forked from Rowland/EG
204 lines
7.6 KiB
Python
204 lines
7.6 KiB
Python
from PyQt5.QtWidgets import QTreeWidget, QTreeWidgetItem, QMenu
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from PyQt5.QtCore import Qt
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from panda3d.core import GeomNode, ModelRoot
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class InterfaceManager:
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"""界面管理器 - 处理树形控件和UI交互"""
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def __init__(self, world):
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"""初始化界面管理器"""
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self.world = world
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self.treeWidget = None
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def setTreeWidget(self, treeWidget):
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"""设置树形控件引用并更新场景树"""
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self.treeWidget = treeWidget
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# 添加右键菜单
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self.treeWidget.setContextMenuPolicy(Qt.CustomContextMenu)
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self.treeWidget.customContextMenuRequested.connect(self.showTreeContextMenu)
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# 更新场景树
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self.world.scene_manager.updateSceneTree()
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def onTreeItemClicked(self, item, column):
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"""处理树形控件项目点击事件"""
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if not item:
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return
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# 获取节点对象
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nodePath = item.data(0, Qt.UserRole)
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if nodePath:
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# 更新选择状态
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self.world.selection.updateSelection(nodePath)
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# 更新属性面板
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self.world.property_panel.updatePropertyPanel(item)
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print(f"树形控件点击: {item.text(0)}")
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else:
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# 如果没有节点对象,清除选择
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self.world.selection.updateSelection(None)
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#self.world.property_panel.clearPropertyPanel()
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def showTreeContextMenu(self, position):
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"""显示树形控件的右键菜单"""
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item = self.treeWidget.itemAt(position)
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if not item:
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return
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# 获取节点对象
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nodePath = item.data(0, Qt.UserRole)
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if not nodePath:
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return
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# 创建菜单
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menu = QMenu()
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# 检查是否是GUI元素
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if hasattr(nodePath, 'getTag') and nodePath.getTag("gui_type"):
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# GUI元素菜单
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editAction = menu.addAction("编辑")
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editAction.triggered.connect(lambda: self.world.gui_manager.editGUIElementDialog(nodePath))
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deleteAction = menu.addAction("删除GUI元素")
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deleteAction.triggered.connect(lambda: self.world.gui_manager.deleteGUIElement(nodePath))
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duplicateAction = menu.addAction("复制")
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duplicateAction.triggered.connect(lambda: self.world.gui_manager.duplicateGUIElement(nodePath))
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else:
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# 为模型节点或其子节点添加删除选项
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parentItem = item.parent()
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if parentItem:
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if self.isModelOrChild(item):
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deleteAction = menu.addAction("删除")
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deleteAction.triggered.connect(lambda: self.deleteNode(nodePath, item))
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# 显示菜单
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menu.exec_(self.treeWidget.viewport().mapToGlobal(position))
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def isModelOrChild(self, item):
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"""检查是否是模型节点或其子节点"""
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while item and item.parent():
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if item.parent().text(0) == "模型":
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return True
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item = item.parent()
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return False
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def deleteNode(self, nodePath, item):
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"""删除节点"""
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try:
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# 从场景中移除
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nodePath.removeNode()
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# 如果是模型根节点,从模型列表中移除
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if item.parent().text(0) == "模型":
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if nodePath in self.world.models:
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self.world.models.remove(nodePath)
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# 从树形控件中移除
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parentItem = item.parent()
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if parentItem:
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parentItem.removeChild(item)
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print(f"成功删除节点: {nodePath.getName()}")
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# 清空属性面板和选择框
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self.world.property_panel.clearPropertyPanel()
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self.world.selection.updateSelection(None)
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except Exception as e:
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print(f"删除节点失败: {str(e)}")
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def updateSceneTree(self):
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"""更新场景树显示 - 实际实现"""
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if not self.treeWidget:
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return
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print("\n=== 更新场景树 ===")
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self.treeWidget.clear()
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# 创建场景根节点
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sceneRoot = QTreeWidgetItem(self.treeWidget, ['场景'])
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# 添加相机节点
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cameraItem = QTreeWidgetItem(sceneRoot, ['相机'])
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cameraItem.setData(0, Qt.UserRole, self.world.cam)
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print("添加相机节点")
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# 添加模型节点组
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modelsItem = QTreeWidgetItem(sceneRoot, ['模型'])
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print(f"模型列表中的模型数量: {len(self.world.models)}")
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# 添加GUI元素节点组
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guiItem = QTreeWidgetItem(sceneRoot, ['GUI元素'])
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print(f"GUI元素数量: {len(self.world.gui_elements)}")
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lightItem = QTreeWidgetItem(sceneRoot,['灯光'])
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# 递归添加节点及其子节点
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def addNodeToTree(node, parentItem):
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print(f"\n处理节点: {node.getName()}")
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# 创建节点项
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nodeItem = QTreeWidgetItem(parentItem, [node.getName()])
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nodeItem.setData(0, Qt.UserRole, node)
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print(f"添加节点: {node.getName()}")
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# 递归处理所有子节点
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for child in node.getChildren():
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# 检查是否是有效的模型节点
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if (isinstance(child.node(), GeomNode) or
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child.hasTag("file") or
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child.getName() == "RootNode" or
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isinstance(child.node(), ModelRoot)):
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print(f"处理子节点: {child.getName()}")
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addNodeToTree(child, nodeItem)
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else:
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print(f"跳过节点: {child.getName()}")
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# 添加所有模型及其子节点
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for model in self.world.models:
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print(f"\n处理根模型: {model.getName()}")
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addNodeToTree(model, modelsItem)
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# 添加所有GUI元素
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for gui_element in self.world.gui_elements:
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gui_type = gui_element.getTag("gui_type") if hasattr(gui_element, 'getTag') else "unknown"
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gui_text = gui_element.getTag("gui_text") if hasattr(gui_element, 'getTag') else "GUI元素"
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display_name = f"{gui_type}: {gui_text}"
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guiElementItem = QTreeWidgetItem(guiItem, [display_name])
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guiElementItem.setData(0, Qt.UserRole, gui_element)
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print(f"添加GUI元素: {display_name}")
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for light_element in self.world.Spotlight:
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addNodeToTree(light_element,lightItem)
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for light_element in self.world.Pointlight:
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addNodeToTree(light_element,lightItem)
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# 添加地板节点
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if hasattr(self.world, 'ground'):
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groundItem = QTreeWidgetItem(sceneRoot, ['地板'])
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groundItem.setData(0, Qt.UserRole, self.world.ground)
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print("添加地板节点")
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# 展开所有节点
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self.treeWidget.expandAll()
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print("=== 场景树更新完成 ===\n")
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def findTreeItem(self, node, parentItem):
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"""在树形控件中查找指定的节点项"""
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for i in range(parentItem.childCount()):
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item = parentItem.child(i)
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itemNode = item.data(0, Qt.UserRole)
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if itemNode == node:
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return item
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# 递归查找子项
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if item.childCount() > 0:
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found = self.findTreeItem(node, item)
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if found:
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return found
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return None |