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NVIDIA-Omniverse/kit-extension-sample-apiconnect/exts/omni.example.apiconnect/config/extension.toml | [package]
# Semantic Versioning is used: https://semver.org/
version = "1.1.0"
# The title and description fields are primarily for displaying extension info in UI
title = "API Connect Sample"
description="A sample extension that demonstrate how to connect to an API. In this sample we use the HueMint.com API to generate a set of colors."
# Path (relative to the root) or content of readme markdown file for UI.
readme = "docs/README.md"
# URL of the extension source repository.
repository = ""
# One of categories for UI.
category = "Example"
# Keywords for the extension
keywords = ["kit", "example"]
# Icon to show in the extension manager
icon = "data/icon.png"
# Preview to show in the extension manager
preview_image = "data/preview.png"
# Use omni.ui to build simple UI
[dependencies]
"omni.kit.uiapp" = {}
# Main python module this extension provides, it will be publicly available as "import omni.example.apiconnect".
[[python.module]]
name = "omni.example.apiconnect"
[[test]]
# Extra dependencies only to be used during test run
dependencies = [
"omni.kit.ui_test" # UI testing extension
]
|
NVIDIA-Omniverse/kit-extension-sample-apiconnect/exts/omni.example.apiconnect/omni/example/apiconnect/extension.py | # SPDX-License-Identifier: Apache-2.0
import asyncio
import aiohttp
import carb
import omni.ext
import omni.ui as ui
class APIWindowExample(ui.Window):
def __init__(self, title: str, **kwargs) -> None:
"""
Initialize the widget.
Args:
title : Title of the widget. This is used to display the window title on the GUI.
"""
super().__init__(title, **kwargs)
self.frame.set_build_fn(self._build_fn)
# async function to get the color palette from huemint.com and print it
async def get_colors_from_api(self, color_widgets):
"""
Get colors from HueMint API and store them in color_widgets.
Args:
color_widgets : List of widgets to
"""
# Create the task for progress indication and change button text
self.button.text = "Loading"
task = asyncio.create_task(self.run_forever())
# Create a aiohttp session to make the request, building the url and the data to send
# By default it will timeout after 5 minutes.
# See more here: https://docs.aiohttp.org/en/latest/client_quickstart.html
async with aiohttp.ClientSession() as session:
url = "https://api.huemint.com/color"
data = {
"mode": "transformer", # transformer, diffusion or random
"num_colors": "5", # max 12, min 2
"temperature": "1.2", # max 2.4, min 0
"num_results": "1", # max 50 for transformer, 5 for diffusion
"adjacency": ["0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0",
], # nxn adjacency matrix as a flat array of strings
"palette": ["-", "-", "-", "-", "-"], # locked colors as hex codes, or '-' if blank
}
# make the request
try:
async with session.post(url, json=data) as resp:
# get the response as json
result = await resp.json(content_type=None)
# get the palette from the json
palette = result["results"][0]["palette"]
# apply the colors to the color widgets
await self.apply_colors(palette, color_widgets)
# Cancel the progress indication and return the button to the original text
task.cancel()
self.button.text = "Refresh"
except Exception as e:
carb.log_info(f"Caught Exception {e}")
# Cancel the progress indication and return the button to the original text
task.cancel()
self.button.text = "Connection Timed Out \nClick to Retry"
# apply the colors fetched from the api to the color widgets
async def apply_colors(self, palette, color_widgets):
"""
Apply the colors to the ColorWidget. This is a helper method to allow us to get the color values
from the API and set them in the color widgets
Args:
palette : The palette that we want to apply
color_widgets : The list of color widgets
"""
colors = [palette[i] for i in range(5)]
index = 0
# This will fetch the RGB colors from the color widgets and set them to the color of the color widget.
for color_widget in color_widgets:
await omni.kit.app.get_app().next_update_async()
# we get the individual RGB colors from ColorWidget model
color_model = color_widget.model
children = color_model.get_item_children()
hex_to_float = self.hextofloats(colors[index])
# we set the color of the color widget to the color fetched from the api
color_model.get_item_value_model(children[0]).set_value(hex_to_float[0])
color_model.get_item_value_model(children[1]).set_value(hex_to_float[1])
color_model.get_item_value_model(children[2]).set_value(hex_to_float[2])
index = index + 1
async def run_forever(self):
"""
Run the loop until we get a response from omni.
"""
count = 0
dot_count = 0
# Update the button text.
while True:
# Reset the button text to Loading
if count % 10 == 0:
# Reset the text for the button
# Add a dot after Loading.
if dot_count == 3:
self.button.text = "Loading"
dot_count = 0
# Add a dot after Loading
else:
self.button.text += "."
dot_count += 1
count += 1
await omni.kit.app.get_app().next_update_async()
# hex to float conversion for transforming hex color codes to float values
def hextofloats(self, h):
"""
Convert hex values to floating point numbers. This is useful for color conversion to a 3 or 5 digit hex value
Args:
h : RGB string in the format 0xRRGGBB
Returns:
float tuple of ( r g b ) where r g b are floats between 0 and 1 and b
"""
# Convert hex rgb string in an RGB tuple (float, float, float)
return tuple(int(h[i : i + 2], 16) / 255.0 for i in (1, 3, 5)) # skip '#'
def _build_fn(self):
"""
Build the function to call the api when the app starts.
"""
with self.frame:
with ui.VStack(alignment=ui.Alignment.CENTER):
# Get the run loop
run_loop = asyncio.get_event_loop()
ui.Label("Click the button to get a new color palette", height=30, alignment=ui.Alignment.CENTER)
with ui.HStack(height=100):
color_widgets = [ui.ColorWidget(1, 1, 1) for i in range(5)]
def on_click():
"""
Get colors from API and run task in run_loop. This is called when user clicks the button
"""
run_loop.create_task(self.get_colors_from_api(color_widgets))
# create a button to trigger the api call
self.button = ui.Button("Refresh", clicked_fn=on_click)
# we execute the api call once on startup
run_loop.create_task(self.get_colors_from_api(color_widgets))
# Any class derived from `omni.ext.IExt` in top level module (defined in `python.modules` of `extension.toml`) will be
# instantiated when extension gets enabled and `on_startup(ext_id)` will be called. Later when extension gets disabled
# on_shutdown() is called.
class MyExtension(omni.ext.IExt):
# ext_id is current extension id. It can be used with extension manager to query additional information, like where
# this extension is located on filesystem.
def on_startup(self, ext_id):
"""
Called when the extension is started.
Args:
ext_id - id of the extension
"""
print("[omni.example.apiconnect] MyExtension startup")
# create a new window
self._window = APIWindowExample("API Connect Demo - HueMint", width=260, height=270)
def on_shutdown(self):
"""
Called when the extension is shut down. Destroys the window if it exists and sets it to None
"""
print("[omni.example.apiconnect] MyExtension shutdown")
# Destroys the window and releases the reference to the window.
if self._window:
self._window.destroy()
self._window = None
|
NVIDIA-Omniverse/kit-extension-sample-apiconnect/exts/omni.example.apiconnect/omni/example/apiconnect/__init__.py | # SPDX-License-Identifier: Apache-2.0
from .extension import *
|
NVIDIA-Omniverse/kit-extension-sample-apiconnect/exts/omni.example.apiconnect/omni/example/apiconnect/tests/__init__.py | from .test_hello_world import * |
NVIDIA-Omniverse/kit-extension-sample-apiconnect/exts/omni.example.apiconnect/omni/example/apiconnect/tests/test_hello_world.py | # NOTE:
# omni.kit.test - std python's unittest module with additional wrapping to add suport for async/await tests
# For most things refer to unittest docs: https://docs.python.org/3/library/unittest.html
import omni.kit.test
# Extnsion for writing UI tests (simulate UI interaction)
import omni.kit.ui_test as ui_test
# Import extension python module we are testing with absolute import path, as if we are external user (other extension)
import omni.example.apiconnect
# Having a test class dervived from omni.kit.test.AsyncTestCase declared on the root of module will make it auto-discoverable by omni.kit.test
class Test(omni.kit.test.AsyncTestCase):
# Before running each test
async def setUp(self):
pass
# After running each test
async def tearDown(self):
pass
# Actual test, notice it is "async" function, so "await" can be used if needed
async def test_hello_public_function(self):
result = omni.example.apiconnect.some_public_function(4)
self.assertEqual(result, 256)
async def test_window_button(self):
# Find a label in our window
label = ui_test.find("My Window//Frame/**/Label[*]")
# Find buttons in our window
add_button = ui_test.find("My Window//Frame/**/Button[*].text=='Add'")
reset_button = ui_test.find("My Window//Frame/**/Button[*].text=='Reset'")
# Click reset button
await reset_button.click()
self.assertEqual(label.widget.text, "empty")
await add_button.click()
self.assertEqual(label.widget.text, "count: 1")
await add_button.click()
self.assertEqual(label.widget.text, "count: 2")
|
NVIDIA-Omniverse/kit-extension-sample-apiconnect/exts/omni.example.apiconnect/docs/CHANGELOG.md | # Changelog
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [1.0.0] - 2022-10-07
### Added
- Initial version of extension
## [1.1.0] - 2023-10-17
### Added
- Step by Step tutorial
- APIWindowExample class
- Progress indicator when the API is being called
- `next_update_async()` to prevent the App from hanging
### Changed
- Updated README
- Sizing of UI is dynamic rather than static
- Using `create_task` rather than `ensure_future`
- Moved Window functionality into it's own class
- Moved outer functions to Window Class
### Removed
- Unused imports
|
NVIDIA-Omniverse/kit-extension-sample-apiconnect/exts/omni.example.apiconnect/docs/README.md | # API Connection (omni.example.apiconnect)

## Overview
This Extension makes a single API call and updates UI elements. It demonstrates how to make API calls without interfering with the main loop of Omniverse.
See [Adding the Extension](../../../README.md#adding-this-extension) on how to add the extension to your project.
## [Tutorial](tutorial.md)
This extension sample also includes a step-by-step tutorial to accelerate your growth as you learn to build your own Omniverse Kit extensions.
Learn how to create an Extension that calls an API and use that information to update components within Omniverse.
[Get started with the tutorial here.](tutorial.md)
## Usage
Once the extension is enabled in the *Extension Manager*, you should see a similar line inside the viewport like in the to the image before [Overview section](#overview).
Clicking on the *Refresh* button will send a request to [HueMint.com](https://huemint.com/) API. HueMint then sends back a palette of colors which is used to update the 5 color widgets in the UI. Hovering over each color widget will display the values used to define the color. The color widgets can also be clicked on which opens a color picker UI. |
NVIDIA-Omniverse/kit-extension-sample-apiconnect/exts/omni.example.apiconnect/docs/tutorial.md | # Connecting API to Omniverse Extension
The API Connection extension shows how to communicate with an API within Omniverse. This guide is great for extension builders who want to start using their own API tools or external API tools within Omniverse.
> NOTE: Visual Studio Code is the preferred IDE, hence forth we will be referring to it throughout this guide.
> NOTE: Omniverse Code is the preferred platform, hence forth we will be referring to it throughout this guide.
# Learning Objectives
In this tutorial you learn how to:
- Use `asyncio`
- Use `aiohttp` calls
- Send an API Request
- Use Results from API Request
- Use async within Omniverse
# Prerequisites
We recommend that you complete these tutorials before moving forward:
- [Extension Environment Tutorial](https://github.com/NVIDIA-Omniverse/ExtensionEnvironmentTutorial)
- [How to make an extension by spawning prims](https://github.com/NVIDIA-Omniverse/kit-extension-sample-spawn-prims)
- [UI Window Tutorial](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window/blob/main/exts/omni.example.ui_window/tutorial/tutorial.md)
# Step 1: Create an Extension
> **Note:** This is a review, if you know how to create an extension, feel free to skip this step.
For this guide, we will briefly go over how to create an extension. If you have not completed [How to make an extension by spawning prims](https://github.com/NVIDIA-Omniverse/kit-extension-sample-spawn-prims/blob/main/exts/omni.example.spawn_prims/tutorial/tutorial.md) we recommend you pause here and complete that before moving forward.
## Step 1.1: Create the extension template
In Omniverse Code navigate to the `Extensions` tab and create a new extension by clicking the ➕ icon in the upper left corner and select `New Extension Template Project`.
Name the project to `kit-ext-apiconnect` and the extension name to `my.api.connect`.

> **Note:** If you don't see the *Extensions* Window, enable **Window > Extensions**:
>
> 
<icon> | <new template>
:-------------------------:|:-------------------------:
 | 
A new extension template window and Visual Studio Code will open after you have selected the folder location, folder name, and extension ID.
## Step 1.2: Naming your extension
Before beginning to code, navigate into `VS Code` and change how the extension is viewed in the **Extension Manager**. It's important to give your extension a title and description for the end user to understand the extension's purpose.
Inside of the `config` folder, locate the `extension.toml` file:
> **Note:** `extension.toml` is located inside of the `exts` folder you created for your extension.

Inside of this file, there is a title and description for how the extension will look in the **Extension Manager**. Change the title and description for the extension.
``` python
title = "API Connection"
description="Example on how to make an API response in Omniverse"
```
# Step 2: Set Up Window
All coding will be contained within `extension.py`.
Before setting up the API request, the first step is to get a window. The UI contained in the window will have a button to call the API and color widgets whose values will be updated based on the API's response.
## Step 2.1: Replace with Boilerplate Code
With *VS Code* open, **go to** `extension.py` and replace all the code inside with the following:
```python
import omni.ext
import omni.ui as ui
# Any class derived from `omni.ext.IExt` in top level module (defined in `python.modules` of `extension.toml`) will be
# instantiated when extension gets enabled and `on_startup(ext_id)` will be called. Later when extension gets disabled
# on_shutdown() is called.
class MyExtension(omni.ext.IExt):
# ext_id is current extension id. It can be used with extension manager to query additional information, like where
# this extension is located on filesystem.
def on_startup(self, ext_id):
print("[omni.example.apiconnect] MyExtension startup")
#create a new window
self._window = APIWindowExample("API Connect Example", width=260, height=270)
def on_shutdown(self):
print("[omni.example.apiconnect] MyExtension shutdown")
if self._window:
self._window.destroy()
self._window = None
```
If you were to save `extension.py` it would throw an error since we have not defined `APIWindowExample`. This step is to setup a starting point for which our window can be created and destroyed when starting up or shutting down the extension.
`APIWindowExample` will be the class we work on throughout the rest of the tutorial.
## Step 2.2: Create `APIWindowExample` class
At the bottom of `extension.py`, **create** a new class called `APIWindowExample()`
```python
class APIWindowExample(ui.Window):
def __init__(self, title: str, **kwargs) -> None:
super().__init__(title, **kwargs)
self.frame.set_build_fn(self._build_fn)
def _build_fn(self):
with self.frame:
with ui.VStack(alignment=ui.Alignment.CENTER):
ui.Label("Click the button to get a new color palette",height=30, alignment=ui.Alignment.CENTER)
```
Save `extension.py` and go back to Omniverse.
Right now, the Window should only have a label.

## Step 2.3: Add Color Widgets
Color Widgets are buttons that display a color and can open a picker window.
In `extension.py`, **add** the following code block under `ui.Label()`:
```python
with ui.HStack(height=100):
color_widgets = [ui.ColorWidget(1,1,1) for i in range(5)]
#create a button to trigger the api call
self.button = ui.Button("Refresh")
```
Make sure `with ui.HStack()` is at the same indentation as `ui.Label()`.
Here we create a Horizontal Stack that will contain 5 Color Widgets. Below that will be a button labeled Refresh.
**Save** `extension.py` and go back to Omniverse. The Window will now have 5 white boxes. When hovered it will show the color values and when clicked on it will open a color picker window.

After editing `extension.py` should look like the following:
```python
import omni.ext
import omni.ui as ui
# Any class derived from `omni.ext.IExt` in top level module (defined in `python.modules` of `extension.toml`) will be
# instantiated when extension gets enabled and `on_startup(ext_id)` will be called. Later when extension gets disabled
# on_shutdown() is called.
class MyExtension(omni.ext.IExt):
# ext_id is current extension id. It can be used with extension manager to query additional information, like where
# this extension is located on filesystem.
def on_startup(self, ext_id):
print("[omni.example.apiconnect] MyExtension startup")
#create a new window
self._window = APIWindowExample("API Connect Example", width=260, height=270)
def on_shutdown(self):
print("[omni.example.apiconnect] MyExtension shutdown")
if self._window:
self._window.destroy()
self._window = None
class APIWindowExample(ui.Window):
def __init__(self, title: str, **kwargs) -> None:
super().__init__(title, **kwargs)
self.frame.set_build_fn(self._build_fn)
def _build_fn(self):
with self.frame:
with ui.VStack(alignment=ui.Alignment.CENTER):
ui.Label("Click the button to get a new color palette",height=30, alignment=ui.Alignment.CENTER)
with ui.HStack(height=100):
color_widgets = [ui.ColorWidget(1,1,1) for i in range(5)]
#create a button to trigger the api call
self.button = ui.Button("Refresh")
```
# Step 3: Create API Request
To make an API Request we use the `aiohttp` library. This comes packaged in the Python environment with Omniverse.
We use the `asyncio` library as well to avoid the user interface freezing when there are very expensive Python operations. Async is a single threaded / single process design because it's using cooperative multitasking.
## Step 3.1: Create a Task
1. **Add** `import asyncio` at the top of `extension.py`.
2. In `APIWindowExample` class, **add** the following function:
```python
#async function to get the color palette from huemint.com
async def get_colors_from_api(self, color_widgets):
print("a")
await asyncio.sleep(1)
print("b")
```
This function contains the keyword `async` in front, meaning we cannot call it statically.
To call this function we first need to grab the current event loop.
3. Before `ui.Label()` **add** the following line:
- `run_loop = asyncio.get_event_loop()`
Now we can use the event loop to create a task that runs concurrently.
4. Before `self.button`, **add** the following block of code:
```python
def on_click():
run_loop.create_task(self.get_colors_from_api(color_widgets))
```
`create_task` takes a coroutine, where coroutine is an object with the keyword async.
5. To connect it together **add** the following parameter in `self.button`:
- `clicked_fn=on_click`
After editing `extension.py` should look like the following:
```python
import omni.ext
import omni.ui as ui
import asyncio
# Any class derived from `omni.ext.IExt` in top level module (defined in `python.modules` of `extension.toml`) will be
# instantiated when extension gets enabled and `on_startup(ext_id)` will be called. Later when extension gets disabled
# on_shutdown() is called.
class MyExtension(omni.ext.IExt):
# ext_id is current extension id. It can be used with extension manager to query additional information, like where
# this extension is located on filesystem.
def on_startup(self, ext_id):
print("[omni.example.apiconnect] MyExtension startup")
#create a new window
self._window = APIWindowExample("API Connect Example", width=260, height=270)
def on_shutdown(self):
print("[omni.example.apiconnect] MyExtension shutdown")
if self._window:
self._window.destroy()
self._window = None
class APIWindowExample(ui.Window):
#async function to get the color palette from huemint.com
async def get_colors_from_api(self, color_widgets):
print("a")
await asyncio.sleep(1)
print("b")
def __init__(self, title: str, **kwargs) -> None:
super().__init__(title, **kwargs)
self.frame.set_build_fn(self._build_fn)
def _build_fn(self):
with self.frame:
with ui.VStack(alignment=ui.Alignment.CENTER):
run_loop = asyncio.get_event_loop()
ui.Label("Click the button to get a new color palette",height=30, alignment=ui.Alignment.CENTER)
with ui.HStack(height=100):
color_widgets = [ui.ColorWidget(1,1,1) for i in range(5)]
def on_click():
run_loop.create_task(self.get_colors_from_api(color_widgets))
#create a button to trigger the api call
self.button = ui.Button("Refresh", clicked_fn=on_click)
```
**Save** `extension.py` and go back to Omniverse.
Now when we click on the Refresh button, in the Console tab it will print 'a' and after one second it will print 'b'.

## Step 3.2: Make API Request
To **create** the API Request, we first need to create an `aiohttp` session.
1. Add `import aiohttp` at the top of `extension.py`.
2. In `get_colors_from_api()` remove:
```python
print("a")
await asyncio.sleep(1)
print("b")
```
and **add** the following:
- `async with aiohttp.ClientSession() as session:`
With the session created, we can build the URL and data to send to the API. For this example we are using the [HueMint.com](https://huemint.com/) API.
3. Under `aiohttp.ClientSession()`, **add** the following block of code:
```python
url = 'https://api.huemint.com/color'
data = {
"mode":"transformer", #transformer, diffusion or random
"num_colors":"5", # max 12, min 2
"temperature":"1.2", #max 2.4, min 0
"num_results":"1", #max 50 for transformer, 5 for diffusion
"adjacency":[ "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"], #nxn adjacency matrix as a flat array of strings
"palette":["-", "-", "-", "-", "-"], #locked colors as hex codes, or '-' if blank
}
```
> **Note:** If you are using a different URL make sure the data passed is correct.
4. Based on HueMint.com we will create a POST request. **Add** the following code block under `data`:
```python
try:
#make the request
async with session.post(url, json=data) as resp:
#get the response as json
result = await resp.json(content_type=None)
#get the palette from the json
palette=result['results'][0]['palette']
print(palette)
except Exception as e:
import carb
carb.log_info(f"Caught Exception {e}")
```
The `try / except` is used to catch when a Timeout occurs. To read more about Timeouts see [aiohttp Client Quick Start](https://docs.aiohttp.org/en/latest/client_quickstart.html).
After editing `extension.py` should look like the following:
```python
import omni.ext
import omni.ui as ui
import asyncio
import aiohttp
# Any class derived from `omni.ext.IExt` in top level module (defined in `python.modules` of `extension.toml`) will be
# instantiated when extension gets enabled and `on_startup(ext_id)` will be called. Later when extension gets disabled
# on_shutdown() is called.
class MyExtension(omni.ext.IExt):
# ext_id is current extension id. It can be used with extension manager to query additional information, like where
# this extension is located on filesystem.
def on_startup(self, ext_id):
print("[omni.example.apiconnect] MyExtension startup")
#create a new window
self._window = APIWindowExample("API Connect Example", width=260, height=270)
def on_shutdown(self):
print("[omni.example.apiconnect] MyExtension shutdown")
if self._window:
self._window.destroy()
self._window = None
class APIWindowExample(ui.Window):
#async function to get the color palette from huemint.com
async def get_colors_from_api(self, color_widgets):
async with aiohttp.ClientSession() as session:
url = 'https://api.huemint.com/color'
data = {
"mode":"transformer", #transformer, diffusion or random
"num_colors":"5", # max 12, min 2
"temperature":"1.2", #max 2.4, min 0
"num_results":"1", #max 50 for transformer, 5 for diffusion
"adjacency":[ "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"], #nxn adjacency matrix as a flat array of strings
"palette":["-", "-", "-", "-", "-"], #locked colors as hex codes, or '-' if blank
}
try:
#make the request
async with session.post(url, json=data) as resp:
#get the response as json
result = await resp.json(content_type=None)
#get the palette from the json
palette=result['results'][0]['palette']
print(palette)
except Exception as e:
import carb
carb.log_info(f"Caught Exception {e}")
def __init__(self, title: str, **kwargs) -> None:
super().__init__(title, **kwargs)
self.frame.set_build_fn(self._build_fn)
def _build_fn(self):
with self.frame:
with ui.VStack(alignment=ui.Alignment.CENTER):
run_loop = asyncio.get_event_loop()
ui.Label("Click the button to get a new color palette",height=30, alignment=ui.Alignment.CENTER)
with ui.HStack(height=100):
color_widgets = [ui.ColorWidget(1,1,1) for i in range(5)]
def on_click():
run_loop.create_task(self.get_colors_from_api(color_widgets))
#create a button to trigger the api call
self.button = ui.Button("Refresh", clicked_fn=on_click)
```
**Save** `extension.py` and go back to Omniverse.
When clicking on the Refresh button our Extension will now call the API, grab the JSON response, and store it in `palette`. We can see the value for `palette` in the Console Tab.

# Step 4: Apply Results
Now that the API call is returning a response, we can now take that response and apply it to our color widgets in the Window.
## Step 4.1: Setup `apply_colors()`
To apply the colors received from the API, **create** the following two functions inside of `APIWindowExample`:
```python
#apply the colors fetched from the api to the color widgets
async def apply_colors(self, palette, color_widgets):
colors = [palette[i] for i in range(5)]
index = 0
for color_widget in color_widgets:
await omni.kit.app.get_app().next_update_async()
#we get the individual RGB colors from ColorWidget model
color_model = color_widget.model
children = color_model.get_item_children()
hex_to_float = self.hextofloats(colors[index])
#we set the color of the color widget to the color fetched from the api
color_model.get_item_value_model(children[0]).set_value(hex_to_float[0])
color_model.get_item_value_model(children[1]).set_value(hex_to_float[1])
color_model.get_item_value_model(children[2]).set_value(hex_to_float[2])
index = index + 1
#hex to float conversion for transforming hex color codes to float values
def hextofloats(self, h):
#Convert hex rgb string in an RGB tuple (float, float, float)
return tuple(int(h[i:i + 2], 16) / 255. for i in (1, 3, 5)) # skip '#'
```
In Kit there is a special awaitable: `await omni.kit.app.get_app().next_update_async()`
- This waits for the next frame within Omniverse to run. It is used when you want to execute something with a one-frame delay.
- Why do we need this?
- Without this, running Python code that is expensive can cause the user interface to freeze
## Step 4.2: Link it together
Inside `get_colors_from_api()` **replace** `print()` with the following line:
- `await self.apply_colors(palette, color_widgets)`
After editing `extension.py` should look like the following:
```python
import omni.ext
import omni.ui as ui
import asyncio
import aiohttp
# Any class derived from `omni.ext.IExt` in top level module (defined in `python.modules` of `extension.toml`) will be
# instantiated when extension gets enabled and `on_startup(ext_id)` will be called. Later when extension gets disabled
# on_shutdown() is called.
class MyExtension(omni.ext.IExt):
# ext_id is current extension id. It can be used with extension manager to query additional information, like where
# this extension is located on filesystem.
def on_startup(self, ext_id):
print("[omni.example.apiconnect] MyExtension startup")
#create a new window
self._window = APIWindowExample("API Connect Example", width=260, height=270)
def on_shutdown(self):
print("[omni.example.apiconnect] MyExtension shutdown")
if self._window:
self._window.destroy()
self._window = None
class APIWindowExample(ui.Window):
#async function to get the color palette from huemint.com
async def get_colors_from_api(self, color_widgets):
async with aiohttp.ClientSession() as session:
url = 'https://api.huemint.com/color'
data = {
"mode":"transformer", #transformer, diffusion or random
"num_colors":"5", # max 12, min 2
"temperature":"1.2", #max 2.4, min 0
"num_results":"1", #max 50 for transformer, 5 for diffusion
"adjacency":[ "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"], #nxn adjacency matrix as a flat array of strings
"palette":["-", "-", "-", "-", "-"], #locked colors as hex codes, or '-' if blank
}
try:
#make the request
async with session.post(url, json=data) as resp:
#get the response as json
result = await resp.json(content_type=None)
#get the palette from the json
palette=result['results'][0]['palette']
await self.apply_colors(palette, color_widgets)
except Exception as e:
import carb
carb.log_info(f"Caught Exception {e}")
#apply the colors fetched from the api to the color widgets
async def apply_colors(self, palette, color_widgets):
colors = [palette[i] for i in range(5)]
index = 0
for color_widget in color_widgets:
await omni.kit.app.get_app().next_update_async()
#we get the individual RGB colors from ColorWidget model
color_model = color_widget.model
children = color_model.get_item_children()
hex_to_float = self.hextofloats(colors[index])
#we set the color of the color widget to the color fetched from the api
color_model.get_item_value_model(children[0]).set_value(hex_to_float[0])
color_model.get_item_value_model(children[1]).set_value(hex_to_float[1])
color_model.get_item_value_model(children[2]).set_value(hex_to_float[2])
index = index + 1
#hex to float conversion for transforming hex color codes to float values
def hextofloats(self, h):
#Convert hex rgb string in an RGB tuple (float, float, float)
return tuple(int(h[i:i + 2], 16) / 255. for i in (1, 3, 5)) # skip '#'
def __init__(self, title: str, **kwargs) -> None:
super().__init__(title, **kwargs)
self.frame.set_build_fn(self._build_fn)
def _build_fn(self):
with self.frame:
with ui.VStack(alignment=ui.Alignment.CENTER):
run_loop = asyncio.get_event_loop()
ui.Label("Click the button to get a new color palette",height=30, alignment=ui.Alignment.CENTER)
with ui.HStack(height=100):
color_widgets = [ui.ColorWidget(1,1,1) for i in range(5)]
def on_click():
run_loop.create_task(self.get_colors_from_api(color_widgets))
#create a button to trigger the api call
self.button = ui.Button("Refresh", clicked_fn=on_click)
```
**Save** `extension.py` and go back to Omniverse. When clicking on the Refresh button our color widgets in the window will now update based on the results given by the API response.

# Step 5: Visualize Progression
Some API responses might not be as quick to return a result. Visual indicators can be added to indicate to the user that the extension is waiting for an API response.
Examples can be loading bars, spinning circles, percent numbers, etc.
For this example, we are going to change "Refresh" to "Loading" and as time goes on it will add up to three periods after Loading before resetting.
How it looks when cycling:
- Loading
- Loading.
- Loading..
- Loading...
- Loading
## Step 5.1: Run Forever Task
Using `async`, we can create as many tasks to run concurrently. One task so far is making a request to the API and our second task will be running the Loading visuals.
**Add** the following code block in `APIWindowExample`:
```python
async def run_forever(self):
count = 0
dot_count = 0
while True:
if count % 10 == 0:
if dot_count == 3:
self.button.text = "Loading"
dot_count = 0
else:
self.button.text += "."
dot_count += 1
count += 1
await omni.kit.app.get_app().next_update_async()
```
> **Note:** This function will run forever. When creating coroutines make sure there is a way to end the process or cancel it to prevent it from running the entire time.
Again we use `next_update_async()` to prevent the user interface from freezing.
## Step 5.2: Cancelling Tasks
As noted before this coroutine runs forever so after we apply the colors we will cancel that task to stop it from running.
1. At the front of `get_colors_from_api()` **add** the following lines:
```python
self.button.text = "Loading"
task = asyncio.create_task(self.run_forever())
```
To cancel a task we need a reference to the task that was created.
2. In `get_colors_from_api()` and after `await self.apply_colors()` **add** the following lines:
```python
task.cancel()
self.button.text = "Refresh"
```
3. After `carb.log_info()`, **add** the following lines:
```python
task.cancel()
self.button.text = "Connection Timed Out \nClick to Retry"
```
After editing `extension.py` should look like the following:
```python
import omni.ext
import omni.ui as ui
import asyncio
import aiohttp
# Any class derived from `omni.ext.IExt` in top level module (defined in `python.modules` of `extension.toml`) will be
# instantiated when extension gets enabled and `on_startup(ext_id)` will be called. Later when extension gets disabled
# on_shutdown() is called.
class MyExtension(omni.ext.IExt):
# ext_id is current extension id. It can be used with extension manager to query additional information, like where
# this extension is located on filesystem.
def on_startup(self, ext_id):
print("[omni.example.apiconnect] MyExtension startup")
#create a new window
self._window = APIWindowExample("API Connect Example", width=260, height=270)
def on_shutdown(self):
print("[omni.example.apiconnect] MyExtension shutdown")
if self._window:
self._window.destroy()
self._window = None
class APIWindowExample(ui.Window):
#async function to get the color palette from huemint.com
async def get_colors_from_api(self, color_widgets):
self.button.text = "Loading"
task = asyncio.create_task(self.run_forever())
async with aiohttp.ClientSession() as session:
url = 'https://api.huemint.com/color'
data = {
"mode":"transformer", #transformer, diffusion or random
"num_colors":"5", # max 12, min 2
"temperature":"1.2", #max 2.4, min 0
"num_results":"1", #max 50 for transformer, 5 for diffusion
"adjacency":[ "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"], #nxn adjacency matrix as a flat array of strings
"palette":["-", "-", "-", "-", "-"], #locked colors as hex codes, or '-' if blank
}
try:
#make the request
async with session.post(url, json=data) as resp:
#get the response as json
result = await resp.json(content_type=None)
#get the palette from the json
palette=result['results'][0]['palette']
await self.apply_colors(palette, color_widgets)
task.cancel()
self.button.text = "Refresh"
except Exception as e:
import carb
carb.log_info(f"Caught Exception {e}")
task.cancel()
self.button.text = "Connection Timed Out \nClick to Retry"
#apply the colors fetched from the api to the color widgets
async def apply_colors(self, palette, color_widgets):
colors = [palette[i] for i in range(5)]
index = 0
for color_widget in color_widgets:
await omni.kit.app.get_app().next_update_async()
#we get the individual RGB colors from ColorWidget model
color_model = color_widget.model
children = color_model.get_item_children()
hex_to_float = self.hextofloats(colors[index])
#we set the color of the color widget to the color fetched from the api
color_model.get_item_value_model(children[0]).set_value(hex_to_float[0])
color_model.get_item_value_model(children[1]).set_value(hex_to_float[1])
color_model.get_item_value_model(children[2]).set_value(hex_to_float[2])
index = index + 1
async def run_forever(self):
count = 0
dot_count = 0
while True:
if count % 10 == 0:
if dot_count == 3:
self.button.text = "Loading"
dot_count = 0
else:
self.button.text += "."
dot_count += 1
count += 1
await omni.kit.app.get_app().next_update_async()
#hex to float conversion for transforming hex color codes to float values
def hextofloats(self, h):
#Convert hex rgb string in an RGB tuple (float, float, float)
return tuple(int(h[i:i + 2], 16) / 255. for i in (1, 3, 5)) # skip '#'
def __init__(self, title: str, **kwargs) -> None:
super().__init__(title, **kwargs)
self.frame.set_build_fn(self._build_fn)
def _build_fn(self):
with self.frame:
with ui.VStack(alignment=ui.Alignment.CENTER):
run_loop = asyncio.get_event_loop()
ui.Label("Click the button to get a new color palette",height=30, alignment=ui.Alignment.CENTER)
with ui.HStack(height=100):
color_widgets = [ui.ColorWidget(1,1,1) for i in range(5)]
def on_click():
run_loop.create_task(self.get_colors_from_api(color_widgets))
#create a button to trigger the api call
self.button = ui.Button("Refresh", clicked_fn=on_click)
```
**Save** `extension.py` and go back to Omniverse. Clicking the Refresh Button now will display a visual progression to let the user know that the program is running. Once the program is done the button will revert back to displaying "Refresh" instead of "Loading".
 |
NVIDIA-Omniverse/kit-extension-sample-reticle/link_app.sh | #!/bin/bash
set -e
SCRIPT_DIR=$(dirname ${BASH_SOURCE})
cd "$SCRIPT_DIR"
exec "tools/packman/python.sh" tools/scripts/link_app.py $@
|
NVIDIA-Omniverse/kit-extension-sample-reticle/link_app.bat | @echo off
call "%~dp0tools\packman\python.bat" %~dp0tools\scripts\link_app.py %*
if %errorlevel% neq 0 ( goto Error )
:Success
exit /b 0
:Error
exit /b %errorlevel%
|
NVIDIA-Omniverse/kit-extension-sample-reticle/README.md | # Viewport Reticle Kit Extension Sample
## [Viewport Reticle (omni.example.reticle)](exts/omni.example.reticle)

