tips would be greatly appreciated! Cheers
>>>>>
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