Python源码示例:pymel.core.deleteUI()

示例1
def create(menuId=menuId):
    """Create mGear main menu

    Args:
        menuId (str, optional): Main menu name

    Returns:
        str: main manu name
    """

    if pm.menu(menuId, exists=True):
        pm.deleteUI(menuId)

    pm.menu(menuId,
            parent="MayaWindow",
            tearOff=True,
            allowOptionBoxes=True,
            label=menuId)

    return menuId 
示例2
def remove_menu(self):
        """ remove the spore main menu """

        self.logger.debug('Delete menu...')
        pm.deleteUI(self.menu) 
示例3
def deleteControl(self, control):
        if kDebugAll: print 'delete Control'
        if pm.workspaceControl(control, q=True, exists=True):
            pm.workspaceControl(control, e=True, close=True)
            pm.deleteUI(control, control=True)

    # 
示例4
def close(self, value):
        """closes the UI
        """
        core.deleteUI(self.window_name, window=True)

    ### learning Scene Version 
示例5
def delete_button(self):
        """delete rows
        """
        pm.deleteUI(self.layout, layout=True) 
示例6
def __init__(self, dock=False):
        # First lets delete a dock if we have one so that we aren't creating more than we neec
        deleteDock()
        # Then if we have a UI called lightingManager, we'll delete it so that we can only have one instance of this
        # A try except is a very important part of programming when we don't want an error to stop our code
        # We first try to do something and if we fail, then we do something else.
        try:
            pm.deleteUI('lightingManager')
        except:
            logger.debug('No previous UI exists')
        # <=Maya2016: For Maya 2016 and below we always put it inside a QDialog and only dock at the end of this __init__
        # Then we create a new dialog and give it the main maya window as its parent
        # we also store it as the parent for our current UI to be put inside
        parent = QtWidgets.QDialog(parent=getMayaMainWindow())
        # We set its name so that we can find and delete it later
        # <=Maya2016: This also lets us attach the light manager to our dock control
        parent.setObjectName('lightingManager')
        # Then we set the title
        parent.setWindowTitle('Lighting Manager')

        # Finally we give it a layout
        dlgLayout = QtWidgets.QVBoxLayout(parent)

        # Now we are on to our actual widget
        # We've figured out our parent, so lets send that to the QWidgets initialization method
        super(LightingManager, self).__init__(parent=parent)

        # We call our buildUI method to construct our UI
        self.buildUI()

        # Now we can tell it to populate with widgets for every light
        self.populate()

        # We then add ourself to our parents layout
        self.parent().layout().addWidget(self)
        # Finally if we're not docked, then we show our parent
        parent.show()

        # <=Maya2016: For Maya 2016 and below we need to create the dock after we create our widget's parent window
        if dock:
            getDock() 
示例7
def deleteDock(name='LightingManagerDock'):
    """
    A simple function to delete the given dock
    Args:
        name: the name of the dock
    """
    # We use the dockControl to see if the dock exists
    if pm.dockControl(name, query=True, exists=True):
        # If it does we delete it
        pm.deleteUI(name) 
示例8
def deleteDock(name='LightingManagerDock'):
    """
    A simple function to delete the given dock
    Args:
        name: the name of the dock
    """
    # We use the workspaceControl to see if the dock exists
    if pm.workspaceControl(name, query=True, exists=True):
        # If it does we delete it
        pm.deleteUI(name) 
示例9
def showDialog(dialog, dInst=True, dockable=False, *args):
    """
    Show the defined dialog window

    Attributes:
        dialog (QDialog): The window to show.

    """
    if dInst:
        try:
            for c in maya_main_window().children():
                if isinstance(c, dialog):
                    c.deleteLater()
        except Exception:
            pass

    # Create minimal dialog object

    # if versions.current() >= 20180000:
    #     windw = dialog(maya_main_window())
    # else:
    windw = dialog()

    # ensure clean workspace name
    if hasattr(windw, "toolName") and dockable:
        control = windw.toolName + "WorkspaceControl"
        if pm.workspaceControl(control, q=True, exists=True):
            pm.workspaceControl(control, e=True, close=True)
            pm.deleteUI(control, control=True)
    desktop = QtWidgets.QApplication.desktop()
    screen = desktop.screen()
    screen_center = screen.rect().center()
    windw_center = windw.rect().center()
    windw.move(screen_center - windw_center)