### About
This extension shows how to build a viewport reticle extension. The focus of this sample extension is to show how to use omni.ui.scene to draw additional graphical primitives on the viewport.
### [README](exts/omni.example.reticle)
See the [README for this extension](exts/omni.example.reticle) to learn more about it including how to use it.
### [Tutorial](tutorial/tutorial.md)
Follow a [step-by-step tutorial](tutorial/tutorial.md) that walks you through how to use omni.ui.scene to build this extension.
## Adding This Extension
To add this extension to your Omniverse app:
1. Go into: Extension Manager -> Gear Icon -> Extension Search Path
2. Add this as a search path: `git://github.com/NVIDIA-Omniverse/kit-extension-sample-reticle?branch=main&dir=exts`
## Linking with an Omniverse app
For a better developer experience, it is recommended to create a folder link named `app` to the *Omniverse Kit* app installed from *Omniverse Launcher*. A convenience script to use is included.
Run:
```bash
> link_app.bat
```
There is also an analogous `link_app.sh` for Linux. If successful you should see `app` folder link in the root of this repo.
If multiple Omniverse apps is installed script will select recommended one. Or you can explicitly pass an app:
```bash
> link_app.bat --app code
```
You can also just pass a path to create link to:
```bash
> link_app.bat --path "C:/Users/bob/AppData/Local/ov/pkg/create-2022.1.3"
```
## Contributing
The source code for this repository is provided as-is and we are not accepting outside contributions. |
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/scripts/link_app.py | import os
import argparse
import sys
import json
import packmanapi
import urllib3
def find_omniverse_apps():
http = urllib3.PoolManager()
try:
r = http.request("GET", "http://127.0.0.1:33480/components")
except Exception as e:
print(f"Failed retrieving apps from an Omniverse Launcher, maybe it is not installed?\nError: {e}")
sys.exit(1)
apps = {}
for x in json.loads(r.data.decode("utf-8")):
latest = x.get("installedVersions", {}).get("latest", "")
if latest:
for s in x.get("settings", []):
if s.get("version", "") == latest:
root = s.get("launch", {}).get("root", "")
apps[x["slug"]] = (x["name"], root)
break
return apps
def create_link(src, dst):
print(f"Creating a link '{src}' -> '{dst}'")
packmanapi.link(src, dst)
APP_PRIORITIES = ["code", "create", "view"]
if __name__ == "__main__":
parser = argparse.ArgumentParser(description="Create folder link to Kit App installed from Omniverse Launcher")
parser.add_argument(
"--path",
help="Path to Kit App installed from Omniverse Launcher, e.g.: 'C:/Users/bob/AppData/Local/ov/pkg/create-2021.3.4'",
required=False,
)
parser.add_argument(
"--app", help="Name of Kit App installed from Omniverse Launcher, e.g.: 'code', 'create'", required=False
)
args = parser.parse_args()
path = args.path
if not path:
print("Path is not specified, looking for Omniverse Apps...")
apps = find_omniverse_apps()
if len(apps) == 0:
print(
"Can't find any Omniverse Apps. Use Omniverse Launcher to install one. 'Code' is the recommended app for developers."
)
sys.exit(0)
print("\nFound following Omniverse Apps:")
for i, slug in enumerate(apps):
name, root = apps[slug]
print(f"{i}: {name} ({slug}) at: '{root}'")
if args.app:
selected_app = args.app.lower()
if selected_app not in apps:
choices = ", ".join(apps.keys())
print(f"Passed app: '{selected_app}' is not found. Specify one of the following found Apps: {choices}")
sys.exit(0)
else:
selected_app = next((x for x in APP_PRIORITIES if x in apps), None)
if not selected_app:
selected_app = next(iter(apps))
print(f"\nSelected app: {selected_app}")
_, path = apps[selected_app]
if not os.path.exists(path):
print(f"Provided path doesn't exist: {path}")
else:
SCRIPT_ROOT = os.path.dirname(os.path.realpath(__file__))
create_link(f"{SCRIPT_ROOT}/../../app", path)
print("Success!")
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/python.sh | #!/bin/bash
# Copyright 2019-2020 NVIDIA CORPORATION
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
# http://www.apache.org/licenses/LICENSE-2.0
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
set -e
PACKMAN_CMD="$(dirname "${BASH_SOURCE}")/packman"
if [ ! -f "$PACKMAN_CMD" ]; then
PACKMAN_CMD="${PACKMAN_CMD}.sh"
fi
source "$PACKMAN_CMD" init
export PYTHONPATH="${PM_MODULE_DIR}:${PYTHONPATH}"
export PYTHONNOUSERSITE=1
# workaround for our python not shipping with certs
if [[ -z ${SSL_CERT_DIR:-} ]]; then
export SSL_CERT_DIR=/etc/ssl/certs/
fi
"${PM_PYTHON}" -u "$@"
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/python.bat | :: Copyright 2019-2020 NVIDIA CORPORATION
::
:: Licensed under the Apache License, Version 2.0 (the "License");
:: you may not use this file except in compliance with the License.
:: You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing, software
:: distributed under the License is distributed on an "AS IS" BASIS,
:: WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
:: See the License for the specific language governing permissions and
:: limitations under the License.
@echo off
setlocal
call "%~dp0\packman" init
set "PYTHONPATH=%PM_MODULE_DIR%;%PYTHONPATH%"
set PYTHONNOUSERSITE=1
"%PM_PYTHON%" -u %*
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/packman.cmd | :: Reset errorlevel status (don't inherit from caller) [xxxxxxxxxxx]
@call :ECHO_AND_RESET_ERROR
:: You can remove the call below if you do your own manual configuration of the dev machines
call "%~dp0\bootstrap\configure.bat"
if %errorlevel% neq 0 ( exit /b %errorlevel% )
:: Everything below is mandatory
if not defined PM_PYTHON goto :PYTHON_ENV_ERROR
if not defined PM_MODULE goto :MODULE_ENV_ERROR
:: Generate temporary path for variable file
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile ^
-File "%~dp0bootstrap\generate_temp_file_name.ps1"') do set PM_VAR_PATH=%%a
if %1.==. (
set PM_VAR_PATH_ARG=
) else (
set PM_VAR_PATH_ARG=--var-path="%PM_VAR_PATH%"
)
"%PM_PYTHON%" -S -s -u -E "%PM_MODULE%" %* %PM_VAR_PATH_ARG%
if %errorlevel% neq 0 ( exit /b %errorlevel% )
:: Marshall environment variables into the current environment if they have been generated and remove temporary file
if exist "%PM_VAR_PATH%" (
for /F "usebackq tokens=*" %%A in ("%PM_VAR_PATH%") do set "%%A"
)
if %errorlevel% neq 0 ( goto :VAR_ERROR )
if exist "%PM_VAR_PATH%" (
del /F "%PM_VAR_PATH%"
)
if %errorlevel% neq 0 ( goto :VAR_ERROR )
set PM_VAR_PATH=
goto :eof
:: Subroutines below
:PYTHON_ENV_ERROR
@echo User environment variable PM_PYTHON is not set! Please configure machine for packman or call configure.bat.
exit /b 1
:MODULE_ENV_ERROR
@echo User environment variable PM_MODULE is not set! Please configure machine for packman or call configure.bat.
exit /b 1
:VAR_ERROR
@echo Error while processing and setting environment variables!
exit /b 1
:ECHO_AND_RESET_ERROR
@echo off
if /I "%PM_VERBOSITY%"=="debug" (
@echo on
)
exit /b 0
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/config.packman.xml | <config remotes="cloudfront">
<remote2 name="cloudfront">
<transport actions="download" protocol="https" packageLocation="d4i3qtqj3r0z5.cloudfront.net/${name}@${version}" />
</remote2>
</config>
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/bootstrap/generate_temp_file_name.ps1 | <#
Copyright 2019 NVIDIA CORPORATION
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
#>
$out = [System.IO.Path]::GetTempFileName()
Write-Host $out
# SIG # Begin signature block
# MIIaVwYJKoZIhvcNAQcCoIIaSDCCGkQCAQExDzANBglghkgBZQMEAgEFADB5Bgor
# BgEEAYI3AgEEoGswaTA0BgorBgEEAYI3AgEeMCYCAwEAAAQQH8w7YFlLCE63JNLG
# KX7zUQIBAAIBAAIBAAIBAAIBADAxMA0GCWCGSAFlAwQCAQUABCAK+Ewup1N0/mdf
# 1l4R58rxyumHgZvTmEhrYTb2Zf0zd6CCCiIwggTTMIIDu6ADAgECAhBi50XpIWUh
# PJcfXEkK6hKlMA0GCSqGSIb3DQEBCwUAMIGEMQswCQYDVQQGEwJVUzEdMBsGA1UE
# ChMUU3ltYW50ZWMgQ29ycG9yYXRpb24xHzAdBgNVBAsTFlN5bWFudGVjIFRydXN0
# IE5ldHdvcmsxNTAzBgNVBAMTLFN5bWFudGVjIENsYXNzIDMgU0hBMjU2IENvZGUg
# U2lnbmluZyBDQSAtIEcyMB4XDTE4MDcwOTAwMDAwMFoXDTIxMDcwOTIzNTk1OVow
# gYMxCzAJBgNVBAYTAlVTMRMwEQYDVQQIDApDYWxpZm9ybmlhMRQwEgYDVQQHDAtT
# YW50YSBDbGFyYTEbMBkGA1UECgwSTlZJRElBIENvcnBvcmF0aW9uMQ8wDQYDVQQL
# DAZJVC1NSVMxGzAZBgNVBAMMEk5WSURJQSBDb3Jwb3JhdGlvbjCCASIwDQYJKoZI
# hvcNAQEBBQADggEPADCCAQoCggEBALEZN63dA47T4i90jZ84CJ/aWUwVtLff8AyP
# YspFfIZGdZYiMgdb8A5tBh7653y0G/LZL6CVUkgejcpvBU/Dl/52a+gSWy2qJ2bH
# jMFMKCyQDhdpCAKMOUKSC9rfzm4cFeA9ct91LQCAait4LhLlZt/HF7aG+r0FgCZa
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# SIG # End signature block
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/bootstrap/configure.bat | :: Copyright 2019 NVIDIA CORPORATION
::
:: Licensed under the Apache License, Version 2.0 (the "License");
:: you may not use this file except in compliance with the License.
:: You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing, software
:: distributed under the License is distributed on an "AS IS" BASIS,
:: WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
:: See the License for the specific language governing permissions and
:: limitations under the License.
set PM_PACKMAN_VERSION=6.33.2
:: Specify where packman command is rooted
set PM_INSTALL_PATH=%~dp0..
:: The external root may already be configured and we should do minimal work in that case
if defined PM_PACKAGES_ROOT goto ENSURE_DIR
:: If the folder isn't set we assume that the best place for it is on the drive that we are currently
:: running from
set PM_DRIVE=%CD:~0,2%
set PM_PACKAGES_ROOT=%PM_DRIVE%\packman-repo
:: We use *setx* here so that the variable is persisted in the user environment
echo Setting user environment variable PM_PACKAGES_ROOT to %PM_PACKAGES_ROOT%
setx PM_PACKAGES_ROOT %PM_PACKAGES_ROOT%
if %errorlevel% neq 0 ( goto ERROR )
:: The above doesn't work properly from a build step in VisualStudio because a separate process is
:: spawned for it so it will be lost for subsequent compilation steps - VisualStudio must
:: be launched from a new process. We catch this odd-ball case here:
if defined PM_DISABLE_VS_WARNING goto ENSURE_DIR
if not defined VSLANG goto ENSURE_DIR
echo The above is a once-per-computer operation. Unfortunately VisualStudio cannot pick up environment change
echo unless *VisualStudio is RELAUNCHED*.
echo If you are launching VisualStudio from command line or command line utility make sure
echo you have a fresh launch environment (relaunch the command line or utility).
echo If you are using 'linkPath' and referring to packages via local folder links you can safely ignore this warning.
echo You can disable this warning by setting the environment variable PM_DISABLE_VS_WARNING.
echo.
:: Check for the directory that we need. Note that mkdir will create any directories
:: that may be needed in the path
:ENSURE_DIR
if not exist "%PM_PACKAGES_ROOT%" (
echo Creating directory %PM_PACKAGES_ROOT%
mkdir "%PM_PACKAGES_ROOT%"
)
if %errorlevel% neq 0 ( goto ERROR_MKDIR_PACKAGES_ROOT )
:: The Python interpreter may already be externally configured
if defined PM_PYTHON_EXT (
set PM_PYTHON=%PM_PYTHON_EXT%
goto PACKMAN
)
set PM_PYTHON_VERSION=3.7.9-windows-x86_64
set PM_PYTHON_BASE_DIR=%PM_PACKAGES_ROOT%\python
set PM_PYTHON_DIR=%PM_PYTHON_BASE_DIR%\%PM_PYTHON_VERSION%
set PM_PYTHON=%PM_PYTHON_DIR%\python.exe
if exist "%PM_PYTHON%" goto PACKMAN
if not exist "%PM_PYTHON_BASE_DIR%" call :CREATE_PYTHON_BASE_DIR
set PM_PYTHON_PACKAGE=python@%PM_PYTHON_VERSION%.cab
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0\generate_temp_file_name.ps1"') do set TEMP_FILE_NAME=%%a
set TARGET=%TEMP_FILE_NAME%.zip
call "%~dp0fetch_file_from_packman_bootstrap.cmd" %PM_PYTHON_PACKAGE% "%TARGET%"
if %errorlevel% neq 0 (
echo !!! Error fetching python from CDN !!!
goto ERROR
)
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0\generate_temp_folder.ps1" -parentPath "%PM_PYTHON_BASE_DIR%"') do set TEMP_FOLDER_NAME=%%a
echo Unpacking Python interpreter ...
"%SystemRoot%\system32\expand.exe" -F:* "%TARGET%" "%TEMP_FOLDER_NAME%" 1> nul
del "%TARGET%"
:: Failure during extraction to temp folder name, need to clean up and abort
if %errorlevel% neq 0 (
echo !!! Error unpacking python !!!
call :CLEAN_UP_TEMP_FOLDER
goto ERROR
)
:: If python has now been installed by a concurrent process we need to clean up and then continue
if exist "%PM_PYTHON%" (
call :CLEAN_UP_TEMP_FOLDER
goto PACKMAN
) else (
if exist "%PM_PYTHON_DIR%" ( rd /s /q "%PM_PYTHON_DIR%" > nul )
)
:: Perform atomic rename
rename "%TEMP_FOLDER_NAME%" "%PM_PYTHON_VERSION%" 1> nul
:: Failure during move, need to clean up and abort
if %errorlevel% neq 0 (
echo !!! Error renaming python !!!
call :CLEAN_UP_TEMP_FOLDER
goto ERROR
)
:PACKMAN
:: The packman module may already be externally configured
if defined PM_MODULE_DIR_EXT (
set PM_MODULE_DIR=%PM_MODULE_DIR_EXT%
) else (
set PM_MODULE_DIR=%PM_PACKAGES_ROOT%\packman-common\%PM_PACKMAN_VERSION%
)
set PM_MODULE=%PM_MODULE_DIR%\packman.py
if exist "%PM_MODULE%" goto ENSURE_7ZA
set PM_MODULE_PACKAGE=packman-common@%PM_PACKMAN_VERSION%.zip
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0\generate_temp_file_name.ps1"') do set TEMP_FILE_NAME=%%a
set TARGET=%TEMP_FILE_NAME%
call "%~dp0fetch_file_from_packman_bootstrap.cmd" %PM_MODULE_PACKAGE% "%TARGET%"
if %errorlevel% neq 0 (
echo !!! Error fetching packman from CDN !!!
goto ERROR
)
echo Unpacking ...
"%PM_PYTHON%" -S -s -u -E "%~dp0\install_package.py" "%TARGET%" "%PM_MODULE_DIR%"
if %errorlevel% neq 0 (
echo !!! Error unpacking packman !!!
goto ERROR
)
del "%TARGET%"
:ENSURE_7ZA
set PM_7Za_VERSION=16.02.4
set PM_7Za_PATH=%PM_PACKAGES_ROOT%\7za\%PM_7ZA_VERSION%
if exist "%PM_7Za_PATH%" goto END
set PM_7Za_PATH=%PM_PACKAGES_ROOT%\chk\7za\%PM_7ZA_VERSION%
if exist "%PM_7Za_PATH%" goto END
"%PM_PYTHON%" -S -s -u -E "%PM_MODULE%" pull "%PM_MODULE_DIR%\deps.packman.xml"
if %errorlevel% neq 0 (
echo !!! Error fetching packman dependencies !!!
goto ERROR
)
goto END
:ERROR_MKDIR_PACKAGES_ROOT
echo Failed to automatically create packman packages repo at %PM_PACKAGES_ROOT%.
echo Please set a location explicitly that packman has permission to write to, by issuing:
echo.
echo setx PM_PACKAGES_ROOT {path-you-choose-for-storing-packman-packages-locally}
echo.
echo Then launch a new command console for the changes to take effect and run packman command again.
exit /B %errorlevel%
:ERROR
echo !!! Failure while configuring local machine :( !!!
exit /B %errorlevel%
:CLEAN_UP_TEMP_FOLDER
rd /S /Q "%TEMP_FOLDER_NAME%"
exit /B
:CREATE_PYTHON_BASE_DIR
:: We ignore errors and clean error state - if two processes create the directory one will fail which is fine
md "%PM_PYTHON_BASE_DIR%" > nul 2>&1
exit /B 0
:END
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/bootstrap/fetch_file_from_packman_bootstrap.cmd | :: Copyright 2019 NVIDIA CORPORATION
::
:: Licensed under the Apache License, Version 2.0 (the "License");
:: you may not use this file except in compliance with the License.
:: You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing, software
:: distributed under the License is distributed on an "AS IS" BASIS,
:: WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
:: See the License for the specific language governing permissions and
:: limitations under the License.
:: You need to specify <package-name> <target-path> as input to this command
@setlocal
@set PACKAGE_NAME=%1
@set TARGET_PATH=%2
@echo Fetching %PACKAGE_NAME% ...
@powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0download_file_from_url.ps1" ^
-source "http://bootstrap.packman.nvidia.com/%PACKAGE_NAME%" -output %TARGET_PATH%
:: A bug in powershell prevents the errorlevel code from being set when using the -File execution option
:: We must therefore do our own failure analysis, basically make sure the file exists and is larger than 0 bytes:
@if not exist %TARGET_PATH% goto ERROR_DOWNLOAD_FAILED
@if %~z2==0 goto ERROR_DOWNLOAD_FAILED
@endlocal
@exit /b 0
:ERROR_DOWNLOAD_FAILED
@echo Failed to download file from S3
@echo Most likely because endpoint cannot be reached or file %PACKAGE_NAME% doesn't exist
@endlocal
@exit /b 1 |
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/bootstrap/download_file_from_url.ps1 | <#
Copyright 2019 NVIDIA CORPORATION
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
#>
param(
[Parameter(Mandatory=$true)][string]$source=$null,
[string]$output="out.exe"
)
$filename = $output
$triesLeft = 3
do
{
$triesLeft -= 1
try
{
Write-Host "Downloading from bootstrap.packman.nvidia.com ..."
$wc = New-Object net.webclient
$wc.Downloadfile($source, $fileName)
$triesLeft = 0
}
catch
{
Write-Host "Error downloading $source!"
Write-Host $_.Exception|format-list -force
}
} while ($triesLeft -gt 0)
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/bootstrap/generate_temp_folder.ps1 | <#
Copyright 2019 NVIDIA CORPORATION
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
#>
param(
[Parameter(Mandatory=$true)][string]$parentPath=$null
)
[string] $name = [System.Guid]::NewGuid()
$out = Join-Path $parentPath $name
New-Item -ItemType Directory -Path ($out) | Out-Null
Write-Host $out
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# SIG # End signature block
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tools/packman/bootstrap/install_package.py | # Copyright 2019 NVIDIA CORPORATION
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
# http://www.apache.org/licenses/LICENSE-2.0
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import logging
import zipfile
import tempfile
import sys
import shutil
__author__ = "hfannar"
logging.basicConfig(level=logging.WARNING, format="%(message)s")
logger = logging.getLogger("install_package")
class TemporaryDirectory:
def __init__(self):
self.path = None
def __enter__(self):
self.path = tempfile.mkdtemp()
return self.path
def __exit__(self, type, value, traceback):
# Remove temporary data created
shutil.rmtree(self.path)
def install_package(package_src_path, package_dst_path):
with zipfile.ZipFile(
package_src_path, allowZip64=True
) as zip_file, TemporaryDirectory() as temp_dir:
zip_file.extractall(temp_dir)
# Recursively copy (temp_dir will be automatically cleaned up on exit)
try:
# Recursive copy is needed because both package name and version folder could be missing in
# target directory:
shutil.copytree(temp_dir, package_dst_path)
except OSError as exc:
logger.warning(
"Directory %s already present, packaged installation aborted" % package_dst_path
)
else:
logger.info("Package successfully installed to %s" % package_dst_path)
install_package(sys.argv[1], sys.argv[2])
|
NVIDIA-Omniverse/kit-extension-sample-reticle/tutorial/tutorial.md | 
# Create a Reusable Reticle with Omniverse Kit Extensions
Camera [reticles](https://en.wikipedia.org/wiki/Reticle) are patterns and lines you use to line up a camera to a scene. In this tutorial, you learn how to make a reticle extension. You'll test it in Omniverse Code, but it can be used in any Omniverse Application.
## Learning Objectives
In this guide, you learn how to:
* Create an Omniverse Extension
* Include your Extension in Omniverse Code
* Draw a line on top of the [viewport](https://docs.omniverse.nvidia.com/app_create/prod_extensions/ext_viewport.html)
* Divide the viewport with multiple lines
* Create a crosshair and letterboxes
## Prerequisites
Before you begin, install [Omniverse Code](https://docs.omniverse.nvidia.com/app_code/app_code/overview.html) version 2022.1.2 or higher.
We recommend that you understand the concepts in the following tutorial before proceeding:
* [How to make an extension by spawning primitives](https://github.com/NVIDIA-Omniverse/kit-extension-sample-spawn-prims/blob/main/exts/omni.example.spawn_prims/tutorial/tutorial.md)
## Step 1: Familiarize Yourself with the Starter Project
In this section, you download and familiarize yourself with the starter project you use throughout this tutorial.
### Step 1.1: Clone the Repository
Clone the `tutorial-start` branch of the `kit-extension-sample-reticle` [github repository](https://github.com/NVIDIA-Omniverse/kit-extension-sample-reticle/tree/tutorial-start):
```shell
git clone -b tutorial-start https://github.com/NVIDIA-Omniverse/kit-extension-sample-reticle.git
```
This repository contains the assets you use in this tutorial
### Step 1.2: Navigate to `views.py`
From the root directory of the project, navigate to `exts/omni.example.reticle/omni/example/reticle/views.py`.
### Step 1.3: Familiarize Yourself with `build_viewport_overlay()`
In `views.py`, navigate to `build_viewport_overlay()`:
```python
def build_viewport_overlay(self, *args):
"""Build all viewport graphics and ReticleMenu button."""
if self.vp_win is not None:
self.vp_win.frame.clear()
with self.vp_win.frame:
with ui.ZStack():
# Set the aspect ratio policy depending if the viewport is wider than it is taller or vice versa.
if self.vp_win.width / self.vp_win.height > self.get_aspect_ratio_flip_threshold():
self.scene_view = scene.SceneView(aspect_ratio_policy=scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL)
else:
self.scene_view = scene.SceneView(aspect_ratio_policy=scene.AspectRatioPolicy.PRESERVE_ASPECT_HORIZONTAL)
# Build all the scene view guidelines
with self.scene_view.scene:
if self.model.composition_mode.as_int == CompositionGuidelines.THIRDS:
self._build_thirds()
elif self.model.composition_mode.as_int == CompositionGuidelines.QUAD:
self._build_quad()
elif self.model.composition_mode.as_int == CompositionGuidelines.CROSSHAIR:
self._build_crosshair()
if self.model.action_safe_enabled.as_bool:
self._build_safe_rect(self.model.action_safe_percentage.as_float / 100.0,
color=cl.action_safe_default)
if self.model.title_safe_enabled.as_bool:
self._build_safe_rect(self.model.title_safe_percentage.as_float / 100.0,
color=cl.title_safe_default)
if self.model.custom_safe_enabled.as_bool:
self._build_safe_rect(self.model.custom_safe_percentage.as_float / 100.0,
color=cl.custom_safe_default)
if self.model.letterbox_enabled.as_bool:
self._build_letterbox()
# Build ReticleMenu button
with ui.VStack():
ui.Spacer()
with ui.HStack(height=0):
ui.Spacer()
self.reticle_menu = ReticleMenu(self.model)
```
Here, `self.vp_win` is the [viewport](https://docs.omniverse.nvidia.com/app_create/prod_extensions/ext_viewport.html) on which you'll build your reticle overlay. If there is no viewport, there's nothing to build on, so execution stops here:
```python
if self.vp_win is not None:
```
If there is a viewport, you create a clean slate by calling [`clear()`](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui/docs/index.html#omni.ui.Container.clear) on the [frame](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui/docs/index.html#omni.ui.Frame):
```python
self.vp_win.frame.clear()
```
Next, you create a [ZStack](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui/docs/index.html#omni.ui.Stack):
```python
with self.vp_win.frame:
with ui.ZStack():
```
ZStack is a type of [Stack](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui/docs/index.html#omni.ui.Stack) that orders elements along the Z axis (forward and backward from the camera, as opposed to up and down or left and right).
After that, you create a [SceneView](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html#omni.ui_scene.scene.SceneView), a widget that renders the [Scene](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html#omni.ui_scene.scene.Scene):
```python
if self.vp_win.width / self.vp_win.height > self.get_aspect_ratio_flip_threshold():
self.scene_view = scene.SceneView(aspect_ratio_policy=scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL)
else:
self.scene_view = scene.SceneView(aspect_ratio_policy=scene.AspectRatioPolicy.PRESERVE_ASPECT_HORIZONTAL)
```
When doing this, you make a calculation to determine what the appropriate `aspect_ratio_policy`, which defines how to handle a [Camera](https://docs.omniverse.nvidia.com/app_create/prod_materials-and-rendering/cameras.html) with an aspect ratio different than the SceneView. The SceneView does not consider non-rendered areas such as [letterboxes](https://en.wikipedia.org/wiki/Letterboxing_(filming)), hence `get_aspect_ratio_flip_threshold()`.
Further down in `build_viewport_overlay()`, there are a number of `if` statements:
```python
with self.scene_view.scene:
if self.model.composition_mode.as_int == CompositionGuidelines.THIRDS:
self._build_thirds()
elif self.model.composition_mode.as_int == CompositionGuidelines.QUAD:
self._build_quad()
elif self.model.composition_mode.as_int == CompositionGuidelines.CROSSHAIR:
self._build_crosshair()
if self.model.action_safe_enabled.as_bool:
self._build_safe_rect(self.model.action_safe_percentage.as_float / 100.0,
color=cl.action_safe_default)
if self.model.title_safe_enabled.as_bool:
self._build_safe_rect(self.model.title_safe_percentage.as_float / 100.0,
color=cl.title_safe_default)
if self.model.custom_safe_enabled.as_bool:
self._build_safe_rect(self.model.custom_safe_percentage.as_float / 100.0,
color=cl.custom_safe_default)
if self.model.letterbox_enabled.as_bool:
self._build_letterbox()
# Build ReticleMenu button
with ui.VStack():
ui.Spacer()
with ui.HStack(height=0):
ui.Spacer()
self.reticle_menu = ReticleMenu(self.model)
```
These are the different modes and tools the user can select from the **ReticleMenu**. Throughout this tutorial, you write the logic for the following functions:
- `self._build_quad()`
- `self._build_thirds()`
- `self._build_crosshair()`
- `self._build_crosshair()`
- `_build_safe_rect()`
- `_build_letterbox()`
Before you do that, you need to import your custom Extension into Omniverse Code.
## Step 2: Import your Extension into Omniverse Code
In order to use and test your Extension, you need to add it to Omniverse Code.
> **Important:** Make sure you're using Code version 2022.1.2 or higher.
### Step 2.1: Navigate to the Extensions List
In Omniverse Code, navigate to the *Extensions* panel:

Here, you see a list of Omniverse Extensions that you can activate and use in Code.
> **Note:** If you don't see the *Extensions* panel, enable **Window > Extensions**:
>
> 
### Step 2.2: Import your Extension
Click the **gear** icon to open *Extension Search Paths*:

In this panel, you can add your custom Extension to the Extensions list.
### Step 2.3: Create a New Search Path
Create a new search path to the `exts` directory of your Extension by clicking the green **plus** icon and double-clicking on the **path** field:

When you submit your new search path, you should be able to find your extension in the *Extensions* list. Activate it:

Now that your Extension is imported and active, you can make changes to the code and see them in your Application.
## Step 3: Draw a Single Line
The first step to building a camera reticle is drawing a line. Once you can do that, you can construct more complex shapes using the line as a foundation. For example, you can split the viewport into thirds or quads using multiple lines.
### Step 3.1: Familiarize Yourself with Some Useful Modules
At the top of `views.py`, review the following imported modules:
```py
from omni.ui import color as cl
from omni.ui import scene
```
- `omni.ui.color` offers color functionality.
- [`omni.ui.scene`](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html) offers a number of useful classes including [Line](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html#omni.ui_scene.scene.Line).
### Step 3.2: Draw a Line in `build_viewport_overlay()`
In `build_viewport_overlay()`, create a line, providing a start, stop, and color:
```python
with self.scene_view.scene:
start_point = [0, -1, 0] # [x, y, z]
end_point = [0, 1, 0]
line_color = cl.white
scene.Line(start_point, end_point, color=line_color)
```
In the Code viewport, you'll see the white line:

> **Optional Challenge:** Change the `start_point`, `end_point`, and `line_color` values to see how it renders in Code.
### Step 3.3: Remove the Line
Now that you've learned how to use `omni.ui.scene` to draw a line, remove it to prepare your viewport for more meaningful shapes.
## Step 4: Draw Quadrants
Now that you know how to draw a line, implement `_build_quad()` to construct four quadrants. In other words, split the view into four zones:

### Step 4.1: Draw Two Dividers
Draw your quadrant dividers in `_build_quad()`:
```python
def _build_quad(self):
"""Build the scene ui graphics for the Quad composition mode."""
aspect_ratio = self.get_aspect_ratio()
line_color = cl.comp_lines_default
inverse_ratio = 1 / aspect_ratio
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
scene.Line([0, -1, 0], [0, 1, 0], color=line_color)
scene.Line([-aspect_ratio, 0, 0], [aspect_ratio, 0, 0], color=line_color)
else:
scene.Line([0, -inverse_ratio, 0], [0, inverse_ratio, 0], color=line_color)
scene.Line([-1, 0, 0], [1, 0, 0], color=line_color)
```
To divide the viewport into quadrants, you only need two lines, so why are there four lines in this code? Imagine the aspect ratio can grow and shrink in the horizontal direction, but the vertical height is static. That would preserve the vertical aspect ratio as with [scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html#omni.ui_scene.scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL). In this case, a vertical position in the viewport is bound between -1 and 1, but the horizontal position bounds are determined by the aspect ratio.
Conversely, if your horizontal width bounds are static and the vertical height bounds can change, you would need the inverse of the aspect ratio (`inverse_ratio`).
### Step 4.2: Review Your Change
In Omniverse Code, select **Quad** from the **Reticle** menu:

With this option selected, the viewport is divided into quadrants.
## Step 5: Draw Thirds
The [Rule of Thirds](https://en.wikipedia.org/wiki/Rule_of_thirds) is a theory in photography that suggests the best way to align elements in an image is like this:

Like you did in the last section, here you draw a number of lines. This time, though, you use four lines to make nine zones in your viewport. But like before, these lines depend on the [Aspect Ratio Policy](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html#omni.ui_scene.scene.AspectRatioPolicy).
### Step 5.1: Draw Four Dividers
Draw your dividers in `_build_thirds()`:
```python
def _build_thirds(self):
"""Build the scene ui graphics for the Thirds composition mode."""
aspect_ratio = self.get_aspect_ratio()
line_color = cl.comp_lines_default
inverse_ratio = 1 / aspect_ratio
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
scene.Line([-0.333 * aspect_ratio, -1, 0], [-0.333 * aspect_ratio, 1, 0], color=line_color)
scene.Line([0.333 * aspect_ratio, -1, 0], [0.333 * aspect_ratio, 1, 0], color=line_color)
scene.Line([-aspect_ratio, -0.333, 0], [aspect_ratio, -0.333, 0], color=line_color)
scene.Line([-aspect_ratio, 0.333, 0], [aspect_ratio, 0.333, 0], color=line_color)
else:
scene.Line([-1, -0.333 * inverse_ratio, 0], [1, -0.333 * inverse_ratio, 0], color=line_color)
scene.Line([-1, 0.333 * inverse_ratio, 0], [1, 0.333 * inverse_ratio, 0], color=line_color)
scene.Line([-0.333, -inverse_ratio, 0], [-0.333, inverse_ratio, 0], color=line_color)
scene.Line([0.333, -inverse_ratio, 0], [0.333, inverse_ratio, 0], color=line_color)
```
> **Optional Challenge:** Currently, you call `scene.Line` eight times to draw four lines based on two situations. Optimize this logic so you only call `scene.Line` four times to draw four lines, regardless of the aspect ratio.
>
> **Hint:** You may need to define new variables.
>
> <details>
> <summary>One Possible Solution</summary>
>
> is_preserving_aspect_vertical = scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL
>
> x, y = aspect_ratio, 1 if is_preserving_aspect_vertical else 1, inverse_ratio
> x1, x2, y1, y2 = .333 * x, 1 * x, 1 * y, .333 * y
>
> scene.Line([-x1, -y1, 0], [-x1, y1, 0], color=line_color)
> scene.Line([x1, -y1, 0], [x1, y1, 0], color=line_color)
> scene.Line([-x2, -y2, 0], [x2, -y2, 0], color=line_color)
> scene.Line([-x2, y2, 0], [x2, y2, 0], color=line_color)
> </details>
### Step 5.2: Review Your Change
In Omniverse Code, select **Thirds** from the **Reticle** menu:

With this option selected, the viewport is divided into nine zones.
## Step 6: Draw a Crosshair
A crosshair is a type of reticle commonly used in [first-person shooter](https://en.wikipedia.org/wiki/First-person_shooter) games to designate a projectile's expected position. For the purposes of this tutorial, you draw a crosshair at the center of the screen.
To do this, you draw four small lines about the center of the viewport, based on the Aspect Ratio Policy.
### Step 6.1: Draw Your Crosshair
Draw your crosshair in `_build_crosshair()`:
```python
def _build_crosshair(self):
"""Build the scene ui graphics for the Crosshair composition mode."""
aspect_ratio = self.get_aspect_ratio()
line_color = cl.comp_lines_default
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
scene.Line([0, 0.05 * aspect_ratio, 0], [0, 0.1 * aspect_ratio, 0], color=line_color)
scene.Line([0, -0.05 * aspect_ratio, 0], [0, -0.1 * aspect_ratio, 0], color=line_color)
scene.Line([0.05 * aspect_ratio, 0, 0], [0.1 * aspect_ratio, 0, 0], color=line_color)
scene.Line([-0.05 * aspect_ratio, 0, 0], [-0.1 * aspect_ratio, 0, 0], color=line_color)
else:
scene.Line([0, 0.05 * 1, 0], [0, 0.1 * 1, 0], color=line_color)
scene.Line([0, -0.05 * 1, 0], [0, -0.1 * 1, 0], color=line_color)
scene.Line([0.05 * 1, 0, 0], [0.1 * 1, 0, 0], color=line_color)
scene.Line([-0.05 * 1, 0, 0], [-0.1 * 1, 0, 0], color=line_color)
scene.Points([[0.00005, 0, 0]], sizes=[2], colors=[line_color])
```
This implementation is similar to your previous reticles except for the addition of a [point](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html#omni.ui_scene.scene.Points) at the true center of the crosshair.
> **Optional Challenge:** Express the crosshair length as a variable.
### Step 6.2: Review Your Change
In Omniverse Code, select **Crosshair** from the **Reticle** menu:

With this option selected, the viewport shows a centered crosshair.
## Step 7: Draw Safe Area Rectangles
Different televisions or monitors may display video in different ways, cutting off the edges. To account for this, producers use [Safe Areas](https://en.wikipedia.org/wiki/Safe_area_(television)) to make sure text and graphics are rendered nicely regardless of the viewer's hardware.
In this section, you implement three rectangles:
- **Title Safe:** This helps align text so that it's not too close to the edge of the screen.
- **Action Safe:** This helps align graphics such as news tickers and logos.
- **Custom Safe:** This helps the user define their own alignment rectangle.
### Step 7.1: Draw Your Rectangle
Draw your safe [rectangle](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html#omni.ui_scene.scene.Rectangle) in `_build_safe_rect()`:
```python
def _build_safe_rect(self, percentage, color):
"""Build the scene ui graphics for the safe area rectangle
Args:
percentage (float): The 0-1 percentage the render target that the rectangle should fill.
color: The color to draw the rectangle wireframe with.
"""
aspect_ratio = self.get_aspect_ratio()
inverse_ratio = 1 / aspect_ratio
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
scene.Rectangle(aspect_ratio*2*percentage, 1*2*percentage, thickness=1, wireframe=True, color=color)
else:
scene.Rectangle(1*2*percentage, inverse_ratio*2*percentage, thickness=1, wireframe=True, color=color)
```
Like before, you draw two different rectangles based on how the aspect is preserved. You draw them from the center after defining the width and height. Since the center is at `[0, 0, 0]` and either the horizontal or vertical axis goes from -1 to 1 (as opposed to from 0 to 1), you multiply the width and height by two.
### Step 7.2: Review Your Change
In Omniverse Code, select your **Safe Areas** from the **Reticle** menu:

With these option selected, the viewport shows your safe areas.
## Step 8: Draw Letterboxes
[Letterboxes](https://en.wikipedia.org/wiki/Letterboxing_(filming)) are large rectangles (typically black), on the edges of a screen used to help fit an image or a movie constructed with one aspect ratio into another. It can also be used for dramatic effect to give something a more theatrical look.
### Step 8.1 Draw Your Letterbox Helper
Write a function to draw and place a [rectangle](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html#omni.ui_scene.scene.Rectangle):
```python
def _build_letterbox(self):
def build_letterbox_helper(width, height, x_offset, y_offset):
move = scene.Matrix44.get_translation_matrix(x_offset, y_offset, 0)
with scene.Transform(transform=move):
scene.Rectangle(width * 2, height * 2, thickness=0, wireframe=False, color=letterbox_color)
move = scene.Matrix44.get_translation_matrix(-x_offset, -y_offset, 0)
with scene.Transform(transform=move):
scene.Rectangle(width * 2, height * 2, thickness=0, wireframe=False, color=letterbox_color)
```
The [scene.Matrix44.get_translation_matrix](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui.scene/docs/index.html#omni.ui_scene.scene.Matrix44.get_translation_matrix) creates a 4x4 matrix that can be multiplied with a point to offset it by an x, y, or z amount. Since you don't need to move your rectangles toward or away from the camera, the z value is 0.
> **Further Reading:** To learn more about the math behind this operation, please check out [this article](https://medium.com/swlh/understanding-3d-matrix-transforms-with-pixijs-c76da3f8bd8).
`build_letterbox_helper()` first defines the coordinates of where you expect to rectangle to be placed with `move`. Then, it creates a rectangle with that [transform](https://medium.com/swlh/understanding-3d-matrix-transforms-with-pixijs-c76da3f8bd8). Finally, it repeats the same steps to place and create a rectangle in the opposite direction of the first.
Now that you have your helper function, you it to construct your letterboxes.
### Step 8.2: Review Your Potential Aspect Ratios
Consider the following situations:

In this case, the viewport height is static, but the horizontal width can change. Additionally, the letterbox ratio is larger than the aspect ratio, meaning the rendered area is just as wide as the viewport, but not as tall.
Next, write your logic to handle this case.
### Step 8.3: Build Your First Letterbox
Build your letterbox to handle the case you analyzed in the last step:
```python
def _build_letterbox(self):
"""Build the scene ui graphics for the letterbox."""
aspect_ratio = self.get_aspect_ratio()
letterbox_color = cl.letterbox_default
letterbox_ratio = self.model.letterbox_ratio.as_float
def build_letterbox_helper(width, height, x_offset, y_offset):
move = scene.Matrix44.get_translation_matrix(x_offset, y_offset, 0)
with scene.Transform(transform=move):
scene.Rectangle(width * 2, height * 2, thickness=0, wireframe=False, color=letterbox_color)
move = scene.Matrix44.get_translation_matrix(-x_offset, -y_offset, 0)
with scene.Transform(transform=move):
scene.Rectangle(width * 2, height * 2, thickness=0, wireframe=False, color=letterbox_color)
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
if letterbox_ratio >= aspect_ratio:
height = 1 - aspect_ratio / letterbox_ratio
rect_height = height / 2
rect_offset = 1 - rect_height
build_letterbox_helper(aspect_ratio, rect_height, 0, rect_offset)
```
Here, you can think of the `height` calculated above as the percentage of the viewport height to be covered by the letterboxes. If the `aspect_ratio` is 2 to 1, but the `letterbox_ratio` is 4 to 1, then `aspect_ratio / letterbox_ratio` is .5, meaning the letterboxes will cover half of the height.
However, this is split by both the top and bottom letterboxes, so you divide the `height` by 2 to get the rectangle height (`rect_height`), which, with our example above, is .25.
Now that you know the height of the rectangle, you need to know where to place it. Thankfully, the vertical height is bound from -1 to 1, and since you're mirroring the letterboxes along both the top and bottom, so you can subtract `rect_height` from the maximum viewport height (1).
### Step 8.4: Build The Other Letterboxes
Using math similar to that explained in the last step, write the `_build_letterbox()` logic for the other three cases:
```python
def _build_letterbox(self):
"""Build the scene ui graphics for the letterbox."""
aspect_ratio = self.get_aspect_ratio()
letterbox_color = cl.letterbox_default
letterbox_ratio = self.model.letterbox_ratio.as_float
def build_letterbox_helper(width, height, x_offset, y_offset):
move = scene.Matrix44.get_translation_matrix(x_offset, y_offset, 0)
with scene.Transform(transform=move):
scene.Rectangle(width * 2, height * 2, thickness=0, wireframe=False, color=letterbox_color)
move = scene.Matrix44.get_translation_matrix(-x_offset, -y_offset, 0)
with scene.Transform(transform=move):
scene.Rectangle(width * 2, height * 2, thickness=0, wireframe=False, color=letterbox_color)
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
if letterbox_ratio >= aspect_ratio:
height = 1 - aspect_ratio / letterbox_ratio
rect_height = height / 2
rect_offset = 1 - rect_height
build_letterbox_helper(aspect_ratio, rect_height, 0, rect_offset)
else:
width = aspect_ratio - letterbox_ratio
rect_width = width / 2
rect_offset = aspect_ratio - rect_width
build_letterbox_helper(rect_width, 1, rect_offset, 0)
else:
inverse_ratio = 1 / aspect_ratio
if letterbox_ratio >= aspect_ratio:
height = inverse_ratio - 1 / letterbox_ratio
rect_height = height / 2
rect_offset = inverse_ratio - rect_height
build_letterbox_helper(1, rect_height, 0, rect_offset)
else:
width = (aspect_ratio - letterbox_ratio) * inverse_ratio
rect_width = width / 2
rect_offset = 1 - rect_width
build_letterbox_helper(rect_width, inverse_ratio, rect_offset, 0)
```
## 8. Congratulations!
Great job completing this tutorial! Interested in improving your skills further? Check out the [Omni.ui.scene Example](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-scene).
 |
NVIDIA-Omniverse/kit-extension-sample-reticle/exts/omni.example.reticle/config/extension.toml | [package]
version = "1.3.1"
title = "Example Viewport Reticle"
description="An example kit extension of a viewport reticle using omni.ui.scene."
authors=["Matias Codesal <[email protected]>"]
readme = "docs/README.md"
changelog="docs/CHANGELOG.md"
repository = ""
category = "Rendering"
keywords = ["camera", "reticle", "viewport"]
preview_image = "data/preview.png"
icon = "icons/icon.png"
# Use omni.ui to build simple UI
[dependencies]
"omni.kit.viewport.utility" = {}
"omni.ui.scene" = {}
# Main python module this extension provides, it will be publicly available as "import omni.hello.world".
[[python.module]]
name = "omni.example.reticle"
|
NVIDIA-Omniverse/kit-extension-sample-reticle/exts/omni.example.reticle/omni/example/reticle/styles.py | from pathlib import Path
import omni.ui as ui
from omni.ui import color as cl
CURRENT_PATH = Path(__file__).parent.absolute()
ICON_PATH = CURRENT_PATH.parent.parent.parent.joinpath("icons")
cl.action_safe_default = cl(1.0, 0.0, 0.0)
cl.title_safe_default = cl(1.0, 1.0, 0.0)
cl.custom_safe_default = cl(0.0, 1.0, 0.0)
cl.letterbox_default = cl(0.0, 0.0, 0.0, 0.75)
cl.comp_lines_default = cl(1.0, 1.0, 1.0, 0.6)
safe_areas_group_style = {
"Label:disabled": {
"color": cl(1.0, 1.0, 1.0, 0.2)
},
"FloatSlider:enabled": {
"draw_mode": ui.SliderDrawMode.HANDLE,
"background_color": cl(0.75, 0.75, 0.75, 1),
"color": cl.black
},
"FloatSlider:disabled": {
"draw_mode": ui.SliderDrawMode.HANDLE,
"background_color": cl(0.75, 0.75, 0.75, 0.2),
"color": cl(0.0, 0.0, 1.0, 0.2)
},
"CheckBox": {
"background_color": cl(0.75, 0.75, 0.75, 1),
"color": cl.black
},
"Rectangle::ActionSwatch": {
"background_color": cl.action_safe_default
},
"Rectangle::TitleSwatch": {
"background_color": cl.title_safe_default
},
"Rectangle::CustomSwatch": {
"background_color": cl.custom_safe_default
}
}
comp_group_style = {
"Button.Image::Off": {
"image_url": str(ICON_PATH / "off.png")
},
"Button.Image::Thirds": {
"image_url": str(ICON_PATH / "thirds.png")
},
"Button.Image::Quad": {
"image_url": str(ICON_PATH / "quad.png")
},
"Button.Image::Crosshair": {
"image_url": str(ICON_PATH / "crosshair.png")
},
"Button:checked": {
"background_color": cl(1.0, 1.0, 1.0, 0.2)
}
}
|
NVIDIA-Omniverse/kit-extension-sample-reticle/exts/omni.example.reticle/omni/example/reticle/constants.py | """Constants used by the CameraReticleExtension"""
import enum
class CompositionGuidelines(enum.IntEnum):
"""Enum representing all of the composition modes."""
OFF = 0
THIRDS = 1
QUAD = 2
CROSSHAIR = 3
DEFAULT_ACTION_SAFE_PERCENTAGE = 93
DEFAULT_TITLE_SAFE_PERCENTAGE = 90
DEFAULT_CUSTOM_SAFE_PERCENTAGE = 85
DEFAULT_LETTERBOX_RATIO = 2.35
DEFAULT_COMPOSITION_MODE = CompositionGuidelines.OFF
SETTING_RESOLUTION_WIDTH = "/app/renderer/resolution/width"
SETTING_RESOLUTION_HEIGHT = "/app/renderer/resolution/height"
SETTING_RESOLUTION_FILL = "/app/runLoops/rendering_0/fillResolution"
|
NVIDIA-Omniverse/kit-extension-sample-reticle/exts/omni.example.reticle/omni/example/reticle/extension.py | import carb
import omni.ext
from omni.kit.viewport.utility import get_active_viewport_window
from . import constants
from .models import ReticleModel
from .views import ReticleOverlay
class ExampleViewportReticleExtension(omni.ext.IExt):
def on_startup(self, ext_id):
carb.log_info("[omni.example.reticle] ExampleViewportReticleExtension startup")
# Reticle should ideally be used with "Fill Viewport" turned off.
settings = carb.settings.get_settings()
settings.set(constants.SETTING_RESOLUTION_FILL, False)
viewport_window = get_active_viewport_window()
if viewport_window is not None:
reticle_model = ReticleModel()
self.reticle = ReticleOverlay(reticle_model, viewport_window, ext_id)
self.reticle.build_viewport_overlay()
def on_shutdown(self):
""" Executed when the extension is disabled."""
carb.log_info("[omni.example.reticle] ExampleViewportReticleExtension shutdown")
self.reticle.destroy()
|
NVIDIA-Omniverse/kit-extension-sample-reticle/exts/omni.example.reticle/omni/example/reticle/__init__.py | from .extension import ExampleViewportReticleExtension
|
NVIDIA-Omniverse/kit-extension-sample-reticle/exts/omni.example.reticle/omni/example/reticle/models.py | """Models used by the CameraReticleExtension"""
import omni.ui as ui
from . import constants
class ReticleModel:
"""Model containing all of the data used by the ReticleOverlay and ReticleMenu
The ReticleOverlay and ReticleMenu classes need to share the same data and stay
in sync with updates from user input. This is achieve by passing the same
ReticleModel object to both classes.
"""
def __init__(self):
self.composition_mode = ui.SimpleIntModel(constants.DEFAULT_COMPOSITION_MODE)
self.action_safe_enabled = ui.SimpleBoolModel(False)
self.action_safe_percentage = ui.SimpleFloatModel(constants.DEFAULT_ACTION_SAFE_PERCENTAGE, min=0, max=100)
self.title_safe_enabled = ui.SimpleBoolModel(False)
self.title_safe_percentage = ui.SimpleFloatModel(constants.DEFAULT_TITLE_SAFE_PERCENTAGE, min=0, max=100)
self.custom_safe_enabled = ui.SimpleBoolModel(False)
self.custom_safe_percentage = ui.SimpleFloatModel(constants.DEFAULT_CUSTOM_SAFE_PERCENTAGE, min=0, max=100)
self.letterbox_enabled = ui.SimpleBoolModel(False)
self.letterbox_ratio = ui.SimpleFloatModel(constants.DEFAULT_LETTERBOX_RATIO, min=0.001)
self._register_submodel_callbacks()
self._callbacks = []
def _register_submodel_callbacks(self):
"""Register to listen to when any submodel values change."""
self.composition_mode.add_value_changed_fn(self._reticle_changed)
self.action_safe_enabled.add_value_changed_fn(self._reticle_changed)
self.action_safe_percentage.add_value_changed_fn(self._reticle_changed)
self.title_safe_enabled.add_value_changed_fn(self._reticle_changed)
self.title_safe_percentage.add_value_changed_fn(self._reticle_changed)
self.custom_safe_enabled.add_value_changed_fn(self._reticle_changed)
self.custom_safe_percentage.add_value_changed_fn(self._reticle_changed)
self.letterbox_enabled.add_value_changed_fn(self._reticle_changed)
self.letterbox_ratio.add_value_changed_fn(self._reticle_changed)
def _reticle_changed(self, model):
"""Executes all registered callbacks of this model.
Args:
model (Any): The submodel that has changed. [Unused]
"""
for callback in self._callbacks:
callback()
def add_reticle_changed_fn(self, callback):
"""Add a callback to be executed whenever any ReticleModel submodel data changes.
This is useful for rebuilding the overlay whenever any data changes.
Args:
callback (function): The function to call when the reticle model changes.
"""
self._callbacks.append(callback)
|
NVIDIA-Omniverse/kit-extension-sample-reticle/exts/omni.example.reticle/omni/example/reticle/views.py | from functools import partial
import carb
import omni.ui as ui
from omni.ui import color as cl
from omni.ui import scene
from . import constants
from .constants import CompositionGuidelines
from .models import ReticleModel
from . import styles
class ReticleOverlay:
"""The reticle viewport overlay.
Build the reticle graphics and ReticleMenu button on the given viewport window.
"""
_instances = []
def __init__(self, model: ReticleModel, vp_win: ui.Window, ext_id: str):
"""ReticleOverlay constructor
Args:
model (ReticleModel): The reticle model
vp_win (Window): The viewport window to build the overlay on.
ext_id (str): The extension id.
"""
self.model = model
self.vp_win = vp_win
self.ext_id = ext_id
# Rebuild the overlay whenever the viewport window changes
self.vp_win.set_height_changed_fn(self.on_window_changed)
self.vp_win.set_width_changed_fn(self.on_window_changed)
self._view_change_sub = None
try:
# VP2 resolution change sub
self._view_change_sub = self.vp_win.viewport_api.subscribe_to_view_change(self.on_window_changed)
except AttributeError:
carb.log_info("Using Viewport Legacy: Reticle will not automatically update on resolution changes.")
# Rebuild the overlay whenever the model changes
self.model.add_reticle_changed_fn(self.build_viewport_overlay)
ReticleOverlay._instances.append(self)
resolution = self.vp_win.viewport_api.get_texture_resolution()
self._aspect_ratio = resolution[0] / resolution[1]
@classmethod
def get_instances(cls):
"""Get all created instances of ReticleOverlay"""
return cls._instances
def __del__(self):
self.destroy()
def destroy(self):
self._view_change_sub = None
self.scene_view.scene.clear()
self.scene_view = None
self.reticle_menu.destroy()
self.reticle_menu = None
self.vp_win = None
def on_window_changed(self, *args):
"""Update aspect ratio and rebuild overlay when viewport window changes."""
if self.vp_win is None:
return
settings = carb.settings.get_settings()
if type(self.vp_win).__name__ == "LegacyViewportWindow":
fill = settings.get(constants.SETTING_RESOLUTION_FILL)
else:
fill = self.vp_win.viewport_api.fill_frame
if fill:
width = self.vp_win.frame.computed_width + 8
height = self.vp_win.height
else:
width, height = self.vp_win.viewport_api.resolution
self._aspect_ratio = width / height
self.build_viewport_overlay()
def get_aspect_ratio_flip_threshold(self):
"""Get magic number for aspect ratio policy.
Aspect ratio policy doesn't seem to swap exactly when window_aspect_ratio == window_texture_aspect_ratio.
This is a hack that approximates where the policy changes.
"""
return self.get_aspect_ratio() - self.get_aspect_ratio() * 0.05
def build_viewport_overlay(self, *args):
"""Build all viewport graphics and ReticleMenu button."""
if self.vp_win is not None:
# Create a unique frame for our overlay
with self.vp_win.get_frame(self.ext_id):
with ui.ZStack():
# Set the aspect ratio policy depending if the viewport is wider than it is taller or vice versa.
if self.vp_win.width / self.vp_win.height > self.get_aspect_ratio_flip_threshold():
self.scene_view = scene.SceneView(aspect_ratio_policy=scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL)
else:
self.scene_view = scene.SceneView(aspect_ratio_policy=scene.AspectRatioPolicy.PRESERVE_ASPECT_HORIZONTAL)
# Build all the scene view guidelines
with self.scene_view.scene:
if self.model.composition_mode.as_int == CompositionGuidelines.THIRDS:
self._build_thirds()
elif self.model.composition_mode.as_int == CompositionGuidelines.QUAD:
self._build_quad()
elif self.model.composition_mode.as_int == CompositionGuidelines.CROSSHAIR:
self._build_crosshair()
if self.model.action_safe_enabled.as_bool:
self._build_safe_rect(self.model.action_safe_percentage.as_float / 100.0,
color=cl.action_safe_default)
if self.model.title_safe_enabled.as_bool:
self._build_safe_rect(self.model.title_safe_percentage.as_float / 100.0,
color=cl.title_safe_default)
if self.model.custom_safe_enabled.as_bool:
self._build_safe_rect(self.model.custom_safe_percentage.as_float / 100.0,
color=cl.custom_safe_default)
if self.model.letterbox_enabled.as_bool:
self._build_letterbox()
# Build ReticleMenu button
with ui.VStack():
ui.Spacer()
with ui.HStack(height=0):
ui.Spacer()
self.reticle_menu = ReticleMenu(self.model)
def _build_thirds(self):
"""Build the scene ui graphics for the Thirds composition mode."""
aspect_ratio = self.get_aspect_ratio()
line_color = cl.comp_lines_default
inverse_ratio = 1 / aspect_ratio
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
scene.Line([-0.333 * aspect_ratio, -1, 0], [-0.333 * aspect_ratio, 1, 0], color=line_color)
scene.Line([0.333 * aspect_ratio, -1, 0], [0.333 * aspect_ratio, 1, 0], color=line_color)
scene.Line([-aspect_ratio, -0.333, 0], [aspect_ratio, -0.333, 0], color=line_color)
scene.Line([-aspect_ratio, 0.333, 0], [aspect_ratio, 0.333, 0], color=line_color)
else:
scene.Line([-1, -0.333 * inverse_ratio, 0], [1, -0.333 * inverse_ratio, 0], color=line_color)
scene.Line([-1, 0.333 * inverse_ratio, 0], [1, 0.333 * inverse_ratio, 0], color=line_color)
scene.Line([-0.333, -inverse_ratio, 0], [-0.333, inverse_ratio, 0], color=line_color)
scene.Line([0.333, -inverse_ratio, 0], [0.333, inverse_ratio, 0], color=line_color)
def _build_quad(self):
"""Build the scene ui graphics for the Quad composition mode."""
aspect_ratio = self.get_aspect_ratio()
line_color = cl.comp_lines_default
inverse_ratio = 1 / aspect_ratio
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
scene.Line([0, -1, 0], [0, 1, 0], color=line_color)
scene.Line([-aspect_ratio, 0, 0], [aspect_ratio, 0, 0], color=line_color)
else:
scene.Line([0, -inverse_ratio, 0], [0, inverse_ratio, 0], color=line_color)
scene.Line([-1, 0, 0], [1, 0, 0], color=line_color)
def _build_crosshair(self):
"""Build the scene ui graphics for the Crosshair composition mode."""
aspect_ratio = self.get_aspect_ratio()
line_color = cl.comp_lines_default
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
scene.Line([0, 0.05 * aspect_ratio, 0], [0, 0.1 * aspect_ratio, 0], color=line_color)
scene.Line([0, -0.05 * aspect_ratio, 0], [0, -0.1 * aspect_ratio, 0], color=line_color)
scene.Line([0.05 * aspect_ratio, 0, 0], [0.1 * aspect_ratio, 0, 0], color=line_color)
scene.Line([-0.05 * aspect_ratio, 0, 0], [-0.1 * aspect_ratio, 0, 0], color=line_color)
else:
scene.Line([0, 0.05 * 1, 0], [0, 0.1 * 1, 0], color=line_color)
scene.Line([0, -0.05 * 1, 0], [0, -0.1 * 1, 0], color=line_color)
scene.Line([0.05 * 1, 0, 0], [0.1 * 1, 0, 0], color=line_color)
scene.Line([-0.05 * 1, 0, 0], [-0.1 * 1, 0, 0], color=line_color)
scene.Points([[0.00005, 0, 0]], sizes=[2], colors=[line_color])
def _build_safe_rect(self, percentage, color):
"""Build the scene ui graphics for the safe area rectangle
Args:
percentage (float): The 0-1 percentage the render target that the rectangle should fill.
color: The color to draw the rectangle wireframe with.
"""
aspect_ratio = self.get_aspect_ratio()
inverse_ratio = 1 / aspect_ratio
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
scene.Rectangle(aspect_ratio*2*percentage, 1*2*percentage, thickness=1, wireframe=True, color=color)
else:
scene.Rectangle(1*2*percentage, inverse_ratio*2*percentage, thickness=1, wireframe=True, color=color)
def _build_letterbox(self):
"""Build the scene ui graphics for the letterbox."""
aspect_ratio = self.get_aspect_ratio()
letterbox_color = cl.letterbox_default
letterbox_ratio = self.model.letterbox_ratio.as_float
def build_letterbox_helper(width, height, x_offset, y_offset):
move = scene.Matrix44.get_translation_matrix(x_offset, y_offset, 0)
with scene.Transform(transform=move):
scene.Rectangle(width * 2, height * 2, thickness=0, wireframe=False, color=letterbox_color)
move = scene.Matrix44.get_translation_matrix(-x_offset, -y_offset, 0)
with scene.Transform(transform=move):
scene.Rectangle(width * 2, height * 2, thickness=0, wireframe=False, color=letterbox_color)
if self.scene_view.aspect_ratio_policy == scene.AspectRatioPolicy.PRESERVE_ASPECT_VERTICAL:
if letterbox_ratio >= aspect_ratio:
height = 1 - aspect_ratio / letterbox_ratio
rect_height = height / 2
rect_offset = 1 - rect_height
build_letterbox_helper(aspect_ratio, rect_height, 0, rect_offset)
else:
width = aspect_ratio - letterbox_ratio
rect_width = width / 2
rect_offset = aspect_ratio - rect_width
build_letterbox_helper(rect_width, 1, rect_offset, 0)
else:
inverse_ratio = 1 / aspect_ratio
if letterbox_ratio >= aspect_ratio:
height = inverse_ratio - 1 / letterbox_ratio
rect_height = height / 2
rect_offset = inverse_ratio - rect_height
build_letterbox_helper(1, rect_height, 0, rect_offset)
else:
width = (aspect_ratio - letterbox_ratio) * inverse_ratio
rect_width = width / 2
rect_offset = 1 - rect_width
build_letterbox_helper(rect_width, inverse_ratio, rect_offset, 0)
def get_aspect_ratio(self):
"""Get the aspect ratio of the viewport.
Returns:
float: The viewport aspect ratio.
"""
return self._aspect_ratio
class ReticleMenu:
"""The popup reticle menu"""
def __init__(self, model: ReticleModel):
"""ReticleMenu constructor
Stores the model and builds the Reticle button.
Args:
model (ReticleModel): The reticle model
"""
self.model = model
self.button = ui.Button("Reticle", width=0, height=0, mouse_pressed_fn=self.show_reticle_menu,
style={"margin": 10, "padding": 5, "color": cl.white})
self.reticle_menu = None
def destroy(self):
self.button.destroy()
self.button = None
self.reticle_menu = None
def on_group_check_changed(self, safe_area_group, model):
"""Enables/disables safe area groups
When a safe area checkbox state changes, all the widgets of the respective
group should be enabled/disabled.
Args:
safe_area_group (HStack): The safe area group to enable/disable
model (SimpleBoolModel): The safe group checkbox model.
"""
safe_area_group.enabled = model.as_bool
def on_composition_mode_changed(self, guideline_type):
"""Sets the selected composition mode.
When a composition button is clicked, it should be checked on and the other
buttons should be checked off. Sets the composition mode on the ReticleModel too.
Args:
guideline_type (_type_): _description_
"""
self.model.composition_mode.set_value(guideline_type)
self.comp_off_button.checked = guideline_type == CompositionGuidelines.OFF
self.comp_thirds_button.checked = guideline_type == CompositionGuidelines.THIRDS
self.comp_quad_button.checked = guideline_type == CompositionGuidelines.QUAD
self.comp_crosshair_button.checked = guideline_type == CompositionGuidelines.CROSSHAIR
def show_reticle_menu(self, x, y, button, modifier):
"""Build and show the reticle menu popup."""
self.reticle_menu = ui.Menu("Reticle", width=400, height=200)
self.reticle_menu.clear()
with self.reticle_menu:
with ui.Frame(width=0, height=100):
with ui.HStack():
with ui.VStack():
ui.Label("Composition", alignment=ui.Alignment.LEFT, height=30)
with ui.VGrid(style=styles.comp_group_style, width=150, height=0,
column_count=2, row_height=75):
current_comp_mode = self.model.composition_mode.as_int
with ui.HStack():
off_checked = current_comp_mode == CompositionGuidelines.OFF
callback = partial(self.on_composition_mode_changed, CompositionGuidelines.OFF)
self.comp_off_button = ui.Button("Off", name="Off", checked=off_checked,
width=70, height=70, clicked_fn=callback)
with ui.HStack():
thirds_checked = current_comp_mode == CompositionGuidelines.THIRDS
callback = partial(self.on_composition_mode_changed, CompositionGuidelines.THIRDS)
self.comp_thirds_button = ui.Button("Thirds", name="Thirds", checked=thirds_checked,
width=70, height=70, clicked_fn=callback)
with ui.HStack():
quad_checked = current_comp_mode == CompositionGuidelines.QUAD
callback = partial(self.on_composition_mode_changed, CompositionGuidelines.QUAD)
self.comp_quad_button = ui.Button("Quad", name="Quad", checked=quad_checked,
width=70, height=70, clicked_fn=callback)
with ui.HStack():
crosshair_checked = current_comp_mode == CompositionGuidelines.CROSSHAIR
callback = partial(self.on_composition_mode_changed,
CompositionGuidelines.CROSSHAIR)
self.comp_crosshair_button = ui.Button("Crosshair", name="Crosshair",
checked=crosshair_checked, width=70, height=70,
clicked_fn=callback)
ui.Spacer(width=10)
with ui.VStack(style=styles.safe_areas_group_style):
ui.Label("Safe Areas", alignment=ui.Alignment.LEFT, height=30)
with ui.HStack(width=0):
ui.Spacer(width=20)
cb = ui.CheckBox(model=self.model.action_safe_enabled)
action_safe_group = ui.HStack(enabled=self.model.action_safe_enabled.as_bool)
callback = partial(self.on_group_check_changed, action_safe_group)
cb.model.add_value_changed_fn(callback)
with action_safe_group:
ui.Spacer(width=10)
ui.Label("Action Safe", alignment=ui.Alignment.TOP)
ui.Spacer(width=14)
with ui.VStack():
ui.FloatSlider(self.model.action_safe_percentage, width=100,
format="%.0f%%", min=0, max=100, step=1)
ui.Rectangle(name="ActionSwatch", height=5)
ui.Spacer()
with ui.HStack(width=0):
ui.Spacer(width=20)
cb = ui.CheckBox(model=self.model.title_safe_enabled)
title_safe_group = ui.HStack(enabled=self.model.title_safe_enabled.as_bool)
callback = partial(self.on_group_check_changed, title_safe_group)
cb.model.add_value_changed_fn(callback)
with title_safe_group:
ui.Spacer(width=10)
ui.Label("Title Safe", alignment=ui.Alignment.TOP)
ui.Spacer(width=25)
with ui.VStack():
ui.FloatSlider(self.model.title_safe_percentage, width=100,
format="%.0f%%", min=0, max=100, step=1)
ui.Rectangle(name="TitleSwatch", height=5)
ui.Spacer()
with ui.HStack(width=0):
ui.Spacer(width=20)
cb = ui.CheckBox(model=self.model.custom_safe_enabled)
custom_safe_group = ui.HStack(enabled=self.model.custom_safe_enabled.as_bool)
callback = partial(self.on_group_check_changed, custom_safe_group)
cb.model.add_value_changed_fn(callback)
with custom_safe_group:
ui.Spacer(width=10)
ui.Label("Custom Safe", alignment=ui.Alignment.TOP)
ui.Spacer(width=5)
with ui.VStack():
ui.FloatSlider(self.model.custom_safe_percentage, width=100,
format="%.0f%%", min=0, max=100, step=1)
ui.Rectangle(name="CustomSwatch", height=5)
ui.Spacer()
ui.Label("Letterbox", alignment=ui.Alignment.LEFT, height=30)
with ui.HStack(width=0):
ui.Spacer(width=20)
cb = ui.CheckBox(model=self.model.letterbox_enabled)
letterbox_group = ui.HStack(enabled=self.model.letterbox_enabled.as_bool)
callback = partial(self.on_group_check_changed, letterbox_group)
cb.model.add_value_changed_fn(callback)
with letterbox_group:
ui.Spacer(width=10)
ui.Label("Letterbox Ratio", alignment=ui.Alignment.TOP)
ui.Spacer(width=5)
ui.FloatDrag(self.model.letterbox_ratio, width=35, min=0.001, step=0.01)
self.reticle_menu.show_at(x - self.reticle_menu.width, y - self.reticle_menu.height)
|
NVIDIA-Omniverse/kit-extension-sample-reticle/exts/omni.example.reticle/docs/CHANGELOG.md | # Changelog
All notable changes to this project will be documented in this file.
## [Unreleased]
## [1.3.1] - 2022-09-09
### Changed
- Fixed on_window_changed callback for VP2
## [1.3.0] - 2022-09-09
### Changed
- Fixed bad use of viewport window frame for VP2
- Now using ViewportAPI.subscribe_to_view_change() to update reticle on resolution changes.
## [1.2.0] - 2022-06-24
### Changed
- Refactored to omni.example.reticle
- Updated preview.png
- Cleaned up READMEs
### Removed
- menu.png
## [1.1.0] - 2022-06-22
### Changed
- Refactored reticle.py to views.py
- Fixed bug where Viewport Docs was being treated as viewport.
- Moved Reticle button to bottom right of viewport to not overlap axes decorator.
### Removed
- All mutli-viewport logic.
## [1.0.0] - 2022-05-25
### Added
- Initial add of the Sample Viewport Reticle extension. |
NVIDIA-Omniverse/kit-extension-sample-reticle/exts/omni.example.reticle/docs/README.md | # Viewport Reticle (omni.example.reticle)

## Overview
The Viewport Reticle Sample extension adds a new menu button at the bottom, right of the viewport. From this menu, users can enable and configure:
1. Composition Guidelines
2. Safe Area Guidelines
3. Letterbox
## [Tutorial](../../../tutorial/tutorial.md)
This extension sample also includes a step-by-step tutorial to accelerate your growth as you learn to build your own
Omniverse Kit extensions. [Get started with the tutorial.](../../../tutorial/tutorial.md)
## Usage
### Composition Guidelines
* Click on the **Thirds**, **Quad**, or **Crosshair** button to enable a different composition mode.
* Use the guidelines to help frame your shots. Click on the **Off** button to disable the composition guidelines.
### Safe Area Guidelines
* Click on the checkbox for the safe area that you are interested in to enable the safe area guidelines.
* Use the slider to adjust the area percentage for the respective safe areas.
* NOTE: The sliders are disabled if their respective checkbox is unchecked.
### Letterbox
* Check on **Letterbox Ratio** to enable the letterbox.
* Enter a value or drag on the **Letterbox Ratio** field to adjust the letterbox ratio. |
NVIDIA-Omniverse/kit-extension-sample-ui-window/link_app.sh | #!/bin/bash
set -e
SCRIPT_DIR=$(dirname ${BASH_SOURCE})
cd "$SCRIPT_DIR"
exec "tools/packman/python.sh" tools/scripts/link_app.py $@
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/link_app.bat | @echo off
call "%~dp0tools\packman\python.bat" %~dp0tools\scripts\link_app.py %*
if %errorlevel% neq 0 ( goto Error )
:Success
exit /b 0
:Error
exit /b %errorlevel%
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/README.md | # omni.ui Kit Extension Samples
## [Generic Window (omni.example.ui_window)](exts/omni.example.ui_window)

### About
This extension provides an end-to-end example and general recommendations on creating a
simple window using `omni.ui`. It contains the best practices of building an extension, a menu item, a window itself, a custom widget, and a generic style.
### [README](exts/omni.example.ui_window)
See the [README for this extension](exts/omni.example.ui_window) to learn more about it including how to use it.
### [Tutorial](exts/omni.example.ui_window/tutorial/tutorial.md)
Follow a [step-by-step tutorial](exts/omni.example.ui_window/tutorial/tutorial.md) that walks you through how to use omni.ui to build this extension.
## [Julia Modeler (omni.example.ui_julia_modeler)](exts/omni.example.ui_julia_modeler)

### About
This extension is an example of a more advanced window with custom styling and custom widgets. Study this example to learn more about applying styles to `omni.ui` widgets and building your own custom widgets.
### [README](exts/omni.example.ui_julia_modeler/)
See the [README for this extension](exts/omni.example.ui_julia_modeler/) to learn more about it including how to use it.
### [Tutorial](exts/omni.example.ui_julia_modeler/tutorial/tutorial.md)
Follow a [step-by-step tutorial](exts/omni.example.ui_julia_modeler/tutorial/tutorial.md) that walks you through how to use omni.ui.scene to build this extension.
## [Gradient Window (omni.example.ui_gradient_window)](exts/omni.example.ui_gradient_window/)