    # Delete the UI if errors occur to avoid causing winEvent
    # and event errors (in Maya 2014)
    try:
        if dockable:
            windw.show(dockable=True)
        else:
            windw.show()
        return windw
    except Exception:
        windw.deleteLater()
        traceback.print_exc() 
示例10
def UI():
    """The UI of the script
    """

    window_width = 153
    window_height = 80

    window_name = "oyFixBoundJoint_Window"
    if pm.window(window_name, ex=True):
        pm.deleteUI(window_name, window=True)

    window = pm.window(
        window_name,
        tlb=True,
        title="fixBoundJoint " + __version__,
        widthHeight=(window_width, window_height)
    )

    pm.columnLayout("FBJ_columnLayout1", adj=True)

    pm.checkBox(
        "FBJ_checkBox1",
        l="Freeze transformations",
        al="left",
        v=1
    )

    pm.checkBox(
        "FBJ_checkBox2",
        l="Apply to children",
        al="left"
    )

    pm.button(
        "FBJ_button1",
        l="Apply",
        c=get_check_box_states_and_run
    )

    pm.setParent()

    window.show()
    window.setWidthHeight(val=(window_width, window_height)) 
示例11
def UI():
    """The UI
    """
    if pm.window("selectionManagerWindow", ex=True):
        pm.deleteUI("selectionManagerWindow", wnd=True)

    selection_manager_window = pm.window(
        'selectionManagerWindow',
        wh=(300, 200),
        title=("Selection Manager %s" % __version__)
    )
    form_layout1 = pm.formLayout("selectionManager_formLayout1", nd=100)
    with form_layout1:
        button1 = pm.button(l="Add selection to List")
        scroll_layout1 = pm.scrollLayout("selectionManager_scrollLayout1", cr=True)
        with scroll_layout1:
            pm.gridLayout(
                "selectionManager_gridLayout1",
                nc=1,
                cwh=(((17 * 4) + 204), 22),
                aec=False,
                cr=False
            )

    pm.formLayout(
        form_layout1, edit=True,
        attachForm=[
            (button1, "left", 0),
            (button1, "right", 0),
            (button1, "top", 0),
            (scroll_layout1, "left", 0),
            (scroll_layout1, "right", 0),
            (scroll_layout1, "bottom", 0)
        ],
        attachControl=[(scroll_layout1, "top", 0, button1)],
        attachNone=[(button1, "bottom")])

    def create_row(parent):
        row = SelectionRowFactory.create_row(parent)
        row._draw()

    button1.setCommand(pm.Callback(create_row, scroll_layout1))

    # restore rows from Maya scene
    for row in SelectionRowFactory.restore_rows(scroll_layout1):
        row._draw()

    pm.showWindow(selection_manager_window) 
示例12
def __init__(self, dock=False):
        # So first we check if we want this to be able to dock
        if dock:
            # If we should be able to dock, then we'll use this function to get the dock
            parent = getDock()
        else:
            # Otherwise, lets remove all instances of the dock incase it's already docked
            deleteDock()
            # Then if we have a UI called lightingManager, we'll delete it so that we can only have one instance of this
            # A try except is a very important part of programming when we don't want an error to stop our code
            # We first try to do something and if we fail, then we do something else.
            try:
                pm.deleteUI('lightingManager')
            except:
                logger.debug('No previous UI exists')

            # Then we create a new dialog and give it the main maya window as its parent
            # we also store it as the parent for our current UI to be put inside
            parent = QtWidgets.QDialog(parent=getMayaMainWindow())
            # We set its name so that we can find and delete it later
            parent.setObjectName('lightingManager')
            # Then we set the title
            parent.setWindowTitle('Lighting Manager')

            # Finally we give it a layout
            dlgLayout = QtWidgets.QVBoxLayout(parent)

        # Now we are on to our actual widget
        # We've figured out our parent, so lets send that to the QWidgets initialization method
        super(LightingManager, self).__init__(parent=parent)

        # We call our buildUI method to construct our UI
        self.buildUI()

        # Now we can tell it to populate with widgets for every light
        self.populate()

        # We then add ourself to our parents layout
        self.parent().layout().addWidget(self)

        # Finally if we're not docked, then we show our parent
        if not dock:
            parent.show()