### About
This extension shows how to build a Window that applys gradient styles to widgets. The focus of this sample extension is to show how to use omni.ui to create gradients with `ImageWithProvider`.
### [README](exts/omni.example.ui_gradient_window/)
See the [README for this extension](exts/omni.example.ui_gradient_window/) to learn more about it including how to use it.
### [Tutorial](exts/omni.example.ui_gradient_window/tutorial/tutorial.md)
Follow a [step-by-step tutorial](exts/omni.example.ui_gradient_window/tutorial/tutorial.md) that walks you through how to use omni.ui.scene to build this extension.
## Adding These Extensions
To add these extensions to your Omniverse app:
1. Go into: Extension Manager -> Gear Icon -> Extension Search Path
2. Add this as a search path: `git://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window?branch=main&dir=exts`
## Linking with an Omniverse app
For a better developer experience, it is recommended to create a folder link named `app` to the *Omniverse Kit* app installed from *Omniverse Launcher*. A convenience script to use is included.
Run:
```bash
> link_app.bat
```
There is also an analogous `link_app.sh` for Linux. If successful you should see `app` folder link in the root of this repo.
If multiple Omniverse apps is installed script will select recommended one. Or you can explicitly pass an app:
```bash
> link_app.bat --app code
```
You can also just pass a path to create link to:
```bash
> link_app.bat --path "C:/Users/bob/AppData/Local/ov/pkg/create-2022.1.3"
```
## Contributing
The source code for this repository is provided as-is and we are not accepting outside contributions.
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/scripts/link_app.py | import os
import argparse
import sys
import json
import packmanapi
import urllib3
def find_omniverse_apps():
http = urllib3.PoolManager()
try:
r = http.request("GET", "http://127.0.0.1:33480/components")
except Exception as e:
print(f"Failed retrieving apps from an Omniverse Launcher, maybe it is not installed?\nError: {e}")
sys.exit(1)
apps = {}
for x in json.loads(r.data.decode("utf-8")):
latest = x.get("installedVersions", {}).get("latest", "")
if latest:
for s in x.get("settings", []):
if s.get("version", "") == latest:
root = s.get("launch", {}).get("root", "")
apps[x["slug"]] = (x["name"], root)
break
return apps
def create_link(src, dst):
print(f"Creating a link '{src}' -> '{dst}'")
packmanapi.link(src, dst)
APP_PRIORITIES = ["code", "create", "view"]
if __name__ == "__main__":
parser = argparse.ArgumentParser(description="Create folder link to Kit App installed from Omniverse Launcher")
parser.add_argument(
"--path",
help="Path to Kit App installed from Omniverse Launcher, e.g.: 'C:/Users/bob/AppData/Local/ov/pkg/create-2021.3.4'",
required=False,
)
parser.add_argument(
"--app", help="Name of Kit App installed from Omniverse Launcher, e.g.: 'code', 'create'", required=False
)
args = parser.parse_args()
path = args.path
if not path:
print("Path is not specified, looking for Omniverse Apps...")
apps = find_omniverse_apps()
if len(apps) == 0:
print(
"Can't find any Omniverse Apps. Use Omniverse Launcher to install one. 'Code' is the recommended app for developers."
)
sys.exit(0)
print("\nFound following Omniverse Apps:")
for i, slug in enumerate(apps):
name, root = apps[slug]
print(f"{i}: {name} ({slug}) at: '{root}'")
if args.app:
selected_app = args.app.lower()
if selected_app not in apps:
choices = ", ".join(apps.keys())
print(f"Passed app: '{selected_app}' is not found. Specify one of the following found Apps: {choices}")
sys.exit(0)
else:
selected_app = next((x for x in APP_PRIORITIES if x in apps), None)
if not selected_app:
selected_app = next(iter(apps))
print(f"\nSelected app: {selected_app}")
_, path = apps[selected_app]
if not os.path.exists(path):
print(f"Provided path doesn't exist: {path}")
else:
SCRIPT_ROOT = os.path.dirname(os.path.realpath(__file__))
create_link(f"{SCRIPT_ROOT}/../../app", path)
print("Success!")
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/python.sh | #!/bin/bash
# Copyright 2019-2020 NVIDIA CORPORATION
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
# http://www.apache.org/licenses/LICENSE-2.0
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
set -e
PACKMAN_CMD="$(dirname "${BASH_SOURCE}")/packman"
if [ ! -f "$PACKMAN_CMD" ]; then
PACKMAN_CMD="${PACKMAN_CMD}.sh"
fi
source "$PACKMAN_CMD" init
export PYTHONPATH="${PM_MODULE_DIR}:${PYTHONPATH}"
export PYTHONNOUSERSITE=1
# workaround for our python not shipping with certs
if [[ -z ${SSL_CERT_DIR:-} ]]; then
export SSL_CERT_DIR=/etc/ssl/certs/
fi
"${PM_PYTHON}" -u "$@"
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/python.bat | :: Copyright 2019-2020 NVIDIA CORPORATION
::
:: Licensed under the Apache License, Version 2.0 (the "License");
:: you may not use this file except in compliance with the License.
:: You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing, software
:: distributed under the License is distributed on an "AS IS" BASIS,
:: WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
:: See the License for the specific language governing permissions and
:: limitations under the License.
@echo off
setlocal
call "%~dp0\packman" init
set "PYTHONPATH=%PM_MODULE_DIR%;%PYTHONPATH%"
set PYTHONNOUSERSITE=1
"%PM_PYTHON%" -u %*
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/packman.cmd | :: Reset errorlevel status (don't inherit from caller) [xxxxxxxxxxx]
@call :ECHO_AND_RESET_ERROR
:: You can remove the call below if you do your own manual configuration of the dev machines
call "%~dp0\bootstrap\configure.bat"
if %errorlevel% neq 0 ( exit /b %errorlevel% )
:: Everything below is mandatory
if not defined PM_PYTHON goto :PYTHON_ENV_ERROR
if not defined PM_MODULE goto :MODULE_ENV_ERROR
:: Generate temporary path for variable file
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile ^
-File "%~dp0bootstrap\generate_temp_file_name.ps1"') do set PM_VAR_PATH=%%a
if %1.==. (
set PM_VAR_PATH_ARG=
) else (
set PM_VAR_PATH_ARG=--var-path="%PM_VAR_PATH%"
)
"%PM_PYTHON%" -S -s -u -E "%PM_MODULE%" %* %PM_VAR_PATH_ARG%
if %errorlevel% neq 0 ( exit /b %errorlevel% )
:: Marshall environment variables into the current environment if they have been generated and remove temporary file
if exist "%PM_VAR_PATH%" (
for /F "usebackq tokens=*" %%A in ("%PM_VAR_PATH%") do set "%%A"
)
if %errorlevel% neq 0 ( goto :VAR_ERROR )
if exist "%PM_VAR_PATH%" (
del /F "%PM_VAR_PATH%"
)
if %errorlevel% neq 0 ( goto :VAR_ERROR )
set PM_VAR_PATH=
goto :eof
:: Subroutines below
:PYTHON_ENV_ERROR
@echo User environment variable PM_PYTHON is not set! Please configure machine for packman or call configure.bat.
exit /b 1
:MODULE_ENV_ERROR
@echo User environment variable PM_MODULE is not set! Please configure machine for packman or call configure.bat.
exit /b 1
:VAR_ERROR
@echo Error while processing and setting environment variables!
exit /b 1
:ECHO_AND_RESET_ERROR
@echo off
if /I "%PM_VERBOSITY%"=="debug" (
@echo on
)
exit /b 0
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/config.packman.xml | <config remotes="cloudfront">
<remote2 name="cloudfront">
<transport actions="download" protocol="https" packageLocation="d4i3qtqj3r0z5.cloudfront.net/${name}@${version}" />
</remote2>
</config>
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/bootstrap/generate_temp_file_name.ps1 | <#
Copyright 2019 NVIDIA CORPORATION
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
#>
$out = [System.IO.Path]::GetTempFileName()
Write-Host $out
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# SIG # End signature block
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/bootstrap/configure.bat | :: Copyright 2019 NVIDIA CORPORATION
::
:: Licensed under the Apache License, Version 2.0 (the "License");
:: you may not use this file except in compliance with the License.
:: You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing, software
:: distributed under the License is distributed on an "AS IS" BASIS,
:: WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
:: See the License for the specific language governing permissions and
:: limitations under the License.
set PM_PACKMAN_VERSION=6.33.2
:: Specify where packman command is rooted
set PM_INSTALL_PATH=%~dp0..
:: The external root may already be configured and we should do minimal work in that case
if defined PM_PACKAGES_ROOT goto ENSURE_DIR
:: If the folder isn't set we assume that the best place for it is on the drive that we are currently
:: running from
set PM_DRIVE=%CD:~0,2%
set PM_PACKAGES_ROOT=%PM_DRIVE%\packman-repo
:: We use *setx* here so that the variable is persisted in the user environment
echo Setting user environment variable PM_PACKAGES_ROOT to %PM_PACKAGES_ROOT%
setx PM_PACKAGES_ROOT %PM_PACKAGES_ROOT%
if %errorlevel% neq 0 ( goto ERROR )
:: The above doesn't work properly from a build step in VisualStudio because a separate process is
:: spawned for it so it will be lost for subsequent compilation steps - VisualStudio must
:: be launched from a new process. We catch this odd-ball case here:
if defined PM_DISABLE_VS_WARNING goto ENSURE_DIR
if not defined VSLANG goto ENSURE_DIR
echo The above is a once-per-computer operation. Unfortunately VisualStudio cannot pick up environment change
echo unless *VisualStudio is RELAUNCHED*.
echo If you are launching VisualStudio from command line or command line utility make sure
echo you have a fresh launch environment (relaunch the command line or utility).
echo If you are using 'linkPath' and referring to packages via local folder links you can safely ignore this warning.
echo You can disable this warning by setting the environment variable PM_DISABLE_VS_WARNING.
echo.
:: Check for the directory that we need. Note that mkdir will create any directories
:: that may be needed in the path
:ENSURE_DIR
if not exist "%PM_PACKAGES_ROOT%" (
echo Creating directory %PM_PACKAGES_ROOT%
mkdir "%PM_PACKAGES_ROOT%"
)
if %errorlevel% neq 0 ( goto ERROR_MKDIR_PACKAGES_ROOT )
:: The Python interpreter may already be externally configured
if defined PM_PYTHON_EXT (
set PM_PYTHON=%PM_PYTHON_EXT%
goto PACKMAN
)
set PM_PYTHON_VERSION=3.7.9-windows-x86_64
set PM_PYTHON_BASE_DIR=%PM_PACKAGES_ROOT%\python
set PM_PYTHON_DIR=%PM_PYTHON_BASE_DIR%\%PM_PYTHON_VERSION%
set PM_PYTHON=%PM_PYTHON_DIR%\python.exe
if exist "%PM_PYTHON%" goto PACKMAN
if not exist "%PM_PYTHON_BASE_DIR%" call :CREATE_PYTHON_BASE_DIR
set PM_PYTHON_PACKAGE=python@%PM_PYTHON_VERSION%.cab
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0\generate_temp_file_name.ps1"') do set TEMP_FILE_NAME=%%a
set TARGET=%TEMP_FILE_NAME%.zip
call "%~dp0fetch_file_from_packman_bootstrap.cmd" %PM_PYTHON_PACKAGE% "%TARGET%"
if %errorlevel% neq 0 (
echo !!! Error fetching python from CDN !!!
goto ERROR
)
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0\generate_temp_folder.ps1" -parentPath "%PM_PYTHON_BASE_DIR%"') do set TEMP_FOLDER_NAME=%%a
echo Unpacking Python interpreter ...
"%SystemRoot%\system32\expand.exe" -F:* "%TARGET%" "%TEMP_FOLDER_NAME%" 1> nul
del "%TARGET%"
:: Failure during extraction to temp folder name, need to clean up and abort
if %errorlevel% neq 0 (
echo !!! Error unpacking python !!!
call :CLEAN_UP_TEMP_FOLDER
goto ERROR
)
:: If python has now been installed by a concurrent process we need to clean up and then continue
if exist "%PM_PYTHON%" (
call :CLEAN_UP_TEMP_FOLDER
goto PACKMAN
) else (
if exist "%PM_PYTHON_DIR%" ( rd /s /q "%PM_PYTHON_DIR%" > nul )
)
:: Perform atomic rename
rename "%TEMP_FOLDER_NAME%" "%PM_PYTHON_VERSION%" 1> nul
:: Failure during move, need to clean up and abort
if %errorlevel% neq 0 (
echo !!! Error renaming python !!!
call :CLEAN_UP_TEMP_FOLDER
goto ERROR
)
:PACKMAN
:: The packman module may already be externally configured
if defined PM_MODULE_DIR_EXT (
set PM_MODULE_DIR=%PM_MODULE_DIR_EXT%
) else (
set PM_MODULE_DIR=%PM_PACKAGES_ROOT%\packman-common\%PM_PACKMAN_VERSION%
)
set PM_MODULE=%PM_MODULE_DIR%\packman.py
if exist "%PM_MODULE%" goto ENSURE_7ZA
set PM_MODULE_PACKAGE=packman-common@%PM_PACKMAN_VERSION%.zip
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0\generate_temp_file_name.ps1"') do set TEMP_FILE_NAME=%%a
set TARGET=%TEMP_FILE_NAME%
call "%~dp0fetch_file_from_packman_bootstrap.cmd" %PM_MODULE_PACKAGE% "%TARGET%"
if %errorlevel% neq 0 (
echo !!! Error fetching packman from CDN !!!
goto ERROR
)
echo Unpacking ...
"%PM_PYTHON%" -S -s -u -E "%~dp0\install_package.py" "%TARGET%" "%PM_MODULE_DIR%"
if %errorlevel% neq 0 (
echo !!! Error unpacking packman !!!
goto ERROR
)
del "%TARGET%"
:ENSURE_7ZA
set PM_7Za_VERSION=16.02.4
set PM_7Za_PATH=%PM_PACKAGES_ROOT%\7za\%PM_7ZA_VERSION%
if exist "%PM_7Za_PATH%" goto END
set PM_7Za_PATH=%PM_PACKAGES_ROOT%\chk\7za\%PM_7ZA_VERSION%
if exist "%PM_7Za_PATH%" goto END
"%PM_PYTHON%" -S -s -u -E "%PM_MODULE%" pull "%PM_MODULE_DIR%\deps.packman.xml"
if %errorlevel% neq 0 (
echo !!! Error fetching packman dependencies !!!
goto ERROR
)
goto END
:ERROR_MKDIR_PACKAGES_ROOT
echo Failed to automatically create packman packages repo at %PM_PACKAGES_ROOT%.
echo Please set a location explicitly that packman has permission to write to, by issuing:
echo.
echo setx PM_PACKAGES_ROOT {path-you-choose-for-storing-packman-packages-locally}
echo.
echo Then launch a new command console for the changes to take effect and run packman command again.
exit /B %errorlevel%
:ERROR
echo !!! Failure while configuring local machine :( !!!
exit /B %errorlevel%
:CLEAN_UP_TEMP_FOLDER
rd /S /Q "%TEMP_FOLDER_NAME%"
exit /B
:CREATE_PYTHON_BASE_DIR
:: We ignore errors and clean error state - if two processes create the directory one will fail which is fine
md "%PM_PYTHON_BASE_DIR%" > nul 2>&1
exit /B 0
:END
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/bootstrap/fetch_file_from_packman_bootstrap.cmd | :: Copyright 2019 NVIDIA CORPORATION
::
:: Licensed under the Apache License, Version 2.0 (the "License");
:: you may not use this file except in compliance with the License.
:: You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing, software
:: distributed under the License is distributed on an "AS IS" BASIS,
:: WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
:: See the License for the specific language governing permissions and
:: limitations under the License.
:: You need to specify <package-name> <target-path> as input to this command
@setlocal
@set PACKAGE_NAME=%1
@set TARGET_PATH=%2
@echo Fetching %PACKAGE_NAME% ...
@powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0download_file_from_url.ps1" ^
-source "http://bootstrap.packman.nvidia.com/%PACKAGE_NAME%" -output %TARGET_PATH%
:: A bug in powershell prevents the errorlevel code from being set when using the -File execution option
:: We must therefore do our own failure analysis, basically make sure the file exists and is larger than 0 bytes:
@if not exist %TARGET_PATH% goto ERROR_DOWNLOAD_FAILED
@if %~z2==0 goto ERROR_DOWNLOAD_FAILED
@endlocal
@exit /b 0
:ERROR_DOWNLOAD_FAILED
@echo Failed to download file from S3
@echo Most likely because endpoint cannot be reached or file %PACKAGE_NAME% doesn't exist
@endlocal
@exit /b 1 |
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/bootstrap/download_file_from_url.ps1 | <#
Copyright 2019 NVIDIA CORPORATION
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
#>
param(
[Parameter(Mandatory=$true)][string]$source=$null,
[string]$output="out.exe"
)
$filename = $output
$triesLeft = 3
do
{
$triesLeft -= 1
try
{
Write-Host "Downloading from bootstrap.packman.nvidia.com ..."
$wc = New-Object net.webclient
$wc.Downloadfile($source, $fileName)
$triesLeft = 0
}
catch
{
Write-Host "Error downloading $source!"
Write-Host $_.Exception|format-list -force
}
} while ($triesLeft -gt 0)
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/bootstrap/generate_temp_folder.ps1 | <#
Copyright 2019 NVIDIA CORPORATION
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
#>
param(
[Parameter(Mandatory=$true)][string]$parentPath=$null
)
[string] $name = [System.Guid]::NewGuid()
$out = Join-Path $parentPath $name
New-Item -ItemType Directory -Path ($out) | Out-Null
Write-Host $out
# SIG # Begin signature block
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# SIG # End signature block
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/tools/packman/bootstrap/install_package.py | # Copyright 2019 NVIDIA CORPORATION
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
# http://www.apache.org/licenses/LICENSE-2.0
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import logging
import zipfile
import tempfile
import sys
import shutil
__author__ = "hfannar"
logging.basicConfig(level=logging.WARNING, format="%(message)s")
logger = logging.getLogger("install_package")
class TemporaryDirectory:
def __init__(self):
self.path = None
def __enter__(self):
self.path = tempfile.mkdtemp()
return self.path
def __exit__(self, type, value, traceback):
# Remove temporary data created
shutil.rmtree(self.path)
def install_package(package_src_path, package_dst_path):
with zipfile.ZipFile(
package_src_path, allowZip64=True
) as zip_file, TemporaryDirectory() as temp_dir:
zip_file.extractall(temp_dir)
# Recursively copy (temp_dir will be automatically cleaned up on exit)
try:
# Recursive copy is needed because both package name and version folder could be missing in
# target directory:
shutil.copytree(temp_dir, package_dst_path)
except OSError as exc:
logger.warning(
"Directory %s already present, packaged installation aborted" % package_dst_path
)
else:
logger.info("Package successfully installed to %s" % package_dst_path)
install_package(sys.argv[1], sys.argv[2])
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/tutorial/tutorial.md | 
# Gradient Style Window Tutorial
In this tutorial we will cover how we can create a gradient style that will be used in various widgets. This tutorial will cover how to create a gradient image / style that can be applied to UI.
## Learning Objectives
- How to use `ImageWithProvider` to create Image Widgets
- Create functions to interpolate between colors
- Apply custom styles to widgets
## Prerequisites
- [UI Window Tutorial](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window/blob/Tutorial/exts/omni.example.ui_window/tutorial/tutorial.md)
- Omniverse Code version 2022.1.2 or higher
## Step 1: Add the Extension
### Step 1.1: Clone the repository
Clone the `gradient-tutorial-start` branch of the `kit-extension-sample-ui-window` [GitHub repository](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window/tree/gradient-tutorial-start):
```shell
git clone -b gradient-tutorial-start https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window.git
```
This repository contains the assets you use in this tutorial.
### Step 1.2: Open Extension Search Paths
Go to *Extension Manager -> Gear Icon -> Extension Search Path*:

### Step 1.3: Add the Path
Create a new search path to the exts directory of your Extension by clicking the green plus icon and double-clicking on the path field:

When you submit your new search path, you should be able to find your extension in the Extensions list.
### Step 1.4: Enable the Extension

After Enabling the extension the following window will appear:
<center>

</center>
Unlike the main repo, this extension is missing quite a few things that we will need to add, mainly the gradient.
Moving forward we will go into detail on how to create the gradient style and apply it to our UI Window.
## Step 2: Familiarize Yourself with Interpolation
What is interpolation? [Interpolation](https://en.wikipedia.org/wiki/Interpolation) a way to find or estimate a point based on a range of discrete set of known data points. For our case we interpolate between colors to appropriately set the slider handle color.
Let's say the start point is black and our end point is white. What is a color that is in between black and white? Gray is what most would say. Using interpolation we can get more than just gray. Here's a picture representation of what it looks like to interpolate between black and white:

We can also use blue instead of black. It would then look something like this:

Interpolation can also be used with a spectrum of colors:

## Step 3: Set up the Gradients
Hexadecimal (Hex) is a base 16 numbering system where `0-9` represents their base 10 counterparts and `A-F` represent the base 10 values `10-15`.
A Hex color is written as `#RRGGBB` where `RR` is red, `GG` is green and `BB` is blue. The hex values have the range `00` - `ff` which is equivalent to `0` - `255` in base 10. So to write the hex value to a color for red it would be: `#ff0000`. This is equivalent to saying `R=255, G=0, B=0`.
To flesh out the `hex_to_color` function we will use bit shift operations to convert the hex value to color.
### Step 3.1: Navigate to `style.py`
Open the project in VS Code and open the `style.py` file inside of `omni.example.ui_gradient_window\omni\example\ui_gradient_window`
> **Tip:** Remember to open up any extension in VS Code by browsing to that extension in the `Extension` tab, then select the extension and click on the VS Code logo.
Locate the function `hex_to_color` towards the bottom of the file. There will be other functions that are not yet filled out:
``` python
def hex_to_color(hex: int) -> tuple:
# YOUR CODE HERE
pass
def generate_byte_data(colors):
# YOUR CODE HERE
pass
def _interpolate_color(hex_min: int, hex_max: int, intep):
# YOUR CODE HERE
pass
def get_gradient_color(value, max, colors):
# YOUR CODE HERE
pass
def build_gradient_image(colors, height, style_name):
# YOUR CODE HERE
pass
```
Currently we have the `pass` statement in each of the functions because each function needs at least one statement to run.
> **Warning:** Removing the pass in these functions without adding any code will break other features of this extension!
### Step 3.2: Add Red to `hex_to_color`
Replace `pass` with `red = hex & 255`:
``` python
def hex_to_color(hex: int) -> tuple:
# convert Value from int
red = hex & 255
```
> **Warning:** Don't save yet! We must return a tuple before our function will run.
### Step 3.3: Add Green to `hex_to_color`
Underneath where we declared `red`, add the following line `green = (hex >> 8) & 255`:
``` python
def hex_to_color(hex: int) -> tuple:
# convert Value from int
red = hex & 255
green = (hex >> 8) & 255
```
> **Note:** 255 in binary is 0b11111111 (8 set bits)
### Step 3.4: Add the remaining colors to `hex_to_color`
Try to fill out the rest of the following code for `blue` and `alpha`:
``` python
def hex_to_color(hex: int) -> tuple:
# convert Value from int
red = hex & 255
green = (hex >> 8) & 255
blue = # YOUR CODE
alpha = # YOUR CODE
rgba_values = [red, green, blue, alpha]
return rgba_values
```
<details>
<summary>Click for solution</summary>
``` python
def hex_to_color(hex: int) -> tuple:
# convert Value from int
red = hex & 255
green = (hex >> 8) & 255
blue = (hex >> 16) & 255
alpha = (hex >> 24) & 255
rgba_values = [red, green, blue, alpha]
return rgba_values
```
</details>
## Step 4: Create `generate_byte_data`
We will now be filling out the function `generate_byte_data`. This function will take our colors and generate byte data that we can use to make an image using `ImageWithProvider`. Here is the function we will be editing:
``` python
def generate_byte_data(colors):
# YOUR CODE HERE
pass
```
### Step 4.1: Create an Array for Color Values
Replace `pass` with `data = []`. This will contain the color values:
``` python
def generate_byte_data(colors):
data = []
```
### Step 4.2: Loop Through the Colors
Next we will loop through all provided colors in hex form to color form and add it to `data`. This will use `hex_to_color` created previously:
``` python
def generate_byte_data(colors):
data = []
for color in colors:
data += hex_to_color(color)
```
### Step 4.3: Loop Through the Colors
Use [ByteImageProvider](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui/docs/index.html?highlight=byteimage#omni.ui.ByteImageProvider) to set the sequence as byte data that will be used later to generate the image:
``` python
def generate_byte_data(colors):
data = []
for color in colors:
data += hex_to_color(color)
_byte_provider = ui.ByteImageProvider()
_byte_provider.set_bytes_data(data [len(colors), 1])
return _byte_provider
```
## Step 5: Build the Image
Now that we have our data we can use it to create our image.
### Step 5.1: Locate `build_gradient_image()`
In `style.py`, navigate to `build_gradient_image()`:
``` python
def build_gradient_image(colors, height, style_name):
# YOUR CODE HERE
pass
```
### Step 5.2: Create Byte Sequence
Replace `pass` with `byte_provider = generate_byte_data(colors)`:
``` python
def build_gradient_image(colors, height, style_name):
byte_provider = generate_byte_data(colors)
```
### Step 5.3: Transform Bytes into the Gradient Image
Use [ImageWithProvider](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui/docs/index.html?highlight=byteimage#omni.ui.ImageWithProvider) to transform our sequence of bytes to an image.
``` python
def build_gradient_image(colors, height, style_name):
byte_provider = generate_byte_data(colors)
ui.ImageWithProvider(byte_provider,fill_policy=omni.ui.IwpFillPolicy.IWP_STRETCH, height=height, name=style_name)
return byte_provider
```
Save `style.py` and take a look at our window. It should look like the following:
<center>

</center>
> **Note:** If the extension does not look like the following, close down Code and try to relaunch.
### Step 5.4: How are the Gradients Used?
Head over to `color_widget.py`, then scroll to around line 90:
``` python
self.color_button_gradient_R = build_gradient_image([cl_attribute_dark, cl_attribute_red], 22, "button_background_gradient")
ui.Spacer(width=9)
with ui.VStack(width=6):
ui.Spacer(height=8)
ui.Circle(name="group_circle", width=4, height=4)
self.color_button_gradient_G = build_gradient_image([cl_attribute_dark, cl_attribute_green], 22, "button_background_gradient")
ui.Spacer(width=9)
with ui.VStack(width=6):
ui.Spacer(height=8)
ui.Circle(name="group_circle", width=4, height=4)
self.color_button_gradient_B = build_gradient_image([cl_attribute_dark, cl_attribute_blue], 22, "button_background_gradient")
```
This corresponds to the widgets that look like this:
<center>

</center>
### Step 5.5: Experiment - Change the red to pink
Go to `style.py`, locate the pre-defined constants, change `cl_attribute_red`'s value to `cl("#fc03be")`
``` python
# Pre-defined constants. It's possible to change them runtime.
fl_attr_hspacing = 10
fl_attr_spacing = 1
fl_group_spacing = 5
cl_attribute_dark = cl("#202324")
cl_attribute_red = cl("#fc03be") # previously was cl("#ac6060")
cl_attribute_green = cl("#60ab7c")
cl_attribute_blue = cl("#35889e")
cl_line = cl("#404040")
cl_text_blue = cl("#5eb3ff")
cl_text_gray = cl("#707070")
cl_text = cl("#a1a1a1")
cl_text_hovered = cl("#ffffff")
cl_field_text = cl("#5f5f5f")
cl_widget_background = cl("#1f2123")
cl_attribute_default = cl("#505050")
cl_attribute_changed = cl("#55a5e2")
cl_slider = cl("#383b3e")
cl_combobox_background = cl("#252525")
cl_main_background = cl("#2a2b2c")
cls_temperature_gradient = [cl("#fe0a00"), cl("#f4f467"), cl("#a8b9ea"), cl("#2c4fac"), cl("#274483"), cl("#1f334e")]
cls_color_gradient = [cl("#fa0405"), cl("#95668C"), cl("#4b53B4"), cl("#33C287"), cl("#9fE521"), cl("#ff0200")]
cls_tint_gradient = [cl("#1D1D92"), cl("#7E7EC9"), cl("#FFFFFF")]
cls_grey_gradient = [cl("#020202"), cl("#525252"), cl("#FFFFFF")]
cls_button_gradient = [cl("#232323"), cl("#656565")]
```
> **Tip:** Storing colors inside of the style.py file will help with reusing those values for other widgets. The value only has to change in one location, inside of style.py, rather than everywhere that the hex value was hard coded.
<center>

</center>
The colors for the sliders can be changed the same way.
## Step 6: Get the Handle of the Slider to Show the Color as it's Moved
Currently, the handle on the slider turns to black when interacting with it.
<center>

</center>
This is because we need to let it know what color we are on. This can be a bit tricky since the sliders are simple images. However, using interpolation we can approximate the color we are on.
During this step we will be filling out `_interpolate_color` function inside of `style.py`.
``` python
def _interpolate_color(hex_min: int, hex_max: int, intep):
pass
```
### Step 6.1: Set the color range
Define `max_color` and `min_color`. Then remove `pass`.
``` python
def _interpolate_color(hex_min: int, hex_max: int, intep):
max_color = hex_to_color(hex_max)
min_color = hex_to_color(hex_min)
```
### Step 6.2: Calculate the color
``` python
def _interpolate_color(hex_min: int, hex_max: int, intep):
max_color = hex_to_color(hex_max)
min_color = hex_to_color(hex_min)
color = [int((max - min) * intep) + min for max, min in zip(max_color, min_color)]
```
### Step 6.3: Return the interpolated color
``` python
def _interpolate_color(hex_min: int, hex_max: int, intep):
max_color = hex_to_color(hex_max)
min_color = hex_to_color(hex_min)
color = [int((max - min) * intep) + min for max, min in zip(max_color, min_color)]
return (color[3] << 8 * 3) + (color[2] << 8 * 2) + (color[1] << 8 * 1) + color[0]
```
## Step 7: Getting the Gradient Color
Now that we can interpolate between two colors we can grab the color of the gradient in which the slider is on. To do this we will be using value which is the position of the slider along the gradient image, max being the maximum number the value can be, and a list of all the colors.
After calculating the step size between the colors that made up the gradient image, we can then grab the index to point to the appropriate color in our list of colors that our slider is closest to. From that we can interpolate between the first color reference in the list and the next color in the list based on the index.
### Step 7.1: Locate `get_gradient_color` function
``` python
def get_gradient_color(value, max, colors):
pass
```
### Step 7.2: Declare `step_size` and `step`
``` python
def get_gradient_color(value, max, colors):
step_size = len(colors) - 1
step = 1.0/float(step_size)
```
### Step 7.3: Declare `percentage` and `idx`
``` python
def get_gradient_color(value, max, colors):
step_size = len(colors) - 1
step = 1.0/float(step_size)
percentage = value / float(max)
idx = (int) (percentage / step)
```
### Step 7.4: Check to see if our index is equal to our step size, to prevent an Index out of bounds exception
``` python
def get_gradient_color(value, max, colors):
step_size = len(colors) - 1
step = 1.0/float(step_size)
percentage = value / float(max)
idx = (int) (percentage / step)
if idx == step_size:
color = colors[-1]
```
### Step 7.5: Else interpolate between the current index color and the next color in the list. Return the result afterwards.
``` python
def get_gradient_color(value, max, colors):
step_size = len(colors) - 1
step = 1.0/float(step_size)
percentage = value / float(max)
idx = (int) (percentage / step)
if idx == step_size:
color = colors[-1]
else:
color = _interpolate_color(colors[idx], colors[idx+1], percentage)
return color
```
Save the file and head back into Omniverse to test out the slider.
Now when moving the slider it will update to the closest color within the color list.
<center>

</center>
## Conclusion
This was a tutorial about how to create gradient styles in the Window. Check out the complete code in the main branch to see how other styles were created. To learn more about how to create custom widgets check out the [Julia Modeler](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window/tree/main/exts/omni.example.ui_julia_modeler) example.
As a challenge, try to use the color that gets set by the slider to update something in the scene.
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/config/extension.toml | [package]
title = "omni.ui Gradient Window Example"
description = "The full end to end example of the window"
version = "1.0.1"
category = "Example"
authors = ["Min Jiang"]
repository = "https://gitlab-master.nvidia.com/omniverse/kit-extensions/kit-windows"
keywords = ["example", "window", "ui"]
changelog = "docs/CHANGELOG.md"
icon = "data/icon.png"
preview_image = "data/preview.png"
[dependencies]
"omni.ui" = {}
"omni.kit.menu.utils" = {}
[[python.module]]
name = "omni.example.ui_gradient_window"
[[test]]
args = [
"--/app/window/dpiScaleOverride=1.0",
"--/app/window/scaleToMonitor=false",
"--no-window"
]
dependencies = [
"omni.kit.renderer.core",
"omni.kit.renderer.capture",
]
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/omni/example/ui_gradient_window/style.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["main_window_style"]
from omni.ui import color as cl
from omni.ui import constant as fl
from omni.ui import url
import omni.kit.app
import omni.ui as ui
import pathlib
EXTENSION_FOLDER_PATH = pathlib.Path(
omni.kit.app.get_app().get_extension_manager().get_extension_path_by_module(__name__)
)
# Pre-defined constants. It's possible to change them runtime.
fl_attr_hspacing = 10
fl_attr_spacing = 1
fl_group_spacing = 5
cl_attribute_dark = cl("#202324")
cl_attribute_red = cl("#ac6060")
cl_attribute_green = cl("#60ab7c")
cl_attribute_blue = cl("#35889e")
cl_line = cl("#404040")
cl_text_blue = cl("#5eb3ff")
cl_text_gray = cl("#707070")
cl_text = cl("#a1a1a1")
cl_text_hovered = cl("#ffffff")
cl_field_text = cl("#5f5f5f")
cl_widget_background = cl("#1f2123")
cl_attribute_default = cl("#505050")
cl_attribute_changed = cl("#55a5e2")
cl_slider = cl("#383b3e")
cl_combobox_background = cl("#252525")
cl_main_background = cl("#2a2b2c")
cls_temperature_gradient = [cl("#fe0a00"), cl("#f4f467"), cl("#a8b9ea"), cl("#2c4fac"), cl("#274483"), cl("#1f334e")]
cls_color_gradient = [cl("#fa0405"), cl("#95668C"), cl("#4b53B4"), cl("#33C287"), cl("#9fE521"), cl("#ff0200")]
cls_tint_gradient = [cl("#1D1D92"), cl("#7E7EC9"), cl("#FFFFFF")]
cls_grey_gradient = [cl("#020202"), cl("#525252"), cl("#FFFFFF")]
cls_button_gradient = [cl("#232323"), cl("#656565")]
# The main style dict
main_window_style = {
"Button::add": {"background_color": cl_widget_background},
"Field::add": { "font_size": 14, "color": cl_text},
"Field::search": { "font_size": 16, "color": cl_field_text},
"Field::path": { "font_size": 14, "color": cl_field_text},
"ScrollingFrame::main_frame": {"background_color": cl_main_background},
# for CollapsableFrame
"CollapsableFrame::group": {
"margin_height": fl_group_spacing,
"background_color": 0x0,
"secondary_color": 0x0,
},
"CollapsableFrame::group:hovered": {
"margin_height": fl_group_spacing,
"background_color": 0x0,
"secondary_color": 0x0,
},
# for Secondary CollapsableFrame
"Circle::group_circle": {
"background_color": cl_line,
},
"Line::group_line": {"color": cl_line},
# all the labels
"Label::collapsable_name": {
"alignment": ui.Alignment.LEFT_CENTER,
"color": cl_text
},
"Label::attribute_bool": {
"alignment": ui.Alignment.LEFT_BOTTOM,
"margin_height": fl_attr_spacing,
"margin_width": fl_attr_hspacing,
"color": cl_text
},
"Label::attribute_name": {
"alignment": ui.Alignment.RIGHT_CENTER,
"margin_height": fl_attr_spacing,
"margin_width": fl_attr_hspacing,
"color": cl_text
},
"Label::attribute_name:hovered": {"color": cl_text_hovered},
"Label::header_attribute_name": {
"alignment": ui.Alignment.LEFT_CENTER,
"color": cl_text
},
"Label::details": {
"alignment": ui.Alignment.LEFT_CENTER,
"color": cl_text_blue,
"font_size": 19,
},
"Label::layers": {
"alignment": ui.Alignment.LEFT_CENTER,
"color": cl_text_gray,
"font_size": 19,
},
"Label::attribute_r": {
"alignment": ui.Alignment.LEFT_CENTER,
"color": cl_attribute_red
},
"Label::attribute_g": {
"alignment": ui.Alignment.LEFT_CENTER,
"color": cl_attribute_green
},
"Label::attribute_b": {
"alignment": ui.Alignment.LEFT_CENTER,
"color": cl_attribute_blue
},
# for Gradient Float Slider
"Slider::float_slider":{
"background_color": cl_widget_background,
"secondary_color": cl_slider,
"border_radius": 3,
"corner_flag": ui.CornerFlag.ALL,
"draw_mode": ui.SliderDrawMode.FILLED,
},
# for color slider
"Circle::slider_handle":{"background_color": 0x0, "border_width": 2, "border_color": cl_combobox_background},
# for Value Changed Widget
"Rectangle::attribute_changed": {"background_color":cl_attribute_changed, "border_radius": 2},
"Rectangle::attribute_default": {"background_color":cl_attribute_default, "border_radius": 1},
# all the images
"Image::pin": {"image_url": f"{EXTENSION_FOLDER_PATH}/icons/Pin.svg"},
"Image::expansion": {"image_url": f"{EXTENSION_FOLDER_PATH}/icons/Details_options.svg"},
"Image::transform": {"image_url": f"{EXTENSION_FOLDER_PATH}/icons/offset_dark.svg"},
"Image::link": {"image_url": f"{EXTENSION_FOLDER_PATH}/icons/link_active_dark.svg"},
"Image::on_off": {"image_url": f"{EXTENSION_FOLDER_PATH}/icons/on_off.svg"},
"Image::header_frame": {"image_url": f"{EXTENSION_FOLDER_PATH}/icons/head.png"},
"Image::checked": {"image_url": f"{EXTENSION_FOLDER_PATH}/icons/checked.svg"},
"Image::unchecked": {"image_url": f"{EXTENSION_FOLDER_PATH}/icons/unchecked.svg"},
"Image::separator":{"image_url": f"{EXTENSION_FOLDER_PATH}/icons/separator.svg"},
"Image::collapsable_opened": {"color": cl_text, "image_url": f"{EXTENSION_FOLDER_PATH}/icons/closed.svg"},
"Image::collapsable_closed": {"color": cl_text, "image_url": f"{EXTENSION_FOLDER_PATH}/icons/open.svg"},
"Image::combobox": {"image_url": f"{EXTENSION_FOLDER_PATH}/icons/combobox_bg.svg"},
# for Gradient Image
"ImageWithProvider::gradient_slider":{"border_radius": 4, "corner_flag": ui.CornerFlag.ALL},
"ImageWithProvider::button_background_gradient": {"border_radius": 3, "corner_flag": ui.CornerFlag.ALL},
# for Customized ComboBox
"ComboBox::dropdown_menu":{
"color": cl_text, # label color
"background_color": cl_combobox_background,
"secondary_color": 0x0, # button background color
},
}
def hex_to_color(hex: int) -> tuple:
# convert Value from int
red = hex & 255
green = (hex >> 8) & 255
blue = (hex >> 16) & 255
alpha = (hex >> 24) & 255
rgba_values = [red, green, blue, alpha]
return rgba_values
def _interpolate_color(hex_min: int, hex_max: int, intep):
max_color = hex_to_color(hex_max)
min_color = hex_to_color(hex_min)
color = [int((max - min) * intep) + min for max, min in zip(max_color, min_color)]
return (color[3] << 8 * 3) + (color[2] << 8 * 2) + (color[1] << 8 * 1) + color[0]
def get_gradient_color(value, max, colors):
step_size = len(colors) - 1
step = 1.0/float(step_size)
percentage = value / float(max)
idx = (int) (percentage / step)
if idx == step_size:
color = colors[-1]
else:
color = _interpolate_color(colors[idx], colors[idx+1], percentage)
return color
def generate_byte_data(colors):
data = []
for color in colors:
data += hex_to_color(color)
_byte_provider = ui.ByteImageProvider()
_byte_provider.set_bytes_data(data, [len(colors), 1])
return _byte_provider
def build_gradient_image(colors, height, style_name):
byte_provider = generate_byte_data(colors)
ui.ImageWithProvider(byte_provider,fill_policy=omni.ui.IwpFillPolicy.IWP_STRETCH, height=height, name=style_name)
return byte_provider |
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/omni/example/ui_gradient_window/extension.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ExampleWindowExtension"]
from .window import PropertyWindowExample
from functools import partial
import asyncio
import omni.ext
import omni.kit.ui
import omni.ui as ui
class ExampleWindowExtension(omni.ext.IExt):
"""The entry point for Gradient Style Window Example"""
WINDOW_NAME = "Gradient Style Window Example"
MENU_PATH = f"Window/{WINDOW_NAME}"
def on_startup(self):
# The ability to show up the window if the system requires it. We use it
# in QuickLayout.
ui.Workspace.set_show_window_fn(ExampleWindowExtension.WINDOW_NAME, partial(self.show_window, None))
# Put the new menu
editor_menu = omni.kit.ui.get_editor_menu()
if editor_menu:
self._menu = editor_menu.add_item(
ExampleWindowExtension.MENU_PATH, self.show_window, toggle=True, value=True
)
# Show the window. It will call `self.show_window`
ui.Workspace.show_window(ExampleWindowExtension.WINDOW_NAME)
def on_shutdown(self):
self._menu = None
if self._window:
self._window.destroy()
self._window = None
# Deregister the function that shows the window from omni.ui
ui.Workspace.set_show_window_fn(ExampleWindowExtension.WINDOW_NAME, None)
def _set_menu(self, value):
"""Set the menu to create this window on and off"""
editor_menu = omni.kit.ui.get_editor_menu()
if editor_menu:
editor_menu.set_value(ExampleWindowExtension.MENU_PATH, value)
async def _destroy_window_async(self):
# wait one frame, this is due to the one frame defer
# in Window::_moveToMainOSWindow()
await omni.kit.app.get_app().next_update_async()
if self._window:
self._window.destroy()
self._window = None
def _visiblity_changed_fn(self, visible):
# Called when the user pressed "X"
self._set_menu(visible)
if not visible:
# Destroy the window, since we are creating new window
# in show_window
asyncio.ensure_future(self._destroy_window_async())
def show_window(self, menu, value):
if value:
self._window = PropertyWindowExample(ExampleWindowExtension.WINDOW_NAME, width=450, height=900)
self._window.set_visibility_changed_fn(self._visiblity_changed_fn)
elif self._window:
self._window.visible = False
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/omni/example/ui_gradient_window/__init__.py | # Copyright (c) 2018-2020, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ExampleWindowExtension", "PropertyWindowExample"]
from .extension import ExampleWindowExtension
from .window import PropertyWindowExample
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/omni/example/ui_gradient_window/collapsable_widget.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["CustomCollsableFrame"]
import omni.ui as ui
def build_collapsable_header(collapsed, title):
"""Build a custom title of CollapsableFrame"""
with ui.HStack():
ui.Spacer(width=10)
ui.Label(title, name="collapsable_name")
if collapsed:
image_name = "collapsable_opened"
else:
image_name = "collapsable_closed"
ui.Image(name=image_name, fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT, width=16, height=16)
class CustomCollsableFrame:
"""The compound widget for color input"""
def __init__(self, frame_name, collapsed=False):
with ui.ZStack():
self.collapsable_frame = ui.CollapsableFrame(
frame_name, name="group", build_header_fn=build_collapsable_header, collapsed=collapsed)
with ui.VStack():
ui.Spacer(height=29)
with ui.HStack():
ui.Spacer(width=20)
ui.Image(name="separator", fill_policy=ui.FillPolicy.STRETCH, height=15)
ui.Spacer(width=20)
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/omni/example/ui_gradient_window/color_widget.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ColorWidget"]
from ctypes import Union
from typing import List, Optional
import omni.ui as ui
from .style import build_gradient_image, cl_attribute_red, cl_attribute_green, cl_attribute_blue, cl_attribute_dark
SPACING = 16
class ColorWidget:
"""The compound widget for color input"""
def __init__(self, *args, model=None, **kwargs):
self.__defaults: List[Union[float, int]] = args
self.__model: Optional[ui.AbstractItemModel] = kwargs.pop("model", None)
self.__multifield: Optional[ui.MultiFloatDragField] = None
self.__colorpicker: Optional[ui.ColorWidget] = None
self.__draw_colorpicker = kwargs.pop("draw_colorpicker", True)
self.__frame = ui.Frame()
with self.__frame:
self._build_fn()
def destroy(self):
self.__model = None
self.__multifield = None
self.__colorpicker = None
self.__frame = None
def __getattr__(self, attr):
"""
Pretend it's self.__frame, so we have access to width/height and
callbacks.
"""
return getattr(self.__root_frame, attr)
@property
def model(self) -> Optional[ui.AbstractItemModel]:
"""The widget's model"""
if self.__multifield:
return self.__multifield.model
@model.setter
def model(self, value: ui.AbstractItemModel):
"""The widget's model"""
self.__multifield.model = value
self.__colorpicker.model = value
def _build_fn(self):
def _on_value_changed(model, rect_changed, rect_default):
if model.get_item_value_model().get_value_as_float() != 0:
rect_changed.visible = False
rect_default.visible = True
else:
rect_changed.visible = True
rect_default.visible = False
def _restore_default(model, rect_changed, rect_default):
items = model.get_item_children()
for id, item in enumerate(items):
model.get_item_value_model(item).set_value(self.__defaults[id])
rect_changed.visible = False
rect_default.visible = True
with ui.HStack(spacing=SPACING):
# The construction of multi field depends on what the user provided,
# defaults or a model
if self.__model:
# the user provided a model
self.__multifield = ui.MultiFloatDragField(
min=0, max=1, model=self.__model, h_spacing=SPACING, name="attribute_color"
)
model = self.__model
else:
# the user provided a list of default values
with ui.ZStack():
with ui.HStack():
self.color_button_gradient_R = build_gradient_image([cl_attribute_dark, cl_attribute_red], 22, "button_background_gradient")
ui.Spacer(width=9)
with ui.VStack(width=6):
ui.Spacer(height=8)
ui.Circle(name="group_circle", width=4, height=4)
self.color_button_gradient_G = build_gradient_image([cl_attribute_dark, cl_attribute_green], 22, "button_background_gradient")
ui.Spacer(width=9)
with ui.VStack(width=6):
ui.Spacer(height=8)
ui.Circle(name="group_circle", width=4, height=4)
self.color_button_gradient_B = build_gradient_image([cl_attribute_dark, cl_attribute_blue], 22, "button_background_gradient")
ui.Spacer(width=2)
with ui.HStack():
with ui.VStack():
ui.Spacer(height=1)
self.__multifield = ui.MultiFloatDragField(
*self.__defaults, min=0, max=1, h_spacing=SPACING, name="attribute_color")
ui.Spacer(width=3)
with ui.HStack(spacing=22):
labels = ["R", "G", "B"] if self.__draw_colorpicker else ["X", "Y", "Z"]
ui.Label(labels[0], name="attribute_r")
ui.Label(labels[1], name="attribute_g")
ui.Label(labels[2], name="attribute_b")
model = self.__multifield.model
if self.__draw_colorpicker:
self.__colorpicker = ui.ColorWidget(model, width=0)
rect_changed, rect_default = self.__build_value_changed_widget()
model.add_item_changed_fn(lambda model, i: _on_value_changed(model, rect_changed, rect_default))
rect_changed.set_mouse_pressed_fn(lambda x, y, b, m: _restore_default(model, rect_changed, rect_default))
def __build_value_changed_widget(self):
with ui.VStack(width=0):
ui.Spacer(height=3)
rect_changed = ui.Rectangle(name="attribute_changed", width=15, height=15, visible= False)
ui.Spacer(height=4)
with ui.HStack():
ui.Spacer(width=3)
rect_default = ui.Rectangle(name="attribute_default", width=5, height=5, visible= True)
return rect_changed, rect_default
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/omni/example/ui_gradient_window/window.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved./icons/
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["PropertyWindowExample"]
from ast import With
from ctypes import alignment
import omni.kit
import omni.ui as ui
from .style import main_window_style, get_gradient_color, build_gradient_image
from .style import cl_combobox_background, cls_temperature_gradient, cls_color_gradient, cls_tint_gradient, cls_grey_gradient, cls_button_gradient
from .color_widget import ColorWidget
from .collapsable_widget import CustomCollsableFrame, build_collapsable_header
LABEL_WIDTH = 120
SPACING = 10
def _get_plus_glyph():
return omni.kit.ui.get_custom_glyph_code("${glyphs}/menu_context.svg")
def _get_search_glyph():
return omni.kit.ui.get_custom_glyph_code("${glyphs}/menu_search.svg")
class PropertyWindowExample(ui.Window):
"""The class that represents the window"""
def __init__(self, title: str, delegate=None, **kwargs):
self.__label_width = LABEL_WIDTH
super().__init__(title, **kwargs)
# Apply the style to all the widgets of this window
self.frame.style = main_window_style
# Set the function that is called to build widgets when the window is visible
self.frame.set_build_fn(self._build_fn)
def destroy(self):
# It will destroy all the children
super().destroy()
@property
def label_width(self):
"""The width of the attribute label"""
return self.__label_width
@label_width.setter
def label_width(self, value):
"""The width of the attribute label"""
self.__label_width = value
self.frame.rebuild()
def _build_transform(self):
"""Build the widgets of the "Calculations" group"""
with ui.ZStack():
with ui.VStack():
ui.Spacer(height=5)
with ui.HStack():
ui.Spacer()
ui.Image(name="transform", fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT, width=24, height=24)
ui.Spacer(width=30)
ui.Spacer()
with CustomCollsableFrame("TRANSFORMS").collapsable_frame:
with ui.VStack(height=0, spacing=SPACING):
ui.Spacer(height=2)
self._build_vector_widget("Position", 70)
self._build_vector_widget("Rotation", 70)
with ui.ZStack():
self._build_vector_widget("Scale", 85)
with ui.HStack():
ui.Spacer(width=42)
ui.Image(name="link", fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT, width=20)
def _build_path(self):
CustomCollsableFrame("PATH", collapsed=True)
def _build_light_properties(self):
"""Build the widgets of the "Parameters" group"""
with CustomCollsableFrame("LIGHT PROPERTIES").collapsable_frame:
with ui.VStack(height=0, spacing=SPACING):
ui.Spacer(height=2)
self._build_combobox("Type", ["Sphere Light", "Disk Light", "Rect Light"])
self.color_gradient_data, self.tint_gradient_data, self.grey_gradient_data = self._build_color_widget("Color")
self._build_color_temperature()
self.diffuse_button_data = self._build_gradient_float_slider("Diffuse Multiplier")
self.exposture_button_data = self._build_gradient_float_slider("Exposture")
self.intensity_button_data = self._build_gradient_float_slider("Intensity", default_value=3000, min=0, max=6000)
self._build_checkbox("Normalize Power", False)
self._build_combobox("Purpose", ["Default", "Customized"])
self.radius_button_data = self._build_gradient_float_slider("Radius")
self._build_shaping()
self.specular_button_data = self._build_gradient_float_slider("Specular Multiplier")
self._build_checkbox("Treat As Point")
def _build_line_dot(self, line_width, height):
with ui.HStack():
ui.Spacer(width=10)
with ui.VStack(width=line_width):
ui.Spacer(height=height)
ui.Line(name="group_line", alignment=ui.Alignment.TOP)
with ui.VStack(width=6):
ui.Spacer(height=height-2)
ui.Circle(name="group_circle", width=6, height=6, alignment=ui.Alignment.BOTTOM)
def _build_shaping(self):
"""Build the widgets of the "SHAPING" group"""
with ui.ZStack():
with ui.HStack():
ui.Spacer(width=3)
self._build_line_dot(10, 17)
with ui.HStack():
ui.Spacer(width=13)
with ui.VStack():
ui.Spacer(height=17)
ui.Line(name="group_line", alignment=ui.Alignment.RIGHT, width=0)
ui.Spacer(height=80)
with ui.CollapsableFrame(" SHAPING", name="group", build_header_fn=build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
self.angle_button_data = self._build_gradient_float_slider("Cone Angle")
self.softness_button_data = self._build_gradient_float_slider("Cone Softness")
self.focus_button_data = self._build_gradient_float_slider("Focus")
self.focus_color_data, self.focus_tint_data, self.focus_grey_data = self._build_color_widget("Focus Tint")
def _build_vector_widget(self, widget_name, space):
with ui.HStack():
ui.Label(widget_name, name="attribute_name", width=0)
ui.Spacer(width=space)
# The custom compound widget
ColorWidget(1.0, 1.0, 1.0, draw_colorpicker=False)
ui.Spacer(width=10)
def _build_color_temperature(self):
with ui.ZStack():
with ui.HStack():
ui.Spacer(width=10)
with ui.VStack():
ui.Spacer(height=8)
ui.Line(name="group_line", alignment=ui.Alignment.RIGHT, width=0)
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
self._build_line_dot(10, 8)
ui.Label("Enable Color Temperature", name="attribute_name", width=0)
ui.Spacer()
ui.Image(name="on_off", fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT, width=20)
rect_changed, rect_default = self.__build_value_changed_widget()
self.temperature_button_data = self._build_gradient_float_slider(" Color Temperature", default_value=6500.0)
self.temperature_slider_data = self._build_slider_handle(cls_temperature_gradient)
with ui.HStack():
ui.Spacer(width=10)
ui.Line(name="group_line", alignment=ui.Alignment.TOP)
def _build_color_widget(self, widget_name):
with ui.ZStack():
with ui.HStack():
ui.Spacer(width=10)
with ui.VStack():
ui.Spacer(height=8)
ui.Line(name="group_line", alignment=ui.Alignment.RIGHT, width=0)
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
self._build_line_dot(40, 9)
ui.Label(widget_name, name="attribute_name", width=0)
# The custom compound widget
ColorWidget(0.25, 0.5, 0.75)
ui.Spacer(width=10)
color_data = self._build_slider_handle(cls_color_gradient)
tint_data = self._build_slider_handle(cls_tint_gradient)
grey_data = self._build_slider_handle(cls_grey_gradient)
with ui.HStack():
ui.Spacer(width=10)
ui.Line(name="group_line", alignment=ui.Alignment.TOP)
return color_data, tint_data, grey_data
def _build_slider_handle(self, colors):
handle_Style = {"background_color": colors[0], "border_width": 2, "border_color": cl_combobox_background}
def set_color(placer, handle, offset):
# first clamp the value
max = placer.computed_width - handle.computed_width
if offset < 0:
placer.offset_x = 0
elif offset > max:
placer.offset_x = max
color = get_gradient_color(placer.offset_x.value, max, colors)
handle_Style.update({"background_color": color})
handle.style = handle_Style
with ui.HStack():
ui.Spacer(width=18)
with ui.ZStack():
with ui.VStack():
ui.Spacer(height=3)
byte_provider = build_gradient_image(colors, 8, "gradient_slider")
with ui.HStack():
handle_placer = ui.Placer(draggable=True, drag_axis=ui.Axis.X, offset_x=0)
with handle_placer:
handle = ui.Circle(width=15, height=15, style=handle_Style)
handle_placer.set_offset_x_changed_fn(lambda offset: set_color(handle_placer, handle, offset.value))
ui.Spacer(width=22)
return byte_provider
def _build_fn(self):
"""
The method that is called to build all the UI once the window is
visible.
"""
with ui.ScrollingFrame(name="main_frame"):
with ui.VStack(height=0, spacing=SPACING):
self._build_head()
self._build_transform()
self._build_path()
self._build_light_properties()
ui.Spacer(height=30)
def _build_head(self):
with ui.ZStack():
ui.Image(name="header_frame", height=150, fill_policy=ui.FillPolicy.STRETCH)
with ui.HStack():
ui.Spacer(width=12)
with ui.VStack(spacing=8):
self._build_tabs()
ui.Spacer(height=1)
self._build_selection_widget()
self._build_stage_path_widget()
self._build_search_field()
ui.Spacer(width=12)
def _build_tabs(self):
with ui.HStack(height=35):
ui.Label("DETAILS", width=ui.Percent(17), name="details")
with ui.ZStack():
ui.Image(name="combobox", fill_policy=ui.FillPolicy.STRETCH, height=35)
with ui.HStack():
ui.Spacer(width=15)
ui.Label("LAYERS | ", name="layers", width=0)
ui.Label(f"{_get_plus_glyph()}", width=0)
ui.Spacer()
ui.Image(name="pin", width=20)
def _build_selection_widget(self):
with ui.HStack(height=20):
add_button = ui.Button(f"{_get_plus_glyph()} Add", width=60, name="add")
ui.Spacer(width=14)
ui.StringField(name="add").model.set_value("(2 models selected)")
ui.Spacer(width=8)
ui.Image(name="expansion", width=20)
def _build_stage_path_widget(self):
with ui.HStack(height=20):
ui.Spacer(width=3)
ui.Label("Stage Path", name="header_attribute_name", width=70)
ui.StringField(name="path").model.set_value("/World/environment/tree")
def _build_search_field(self):
with ui.HStack():
ui.Spacer(width=2)
# would add name="search" style, but there is a bug to use glyph together with style
# make sure the test passes for now
ui.StringField(height=23).model.set_value(f"{_get_search_glyph()} Search")
def _build_checkbox(self, label_name, default_value=True):
def _restore_default(rect_changed, rect_default):
image.name = "checked" if default_value else "unchecked"
rect_changed.visible = False
rect_default.visible = True
def _on_value_changed(image, rect_changed, rect_default):
image.name = "unchecked" if image.name == "checked" else "checked"
if (default_value and image.name == "unchecked") or (not default_value and image.name == "checked"):
rect_changed.visible = True
rect_default.visible = False
else:
rect_changed.visible = False
rect_default.visible = True
with ui.HStack():
ui.Label(label_name, name=f"attribute_bool", width=self.label_width, height=20)
name = "checked" if default_value else "unchecked"
image =ui.Image(name=name, fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT, height=18, width=18)
ui.Spacer()
rect_changed, rect_default = self.__build_value_changed_widget()
image.set_mouse_pressed_fn(lambda x, y, b, m: _on_value_changed(image, rect_changed, rect_default))
# add call back to click the rect_changed to restore the default value
rect_changed.set_mouse_pressed_fn(lambda x, y, b, m: _restore_default(rect_changed, rect_default))
def __build_value_changed_widget(self):
with ui.VStack(width=20):
ui.Spacer(height=3)
rect_changed = ui.Rectangle(name="attribute_changed", width=15, height=15, visible= False)
ui.Spacer(height=4)
with ui.HStack():
ui.Spacer(width=3)
rect_default = ui.Rectangle(name="attribute_default", width=5, height=5, visible= True)
return rect_changed, rect_default
def _build_gradient_float_slider(self, label_name, default_value=0, min=0, max=1):
def _on_value_changed(model, rect_changed, rect_defaul):
if model.as_float == default_value:
rect_changed.visible = False
rect_defaul.visible = True
else:
rect_changed.visible = True
rect_defaul.visible = False
def _restore_default(slider):
slider.model.set_value(default_value)
with ui.HStack():
ui.Label(label_name, name=f"attribute_name", width=self.label_width)
with ui.ZStack():
button_background_gradient = build_gradient_image(cls_button_gradient, 22, "button_background_gradient")
with ui.VStack():
ui.Spacer(height=1.5)
with ui.HStack():
slider = ui.FloatSlider(name="float_slider", height=0, min=min, max=max)
slider.model.set_value(default_value)
ui.Spacer(width=1.5)
ui.Spacer(width=4)
rect_changed, rect_default = self.__build_value_changed_widget()
# switch the visibility of the rect_changed and rect_default to indicate value changes
slider.model.add_value_changed_fn(lambda model: _on_value_changed(model, rect_changed, rect_default))
# add call back to click the rect_changed to restore the default value
rect_changed.set_mouse_pressed_fn(lambda x, y, b, m: _restore_default(slider))
return button_background_gradient
def _build_combobox(self, label_name, options):
def _on_value_changed(model, rect_changed, rect_defaul):
index = model.get_item_value_model().get_value_as_int()
if index == 0:
rect_changed.visible = False
rect_defaul.visible = True
else:
rect_changed.visible = True
rect_defaul.visible = False
def _restore_default(combo_box):
combo_box.model.get_item_value_model().set_value(0)
with ui.HStack():
ui.Label(label_name, name=f"attribute_name", width=self.label_width)
with ui.ZStack():
ui.Image(name="combobox", fill_policy=ui.FillPolicy.STRETCH, height=35)
with ui.HStack():
ui.Spacer(width=10)
with ui.VStack():
ui.Spacer(height=10)
option_list = list(options)
combo_box = ui.ComboBox(0, *option_list, name="dropdown_menu")
with ui.VStack(width=0):
ui.Spacer(height=10)
rect_changed, rect_default = self.__build_value_changed_widget()
# switch the visibility of the rect_changed and rect_default to indicate value changes
combo_box.model.add_item_changed_fn(lambda m, i: _on_value_changed(m, rect_changed, rect_default))
# add call back to click the rect_changed to restore the default value
rect_changed.set_mouse_pressed_fn(lambda x, y, b, m: _restore_default(combo_box))
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/omni/example/ui_gradient_window/tests/__init__.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
from .test_window import TestWindow |
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/omni/example/ui_gradient_window/tests/test_window.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["TestWindow"]
from omni.example.ui_gradient_window import PropertyWindowExample
from omni.ui.tests.test_base import OmniUiTest
from pathlib import Path
import omni.kit.app
import omni.kit.test
EXTENSION_FOLDER_PATH = Path(omni.kit.app.get_app().get_extension_manager().get_extension_path_by_module(__name__))
TEST_DATA_PATH = EXTENSION_FOLDER_PATH.joinpath("data/tests")
class TestWindow(OmniUiTest):
async def test_general(self):
"""Testing general look of section"""
window = PropertyWindowExample("Test")
await omni.kit.app.get_app().next_update_async()
await self.docked_test_window(
window=window,
width=450,
height=600,
)
# Wait for images
for _ in range(20):
await omni.kit.app.get_app().next_update_async()
await self.finalize_test(golden_img_dir=TEST_DATA_PATH, golden_img_name="window.png")
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/docs/CHANGELOG.md | # Changelog
## [1.0.1] - 2022-06-22
### Changed
- Added README.md
- Clean up the style a bit and change some of the widgets function name
## [1.0.0] - 2022-06-09
### Added
- Initial window
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/docs/README.md | # Gradient Window (omni.example.ui_gradient_window)

# Overview
In this example, we create a window which heavily uses graident style in various widgets. The window is build using `omni.ui`.
It contains the best practices of how to build customized widgets and leverage to reuse them without duplicating the code.
## [Tutorial](../tutorial/tutorial.md)
This extension sample also includes a step-by-step tutorial to accelerate your growth as you learn to build your own
Omniverse Kit extensions. [Get started with the tutorial.](../tutorial/tutorial.md)
# Customized Widgets
A customized widget can be a class or a function. It's not required to derive from anything. We build customized widget so that we can use them just like default `omni.ui` widgets which allows us to reuse the code and saves us from reinventing the wheel again and again.
## Gradient Image
Gradient images are used a lot in this example. It is used in the customized slider and field background. Therefore, we encapsulate it into a function `build_gradient_image` which is a customized `ui.ImageWithProvider` under the hood. The `ImageWithProvider` has a source data which is generated by `ui.ByteImageProvider`. We define how to generate the byte data into a function called `generate_byte_data`. We use one pixel height data to generate the image data. For users' conveniences, we provide the function signature as an array of hex colors, so we provided a function to achieve `hex_to_color` conversion.
```
def hex_to_color(hex: int) -> tuple:
# convert Value from int
red = hex & 255
green = (hex >> 8) & 255
blue = (hex >> 16) & 255
alpha = (hex >> 24) & 255
rgba_values = [red, green, blue, alpha]
return rgba_values
def generate_byte_data(colors):
data = []
for color in colors:
data += hex_to_color(color)
_byte_provider = ui.ByteImageProvider()
_byte_provider.set_bytes_data(data, [len(colors), 1])
return _byte_provider
def build_gradient_image(colors, height, style_name):
byte_provider = generate_byte_data(colors)
ui.ImageWithProvider(byte_provider,fill_policy=omni.ui.IwpFillPolicy.IWP_STRETCH, height=height, name=style_name)
return byte_provider
```
With this, the user will be able to generate gradient image easily which also allows flexibly set the height and style. Here are a couple of examples used in the example:
```
colors = cls_color_gradient = [cl("#fa0405"), cl("#95668C"), cl("#4b53B4"), cl("#33C287"), cl("#9fE521"), cl("#ff0200")]
byte_provider = build_gradient_image(colors, 8, "gradient_slider")
cls_button_gradient = [cl("#232323"), cl("#656565")]
button_background_gradient = build_gradient_image(cls_button_gradient, 22, "button_background_gradient")
```

## Value Changed Widget
In this example, almost every attribute has got a widget which indicates whether the value has been changed or not. By default, the widget is a small gray rectangle, while the value has been changed it becomes a bigger blue rectangle. We wrapped this up into a function called `__build_value_changed_widget` and returns both rectangles so that the caller can switch the visiblity of them.
It is not only an indicator of value change, it is also a button. While you click on it when the value has changed, it has the callback to restore the default value for the attribute. Since different attribute has different data model, the restore callbacks are added into different widgets instead of the value change widget itself.
## Gradient Float Slider
Almost all the numeric attribute in this example is using gradient float slider which is defined by `_build_gradient_float_slider`. This customized float slider are consisted of three parts: the label, the float slider, and the value-changed-widget.
The label is just a usual `ui.Label`.
The slider is a normal `ui.FloatSlider` with a gradient image, composed by `ui.ZStack`.
We also added the `add_value_changed_fn` callback for slider model change to trigger the value-changed-widget change visiblity and `rect_changed.set_mouse_pressed_fn` to add the callback to restore the default value of the silder.
```
rect_changed, rect_default = self.__build_value_changed_widget()
# switch the visibility of the rect_changed and rect_default to indicate value changes
slider.model.add_value_changed_fn(lambda model: _on_value_changed(model, rect_changed, rect_default))
# add call back to click the rect_changed to restore the default value
rect_changed.set_mouse_pressed_fn(lambda x, y, b, m: _restore_default(slider))
```

## Customized CheckBox
The customized Checkbox is defined by `_build_checkbox`. It is also consisted of three parts: the label, the check box, and the value-changed-widget.
The label is just a usual `ui.Label`.
For the check box, since we have completely two different images for the checked and unchecked status. Therefore, we use `ui.Image` as the base for the customized CheckBox. The `name` of the image is used to switch between the corresponding styles which changes the `image_url` for the image.
The callbacks of value-changed-widget are added similarly as gradient float slider.


## Customized ComboBox
The customized ComboBox is defined by `_build_combobox`. It is also consisted of three parts: the label, the ComnoBox, and the value-changed-widget.
The label is just a usual `ui.Label`. The ComboBox is a normal `ui.ComboBox` with a gradient image, composed by `ui.ZStack`. The callbacks of value-changed-widget are added similarly as gradient float slider.


## Customized CollsableFrame
The customized CollsableFrame is wrapped in `CustomCollsableFrame` class. It is a normal `ui.CollapsableFrame` with a customized header. It is the main widget groups other widgets as a collapsable frame.

## Customized ColorWidget
The customized ColorWidget is wrapped in `ColorWidget` class.

The RGB values `self.__multifield` is represented by a normal `ui.MultiFloatDragField`, composed with three gradient images of red, green and blue using `ui.ZStack`, as well as the lable and circle dots in between the three values.
The colorpicker is just a normal `ui.ColorWidget`, which shares the same model of `self.__multifield`, so that these two widgets are connected.
We also added the `add_item_changed_fn` callback for the shared model. When the model item changes, it will trigger the value-changed-widget to switch the visiblity and `rect_changed.set_mouse_pressed_fn` to add the callback to restore the default value for the shared model.
# Style
We kept all the styles of all the widgets in `style.py`. One advantage is that specific style or colors could be reused without duplication. The other advantage is that users don't need to go through the lengthy widgets code to change the styles.
All the styles are recommended to be arranged and named in a self-explanatory way.
# Window
It's handy to derive a custom window from the class `ui.Window`. The UI can be
defined right in __init__, so it's created immediately or it can be defined in
a `set_build_fn` callback and it will be created when the window is visible. The later one is used in this example.
```
class PropertyWindowExample(ui.Window):
"""The class that represents the window"""
def __init__(self, title: str, delegate=None, **kwargs):
self.__label_width = LABEL_WIDTH
super().__init__(title, **kwargs)
# Apply the style to all the widgets of this window
self.frame.style = example_window_style
# Set the function that is called to build widgets when the window is visible
self.frame.set_build_fn(self._build_fn)
```
Inside the `self._build_fn`, we use the customized widgets to match the design layout for the window.
# Extension
When the extension starts up, we register a new menu item that controls the window and shows the window.
A very important part is using `ui.Workspace.set_show_window_fn` to register the window in `omni.ui`. It will help to save and load the layout of Kit.
```
ui.Workspace.set_show_window_fn(ExampleWindowExtension.WINDOW_NAME, partial(self.show_window, None))
```
When the extension shuts down, we remove the menu item and deregister the window callback. |
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_gradient_window/docs/index.rst | omni.example.ui_gradient_window
########################################
Example of Python only extension
.. toctree::
:maxdepth: 1
README
CHANGELOG |
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/tutorial/tutorial.md | # How to Understand and Navigate Omniverse Code from Other Developers
This tutorial teaches how to access, navigate and understand source code from extensions written by other developers. This is done by opening an extension, navigating to its code and learning how its user interface is put together. It also teaches how custom widgets are organized. With this information developers can find user interface elements in other developers' extensions and re-use or extend them. The extension itself is a UI mockup for a [julia quaternion modeling tool](http://paulbourke.net/fractals/quatjulia/).
## Learning Objectives
- Access Source of Omniverse Extensions
- Understand UI Code Structure
- Re-use Widget Code from Other Developers
## Prerequisites
- [UI Window Tutorial](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window/blob/main/exts/omni.example.ui_window/tutorial/tutorial.md)
- [UI Gradient Tutorial](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window/blob/main/exts/omni.example.ui_gradient_window/tutorial/tutorial.md)
- Omniverse Code version 2022.1.1 or higher
- Working understanding of GitHub
- Visual Studio Code
## Step 1: Clone the Repository
Clone the `main` branch of the `kit-extension-sample-ui-window` [GitHub repository](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window):
```shell
git clone https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window.git
```
This repository contains the code you use in this tutorial.
## Step 2: Add the Extension to Omniverse Code
In order to use and test your Extension, you need to add it to Omniverse Code.
### Step 2.1: Navigate to the Extensions List
In Omniverse Code, navigate to the *Extensions* panel:

Here, you see a list of Omniverse Extensions that you can activate and use in Code.
> **Note:** If you don't see the *Extensions* panel, enable **Window > Extensions**:
>
> 
### Step 2.2: Navigate to the *Extension Search Paths*
Click the **gear** icon to open *Extension Search Paths*:

In this panel, you can add your custom Extension to the Extensions list.
### Step 2.3: Create a New Search Path
Create a new search path to the `exts` directory of your Extension by clicking the green **plus** icon and double-clicking on the **path** field:

When you submit your new search path, you should be able to find your extension in the *Extensions* list. Search for "omni.example.ui_" to filter down the list. Activate the "OMNI.UI JULIA QUATERNION MO..." Extension:

Now that your Extension is added and enabled, you can make changes to the code and see them in your Application. You will see the user interface pictured below:
<p align="center">
<img src="Images/JuliaUI.png" width=25%>
<p>
## Step 3: View the User Interface and Source Code
### Step 3.1: Review the User Interface
Take a moment to think like a connoisseur of excellent user interface elements. What aspects of this user interface are worth collecting? Notice the styling on the collapsable frames, the backgrounds on the sliders. Edit some of the values and notice that the arrow on the right is now highlighted in blue. Click on that arrow and notice that the slider returns to a default value. Focus on the best aspects because you can collect those and leave the lesser features behind.
### Step 3.2: Access the Source Code
Now, go back to the extensions window and navigate to the `Julia` extension. Along the top of its details window lies a row of icons as pictured below:
<p align="center">
<img src="Images/VisualStudioIcon.png" width=75%>
<p>
Click on the Visual Studio icon to open the Extension's source in Visual Studio. This is a great way to access extension source code and learn how they were written.
## Step 4: Find `extension.py`
This section explains how to start navigation of an extension's source code.
### Step 4.1: Access the Extension Source Code
Open the Visual Studio window and expand the `exts` folder. The image below will now be visible:
<p align="center">
<img src="Images/FolderStructure.png" width=35%>
<p>
Click on `omni\example\ui_julia_modeler` to expand it and see the files in that folder as shown below:
<p align="center">
<img src="Images/DevFiles.png" width=35%>
<p>
### Step 4.2: Open `extension.py`
The file named `extension.py` is a great place to start. It contains a class that derives from `omni.ext.IExt`.
### Step 4.3: Find the `on_startup` Function
Look for the `on_startup`. This function runs when the extension first starts and is where the UI should be built. It has been included below:
```Python
def on_startup(self):
# The ability to show the window if the system requires it. We use it
# in QuickLayout.
ui.Workspace.set_show_window_fn(JuliaModelerExtension.WINDOW_NAME, partial(self.show_window, None))
# Add the new menu
editor_menu = omni.kit.ui.get_editor_menu()
if editor_menu:
self._menu = editor_menu.add_item(
JuliaModelerExtension.MENU_PATH, self.show_window, toggle=True, value=True
)
# Show the window. It will call `self.show_window`
ui.Workspace.show_window(JuliaModelerExtension.WINDOW_NAME)
```
This function does a few steps that are common for a window-based extension. Not all extensions will be written in exactly this way, but these are best practices and are good things to look for.
1. It registers a `show` function with the application.
2. It adds the extension to the `Window` application menu.
3. It requests that the window be shown using the `show` function registered before.
### Step 4.4: Find the Function that Builds the Window
What function has been registered to show the `Julia` extension window? It is `self.show_window()`. Scroll down until you find it in `extension.py`. It has been included below for convenience:
```Python
def show_window(self, menu, value):
if value:
self._window = JuliaModelerWindow(
JuliaModelerExtension.WINDOW_NAME, width=WIN_WIDTH, height=WIN_HEIGHT)
self._window.set_visibility_changed_fn(self._visiblity_changed_fn)
elif self._window:
self._window.visible = False
```
In this function `value` is a boolean that is `True` if the window should be shown and `False` if the window should be hidden. Take a look at the code block that will run if `value` is `True` and you will see that `self._window` is set equal to a class constructor.
### Step 4.5: Navigate to the Window Class
To find out where this class originates, hold the `ctrl` button and click on `JuliaModelerWindow` in the third line of the function. This will navigate to that symbol's definition. In this case it opens the `window.py` file and takes the cursor to definition of the `JuliaModelerWindow` class. The next section explores this class and how the window is built.
## Step 5: Explore `JuliaModelerWindow`
This sections explores the `JuliaModelerWindow` class, continuing the exploration of this extension, navigating the code that builds the UI from the top level towards specific elements.
### Step 5.1: Read `show_window()`
The `show_window()` function in the previous section called the constructor from the `JuliaModelerWindow` class. The constructor in Python is the `__init__()` function and is copied below:
```Python
def __init__(self, title: str, delegate=None, **kwargs):
self.__label_width = ATTR_LABEL_WIDTH
super().__init__(title, **kwargs)
# Apply the style to all the widgets of this window
self.frame.style = julia_modeler_style
# Set the function that is called to build widgets when the window is
# visible
self.frame.set_build_fn(self._build_fn)
```
The first statement simply sets a label width. The next statement calls `super().__init__()`. This initializes all base classes of `JuliaModelerWindow`. This has to do with inheritance, a topic that will be briefly covered later in this tutorial. The third statement sets the window style, which is useful information, but is the topic of another tutorial. These styles are contained in `style.py` for the curious. Finally, the function registers the `self._build_fn` callback as the frame's build function. This is the function of interest.
### Step 5.2: Navigate to `_build_fn()`
Hold ctrl and click on `self._build_fn` which has been reproduced below:
```Python
def _build_fn(self):
"""
The method that is called to build all the UI once the window is
visible.
"""
with ui.ScrollingFrame(name="window_bg",
horizontal_scrollbar_policy=ui.ScrollBarPolicy.SCROLLBAR_ALWAYS_OFF):
with ui.VStack(height=0):
self._build_title()
self._build_calculations()
self._build_parameters()
self._build_light_1()
self._build_scene()
```
This function builds an outer scrolling frame, a vertical stack, and then builds a few sections to add to that stack. Each of these methods has useful information worth taking a look at, but this tutorial will focus on `_build_parameters()`.
### Step 5.3: Navigate to `_build_parameters()`
Navigate to `_build_parameters` using ctrl+click. As usual, it is duplicated below:
```Python
def _build_parameters(self):
"""Build the widgets of the "Parameters" group"""
with ui.CollapsableFrame("Parameters".upper(), name="group",
build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
ui.Spacer(height=6)
CustomSliderWidget(min=-2, max=2, display_range=True,
label="Iterations", default_val=0.75)
CustomSliderWidget(min=0, max=2, display_range=True,
label="i", default_val=0.65)
CustomSliderWidget(min=0, max=2, display_range=True,
label="j", default_val=0.25)
CustomSliderWidget(min=0, max=2, display_range=True,
label="k", default_val=0.55)
CustomSliderWidget(min=0, max=3.14, display_range=True,
label="Theta", default_val=1.25)
```
Here is a collapsable frame, a vertical stack, and then instead of the horizontal stacks with combinations of labels and controls seen in the `UI_Window` tutorial, there is a list of custom controls. In fact, scrolling up and down the class to look at the other build functions reveals quite a few custom controls. These custom controls are what gives the user interface a variety of controls, maintains a consistent look and feel, and gives them all the same functionality to restore a default value. Taking a closer at constructor for each `CustomSliderWidget` above reveals that each sets a default value for its respective widget.
### Step 5.4: Identify Custom Widgets
In the folder structure are a few files that look like they contain custom widgets, namely:
- `custom_base_widget.py`
- `custom_bool_widget.py`
- `custom_color_widget.py`
- `custom_combobox_widget.py`
- `custom_multifield_widget.py`
- `custom_path_widget.py`
- `custom_radio_widget.py`
- `custom_slider_widget.py`
### Step 5.5: Recognize Hierarchical Class Structure
`custom_base_widget.py` contains `CustomBaseWidget` which many of the other widgets `inherit` from. For example, open one of the widget modules such as `custom_slider_widget.py` and take a look at its class declaration:
```Python
class CustomSliderWidget(CustomBaseWidget):
```
There, in parentheses is `CustomBaseWidget`, confirming that this is a hierarchical class structure with the specific widgets inheriting from `CustomBaseWidget`. For those unfamiliar with inheritance, a quick explanation in the next section is in order.
## Step 6: Inheritance
In Python (and other programming languages) it is possible to group classes together if they have some things in common but are different in other ways and this is called inheritance. With inheritance, a base class is made containing everything in common, and sub-classes are made that contain the specific elements of each object. 2D Shapes are a classic example.
<p align="center">
<img src="Images/Shape.svg" width=35%>
<p>
In this case all shapes have a background color, you can get their area, and you can get their perimeter. Circles, however have a radius where rectangles have a length and a width. When you use inheritance, the common code can be in a single location in the base class where the sub-classes contain the specific code. The next step is to look at `CustomBaseWidget` to see what all of the custom widgets have in common. Either navigate to `custom_base_widget.py` or ctrl+click on `CustomBaseWidget` in any of the sub-classes.
Inheritance is one element of object-oriented programming (OOP). To learn more about OOP, check out [this video](https://www.youtube.com/watch?v=pTB0EiLXUC8). To learn more about inheritance syntax in Python, check out [this article](https://www.w3schools.com/Python/Python_inheritance.asp).
## Step 7: Explore `custom_base_widget.py`
This section explores the code in `custom_base_widget.py`
### Step 7.1: Identify Code Patterns
The developer who wrote this extension has a consistent style, so you should see a lot in common between this class and `JuliaModelerWindow` class. It starts with `__init__()` and `destroy()` functions and further down has a few `_build` functions: `_build_head()`, `_build_body()`, `_build_tail()`, and `_build_fn()`. The `_build_fn()` function is called from the constructor and in turn calls each of the other build functions.
### Step 7.2: Characterize Custom Widget Layout
From this it can be determined that each of the custom widgets has a head, body and tail and if we look at the controls in the UI this makes sense as illustrated below:
<p align="center">
<img src="Images/HeadBodyTail.png" width=35%>
<p>
This image shows a vertical stack containing 5 widgets. Each widget is a collection of smaller controls. The first highlighted column contains the head of each widget, the second contains their content and the third holds each tail. This tutorial will now look at how the head, content, and tail are created in turn.
### Step 7.3: Inspect `_build_head()`
`_build_head()` is as follows:
```Python
def _build_head(self):
"""Build the left-most piece of the widget line (label in this case)"""
ui.Label(
self.__attr_label,
name="attribute_name",
width=ATTR_LABEL_WIDTH
)
```
It has a single label that displays the text passed into the widget's constructor. This makes sense when looking at the UI, each control has a label and they are all aligned.
### Step 7.4: Inspect `_build_body()`
`_build_body()` is as follows:
```Python
def _build_body(self):
"""Build the custom part of the widget. Most custom widgets will
override this method, as it is where the meat of the custom widget is.
"""
ui.Spacer()
```
In the comments it says that most widgets will override this method. This has to do with the inheritance mentioned before. Just like with `GetArea()` in the shape class, each shape has an area, but that area is calculated differently. In this situation, the function is placed in the base class but each sub-class implements that function in its own way. In this case `_build_body()` is essentially empty, and if you look at each custom widget sub-class, they each have their own `_build_body()` function that runs in place of the one in `CustomBaseWidget`.
### Step 7.5: Inspect `_build_tail()`
Finally, the `_build_tail()` function contains the following code:
```Python
def _build_tail(self):
"""Build the right-most piece of the widget line. In this case,
we have a Revert Arrow button at the end of each widget line.
"""
with ui.HStack(width=0):
ui.Spacer(width=5)
with ui.VStack(height=0):
ui.Spacer(height=3)
self.revert_img = ui.Image(
name="revert_arrow",
fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT,
width=12,
height=13,
enabled=False,
)
ui.Spacer(width=5)
# call back for revert_img click, to restore the default value
self.revert_img.set_mouse_pressed_fn(
lambda x, y, b, m: self._restore_default())
```
This function draws the reverse arrow that lets a user revert a control to a default value and is the same for every custom control. In this way the author of this extension has ensured that all of the custom widgets are well aligned, have a consistent look and feel and don't have the same code repeated in each class. They each implemented their own body, but other than that are the same.
The next section will show how the widget body is implmeneted in the `CustomSliderWidget` class.
## Step 8: Explore `custom_slider_widget.py`
To view the `CustomSliderWidget` class open `custom_slider_widget.py` and take a look at the `build_body()` function which contains the following code:
```Python
def _build_body(self):
"""Main meat of the widget. Draw the Slider, display range text, Field,
and set up callbacks to keep them updated.
"""
with ui.HStack(spacing=0):
# the user provided a list of default values
with ui.VStack(spacing=3, width=ui.Fraction(3)):
with ui.ZStack():
# Put texture image here, with rounded corners, then make slider
# bg be fully transparent, and fg be gray and partially transparent
with ui.Frame(width=SLIDER_WIDTH, height=FIELD_HEIGHT,
horizontal_clipping=True):
# Spacing is negative because "tileable" texture wasn't
# perfectly tileable, so that adds some overlap to line up better.
with ui.HStack(spacing=-12):
for i in range(50): # tiling the texture
ui.Image(name=TEXTURE_NAME,
fill_policy=ui.FillPolicy.PRESERVE_ASPECT_CROP,
width=50,)
slider_cls = (
ui.FloatSlider if self.__num_type == "float" else ui.IntSlider
)
self.__slider = slider_cls(
height=FIELD_HEIGHT,
min=self.__min, max=self.__max, name="attr_slider"
)
if self.__display_range:
self._build_display_range()
with ui.VStack(width=ui.Fraction(1)):
model = self.__slider.model
model.set_value(self.__default_val)
field_cls = (
ui.FloatField if self.__num_type == "float" else ui.IntField
)
# Note: This is a hack to allow for text to fill the Field space more, as there was a bug
# with Field padding. It is fixed, and will be available in the next release of Kit.
with ui.ZStack():
# height=FIELD_HEIGHT-1 to account for the border, so the field isn't
# slightly taller than the slider
ui.Rectangle(
style_type_name_override="Field",
name="attr_field",
height=FIELD_HEIGHT - 1
)
with ui.HStack(height=0):
ui.Spacer(width=2)
self.__numberfield = field_cls(
model,
height=0,
style={
"background_color": cl.transparent,
"border_color": cl.transparent,
"padding": 4,
"font_size": fl.field_text_font_size,
},
)
if self.__display_range:
ui.Spacer()
```
This function is significantly longer than others in this tutorial and could be overwhelming at first glance. This is the perfect situation to take advantage of code folding. If you hover over the blank column between the line numbers and the code window inside visual studio, downward carrats will appear next to code blocks. Click on the carrats next to the two vertical stacks to collapse those blocks of code and make the function easier to navigate.
<p align="center">
<img src="Images/FoldedCode.png" width=75%>
<p>
Now it's clear that this function creates an outer horizontal stack which contains two vertical stacks. If you dig deeper you will find that the first vertical stack contains a float slider with an image background. In order to learn how to create an image background like this, check out the [UI Gradient Tutorial](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window/blob/main/exts/omni.example.ui_gradient_window/tutorial/tutorial.md). The second vertical stack contains a number field which displays the number set by the float slider.
If you take a look at the other custom widgets, you will see that each of them has its own `_build_body` function. Exploring these is a great way to get ideas on how to create your own user interface.
## Step 9: Reusing UI code
By exploring extensions in this manner, developers can get a head start creating their own user interfaces. This can range from copying and pasting controls from other extensions, to creating new sub-classes on top of existing base classes, to simply reading and understanding the code written by others to learn from it. Hopefully this tutorial has given you a few tips and tricks as you navigate code written by others.
## Conclusion
This tutorial has explained how to navigate the file and logical structure of a typical Omniverse extension. In addition it has explained how custom widgets work, even when they are part of a hieararchical inheritance structure.
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/config/extension.toml | [package]
title = "omni.ui Julia Quaternion Modeler Example"
description = "A window example with custom UI elements"
version = "1.0.1"
category = "Example"
authors = ["Alan Cheney"]
repository = "https://gitlab-master.nvidia.com/omniverse/kit-extensions/kit-windows"
keywords = ["example", "window", "ui", "julia_modeler"]
changelog = "docs/CHANGELOG.md"
icon = "data/icon.png"
preview_image = "data/preview.png"
[dependencies]
"omni.ui" = {}
"omni.kit.menu.utils" = {}
"omni.kit.window.popup_dialog" = {}
[[python.module]]
name = "omni.example.ui_julia_modeler"
[[test]]
args = [
"--/app/window/dpiScaleOverride=1.0",
"--/app/window/scaleToMonitor=false",
"--no-window"
]
dependencies = [
"omni.kit.renderer.core",
"omni.kit.renderer.capture",
]
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/custom_radio_collection.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["CustomRadioCollection"]
from typing import List, Optional
import omni.ui as ui
from .style import ATTR_LABEL_WIDTH
SPACING = 5
class CustomRadioCollection:
"""A custom collection of radio buttons. The group_name is on the first
line, and each label and radio button are on subsequent lines. This one
does not inherit from CustomBaseWidget because it doesn't have the same
Head label, and doesn't have a Revert button at the end.
"""
def __init__(self,
group_name: str,
labels: List[str],
model: ui.AbstractItemModel = None,
default_value: bool = True,
**kwargs):
self.__group_name = group_name
self.__labels = labels
self.__default_val = default_value
self.__images = []
self.__selection_model = ui.SimpleIntModel(default_value)
self.__frame = ui.Frame()
with self.__frame:
self._build_fn()
def destroy(self):
self.__images = []
self.__selection_model = None
self.__frame = None
@property
def model(self) -> Optional[ui.AbstractValueModel]:
"""The widget's model"""
if self.__selection_model:
return self.__selection_model
@model.setter
def model(self, value: int):
"""The widget's model"""
self.__selection_model.set(value)
def __getattr__(self, attr):
"""
Pretend it's self.__frame, so we have access to width/height and
callbacks.
"""
return getattr(self.__frame, attr)
def _on_value_changed(self, index: int = 0):
"""Set states of all radio buttons so only one is On."""
self.__selection_model.set_value(index)
for i, img in enumerate(self.__images):
img.checked = i == index
img.name = "radio_on" if img.checked else "radio_off"
def _build_fn(self):
"""Main meat of the widget. Draw the group_name label, label and
radio button for each row, and set up callbacks to keep them updated.
"""
with ui.VStack(spacing=SPACING):
ui.Spacer(height=2)
ui.Label(self.__group_name.upper(), name="radio_group_name",
width=ATTR_LABEL_WIDTH)
for i, label in enumerate(self.__labels):
with ui.HStack():
ui.Label(label, name="attribute_name",
width=ATTR_LABEL_WIDTH)
with ui.HStack():
with ui.VStack():
ui.Spacer(height=2)
self.__images.append(
ui.Image(
name=("radio_on" if self.__default_val == i else "radio_off"),
fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT,
height=16, width=16, checked=self.__default_val
)
)
ui.Spacer()
ui.Spacer(height=2)
# Set up a mouse click callback for each radio button image
for i in range(len(self.__labels)):
self.__images[i].set_mouse_pressed_fn(
lambda x, y, b, m, i=i: self._on_value_changed(i))
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/style.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["julia_modeler_style"]
from omni.ui import color as cl
from omni.ui import constant as fl
from omni.ui import url
import omni.kit.app
import omni.ui as ui
import pathlib
EXTENSION_FOLDER_PATH = pathlib.Path(
omni.kit.app.get_app().get_extension_manager().get_extension_path_by_module(__name__)
)
ATTR_LABEL_WIDTH = 150
BLOCK_HEIGHT = 22
TAIL_WIDTH = 35
WIN_WIDTH = 400
WIN_HEIGHT = 930
# Pre-defined constants. It's possible to change them at runtime.
cl.window_bg_color = cl(0.2, 0.2, 0.2, 1.0)
cl.window_title_text = cl(.9, .9, .9, .9)
cl.collapsible_header_text = cl(.8, .8, .8, .8)
cl.collapsible_header_text_hover = cl(.95, .95, .95, 1.0)
cl.main_attr_label_text = cl(.65, .65, .65, 1.0)
cl.main_attr_label_text_hover = cl(.9, .9, .9, 1.0)
cl.multifield_label_text = cl(.65, .65, .65, 1.0)
cl.combobox_label_text = cl(.65, .65, .65, 1.0)
cl.field_bg = cl(0.18, 0.18, 0.18, 1.0)
cl.field_border = cl(1.0, 1.0, 1.0, 0.2)
cl.btn_border = cl(1.0, 1.0, 1.0, 0.4)
cl.slider_fill = cl(1.0, 1.0, 1.0, 0.3)
cl.revert_arrow_enabled = cl(.25, .5, .75, 1.0)
cl.revert_arrow_disabled = cl(.35, .35, .35, 1.0)
cl.transparent = cl(0, 0, 0, 0)
fl.main_label_attr_hspacing = 10
fl.attr_label_v_spacing = 3
fl.collapsable_group_spacing = 2
fl.outer_frame_padding = 15
fl.tail_icon_width = 15
fl.border_radius = 3
fl.border_width = 1
fl.window_title_font_size = 18
fl.field_text_font_size = 14
fl.main_label_font_size = 14
fl.multi_attr_label_font_size = 14
fl.radio_group_font_size = 14
fl.collapsable_header_font_size = 13
fl.range_text_size = 10
url.closed_arrow_icon = f"{EXTENSION_FOLDER_PATH}/icons/closed.svg"
url.open_arrow_icon = f"{EXTENSION_FOLDER_PATH}/icons/opened.svg"
url.revert_arrow_icon = f"{EXTENSION_FOLDER_PATH}/icons/revert_arrow.svg"
url.checkbox_on_icon = f"{EXTENSION_FOLDER_PATH}/icons/checkbox_on.svg"
url.checkbox_off_icon = f"{EXTENSION_FOLDER_PATH}/icons/checkbox_off.svg"
url.radio_btn_on_icon = f"{EXTENSION_FOLDER_PATH}/icons/radio_btn_on.svg"
url.radio_btn_off_icon = f"{EXTENSION_FOLDER_PATH}/icons/radio_btn_off.svg"
url.diag_bg_lines_texture = f"{EXTENSION_FOLDER_PATH}/icons/diagonal_texture_screenshot.png"
# The main style dict
julia_modeler_style = {
"Button::tool_button": {
"background_color": cl.field_bg,
"margin_height": 0,
"margin_width": 6,
"border_color": cl.btn_border,
"border_width": fl.border_width,
"font_size": fl.field_text_font_size,
},
"CollapsableFrame::group": {
"margin_height": fl.collapsable_group_spacing,
"background_color": cl.transparent,
},
# TODO: For some reason this ColorWidget style doesn't respond much, if at all (ie, border_radius, corner_flag)
"ColorWidget": {
"border_radius": fl.border_radius,
"border_color": cl(0.0, 0.0, 0.0, 0.0),
},
"Field": {
"background_color": cl.field_bg,
"border_radius": fl.border_radius,
"border_color": cl.field_border,
"border_width": fl.border_width,
},
"Field::attr_field": {
"corner_flag": ui.CornerFlag.RIGHT,
"font_size": 2, # fl.field_text_font_size, # Hack to allow for a smaller field border until field padding works
},
"Field::attribute_color": {
"font_size": fl.field_text_font_size,
},
"Field::multi_attr_field": {
"padding": 4, # TODO: Hacky until we get padding fix
"font_size": fl.field_text_font_size,
},
"Field::path_field": {
"corner_flag": ui.CornerFlag.RIGHT,
"font_size": fl.field_text_font_size,
},
"HeaderLine": {"color": cl(.5, .5, .5, .5)},
"Image::collapsable_opened": {
"color": cl.collapsible_header_text,
"image_url": url.open_arrow_icon,
},
"Image::collapsable_opened:hovered": {
"color": cl.collapsible_header_text_hover,
"image_url": url.open_arrow_icon,
},
"Image::collapsable_closed": {
"color": cl.collapsible_header_text,
"image_url": url.closed_arrow_icon,
},
"Image::collapsable_closed:hovered": {
"color": cl.collapsible_header_text_hover,
"image_url": url.closed_arrow_icon,
},
"Image::radio_on": {"image_url": url.radio_btn_on_icon},
"Image::radio_off": {"image_url": url.radio_btn_off_icon},
"Image::revert_arrow": {
"image_url": url.revert_arrow_icon,
"color": cl.revert_arrow_enabled,
},
"Image::revert_arrow:disabled": {"color": cl.revert_arrow_disabled},
"Image::checked": {"image_url": url.checkbox_on_icon},
"Image::unchecked": {"image_url": url.checkbox_off_icon},
"Image::slider_bg_texture": {
"image_url": url.diag_bg_lines_texture,
"border_radius": fl.border_radius,
"corner_flag": ui.CornerFlag.LEFT,
},
"Label::attribute_name": {
"alignment": ui.Alignment.RIGHT_TOP,
"margin_height": fl.attr_label_v_spacing,
"margin_width": fl.main_label_attr_hspacing,
"color": cl.main_attr_label_text,
"font_size": fl.main_label_font_size,
},
"Label::attribute_name:hovered": {"color": cl.main_attr_label_text_hover},
"Label::collapsable_name": {"font_size": fl.collapsable_header_font_size},
"Label::multi_attr_label": {
"color": cl.multifield_label_text,
"font_size": fl.multi_attr_label_font_size,
},
"Label::radio_group_name": {
"font_size": fl.radio_group_font_size,
"alignment": ui.Alignment.CENTER,
"color": cl.main_attr_label_text,
},
"Label::range_text": {
"font_size": fl.range_text_size,
},
"Label::window_title": {
"font_size": fl.window_title_font_size,
"color": cl.window_title_text,
},
"ScrollingFrame::window_bg": {
"background_color": cl.window_bg_color,
"padding": fl.outer_frame_padding,
"border_radius": 20 # Not obvious in a window, but more visible with only a frame
},
"Slider::attr_slider": {
"draw_mode": ui.SliderDrawMode.FILLED,
"padding": 0,
"color": cl.transparent,
# Meant to be transparent, but completely transparent shows opaque black instead.
"background_color": cl(0.28, 0.28, 0.28, 0.01),
"secondary_color": cl.slider_fill,
"border_radius": fl.border_radius,
"corner_flag": ui.CornerFlag.LEFT, # TODO: Not actually working yet OM-53727
},
# Combobox workarounds
"Rectangle::combobox": { # TODO: remove when ComboBox can have a border
"background_color": cl.field_bg,
"border_radius": fl.border_radius,
"border_color": cl.btn_border,
"border_width": fl.border_width,
},
"ComboBox::dropdown_menu": {
"color": cl.combobox_label_text, # label color
"padding_height": 1.25,
"margin": 2,
"background_color": cl.field_bg,
"border_radius": fl.border_radius,
"font_size": fl.field_text_font_size,
"secondary_color": cl.transparent, # button background color
},
"Rectangle::combobox_icon_cover": {"background_color": cl.field_bg}
}
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/extension.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["JuliaModelerExtension"]
import asyncio
from functools import partial
import omni.ext
import omni.kit.ui
import omni.ui as ui
from .style import WIN_WIDTH, WIN_HEIGHT
from .window import JuliaModelerWindow
class JuliaModelerExtension(omni.ext.IExt):
"""The entry point for Julia Modeler Example Window."""
WINDOW_NAME = "Julia Quaternion Modeler"
MENU_PATH = f"Window/{WINDOW_NAME}"
def on_startup(self):
# The ability to show the window if the system requires it. We use it
# in QuickLayout.
ui.Workspace.set_show_window_fn(JuliaModelerExtension.WINDOW_NAME, partial(self.show_window, None))
# Add the new menu
editor_menu = omni.kit.ui.get_editor_menu()
if editor_menu:
self._menu = editor_menu.add_item(
JuliaModelerExtension.MENU_PATH, self.show_window, toggle=True, value=True
)
# Show the window. It will call `self.show_window`
ui.Workspace.show_window(JuliaModelerExtension.WINDOW_NAME)
def on_shutdown(self):
self._menu = None
if self._window:
self._window.destroy()
self._window = None
# Deregister the function that shows the window from omni.ui
ui.Workspace.set_show_window_fn(JuliaModelerExtension.WINDOW_NAME, None)
def _set_menu(self, value):
"""Set the menu to create this window on and off"""
editor_menu = omni.kit.ui.get_editor_menu()
if editor_menu:
editor_menu.set_value(JuliaModelerExtension.MENU_PATH, value)
async def _destroy_window_async(self):
# wait one frame, this is due to the one frame defer
# in Window::_moveToMainOSWindow()
await omni.kit.app.get_app().next_update_async()
if self._window:
self._window.destroy()
self._window = None
def _visiblity_changed_fn(self, visible):
# Called when the user presses "X"
self._set_menu(visible)
if not visible:
# Destroy the window, since we are creating a new window
# in show_window
asyncio.ensure_future(self._destroy_window_async())
def show_window(self, menu, value):
if value:
self._window = JuliaModelerWindow(
JuliaModelerExtension.WINDOW_NAME, width=WIN_WIDTH, height=WIN_HEIGHT)
self._window.set_visibility_changed_fn(self._visiblity_changed_fn)
elif self._window:
self._window.visible = False
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/__init__.py | # Copyright (c) 2018-2020, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
from .extension import JuliaModelerExtension
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/custom_bool_widget.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["CustomBoolWidget"]
import omni.ui as ui
from .custom_base_widget import CustomBaseWidget
class CustomBoolWidget(CustomBaseWidget):
"""A custom checkbox or switch widget"""
def __init__(self,
model: ui.AbstractItemModel = None,
default_value: bool = True,
**kwargs):
self.__default_val = default_value
self.__bool_image = None
# Call at the end, rather than start, so build_fn runs after all the init stuff
CustomBaseWidget.__init__(self, model=model, **kwargs)
def destroy(self):
CustomBaseWidget.destroy()
self.__bool_image = None
def _restore_default(self):
"""Restore the default value."""
if self.revert_img.enabled:
self.__bool_image.checked = self.__default_val
self.__bool_image.name = (
"checked" if self.__bool_image.checked else "unchecked"
)
self.revert_img.enabled = False
def _on_value_changed(self):
"""Swap checkbox images and set revert_img to correct state."""
self.__bool_image.checked = not self.__bool_image.checked
self.__bool_image.name = (
"checked" if self.__bool_image.checked else "unchecked"
)
self.revert_img.enabled = self.__default_val != self.__bool_image.checked
def _build_body(self):
"""Main meat of the widget. Draw the appropriate checkbox image, and
set up callback.
"""
with ui.HStack():
with ui.VStack():
# Just shift the image down slightly (2 px) so it's aligned the way
# all the other rows are.
ui.Spacer(height=2)
self.__bool_image = ui.Image(
name="checked" if self.__default_val else "unchecked",
fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT,
height=16, width=16, checked=self.__default_val
)
# Let this spacer take up the rest of the Body space.
ui.Spacer()
self.__bool_image.set_mouse_pressed_fn(
lambda x, y, b, m: self._on_value_changed())
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/custom_multifield_widget.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["CustomMultifieldWidget"]
from typing import List, Optional
import omni.ui as ui
from .custom_base_widget import CustomBaseWidget
class CustomMultifieldWidget(CustomBaseWidget):
"""A custom multifield widget with a variable number of fields, and
customizable sublabels.
"""
def __init__(self,
model: ui.AbstractItemModel = None,
sublabels: Optional[List[str]] = None,
default_vals: Optional[List[float]] = None,
**kwargs):
self.__field_labels = sublabels or ["X", "Y", "Z"]
self.__default_vals = default_vals or [0.0] * len(self.__field_labels)
self.__multifields = []
# Call at the end, rather than start, so build_fn runs after all the init stuff
CustomBaseWidget.__init__(self, model=model, **kwargs)
def destroy(self):
CustomBaseWidget.destroy()
self.__multifields = []
@property
def model(self, index: int = 0) -> Optional[ui.AbstractItemModel]:
"""The widget's model"""
if self.__multifields:
return self.__multifields[index].model
@model.setter
def model(self, value: ui.AbstractItemModel, index: int = 0):
"""The widget's model"""
self.__multifields[index].model = value
def _restore_default(self):
"""Restore the default values."""
if self.revert_img.enabled:
for i in range(len(self.__multifields)):
model = self.__multifields[i].model
model.as_float = self.__default_vals[i]
self.revert_img.enabled = False
def _on_value_changed(self, val_model: ui.SimpleFloatModel, index: int):
"""Set revert_img to correct state."""
val = val_model.as_float
self.revert_img.enabled = self.__default_vals[index] != val
def _build_body(self):
"""Main meat of the widget. Draw the multiple Fields with their
respective labels, and set up callbacks to keep them updated.
"""
with ui.HStack():
for i, (label, val) in enumerate(zip(self.__field_labels, self.__default_vals)):
with ui.HStack(spacing=3):
ui.Label(label, name="multi_attr_label", width=0)
model = ui.SimpleFloatModel(val)
# TODO: Hopefully fix height after Field padding bug is merged!
self.__multifields.append(
ui.FloatField(model=model, name="multi_attr_field"))
if i < len(self.__default_vals) - 1:
# Only put space between fields and not after the last one
ui.Spacer(width=15)
for i, f in enumerate(self.__multifields):
f.model.add_value_changed_fn(lambda v: self._on_value_changed(v, i))
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/custom_color_widget.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["CustomColorWidget"]
from ctypes import Union
import re
from typing import List, Optional
import omni.ui as ui
from .custom_base_widget import CustomBaseWidget
from .style import BLOCK_HEIGHT
COLOR_PICKER_WIDTH = ui.Percent(35)
FIELD_WIDTH = ui.Percent(65)
COLOR_WIDGET_NAME = "color_block"
SPACING = 4
class CustomColorWidget(CustomBaseWidget):
"""The compound widget for color input. The color picker widget model converts
its 3 RGB values into a comma-separated string, to display in the StringField.
And vice-versa.
"""
def __init__(self, *args, model=None, **kwargs):
self.__defaults: List[Union[float, int]] = [a for a in args if a is not None]
self.__strfield: Optional[ui.StringField] = None
self.__colorpicker: Optional[ui.ColorWidget] = None
self.__color_sub = None
self.__strfield_sub = None
# Call at the end, rather than start, so build_fn runs after all the init stuff
CustomBaseWidget.__init__(self, model=model, **kwargs)
def destroy(self):
CustomBaseWidget.destroy()
self.__strfield = None
self.__colorpicker = None
self.__color_sub = None
self.__strfield_sub = None
@property
def model(self) -> Optional[ui.AbstractItemModel]:
"""The widget's model"""
if self.__colorpicker:
return self.__colorpicker.model
@model.setter
def model(self, value: ui.AbstractItemModel):
"""The widget's model"""
self.__colorpicker.model = value
@staticmethod
def simplify_str(val):
s = str(round(val, 3))
s_clean = re.sub(r'0*$', '', s) # clean trailing 0's
s_clean = re.sub(r'[.]$', '', s_clean) # clean trailing .
s_clean = re.sub(r'^0', '', s_clean) # clean leading 0
return s_clean
def set_color_stringfield(self, item_model: ui.AbstractItemModel,
children: List[ui.AbstractItem]):
"""Take the colorpicker model that has 3 child RGB values,
convert them to a comma-separated string, and set the StringField value
to that string.
Args:
item_model: Colorpicker model
children: child Items of the colorpicker
"""
field_str = ", ".join([self.simplify_str(item_model.get_item_value_model(c).as_float)
for c in children])
self.__strfield.model.set_value(field_str)
if self.revert_img:
self._on_value_changed()
def set_color_widget(self, str_model: ui.SimpleStringModel,
children: List[ui.AbstractItem]):
"""Parse the new StringField value and set the ui.ColorWidget
component items to the new values.
Args:
str_model: SimpleStringModel for the StringField
children: Child Items of the ui.ColorWidget's model
"""
joined_str = str_model.get_value_as_string()
for model, comp_str in zip(children, joined_str.split(",")):
comp_str_clean = comp_str.strip()
try:
self.__colorpicker.model.get_item_value_model(model).as_float = float(comp_str_clean)
except ValueError:
# Usually happens in the middle of typing
pass
def _on_value_changed(self, *args):
"""Set revert_img to correct state."""
default_str = ", ".join([self.simplify_str(val) for val in self.__defaults])
cur_str = self.__strfield.model.as_string
self.revert_img.enabled = default_str != cur_str
def _restore_default(self):
"""Restore the default values."""
if self.revert_img.enabled:
field_str = ", ".join([self.simplify_str(val) for val in self.__defaults])
self.__strfield.model.set_value(field_str)
self.revert_img.enabled = False
def _build_body(self):
"""Main meat of the widget. Draw the colorpicker, stringfield, and
set up callbacks to keep them updated.
"""
with ui.HStack(spacing=SPACING):
# The construction of the widget depends on what the user provided,
# defaults or a model
if self.existing_model:
# the user provided a model
self.__colorpicker = ui.ColorWidget(
self.existing_model,
width=COLOR_PICKER_WIDTH,
height=BLOCK_HEIGHT,
name=COLOR_WIDGET_NAME
)
color_model = self.existing_model
else:
# the user provided a list of default values
self.__colorpicker = ui.ColorWidget(
*self.__defaults,
width=COLOR_PICKER_WIDTH,
height=BLOCK_HEIGHT,
name=COLOR_WIDGET_NAME
)
color_model = self.__colorpicker.model
self.__strfield = ui.StringField(width=FIELD_WIDTH, name="attribute_color")
self.__color_sub = self.__colorpicker.model.subscribe_item_changed_fn(
lambda m, _, children=color_model.get_item_children():
self.set_color_stringfield(m, children))
self.__strfield_sub = self.__strfield.model.subscribe_value_changed_fn(
lambda m, children=color_model.get_item_children():
self.set_color_widget(m, children))
# show data at the start
self.set_color_stringfield(self.__colorpicker.model,
children=color_model.get_item_children())
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/custom_combobox_widget.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["CustomComboboxWidget"]
from typing import List, Optional
import omni.ui as ui
from .custom_base_widget import CustomBaseWidget
from .style import BLOCK_HEIGHT
class CustomComboboxWidget(CustomBaseWidget):
"""A customized combobox widget"""
def __init__(self,
model: ui.AbstractItemModel = None,
options: List[str] = None,
default_value=0,
**kwargs):
self.__default_val = default_value
self.__options = options or ["1", "2", "3"]
self.__combobox_widget = None
# Call at the end, rather than start, so build_fn runs after all the init stuff
CustomBaseWidget.__init__(self, model=model, **kwargs)
def destroy(self):
CustomBaseWidget.destroy()
self.__options = None
self.__combobox_widget = None
@property
def model(self) -> Optional[ui.AbstractItemModel]:
"""The widget's model"""
if self.__combobox_widget:
return self.__combobox_widget.model
@model.setter
def model(self, value: ui.AbstractItemModel):
"""The widget's model"""
self.__combobox_widget.model = value
def _on_value_changed(self, *args):
"""Set revert_img to correct state."""
model = self.__combobox_widget.model
index = model.get_item_value_model().get_value_as_int()
self.revert_img.enabled = self.__default_val != index
def _restore_default(self):
"""Restore the default value."""
if self.revert_img.enabled:
self.__combobox_widget.model.get_item_value_model().set_value(
self.__default_val)
self.revert_img.enabled = False
def _build_body(self):
"""Main meat of the widget. Draw the Rectangle, Combobox, and
set up callbacks to keep them updated.
"""
with ui.HStack():
with ui.ZStack():
# TODO: Simplify when borders on ComboBoxes work in Kit!
# and remove style rule for "combobox" Rect
# Use the outline from the Rectangle for the Combobox
ui.Rectangle(name="combobox",
height=BLOCK_HEIGHT)
option_list = list(self.__options)
self.__combobox_widget = ui.ComboBox(
0, *option_list,
name="dropdown_menu",
# Abnormal height because this "transparent" combobox
# has to fit inside the Rectangle behind it
height=10
)
# Swap for different dropdown arrow image over current one
with ui.HStack():
ui.Spacer() # Keep it on the right side
with ui.VStack(width=0): # Need width=0 to keep right-aligned
ui.Spacer(height=5)
with ui.ZStack():
ui.Rectangle(width=15, height=15, name="combobox_icon_cover")
ui.Image(name="collapsable_closed", width=12, height=12)
ui.Spacer(width=2) # Right margin
ui.Spacer(width=ui.Percent(30))
self.__combobox_widget.model.add_item_changed_fn(self._on_value_changed)
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/custom_path_button.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["CustomPathButtonWidget"]
from typing import Callable, Optional
import omni.ui as ui
from .style import ATTR_LABEL_WIDTH, BLOCK_HEIGHT
class CustomPathButtonWidget:
"""A compound widget for holding a path in a StringField, and a button
that can perform an action.
TODO: Get text ellision working in the path field, to start with "..."
"""
def __init__(self,
label: str,
path: str,
btn_label: str,
btn_callback: Callable):
self.__attr_label = label
self.__pathfield: ui.StringField = None
self.__path = path
self.__btn_label = btn_label
self.__btn = None
self.__callback = btn_callback
self.__frame = ui.Frame()
with self.__frame:
self._build_fn()
def destroy(self):
self.__pathfield = None
self.__btn = None
self.__callback = None
self.__frame = None
@property
def model(self) -> Optional[ui.AbstractItem]:
"""The widget's model"""
if self.__pathfield:
return self.__pathfield.model
@model.setter
def model(self, value: ui.AbstractItem):
"""The widget's model"""
self.__pathfield.model = value
def get_path(self):
return self.model.as_string
def _build_fn(self):
"""Draw all of the widget parts and set up callbacks."""
with ui.HStack():
ui.Label(
self.__attr_label,
name="attribute_name",
width=ATTR_LABEL_WIDTH
)
self.__pathfield = ui.StringField(
name="path_field",
height=BLOCK_HEIGHT,
width=ui.Fraction(2),
)
# TODO: Add clippingType=ELLIPSIS_LEFT for long paths
self.__pathfield.model.set_value(self.__path)
self.__btn = ui.Button(
self.__btn_label,
name="tool_button",
height=BLOCK_HEIGHT,
width=ui.Fraction(1),
clicked_fn=lambda path=self.get_path(): self.__callback(path),
)
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/custom_slider_widget.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["CustomSliderWidget"]
from typing import Optional
import omni.ui as ui
from omni.ui import color as cl
from omni.ui import constant as fl
from .custom_base_widget import CustomBaseWidget
NUM_FIELD_WIDTH = 50
SLIDER_WIDTH = ui.Percent(100)
FIELD_HEIGHT = 22 # TODO: Once Field padding is fixed, this should be 18
SPACING = 4
TEXTURE_NAME = "slider_bg_texture"
class CustomSliderWidget(CustomBaseWidget):
"""A compound widget for scalar slider input, which contains a
Slider and a Field with text input next to it.
"""
def __init__(self,
model: ui.AbstractItemModel = None,
num_type: str = "float",
min=0.0,
max=1.0,
default_val=0.0,
display_range: bool = False,
**kwargs):
self.__slider: Optional[ui.AbstractSlider] = None
self.__numberfield: Optional[ui.AbstractField] = None
self.__min = min
self.__max = max
self.__default_val = default_val
self.__num_type = num_type
self.__display_range = display_range
# Call at the end, rather than start, so build_fn runs after all the init stuff
CustomBaseWidget.__init__(self, model=model, **kwargs)
def destroy(self):
CustomBaseWidget.destroy()
self.__slider = None
self.__numberfield = None
@property
def model(self) -> Optional[ui.AbstractItemModel]:
"""The widget's model"""
if self.__slider:
return self.__slider.model
@model.setter
def model(self, value: ui.AbstractItemModel):
"""The widget's model"""
self.__slider.model = value
self.__numberfield.model = value
def _on_value_changed(self, *args):
"""Set revert_img to correct state."""
if self.__num_type == "float":
index = self.model.as_float
else:
index = self.model.as_int
self.revert_img.enabled = self.__default_val != index
def _restore_default(self):
"""Restore the default value."""
if self.revert_img.enabled:
self.model.set_value(self.__default_val)
self.revert_img.enabled = False
def _build_display_range(self):
"""Builds just the tiny text range under the slider."""
with ui.HStack():
ui.Label(str(self.__min), alignment=ui.Alignment.LEFT, name="range_text")
if self.__min < 0 and self.__max > 0:
# Add middle value (always 0), but it may or may not be centered,
# depending on the min/max values.
total_range = self.__max - self.__min
# subtract 25% to account for end number widths
left = 100 * abs(0 - self.__min) / total_range - 25
right = 100 * abs(self.__max - 0) / total_range - 25
ui.Spacer(width=ui.Percent(left))
ui.Label("0", alignment=ui.Alignment.CENTER, name="range_text")
ui.Spacer(width=ui.Percent(right))
else:
ui.Spacer()
ui.Label(str(self.__max), alignment=ui.Alignment.RIGHT, name="range_text")
ui.Spacer(height=.75)
def _build_body(self):
"""Main meat of the widget. Draw the Slider, display range text, Field,
and set up callbacks to keep them updated.
"""
with ui.HStack(spacing=0):
# the user provided a list of default values
with ui.VStack(spacing=3, width=ui.Fraction(3)):
with ui.ZStack():
# Put texture image here, with rounded corners, then make slider
# bg be fully transparent, and fg be gray and partially transparent
with ui.Frame(width=SLIDER_WIDTH, height=FIELD_HEIGHT,
horizontal_clipping=True):
# Spacing is negative because "tileable" texture wasn't
# perfectly tileable, so that adds some overlap to line up better.
with ui.HStack(spacing=-12):
for i in range(50): # tiling the texture
ui.Image(name=TEXTURE_NAME,
fill_policy=ui.FillPolicy.PRESERVE_ASPECT_CROP,
width=50,)
slider_cls = (
ui.FloatSlider if self.__num_type == "float" else ui.IntSlider
)
self.__slider = slider_cls(
height=FIELD_HEIGHT,
min=self.__min, max=self.__max, name="attr_slider"
)
if self.__display_range:
self._build_display_range()
with ui.VStack(width=ui.Fraction(1)):
model = self.__slider.model
model.set_value(self.__default_val)
field_cls = (
ui.FloatField if self.__num_type == "float" else ui.IntField
)
# Note: This is a hack to allow for text to fill the Field space more, as there was a bug
# with Field padding. It is fixed, and will be available in the next release of Kit.
with ui.ZStack():
# height=FIELD_HEIGHT-1 to account for the border, so the field isn't
# slightly taller than the slider
ui.Rectangle(
style_type_name_override="Field",
name="attr_field",
height=FIELD_HEIGHT - 1
)
with ui.HStack(height=0):
ui.Spacer(width=2)
self.__numberfield = field_cls(
model,
height=0,
style={
"background_color": cl.transparent,
"border_color": cl.transparent,
"padding": 4,
"font_size": fl.field_text_font_size,
},
)
if self.__display_range:
ui.Spacer()
model.add_value_changed_fn(self._on_value_changed)
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/custom_base_widget.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["CustomBaseWidget"]
from typing import Optional
import omni.ui as ui
from .style import ATTR_LABEL_WIDTH
class CustomBaseWidget:
"""The base widget for custom widgets that follow the pattern of Head (Label),
Body Widgets, Tail Widget"""
def __init__(self, *args, model=None, **kwargs):
self.existing_model: Optional[ui.AbstractItemModel] = kwargs.pop("model", None)
self.revert_img = None
self.__attr_label: Optional[str] = kwargs.pop("label", "")
self.__frame = ui.Frame()
with self.__frame:
self._build_fn()
def destroy(self):
self.existing_model = None
self.revert_img = None
self.__attr_label = None
self.__frame = None
def __getattr__(self, attr):
"""Pretend it's self.__frame, so we have access to width/height and
callbacks.
"""
return getattr(self.__frame, attr)
def _build_head(self):
"""Build the left-most piece of the widget line (label in this case)"""
ui.Label(
self.__attr_label,
name="attribute_name",
width=ATTR_LABEL_WIDTH
)
def _build_body(self):
"""Build the custom part of the widget. Most custom widgets will
override this method, as it is where the meat of the custom widget is.
"""
ui.Spacer()
def _build_tail(self):
"""Build the right-most piece of the widget line. In this case,
we have a Revert Arrow button at the end of each widget line.
"""
with ui.HStack(width=0):
ui.Spacer(width=5)
with ui.VStack(height=0):
ui.Spacer(height=3)
self.revert_img = ui.Image(
name="revert_arrow",
fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT,
width=12,
height=13,
enabled=False,
)
ui.Spacer(width=5)
# call back for revert_img click, to restore the default value
self.revert_img.set_mouse_pressed_fn(
lambda x, y, b, m: self._restore_default())
def _build_fn(self):
"""Puts the 3 pieces together."""
with ui.HStack():
self._build_head()
self._build_body()
self._build_tail()
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/omni/example/ui_julia_modeler/window.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["JuliaModelerWindow"]
import omni.ui as ui
from omni.kit.window.popup_dialog import MessageDialog
from .custom_bool_widget import CustomBoolWidget
from .custom_color_widget import CustomColorWidget
from .custom_combobox_widget import CustomComboboxWidget
from .custom_multifield_widget import CustomMultifieldWidget
from .custom_path_button import CustomPathButtonWidget
from .custom_radio_collection import CustomRadioCollection
from .custom_slider_widget import CustomSliderWidget
from .style import julia_modeler_style, ATTR_LABEL_WIDTH
SPACING = 5
class JuliaModelerWindow(ui.Window):
"""The class that represents the window"""
def __init__(self, title: str, delegate=None, **kwargs):
self.__label_width = ATTR_LABEL_WIDTH
super().__init__(title, **kwargs)
# Apply the style to all the widgets of this window
self.frame.style = julia_modeler_style
# Set the function that is called to build widgets when the window is
# visible
self.frame.set_build_fn(self._build_fn)
def destroy(self):
# Destroys all the children
super().destroy()
@property
def label_width(self):
"""The width of the attribute label"""
return self.__label_width
@label_width.setter
def label_width(self, value):
"""The width of the attribute label"""
self.__label_width = value
self.frame.rebuild()
def on_export_btn_click(self, path):
"""Sample callback that is used when the Export button is pressed."""
dialog = MessageDialog(
title="Button Pressed Dialog",
message=f"Export Button was clicked with path inside: {path}",
disable_cancel_button=True,
ok_handler=lambda dialog: dialog.hide()
)
dialog.show()
def _build_title(self):
with ui.VStack():
ui.Spacer(height=10)
ui.Label("JULIA QUATERNION MODELER - 1.0", name="window_title")
ui.Spacer(height=10)
def _build_collapsable_header(self, collapsed, title):
"""Build a custom title of CollapsableFrame"""
with ui.VStack():
ui.Spacer(height=8)
with ui.HStack():
ui.Label(title, name="collapsable_name")
if collapsed:
image_name = "collapsable_opened"
else:
image_name = "collapsable_closed"
ui.Image(name=image_name, width=10, height=10)
ui.Spacer(height=8)
ui.Line(style_type_name_override="HeaderLine")
def _build_calculations(self):
"""Build the widgets of the "Calculations" group"""
with ui.CollapsableFrame("Calculations".upper(), name="group",
build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
ui.Spacer(height=6)
CustomSliderWidget(min=0, max=20, num_type="int",
label="Precision", default_val=6)
CustomSliderWidget(min=0, max=20, num_type="int",
label="Iterations", default_val=10)
def _build_parameters(self):
"""Build the widgets of the "Parameters" group"""
with ui.CollapsableFrame("Parameters".upper(), name="group",
build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
ui.Spacer(height=6)
CustomSliderWidget(min=-2, max=2, display_range=True,
label="Iterations", default_val=0.75)
CustomSliderWidget(min=0, max=2, display_range=True,
label="i", default_val=0.65)
CustomSliderWidget(min=0, max=2, display_range=True,
label="j", default_val=0.25)
CustomSliderWidget(min=0, max=2, display_range=True,
label="k", default_val=0.55)
CustomSliderWidget(min=0, max=3.14, display_range=True,
label="Theta", default_val=1.25)
def _build_light_1(self):
"""Build the widgets of the "Light 1" group"""
with ui.CollapsableFrame("Light 1".upper(), name="group",
build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
ui.Spacer(height=6)
CustomMultifieldWidget(
label="Orientation",
default_vals=[0.0, 0.0, 0.0]
)
CustomSliderWidget(min=0, max=1.75, label="Intensity", default_val=1.75)
CustomColorWidget(1.0, 0.875, 0.5, label="Color")
CustomBoolWidget(label="Shadow", default_value=True)
CustomSliderWidget(min=0, max=2, label="Shadow Softness", default_val=.1)
def _build_scene(self):
"""Build the widgets of the "Scene" group"""
with ui.CollapsableFrame("Scene".upper(), name="group",
build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
ui.Spacer(height=6)
CustomSliderWidget(min=0, max=160, display_range=True,
num_type="int", label="Field of View", default_val=60)
CustomMultifieldWidget(
label="Orientation",
default_vals=[0.0, 0.0, 0.0]
)
CustomSliderWidget(min=0, max=2, label="Camera Distance", default_val=.1)
CustomBoolWidget(label="Antialias", default_value=False)
CustomBoolWidget(label="Ambient Occlusion", default_value=True)
CustomMultifieldWidget(
label="Ambient Distance",
sublabels=["Min", "Max"],
default_vals=[0.0, 200.0]
)
CustomComboboxWidget(label="Ambient Falloff",
options=["Linear", "Quadratic", "Cubic"])
CustomColorWidget(.6, 0.62, 0.9, label="Background Color")
CustomRadioCollection("Render Method", labels=["Path Traced", "Volumetric"],
default_value=1)
CustomPathButtonWidget(
label="Export Path",
path=".../export/mesh1.usd",
btn_label="Export",
btn_callback=self.on_export_btn_click,
)
ui.Spacer(height=10)
def _build_fn(self):
"""
The method that is called to build all the UI once the window is
visible.
"""
with ui.ScrollingFrame(name="window_bg",
horizontal_scrollbar_policy=ui.ScrollBarPolicy.SCROLLBAR_ALWAYS_OFF):
with ui.VStack(height=0):
self._build_title()
self._build_calculations()
self._build_parameters()
self._build_light_1()
self._build_scene()
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/docs/CHANGELOG.md | # Changelog
## [1.0.1] - 2022-06-23
### Added
- Readme
## [1.0.0] - 2022-06-22
### Added
- Initial window
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/docs/README.md | # Julia Modeler (omni.example.ui_julia_modeler)

## Overview
In this example, we create a window which uses custom widgets that follow a similar pattern. The window is built using `omni.ui`.
It contains the best practices of how to build customized widgets and reuse them without duplicating the code. The structure is very similar to that of `omni.example.ui_window`, so we won't duplicate all of that same documentation here.
## [Tutorial](../tutorial/tutorial.md)
This extension sample also includes a step-by-step tutorial to accelerate your growth as you learn to build your own Omniverse Kit extensions. [Get started with the tutorial.](../tutorial/tutorial.md)
## Usage
This is just a UI demo. You can interact with the various controls, but they have not additional effect in the Application.
## Explanations
### Custom Widgets
Because this design had a pattern for most of its attribute rows, like:
`<head><body><tail>`
where "head" is always the same kind of attribute label, the "body" is the customized part of the widget, and then the "tail" is either a revert arrow button, or empty space, we decided it would be useful to make a base class for all of the similar custom widgets, to reduce code duplication, and to make sure that the 3 parts always line up in the UI.

By structuring the base class with 3 main methods for building the 3 sections, child classes can focus on just building the "body" section, by implementing `_build_body()`. These are the 3 main methods in the base class, and the `_build_fn()` method that puts them all together:
```python
def _build_head(self):
# The main attribute label
ui.Label(
self.__attr_label,
name="attribute_name",
width=ATTR_LABEL_WIDTH
)
def _build_body(self):
# Most custom widgets will override this method,
# as it is where the meat of the custom widget is
ui.Spacer()
def _build_tail(self):
# In this case, we have a Revert Arrow button
# at the end of each widget line
with ui.HStack(width=0):
ui.Spacer(width=5)
with ui.VStack(height=0):
ui.Spacer(height=3)
self.revert_img = ui.Image(
name="revert_arrow",
fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT,
width=12,
height=13,
enabled=False,
)
ui.Spacer(width=5)
# add call back to revert_img click to restore the default value
self.revert_img.set_mouse_pressed_fn(
lambda x, y, b, m: self._restore_default())
def _build_fn(self):
# Put all the parts together
with ui.HStack():
self._build_head()
self._build_body()
self._build_tail()
```
and this is an example of implementing `_build_body()` in a child class:
```python
def _build_body(self):
with ui.HStack():
with ui.VStack():
ui.Spacer(height=2)
self.__bool_image = ui.Image(
name="checked" if self.__default_val else "unchecked",
fill_policy=ui.FillPolicy.PRESERVE_ASPECT_FIT,
height=16, width=16, checked=self.__default_val
)
ui.Spacer()
self.__bool_image.set_mouse_pressed_fn(
lambda x, y, b, m: self._on_value_changed())
```
#### Value Changed "Revert" Widget
In this example, almost every attribute row has a widget which indicates whether the value has been changed or not. By default, the revert arrow button is disabled and gray, and when the value has been changed it turns light blue and is enabled. Most of the functionality for this widget lives in the CustomBaseWidget class.
The base class also calls a _restore_value method that needs to be implemented in the child class. Each child class can handle attribute values differently, so the logic of how to revert back needs to live at that level. The child class also takes care of enabling the revert button when the value has changed, turning it blue.


#### Custom Int/Float Slider

At a high level, this custom widget is just the combination of a `ui.FloatSlider` or `ui.IntSlider` and a `ui.FloatField` or `ui.IntField`. But there are a few more aspects that make this widget interesting:
- The background of the slider has a diagonal lines texture. To accomplish that, a tiled image of that texture is placed behind the rest of the widget using a ZStack. A Slider is placed over top, almost completely transparent. The background color is transparent and the text is transparent. The foreground color, called the `secondary_color` is light gray with some transparency to let the texture show through.
- Immediately below the slider is some optional tiny text that denotes the range of the slider. If both min and max are positive or both are negative, only the endpoints are shown. If the min is negative, and the max is positive, however, the 0 point is also added in between, based on where it would be. That tiny text is displayed by using `display_range=True` when creating a `CustomSliderWidget`.
- There was a bug with sliders and fields around how the padding worked. It is fixed and will be available in the next version of Kit, but until then, there was a workaround to make things look right: a ui.Rectangle with the desired border is placed behind a ui.FloatField. The Field has a transparent background so all that shows up from it is the text. That way the Slider and Field can line up nicely and the text in the Field can be the same size as with other widgets in the UI.
#### Customized ColorWidget
The customized ColorWidget wraps a `ui.ColorWidget` widget and a `ui.StringField` widget in a child class of CustomBaseWidget.

The colorpicker widget is a normal `ui.ColorWidget`, but the text part is really just a `ui.StringField` with comma-separated values, rather than a `ui.MultiFloatDragField` with separate R, G, and B values. So it wasn't as easy to just use the same model for both. Instead, to make them connect in both directions, we set up a callback for each widget, so that each would update the other one on any changes:
```python
self.__color_sub = self.__colorpicker.model.subscribe_item_changed_fn(
lambda m, _, children=color_model.get_item_children(): self.set_color_stringfield(m, children))
self.__strfield_sub = self.__strfield.model.subscribe_value_changed_fn(
lambda m, children=color_model.get_item_children():
self.set_color_widget(m, children))
```
#### Custom Path & Button Widget
The Custom Path & Button widget doesn't follow quite the same pattern as most of the others, because it doesn't have a Revert button at the end, and the Field and Button take different proportions of the space.

In the widget's `_build_fn()` method, we draw the entire row all in one place. There's the typical label on the left, a StringField in the middle, and a Button at the end:
```python
with ui.HStack():
ui.Label(
self.__attr_label,
name="attribute_name",
width=ATTR_LABEL_WIDTH
)
self.__pathfield = ui.StringField(
name="path_field",
height=BLOCK_HEIGHT,
width=ui.Fraction(2),
)
self.__pathfield.model.set_value(self.__path)
self.__btn = ui.Button(
self.__btn_label,
name="tool_button",
height=BLOCK_HEIGHT,
width=ui.Fraction(1),
clicked_fn=lambda path=self.get_path(): self.__callback(path),
)
```
All of those strings for labels and paths are customizable when creating the Widget. In window.py, this is how we instantiate the Export-style version:
_(Note: In a real situation we would use the entire path, but we added the "..." ellipsis to show an ideal way to clip the text in the future.)_
```python
CustomPathButtonWidget(
label="Export Path",
path=".../export/mesh1.usd",
btn_label="Export",
btn_callback=self.on_export_btn_click,
)
```
And we show a sample callback hooked up to the button -- `self.on_export_btn_click`, which for this example, just pops up a MessageDialog telling the user what the path was that is in the Field:
```python
def on_export_btn_click(self, path):
"""Sample callback that is used when the Export button is pressed."""
dialog = MessageDialog(
title="Button Pressed Dialog",
message=f"Export Button was clicked with path inside: {path}",
disable_cancel_button=True,
ok_handler=lambda dialog: dialog.hide()
)
dialog.show()
```
### Style
Although the style can be applied to any widget, we recommend keeping the style
dictionary in one location, such as `styles.py`.
One comment on the organization of the styles. You may notice named constants that seem redundant, that could be consolidated, such as multiple font type sizes that are all `14`.
```python
fl.window_title_font_size = 18
fl.field_text_font_size = 14
fl.main_label_font_size = 14
fl.multi_attr_label_font_size = 14
fl.radio_group_font_size = 14
fl.collapsable_header_font_size = 13
fl.range_text_size = 10
```
While you definitely _could_ combine all of those into a single constant, it can be useful to break them out by type of label/text, so that if you later decide that you want just the Main Labels to be `15` instead of `14`, you can adjust just the one constant, without having to break out all of the other types of text that were using the same font size by coincidence. This same organization applies equally well to color assignments also.
### Window
It's handy to derive a custom window from the class `ui.Window`. The UI can be
defined right in `__init__`, so it's created immediately or it can be defined in
a `set_build_fn` callback and it will be created when the window is visible. The later one is used in this example.
```python
class PropertyWindowExample(ui.Window):
"""The class that represents the window"""
def __init__(self, title: str, delegate=None, **kwargs):
self.__label_width = LABEL_WIDTH
super().__init__(title, **kwargs)
# Apply the style to all the widgets of this window
self.frame.style = julia_modeler_style
# Set the function that is called to build widgets when the window is visible
self.frame.set_build_fn(self._build_fn)
```
Inside the `self._build_fn`, we use the customized widgets to match the design layout for the window.
### Extension
When the extension starts up, we register a new menu item that controls the window and shows the window.
A very important part is using `ui.Workspace.set_show_window_fn` to register the window in `omni.ui`. It will help to save and load the layout of Kit.
```python
ui.Workspace.set_show_window_fn(JuliaModelerExtension.WINDOW_NAME, partial(self.show_window, None))
```
When the extension shuts down, we remove the menu item and deregister the window callback. |
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_julia_modeler/docs/index.rst | omni.example.ui_julia_modeler
########################################
Example of Python only extension
.. toctree::
:maxdepth: 1
README
CHANGELOG |
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/tutorial/tutorial.md | # UI Window Tutorial
In this tutorial, you learn how to create an Omniverse Extension that has a window and user interface (UI) elements inside that window.
## Learning Objectives
* Create a window.
* Add it to the **Window** menu.
* Add various control widgets into different collapsable group with proper layout and alignment.
## Step 1: Clone the Repository
Clone the `ui-window-tutorial-start` branch of the `kit-extension-sample-ui-window` [GitHub repository](https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window/tree/ui-window-tutorial-start):
```shell
git clone -b ui-window-tutorial-start https://github.com/NVIDIA-Omniverse/kit-extension-sample-ui-window.git
```
This repository contains the starting code you use in this tutorial.
## Step 2: Add the Extension to Omniverse Code
In order to use and test your Extension, you need to add it to Omniverse Code.
### Step 2.1: Navigate to the Extensions List
In Omniverse Code, navigate to the *Extensions* panel:

Here, you see a list of Omniverse Extensions that you can activate and use in Code.
> **Note:** If you don't see the *Extensions* panel, enable **Window > Extensions**:
>
> 
### Step 2.2: Navigate to the *Extension Search Paths*
Click the **gear** icon to open *Extension Search Paths*:

In this panel, you can add your custom Extension to the Extensions list.
### Step 2.3: Create a New Search Path
Create a new search path to the `exts` directory of your Extension by clicking the green **plus** icon and double-clicking on the **path** field:

When you submit your new search path, you should be able to find your extension in the *Extensions* list. Search for "omni.example.ui_" to filter down the list. Activate the "OMNI.UI WINDOW EXAMPLE" Extension:

Now that your Extension is added and enabled, you can make changes to the code and see them in your Application.
## Step 3: Create A Window
In this section, you create an empty window that you can hide and show and is integrated into the **Application** menu. This window incorporates a few best practices so that it's well-connected with Omniverse and feels like a natural part of the application it's being used from. You do all of this in the `extension.py` file.
### Step 3.1: Support Hide/Show
Windows can be hidden and shown from outside the window code that you write. If you would like Omniverse to be able to show a window after it has been hidden, you must register a callback function to run when the window visibility changes. To do this, open the `extension.py` file, go to the `on_startup()` definition, and edit the function to match the following code:
```python
def on_startup(self):
# The ability to show the window if the system requires it. We use it
# in QuickLayout.
ui.Workspace.set_show_window_fn(ExampleWindowExtension.WINDOW_NAME, partial(self.show_window, None))
# Add a Menu Item for the window
# Show the window through the 'set_show_window_fn' you wired up above
# It will call `self.show_window`
```
The added line registers the `self.show_window` callback to be run whenever the visibility of your extension is changed. The `pass` line of code is deleted because it is no longer necessary. It was only included because all code had been removed from that function.
### Step 3.2: Add a Menu Item
It is helpful to add extensions to the application menu so that if a user closes a window they can reopen it. This is done by adding the following code to `on_startup()`:
```python
def on_startup(self):
# The ability to show the window if the system requires it.
# You use it in QuickLayout.
ui.Workspace.set_show_window_fn(ExampleWindowExtension.WINDOW_NAME, partial(self.show_window, None))
# Add a Menu Item for the window
editor_menu = omni.kit.ui.get_editor_menu()
if editor_menu:
self._menu = editor_menu.add_item(
ExampleWindowExtension.MENU_PATH, self.show_window, toggle=True, value=True
)
# Show the window through the 'set_show_window_fn' you wired up above
# It will call `self.show_window`
```
The first added line grabs a reference to the application menu. The second new line adds a new menu item where `MENU_PATH` determines where the menu item will appear in the menu system, and `self.show_window` designates the function to run when the user toggles the window visibility by clicking on the menu item.
### Step 3.3: Show the Window
To finish with `on_startup()`, add the following:
```python
def on_startup(self):
# The ability to show the window if the system requires it.
# You use it in QuickLayout.
ui.Workspace.set_show_window_fn(ExampleWindowExtension.WINDOW_NAME, partial(self.show_window, None))
# Add a Menu Item for the window
editor_menu = omni.kit.ui.get_editor_menu()
if editor_menu:
self._menu = editor_menu.add_item(
ExampleWindowExtension.MENU_PATH, self.show_window, toggle=True, value=True
)
# Show the window through the 'set_show_window_fn' you wired up above
# It will call `self.show_window`
ui.Workspace.show_window(ExampleWindowExtension.WINDOW_NAME)
```
This calls `show_window()` through the registration you set up earlier.
### Step 3.4: Call the Window Constructor
Finally, in the `extension.py` file, scroll down to the `show_window` method which is currently the code below:
```python
def show_window(self, menu, value):
#value is true if the window should be shown
if value:
#call our custom window constructor
#Handles the change in visibility of the window gracefuly
self._window.set_visibility_changed_fn(self._visiblity_changed_fn)
elif self._window:
self._window.visible = False
```
Add the following line to this function:
```python
def show_window(self, menu, value):
#value is true if the window should be shown
if value:
#call our custom window constructor
self._window = ExampleWindow(ExampleWindowExtension.WINDOW_NAME, width=300, height=365)
#Handles the change in visibility of the window gracefuly
self._window.set_visibility_changed_fn(self._visiblity_changed_fn)
elif self._window:
self._window.visible = False
```
This calls the constructor of the custom window class in `window.py` and assigns it to the extension `self._window`.
## Step 4: Custom Window
The custom window class can be found in `window.py`. It is possible to simply build all of your user interface in `extension.py`, but this is only a good practice for very simple extensions. More complex extensions should be broken into managable pieces. It is a good practice to put your user interface into its own file. Note that `window.py` contains a class that inherits from `ui.Window`. Change the `__init__()` function to include the line added below:
```python
def __init__(self, title: str, delegate=None, **kwargs):
self.__label_width = LABEL_WIDTH
super().__init__(title, **kwargs)
# Apply the style to all the widgets of this window
self.frame.style = example_window_style
# Set the function that is called to build widgets when the window is
# visible
self.frame.set_build_fn(self._build_fn)
```
This line registers the `self._build_fn` callback to run when the window is visible, which is where you will build the user interface for this tutorial.
### Step 4.1: Create a Scrolling Frame
Now scroll down to `_build_fn` at the bottom of `window.py` and edit it to match the following:
```python
def _build_fn(self):
# The method that is called to build all the UI once the window is visible.
with ui.ScrollingFrame():
pass
```
The `with` statement begins a context block and you are creating a `ScrollingFrame`. What this means is that everything intended below the `with` will be a child of the `ScrollingFrame`.
A [ScrollingFrame](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui/docs/index.html#omni.ui.ScrollingFrame) is an area within your user interface with a scroll bar. By creating one first, if the user makes the window small, a scrollbar will appear, allowing the user to still access all content in the user interface.
### Step 4.2: Create a Vertical Stack
Next edit the `_build_fn()` definition by replacing the `pass` line with the following context block and put a `pass` keyword inside the new context block as shown below:
```python
def _build_fn(self):
# The method that is called to build all the UI once the window is visible.
with ui.ScrollingFrame():
with ui.VStack(height=0):
pass
```
Here you added a `VStack`, which stacks its children vertically. The first item is at the top and each subsequent item is placed below the previous item as demonstrated in the schematic below:
<p align="center">
<img src="Images/VerticalStack.png" width=25%>
<p>
This will be used to organize the controls into rows.
### Step 4.3: Break the Construction into Chunks
While it would be possible to create the entire user interface in this tutorial directly in `_build_fn()`, as a user interface gets large it can be unwieldly to have it entirely within one function. In order to demonstrate best practices, this tutorial builds each item in the vertical stack above in its own function. Go ahead and edit your code to match the block below:
```python
def _build_fn(self):
# The method that is called to build all the UI once the window is visible.
with ui.ScrollingFrame():
with ui.VStack(height=0):
self._build_calculations()
self._build_parameters()
self._build_light_1()
```
Each of these functions: `_build_calculations()`, `_build_parameters()`, and `_build_light_1()` builds an item in the vertical stack. Each of those items is a group of well-organized controls made with a consistent look and layout.
If you save `window.py` it will `hot reload`, but will not look any different from before. That is because both `ScrollingFrame` and `VStack` are layout controls. This means that they are meant to organize content within them, not be displayed themselves. A `ScrollingFrame` can show a scroll bar, but only if it has content to be scrolled.
## Step 5: Build Calculations
The first group you will create is the `Calculations group`. In this section `CollapsableFrame`, `HStack`, `Label`, and `IntSlider` will be introduced. Scroll up to the `_build_calculations` which looks like the following block of code:
```python
def _build_calculations(self):
# Build the widgets of the "Calculations" group
# A VStack is a vertical stack and aligns widgets vertically one after the other
# An HStack is a horizontal stack and aligns widgets horizontally one after the other
# A label displays text
# An IntSlider lets a user choose an integer by sliding a bar back and forth
# Pairing a label with a control is a common UI comb
# The label makes the purpose of the control clear
# You can set the min and max value on an IntSlider
pass
```
In the remaining sub-sections you will fill this in and create your first group of controls.
### Step 5.1: Create a Collapsable Frame
Edit `_build_calculations()` to match the following:
```python
def _build_calculations(self):
# Build the widgets of the "Calculations" group
with ui.CollapsableFrame("Calculations", name="group", build_header_fn=self._build_collapsable_header):
# A VStack is a vertical stack and aligns widgets vertically one after the other
# An HStack is a horizontal stack and aligns widgets horizontally one after the other
# A label displays text
# An IntSlider lets a user choose an integer by sliding a bar back and forth
# Pairing a label with a control is a common UI comb
# The label makes the purpose of the control clear
# You can set the min and max value on an IntSlider
pass
```
A `CollapsableFrame` is a control that you can expand and contract by clicking on its header, which will show or hide its content. The first argument passed into its constructor is the title string. The second argument is its name and the final argument is a reference to the function that builds its header. You can write this function to give the header whatever look you want. At this point if you save `window.py` and then test in Omniverse Code you will see a change in your extension's window. The `CollapsableFrame` will be visible and should look like this:
<p align="center">
<img src="Images/CollapsableFrame.png" width=25%>
<p>
Next we will add content inside this `CollapsableFrame`.
### Step 5.2: Create a Horizontal Stack
The next three steps demonstrate a very common user interface pattern, which is to have titled controls that are well aligned. A common mistake is to create a user interface that looks like this:
<p align="center">
<img src="Images/BadUI.png" width=25%>
<p>
The controls have description labels, but they have inconsistent positions and alignments. The following is a better design:
<p align="center">
<img src="Images/GoodUI.png" width=25%>
<p>
Notice that the description labels are all to the left of their respective controls, the labels are aligned, and the controls have a consistent width.
This will be demonstrated twice within a `VStack` in this section. Add a `VStack` and then to create this common description-control layout, add an `HStack` to the user interface as demonstrated in the following code block:
```python
def _build_calculations(self):
# Build the widgets of the "Calculations" group
with ui.CollapsableFrame("Calculations", name="group", build_header_fn=self._build_collapsable_header):
# A VStack is a vertical stack and aligns widgets vertically one after the other
with ui.VStack(height=0, spacing=SPACING):
# An HStack is a horizontal stack and aligns widgets horizontally one after the other
with ui.HStack():
# A label displays text
# An IntSlider allows a user choose an integer by sliding a bar back and forth
pass
# Pairing a label with a control is a common UI comb
# The label makes the purpose of the control clear
# You can set the min and max value on an IntSlider
pass
```
An `HStack` is very similar to a `VStack` except that it stacks its content horizontally rather than vertically. Note that a `pass` you added to the `VStack` simply so that the code will run until you add more controls to this context.
### Step 5.3: Create a Label
Next add a `Label` to the `HStack`:
```python
def _build_calculations(self):
# Build the widgets of the "Calculations" group
with ui.CollapsableFrame("Calculations", name="group", build_header_fn=self._build_collapsable_header):
# A VStack is a vertical stack and aligns widgets vertically one after the other
with ui.VStack(height=0, spacing=SPACING):
# An HStack is a horizontal stack and aligns widgets horizontally one after the other
with ui.HStack():
# A label displays text
ui.Label("Precision", name="attribute_name", width=self.label_width)
# An IntSlider allows a user choose an integer by sliding a bar back and forth
# Pairing a label with a control is a common UI comb
# The label makes the purpose of the control clear
# You can set the min and max value on an IntSlider
```
If you save the file and go to `Code` you will see that the `Label` appears in the user interface. Take special note of the `width` attribute passed into the constructor. By making all of the labels the same width inside their respective `HStack` controls, the labels and the controls they describe will be aligned. Note also that all contexts now have code, so we have removed the `pass` statements.
### Step 5.4: Create an IntSlider
Next add an `IntSlider` as shown below:
```python
def _build_calculations(self):
# Build the widgets of the "Calculations" group
with ui.CollapsableFrame("Calculations", name="group", build_header_fn=self._build_collapsable_header):
# A VStack is a vertical stack and aligns widgets vertically one after the other
with ui.VStack(height=0, spacing=SPACING):
# An HStack is a horizontal stack and aligns widgets horizontally one after the other
with ui.HStack():
# A label displays text
ui.Label("Precision", name="attribute_name", width=self.label_width)
# An IntSlider allows a user choose an integer by sliding a bar back and forth
ui.IntSlider(name="attribute_int")
# Pairing a label with a control is a common UI comb
# The label makes the purpose of the control clear
# You can set the min and max value on an IntSlider
```
An `IntSlider` is a slider bar that a user can click and drag to control an integer value. If you save your file and go to Omniverse Code, your user interface should now look like this:
<p align="center">
<img src="Images/IntSlider.png" width=25%>
<p>
Go ahead and add a second label/control pair by adding the following code:
```python
def _build_calculations(self):
# Build the widgets of the "Calculations" group
with ui.CollapsableFrame("Calculations", name="group", build_header_fn=self._build_collapsable_header):
# A VStack is a vertical stack and aligns widgets vertically one after the other
with ui.VStack(height=0, spacing=SPACING):
# An HStack is a horizontal stack and aligns widgets horizontally one after the other
with ui.HStack():
# A label displays text
ui.Label("Precision", name="attribute_name", width=self.label_width)
# An IntSlider allows a user choose an integer by sliding a bar back and forth
ui.IntSlider(name="attribute_int")
# Pairing a label with a control is a common UI comb
with ui.HStack():
# The label makes the purpose of the control clear
ui.Label("Iterations", name="attribute_name", width=self.label_width)
# You can set the min and max value on an IntSlider
ui.IntSlider(name="attribute_int", min=0, max=5)
```
You have added another `HStack`. This one has a `Label` set to the same width as the first `Label`. This gives the group consistent alignment. `min` and `max` values have also been set on the second `IntSlider` as a demonstration. Save `window.py` and test the extension in Omniverse Code. Expand and collapse the `CollapsableFrame`, resize the window, and change the integer values. It is a good practice to move and resize your extension windows as you code to make sure that the layout looks good no matter how the user resizes it.
## Step 6: Build Parameters
In this section you will introduce the `FloatSlider` and demonstrate how to keep the UI consistent across multiple groups. You will be working in the `_build_parameters()` definition which starts as shown below:
```python
def _build_parameters(self):
# Build the widgets of the "Parameters" group
# A Float Slider is similar to an Int Slider
# controls a 'float' which is a number with a decimal point (A Real number)
# You can set the min and max of a float slider as well
# Setting the labels all to the same width gives the UI a nice alignment
# A few more examples of float sliders
pass
```
Hopefullly this is starting to feel a bit more familiar. You have an empty function that has a `pass` command at the end as a placeholder until you add code to all of its contexts.
### Step 6.1: Create a FloatSlider
A `FloatSlider` is very similar to an `IntSlider`. The difference is that it controls a `float` number rather than an `integer`. Match the code below to add one to your extension:
```python
def _build_parameters(self):
# Build the widgets of the "Parameters" group
with ui.CollapsableFrame("Parameters", name="group", build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Value", name="attribute_name", width=self.label_width)
# A Float Slider is similar to an Int Slider
# controls a 'float' which is a number with a decimal point (A Real number)
ui.FloatSlider(name="attribute_float")
# You can set the min and max of a float slider as well
# Setting the labels all to the same width gives the UI a nice alignment
# A few more examples of float sliders
```
Here you added a second `CollapsableFrame` with a `VStack` inside of it. This will allow you to add as many label/control pairs as you want to this group. Note that the `Label` has the same width as the label above. Save `window.py` and you should see the following in Omniverse Code:
<p align="center">
<img src="Images/SecondGroup.png" width=25%>
<p>
Note that the description labels and controls in the first and second group are aligned with each other.
### Step 6.2: Make a Consistent UI
By using these description control pairs inside of collapsable groups, you can add many controls to a window while maintaining a clean, easy to navigate experience. The following code adds a few more `FloatSlider` controls to the user interface:
```python
def _build_parameters(self):
# Build the widgets of the "Parameters" group
with ui.CollapsableFrame("Parameters", name="group", build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Value", name="attribute_name", width=self.label_width)
# A Float Slider is similar to an Int Slider
# controls a 'float' which is a number with a decimal point (A Real number)
ui.FloatSlider(name="attribute_float")
with ui.HStack():
ui.Label("i", name="attribute_name", width=self.label_width)
# You can set the min and max of a float slider as well
ui.FloatSlider(name="attribute_float", min=-1, max=1)
# Setting the labels all to the same width gives the UI a nice alignment
with ui.HStack():
ui.Label("j", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float", min=-1, max=1)
# A few more examples of float sliders
with ui.HStack():
ui.Label("k", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float", min=-1, max=1)
with ui.HStack():
ui.Label("Theta", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float")
```
Save `window.py` and take a look in Omniverse Code. Your window should look like this:
<p align="center">
<img src="Images/SecondGroupComplete.png" width=25%>
<p>
Note that a few of the sliders have `min` and `max` values and they they are all well-aligned.
## Step 7: Build Light
In your final group you will add a few other control types to help give you a feel for what can be done in an extension UI. This will also be well-arranged, even though they are different control types to give the overall extension a consistent look and feel, even though it has a variety of control types. You will be working in `_build_light_1()`, which starts as shown below:
```python
def _build_light_1(self):
# Build the widgets of the "Light 1" group
# A multi float drag field lets you control a group of floats
# Notice what you use the same label width in all of the collapsable frames
# This ensures that the entire UI has a consistent feel
#Feel free to copy this color widget and use it in your own UIs
# The custom compound widget
#An example of a checkbox
pass
```
First you will add a `MultiFloatDragField` to it, then a custom color picker widget and finally a `Checkbox`.
### Step 7.1: Create a MultiFloatDragField
Edit `_build_light_1` to match the following:
```python
def _build_light_1(self):
# Build the widgets of the "Light 1" group
with ui.CollapsableFrame("Light 1", name="group", build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Orientation", name="attribute_name", width=self.label_width)
# A multi float drag field allows you control a group of floats (Real numbers)
ui.MultiFloatDragField(0.0, 0.0, 0.0, h_spacing=SPACING, name="attribute_vector")
# Notice what you use the same label width in all of the collapsable frames
# This ensures that the entire UI has a consistent feel
with ui.HStack():
ui.Label("Intensity", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float")
#Feel free to copy this color widget and use it in your own UIs
# The custom compound widget
#An example of a checkbox
```
This adds a third `CollapsableFrame` with a `VStack` to hold its controls. Then it adds a label/control pair with a `MultiFloatDragField`. A `MultiFloatDragField` lets a user edit as many values as you put into its constructor, and is commonly used to edit 3-component vectors such as position and rotation.
You also added a second label and control pair with a `FloatSlider` similar to the one you added in [section 5.1](#51-create-a-floatslider).
### Step 7.2: Add a Custom Widget
Developers can create custom widgets and user interface elements. The color picker added in this section is just such an example. Add it to your extension with the following code:
```python
def _build_light_1(self):
# Build the widgets of the "Light 1" group
with ui.CollapsableFrame("Light 1", name="group", build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Orientation", name="attribute_name", width=self.label_width)
# A multi float drag field lets you control a group of floats (Real numbers)
ui.MultiFloatDragField(0.0, 0.0, 0.0, h_spacing=SPACING, name="attribute_vector")
# Notice what you use the same label width in all of the collapsable frames
# This ensures that the entire UI has a consistent feel
with ui.HStack():
ui.Label("Intensity", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float")
#Feel free to copy this color widget and use it in your own UIs
with ui.HStack():
ui.Label("Color", name="attribute_name", width=self.label_width)
# The custom compound widget
ColorWidget(0.25, 0.5, 0.75)
#An example of a checkbox
```
This widget lets users click and then select a color. Feel free to use this widget in your own applications and feel free to write and share your own widgets. Over time you will have a wide variety of useful widgets and controls for everyone to use in their extensions.
### Step 7.3: Add a Checkbox
Finally, edit `_build_light_1()` to match the following:
```python
def _build_light_1(self):
# Build the widgets of the "Light 1" group
with ui.CollapsableFrame("Light 1", name="group", build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Orientation", name="attribute_name", width=self.label_width)
# A multi float drag field lets you control a group of floats (Real numbers)
ui.MultiFloatDragField(0.0, 0.0, 0.0, h_spacing=SPACING, name="attribute_vector")
# Notice what you use the same label width in all of the collapsable frames
# This ensures that the entire UI has a consistent feel
with ui.HStack():
ui.Label("Intensity", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float")
#Feel free to copy this color widget and use it in your own UIs
with ui.HStack():
ui.Label("Color", name="attribute_name", width=self.label_width)
# The custom compound widget
ColorWidget(0.25, 0.5, 0.75)
#An example of a checkbox
with ui.HStack():
ui.Label("Shadow", name="attribute_name", width=self.label_width)
ui.CheckBox(name="attribute_bool")
```
This adds a label/control pair with a `CheckBox`. A `CheckBox` control allows a user to set a boolean value.
Save your `window.py` file and open Omniverse Code. Your user interface should look like this if you collapse the `Parameters` section:
<p align="center">
<img src="Images/Complete.png" width=25%>
<p>
There are three collapsable groups, each with a variety of controls with a variety of settings and yet they are all well-aligned with a consistent look and feel.
## Conclusion
In this tutorial you created an extension user interface using coding best practices to integrate it into an Omniverse application. It contains a variety of controls that edit integers, float, colors and more. These controls are well organized so that a user can easily find their way around the window.
We look forward to seeing the excellent extensions you come up with and how you can help Omniverse users accomplish things that were hard or even impossible to do before you wrote an extension to help them.
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/config/extension.toml | [package]
title = "omni.ui Window Example"
description = "The full end to end example of the window"
version = "1.0.1"
category = "Example"
authors = ["Victor Yudin"]
repository = "https://gitlab-master.nvidia.com/omniverse/kit-extensions/kit-windows"
keywords = ["example", "window", "ui"]
changelog = "docs/CHANGELOG.md"
icon = "data/icon.png"
preview_image = "data/preview.png"
[dependencies]
"omni.ui" = {}
"omni.kit.menu.utils" = {}
[[python.module]]
name = "omni.example.ui_window"
[[test]]
args = [
"--/app/window/dpiScaleOverride=1.0",
"--/app/window/scaleToMonitor=false",
"--no-window"
]
dependencies = [
"omni.kit.renderer.core",
"omni.kit.renderer.capture",
]
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/omni/example/ui_window/style.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["example_window_style"]
from omni.ui import color as cl
from omni.ui import constant as fl
from omni.ui import url
import omni.kit.app
import omni.ui as ui
import pathlib
EXTENSION_FOLDER_PATH = pathlib.Path(
omni.kit.app.get_app().get_extension_manager().get_extension_path_by_module(__name__)
)
# Pre-defined constants. It's possible to change them runtime.
cl.example_window_attribute_bg = cl("#1f2124")
cl.example_window_attribute_fg = cl("#0f1115")
cl.example_window_hovered = cl("#FFFFFF")
cl.example_window_text = cl("#CCCCCC")
fl.example_window_attr_hspacing = 10
fl.example_window_attr_spacing = 1
fl.example_window_group_spacing = 2
url.example_window_icon_closed = f"{EXTENSION_FOLDER_PATH}/data/closed.svg"
url.example_window_icon_opened = f"{EXTENSION_FOLDER_PATH}/data/opened.svg"
# The main style dict
example_window_style = {
"Label::attribute_name": {
"alignment": ui.Alignment.RIGHT_CENTER,
"margin_height": fl.example_window_attr_spacing,
"margin_width": fl.example_window_attr_hspacing,
},
"Label::attribute_name:hovered": {"color": cl.example_window_hovered},
"Label::collapsable_name": {"alignment": ui.Alignment.LEFT_CENTER},
"Slider::attribute_int:hovered": {"color": cl.example_window_hovered},
"Slider": {
"background_color": cl.example_window_attribute_bg,
"draw_mode": ui.SliderDrawMode.HANDLE,
},
"Slider::attribute_float": {
"draw_mode": ui.SliderDrawMode.FILLED,
"secondary_color": cl.example_window_attribute_fg,
},
"Slider::attribute_float:hovered": {"color": cl.example_window_hovered},
"Slider::attribute_vector:hovered": {"color": cl.example_window_hovered},
"Slider::attribute_color:hovered": {"color": cl.example_window_hovered},
"CollapsableFrame::group": {"margin_height": fl.example_window_group_spacing},
"Image::collapsable_opened": {"color": cl.example_window_text, "image_url": url.example_window_icon_opened},
"Image::collapsable_closed": {"color": cl.example_window_text, "image_url": url.example_window_icon_closed},
}
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/omni/example/ui_window/extension.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ExampleWindowExtension"]
from .window import ExampleWindow
from functools import partial
import asyncio
import omni.ext
import omni.kit.ui
import omni.ui as ui
class ExampleWindowExtension(omni.ext.IExt):
"""The entry point for Example Window"""
WINDOW_NAME = "Example Window"
MENU_PATH = f"Window/{WINDOW_NAME}"
def on_startup(self):
# The ability to show up the window if the system requires it. We use it
# in QuickLayout.
ui.Workspace.set_show_window_fn(ExampleWindowExtension.WINDOW_NAME, partial(self.show_window, None))
# Put the new menu
editor_menu = omni.kit.ui.get_editor_menu()
if editor_menu:
self._menu = editor_menu.add_item(
ExampleWindowExtension.MENU_PATH, self.show_window, toggle=True, value=True
)
# Show the window. It will call `self.show_window`
ui.Workspace.show_window(ExampleWindowExtension.WINDOW_NAME)
def on_shutdown(self):
self._menu = None
if self._window:
self._window.destroy()
self._window = None
# Deregister the function that shows the window from omni.ui
ui.Workspace.set_show_window_fn(ExampleWindowExtension.WINDOW_NAME, None)
def _set_menu(self, value):
"""Set the menu to create this window on and off"""
editor_menu = omni.kit.ui.get_editor_menu()
if editor_menu:
editor_menu.set_value(ExampleWindowExtension.MENU_PATH, value)
async def _destroy_window_async(self):
# wait one frame, this is due to the one frame defer
# in Window::_moveToMainOSWindow()
await omni.kit.app.get_app().next_update_async()
if self._window:
self._window.destroy()
self._window = None
def _visiblity_changed_fn(self, visible):
# Called when the user pressed "X"
self._set_menu(visible)
if not visible:
# Destroy the window, since we are creating new window
# in show_window
asyncio.ensure_future(self._destroy_window_async())
def show_window(self, menu, value):
if value:
self._window = ExampleWindow(ExampleWindowExtension.WINDOW_NAME, width=300, height=365)
self._window.set_visibility_changed_fn(self._visiblity_changed_fn)
elif self._window:
self._window.visible = False
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/omni/example/ui_window/__init__.py | # Copyright (c) 2018-2020, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ExampleWindowExtension", "ExampleWindow"]
from .extension import ExampleWindowExtension
from .window import ExampleWindow
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/omni/example/ui_window/color_widget.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ColorWidget"]
from ctypes import Union
from typing import List, Optional
import omni.ui as ui
COLOR_PICKER_WIDTH = 20
SPACING = 4
class ColorWidget:
"""The compound widget for color input"""
def __init__(self, *args, model=None, **kwargs):
self.__defaults: List[Union[float, int]] = args
self.__model: Optional[ui.AbstractItemModel] = kwargs.pop("model", None)
self.__multifield: Optional[ui.MultiFloatDragField] = None
self.__colorpicker: Optional[ui.ColorWidget] = None
self.__frame = ui.Frame()
with self.__frame:
self._build_fn()
def destroy(self):
self.__model = None
self.__multifield = None
self.__colorpicker = None
self.__frame = None
def __getattr__(self, attr):
"""
Pretend it's self.__frame, so we have access to width/height and
callbacks.
"""
return getattr(self.__root_frame, attr)
@property
def model(self) -> Optional[ui.AbstractItemModel]:
"""The widget's model"""
if self.__multifield:
return self.__multifield.model
@model.setter
def model(self, value: ui.AbstractItemModel):
"""The widget's model"""
self.__multifield.model = value
self.__colorpicker.model = value
def _build_fn(self):
with ui.HStack(spacing=SPACING):
# The construction of multi field depends on what the user provided,
# defaults or a model
if self.__model:
# the user provided a model
self.__multifield = ui.MultiFloatDragField(
min=0, max=1, model=self.__model, h_spacing=SPACING, name="attribute_color"
)
model = self.__model
else:
# the user provided a list of default values
self.__multifield = ui.MultiFloatDragField(
*self.__defaults, min=0, max=1, h_spacing=SPACING, name="attribute_color"
)
model = self.__multifield.model
self.__colorpicker = ui.ColorWidget(model, width=COLOR_PICKER_WIDTH)
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/omni/example/ui_window/window.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ExampleWindow"]
import omni.ui as ui
from .style import example_window_style
from .color_widget import ColorWidget
LABEL_WIDTH = 120
SPACING = 4
class ExampleWindow(ui.Window):
"""The class that represents the window"""
def __init__(self, title: str, delegate=None, **kwargs):
self.__label_width = LABEL_WIDTH
super().__init__(title, **kwargs)
# Apply the style to all the widgets of this window
self.frame.style = example_window_style
# Set the function that is called to build widgets when the window is
# visible
self.frame.set_build_fn(self._build_fn)
def destroy(self):
# It will destroy all the children
super().destroy()
@property
def label_width(self):
"""The width of the attribute label"""
return self.__label_width
@label_width.setter
def label_width(self, value):
"""The width of the attribute label"""
self.__label_width = value
self.frame.rebuild()
def _build_collapsable_header(self, collapsed, title):
"""Build a custom title of CollapsableFrame"""
with ui.HStack():
ui.Label(title, name="collapsable_name")
if collapsed:
image_name = "collapsable_opened"
else:
image_name = "collapsable_closed"
ui.Image(name=image_name, width=20, height=20)
def _build_calculations(self):
"""Build the widgets of the "Calculations" group"""
with ui.CollapsableFrame("Calculations", name="group", build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Precision", name="attribute_name", width=self.label_width)
ui.IntSlider(name="attribute_int")
with ui.HStack():
ui.Label("Iterations", name="attribute_name", width=self.label_width)
ui.IntSlider(name="attribute_int", min=0, max=5)
def _build_parameters(self):
"""Build the widgets of the "Parameters" group"""
with ui.CollapsableFrame("Parameters", name="group", build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Value", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float")
with ui.HStack():
ui.Label("i", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float", min=-1, max=1)
with ui.HStack():
ui.Label("j", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float", min=-1, max=1)
with ui.HStack():
ui.Label("k", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float", min=-1, max=1)
with ui.HStack():
ui.Label("Theta", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float")
def _build_light_1(self):
"""Build the widgets of the "Light 1" group"""
with ui.CollapsableFrame("Light 1", name="group", build_header_fn=self._build_collapsable_header):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Orientation", name="attribute_name", width=self.label_width)
ui.MultiFloatDragField(0.0, 0.0, 0.0, h_spacing=SPACING, name="attribute_vector")
with ui.HStack():
ui.Label("Intensity", name="attribute_name", width=self.label_width)
ui.FloatSlider(name="attribute_float")
with ui.HStack():
ui.Label("Color", name="attribute_name", width=self.label_width)
# The custom compound widget
ColorWidget(0.25, 0.5, 0.75)
with ui.HStack():
ui.Label("Shadow", name="attribute_name", width=self.label_width)
ui.CheckBox(name="attribute_bool")
def _build_fn(self):
"""
The method that is called to build all the UI once the window is
visible.
"""
with ui.ScrollingFrame():
with ui.VStack(height=0):
self._build_calculations()
self._build_parameters()
self._build_light_1()
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/omni/example/ui_window/tests/__init__.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
from .test_window import TestWindow |
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/omni/example/ui_window/tests/test_window.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["TestWindow"]
from omni.example.ui_window import ExampleWindow
from omni.ui.tests.test_base import OmniUiTest
from pathlib import Path
import omni.kit.app
import omni.kit.test
EXTENSION_FOLDER_PATH = Path(omni.kit.app.get_app().get_extension_manager().get_extension_path_by_module(__name__))
TEST_DATA_PATH = EXTENSION_FOLDER_PATH.joinpath("data/tests")
class TestWindow(OmniUiTest):
async def test_general(self):
"""Testing general look of section"""
window = ExampleWindow("Test")
await omni.kit.app.get_app().next_update_async()
await self.docked_test_window(
window=window,
width=300,
height=385,
)
# Wait for images
for _ in range(20):
await omni.kit.app.get_app().next_update_async()
await self.finalize_test(golden_img_dir=TEST_DATA_PATH, golden_img_name="window.png")
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/docs/CHANGELOG.md | # Changelog
## [1.0.1] - 2022-06-22
### Added
- Readme
## [1.0.0] - 2022-06-05
### Added
- Initial window
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/docs/README.md |
# Generic Window (omni.example.ui_window)

## Overview
This extension provides an end-to-end example and general recommendations on creating a
simple window using `omni.ui`. It contains the best practices of building an extension, a menu item, a window itself, a custom widget, and a generic style.
## [Tutorial](../tutorial/tutorial.md)
This extension sample also includes a step-by-step tutorial to accelerate your growth as you learn to build your own
Omniverse Kit extensions. [Get started with the tutorial.](../tutorial/tutorial.md)
## Usage
This is just a UI demo. You can interact with the various controls, but they have not additional effect in the Application.
## Explanations
### Extension
When the extension starts up, we register a new menu item that controls the
window and shows the window.
A very important part is using `ui.Workspace.set_show_window_fn` to register the
window in `omni.ui`. It will help to save and load the layout of Kit.
```
# The ability to show up the window if the system requires it. We use it
# in QuickLayout.
ui.Workspace.set_show_window_fn(ExampleWindowExtension.WINDOW_NAME, partial(self.show_window, None))
```
When the extension shuts down, we remove the menu item and deregister the window
callback.
### Window
It's handy to derive a custom window from the class `ui.Window`. The UI can be
defined right in __init__, so it's created immediately. Or it can be defined in
a callback and it will be created when the window is visible.
```
class ExampleWindow(ui.Window):
"""The class that represents the window"""
def __init__(self, title: str, delegate=None, **kwargs):
self.__label_width = LABEL_WIDTH
super().__init__(title, **kwargs)
# Apply the style to all the widgets of this window
self.frame.style = example_window_style
# Set the function that is called to build widgets when the window is
# visible
self.frame.set_build_fn(self._build_fn)
```
### Custom Widget
A custom widget can be a class or a function. It's not required to derive
anything. It's only necessary to create sub-widgets.
```
class ColorWidget:
"""The compound widget for color input"""
def __init__(self, *args, model=None, **kwargs):
self.__defaults: List[Union[float, int]] = args
self.__model: Optional[ui.AbstractItemModel] = kwargs.pop("model", None)
self.__multifield: Optional[ui.MultiFloatDragField] = None
self.__colorpicker: Optional[ui.ColorWidget] = None
self.__frame = ui.Frame()
with self.__frame:
self._build_fn()
```
### Style
Although the style can be applied to any widget, we recommend keeping the style
dictionary in one location.
There is an exception to this recommendation. It's recommended to use styles
directly on the widgets to hide a part of the widget. For example, it's OK to
set {"color": cl.transparent} on a slider to hide the text. Or
"background_color": cl.transparent to disable background on a field.
|
NVIDIA-Omniverse/kit-extension-sample-ui-window/exts/omni.example.ui_window/docs/index.rst | omni.example.ui_window
########################################
Example of Python only extension
.. toctree::
:maxdepth: 1
README
CHANGELOG
|
NVIDIA-Omniverse/kit-extension-template/link_app.sh | #!/bin/bash
set -e
SCRIPT_DIR=$(dirname ${BASH_SOURCE})
cd "$SCRIPT_DIR"
exec "tools/packman/python.sh" tools/scripts/link_app.py $@
|
NVIDIA-Omniverse/kit-extension-template/link_app.bat | @echo off
call "%~dp0tools\packman\python.bat" %~dp0tools\scripts\link_app.py %*
if %errorlevel% neq 0 ( goto Error )
:Success
exit /b 0
:Error
exit /b %errorlevel%
|
NVIDIA-Omniverse/kit-extension-template/README.md | # *Omniverse Kit* Extensions Project Template
This project is a template for developing extensions for *Omniverse Kit*.
# Getting Started
## Install Omniverse and some Apps
1. Install *Omniverse Launcher*: [download](https://www.nvidia.com/en-us/omniverse/download)
2. Install and launch one of *Omniverse* apps in the Launcher. For instance: *Code*.
## Add a new extension to your *Omniverse App*
1. Fork and clone this repo, for example in `C:\projects\kit-extension-template`
2. In the *Omniverse App* open extension manager: *Window* → *Extensions*.
3. In the *Extension Manager Window* open a settings page, with a small gear button in the top left bar.
4. In the settings page there is a list of *Extension Search Paths*. Add cloned repo `exts` subfolder there as another search path: `C:\projects\kit-extension-template\exts`

5. Now you can find `omni.hello.world` extension in the top left search bar. Select and enable it.
6. "My Window" window will pop up. *Extension Manager* watches for any file changes. You can try changing some code in this extension and see them applied immediately with a hotreload.
### Few tips
* Now that `exts` folder was added to the search you can add new extensions to this folder and they will be automatically found by the *App*.
* Look at the *Console* window for warnings and errors. It also has a small button to open current log file.
* All the same commands work on linux. Replace `.bat` with `.sh` and `\` with `/`.
* Extension name is a folder name in `exts` folder, in this example: `omni.hello.world`.
* Most important thing extension has is a config file: `extension.toml`, take a peek.
## Next Steps: Alternative way to add a new extension
To get a better understanding and learn a few other things, we recommend following next steps:
1. Remove search path added in the previous section.
1. Open this cloned repo using Visual Studio Code: `code C:\projects\kit-extension-template`. It will suggest installing a few extensions to improve python experience.
2. In the terminal (CTRL + \`) run `link_app.bat` (more in [Linking with an *Omniverse* app](#linking-with-an-omniverse-app) section).
3. Run this app with `exts` folder added as an extensions search path and new extension enabled:
```bash
> app\omni.code.bat --ext-folder exts --enable omni.hello.world
```
- `--ext-folder [path]` - adds new folder to the search path
- `--enable [extension]` - enables an extension on startup.
Use `-h` for help:
```bash
> app\omni.code.bat -h
```
4. After the *App* started you should see:
* new "My Window" window popup.
* extension search paths in *Extensions* window as in the previous section.
* extension enabled in the list of extensions.
5. If you look inside `omni.code.bat` or any other *Omniverse App*, they all run *Omniverse Kit* (`kit.exe`). *Omniverse Kit* is the Omniverse Application runtime that powers *Apps* build out of extensions.
Think of it as `python.exe`. It is a small runtime, that enables all the basics, like settings, python, logging and searches for extensions. **Everything else is an extension.** You can run only this new extension without running any big *App* like *Code*:
```bash
> app\kit\kit.exe --ext-folder exts --enable omni.hello.world
```
It starts much faster and will only have extensions enabled that are required for this new extension (look at `[dependencies]` section of `extension.toml`). You can enable more extensions: try adding `--enable omni.kit.window.extensions` to have extensions window enabled (yes, extension window is an extension too!):
```bash
> app\kit\kit.exe --ext-folder exts --enable omni.hello.world --enable omni.kit.window.extensions
```
You should see a menu in the top left. From here you can enable more extensions from the UI.
### Few tips
* In the *Extensions* window, press *Bread* button near the search bar and select *Show Extension Graph*. It will show how the current *App* comes to be: all extensions and dependencies.
* Extensions system documentation: http://omniverse-docs.s3-website-us-east-1.amazonaws.com/kit-sdk/104.0/docs/guide/extensions.html
# Running Tests
To run tests we run a new process where only the tested extension (and it's dependencies) is enabled. Like in example above + testing system (`omni.kit.test` extension). There are 2 ways to run extension tests:
1. Run: `app\kit\test_ext.bat omni.hello.world --ext-folder exts`
That will run a test process with all tests and exit. For development mode pass `--dev`: that will open test selection window. As everywhere, hotreload also works in this mode, give it a try by changing some code!
2. Alternatively, in *Extension Manager* (*Window → Extensions*) find your extension, click on *TESTS* tab, click *Run Test*
For more information about testing refer to: [testing doc](http://omniverse-docs.s3-website-us-east-1.amazonaws.com/kit-sdk/104.0/docs/guide/ext_testing.html).
# Linking with an *Omniverse* app
For a better developer experience, it is recommended to create a folder link named `app` to the *Omniverse Kit* app installed from *Omniverse Launcher*. A convenience script to use is included.
Run:
```bash
> link_app.bat
```
If successful you should see `app` folder link in the root of this repo.
If multiple Omniverse apps is installed script will select recommended one. Or you can explicitly pass an app:
```bash
> link_app.bat --app create
```
You can also just pass a path to create link to:
```bash
> link_app.bat --path "C:/Users/bob/AppData/Local/ov/pkg/create-2021.3.4"
```
# Adding a new extension
Adding a new extension is as simple as copying and renaming existing one:
1. copy `exts/omni.hello.world` to `exts/[new extension name]`
2. rename python module (namespace) in `exts/[new extension name]/omni/hello/world` to `exts/[new extension name]/[new python module]`
3. update `exts/[new extension name]/config/extension.toml`, most importantly specify new python module to load:
```toml
[[python.module]]
name = "[new python module]"
```
No restart is needed, you should be able to find and enable `[new extension name]` in extension manager.
# Sharing extensions
To make extension available to other users use [Github Releases](https://docs.github.com/en/repositories/releasing-projects-on-github/managing-releases-in-a-repository).
1. Make sure the repo has [omniverse-kit-extension](https://github.com/topics/omniverse-kit-extension) topic set for auto discovery.
2. For each new release increment extension version (in `extension.toml`) and update the changelog (in `docs/CHANGELOG.md`). [Semantic versionning](https://semver.org/) must be used to express severity of API changes.
# Contributing
The source code for this repository is provided as-is and we are not accepting outside contributions. |
NVIDIA-Omniverse/kit-extension-template/tools/scripts/link_app.py | import os
import argparse
import sys
import json
import packmanapi
import urllib3
def find_omniverse_apps():
http = urllib3.PoolManager()
try:
r = http.request("GET", "http://127.0.0.1:33480/components")
except Exception as e:
print(f"Failed retrieving apps from an Omniverse Launcher, maybe it is not installed?\nError: {e}")
sys.exit(1)
apps = {}
for x in json.loads(r.data.decode("utf-8")):
latest = x.get("installedVersions", {}).get("latest", "")
if latest:
for s in x.get("settings", []):
if s.get("version", "") == latest:
root = s.get("launch", {}).get("root", "")
apps[x["slug"]] = (x["name"], root)
break
return apps
def create_link(src, dst):
print(f"Creating a link '{src}' -> '{dst}'")
packmanapi.link(src, dst)
APP_PRIORITIES = ["code", "create", "view"]
if __name__ == "__main__":
parser = argparse.ArgumentParser(description="Create folder link to Kit App installed from Omniverse Launcher")
parser.add_argument(
"--path",
help="Path to Kit App installed from Omniverse Launcher, e.g.: 'C:/Users/bob/AppData/Local/ov/pkg/create-2021.3.4'",
required=False,
)
parser.add_argument(
"--app", help="Name of Kit App installed from Omniverse Launcher, e.g.: 'code', 'create'", required=False
)
args = parser.parse_args()
path = args.path
if not path:
print("Path is not specified, looking for Omniverse Apps...")
apps = find_omniverse_apps()
if len(apps) == 0:
print(
"Can't find any Omniverse Apps. Use Omniverse Launcher to install one. 'Code' is the recommended app for developers."
)
sys.exit(0)
print("\nFound following Omniverse Apps:")
for i, slug in enumerate(apps):
name, root = apps[slug]
print(f"{i}: {name} ({slug}) at: '{root}'")
if args.app:
selected_app = args.app.lower()
if selected_app not in apps:
choices = ", ".join(apps.keys())
print(f"Passed app: '{selected_app}' is not found. Specify one of the following found Apps: {choices}")
sys.exit(0)
else:
selected_app = next((x for x in APP_PRIORITIES if x in apps), None)
if not selected_app:
selected_app = next(iter(apps))
print(f"\nSelected app: {selected_app}")
_, path = apps[selected_app]
if not os.path.exists(path):
print(f"Provided path doesn't exist: {path}")
else:
SCRIPT_ROOT = os.path.dirname(os.path.realpath(__file__))
create_link(f"{SCRIPT_ROOT}/../../app", path)
print("Success!")
|
NVIDIA-Omniverse/kit-extension-template/tools/packman/python.sh | #!/bin/bash
# Copyright 2019-2020 NVIDIA CORPORATION
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
# http://www.apache.org/licenses/LICENSE-2.0
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
set -e
PACKMAN_CMD="$(dirname "${BASH_SOURCE}")/packman"
if [ ! -f "$PACKMAN_CMD" ]; then
PACKMAN_CMD="${PACKMAN_CMD}.sh"
fi
source "$PACKMAN_CMD" init
export PYTHONPATH="${PM_MODULE_DIR}:${PYTHONPATH}"
export PYTHONNOUSERSITE=1
# workaround for our python not shipping with certs
if [[ -z ${SSL_CERT_DIR:-} ]]; then
export SSL_CERT_DIR=/etc/ssl/certs/
fi
"${PM_PYTHON}" -u "$@"
|
NVIDIA-Omniverse/kit-extension-template/tools/packman/python.bat | :: Copyright 2019-2020 NVIDIA CORPORATION
::
:: Licensed under the Apache License, Version 2.0 (the "License");
:: you may not use this file except in compliance with the License.
:: You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing, software
:: distributed under the License is distributed on an "AS IS" BASIS,
:: WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
:: See the License for the specific language governing permissions and
:: limitations under the License.
@echo off
setlocal
call "%~dp0\packman" init
set "PYTHONPATH=%PM_MODULE_DIR%;%PYTHONPATH%"
set PYTHONNOUSERSITE=1
"%PM_PYTHON%" -u %*
|
NVIDIA-Omniverse/kit-extension-template/tools/packman/packman.cmd | :: Reset errorlevel status (don't inherit from caller) [xxxxxxxxxxx]
@call :ECHO_AND_RESET_ERROR
:: You can remove the call below if you do your own manual configuration of the dev machines
call "%~dp0\bootstrap\configure.bat"
if %errorlevel% neq 0 ( exit /b %errorlevel% )
:: Everything below is mandatory
if not defined PM_PYTHON goto :PYTHON_ENV_ERROR
if not defined PM_MODULE goto :MODULE_ENV_ERROR
:: Generate temporary path for variable file
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile ^
-File "%~dp0bootstrap\generate_temp_file_name.ps1"') do set PM_VAR_PATH=%%a
if %1.==. (
set PM_VAR_PATH_ARG=
) else (
set PM_VAR_PATH_ARG=--var-path="%PM_VAR_PATH%"
)
"%PM_PYTHON%" -S -s -u -E "%PM_MODULE%" %* %PM_VAR_PATH_ARG%
if %errorlevel% neq 0 ( exit /b %errorlevel% )
:: Marshall environment variables into the current environment if they have been generated and remove temporary file
if exist "%PM_VAR_PATH%" (
for /F "usebackq tokens=*" %%A in ("%PM_VAR_PATH%") do set "%%A"
)
if %errorlevel% neq 0 ( goto :VAR_ERROR )
if exist "%PM_VAR_PATH%" (
del /F "%PM_VAR_PATH%"
)
if %errorlevel% neq 0 ( goto :VAR_ERROR )
set PM_VAR_PATH=
goto :eof
:: Subroutines below
:PYTHON_ENV_ERROR
@echo User environment variable PM_PYTHON is not set! Please configure machine for packman or call configure.bat.
exit /b 1
:MODULE_ENV_ERROR
@echo User environment variable PM_MODULE is not set! Please configure machine for packman or call configure.bat.
exit /b 1
:VAR_ERROR
@echo Error while processing and setting environment variables!
exit /b 1
:ECHO_AND_RESET_ERROR
@echo off
if /I "%PM_VERBOSITY%"=="debug" (
@echo on
)
exit /b 0
|
NVIDIA-Omniverse/kit-extension-template/tools/packman/config.packman.xml | <config remotes="cloudfront">
<remote2 name="cloudfront">
<transport actions="download" protocol="https" packageLocation="d4i3qtqj3r0z5.cloudfront.net/${name}@${version}" />
</remote2>
</config>
|
NVIDIA-Omniverse/kit-extension-template/tools/packman/bootstrap/generate_temp_file_name.ps1 | <#
Copyright 2019 NVIDIA CORPORATION
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
#>
$out = [System.IO.Path]::GetTempFileName()
Write-Host $out
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|
NVIDIA-Omniverse/kit-extension-template/tools/packman/bootstrap/configure.bat | :: Copyright 2019 NVIDIA CORPORATION
::
:: Licensed under the Apache License, Version 2.0 (the "License");
:: you may not use this file except in compliance with the License.
:: You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing, software
:: distributed under the License is distributed on an "AS IS" BASIS,
:: WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
:: See the License for the specific language governing permissions and
:: limitations under the License.
set PM_PACKMAN_VERSION=6.33.2
:: Specify where packman command is rooted
set PM_INSTALL_PATH=%~dp0..
:: The external root may already be configured and we should do minimal work in that case
if defined PM_PACKAGES_ROOT goto ENSURE_DIR
:: If the folder isn't set we assume that the best place for it is on the drive that we are currently
:: running from
set PM_DRIVE=%CD:~0,2%
set PM_PACKAGES_ROOT=%PM_DRIVE%\packman-repo
:: We use *setx* here so that the variable is persisted in the user environment
echo Setting user environment variable PM_PACKAGES_ROOT to %PM_PACKAGES_ROOT%
setx PM_PACKAGES_ROOT %PM_PACKAGES_ROOT%
if %errorlevel% neq 0 ( goto ERROR )
:: The above doesn't work properly from a build step in VisualStudio because a separate process is
:: spawned for it so it will be lost for subsequent compilation steps - VisualStudio must
:: be launched from a new process. We catch this odd-ball case here:
if defined PM_DISABLE_VS_WARNING goto ENSURE_DIR
if not defined VSLANG goto ENSURE_DIR
echo The above is a once-per-computer operation. Unfortunately VisualStudio cannot pick up environment change
echo unless *VisualStudio is RELAUNCHED*.
echo If you are launching VisualStudio from command line or command line utility make sure
echo you have a fresh launch environment (relaunch the command line or utility).
echo If you are using 'linkPath' and referring to packages via local folder links you can safely ignore this warning.
echo You can disable this warning by setting the environment variable PM_DISABLE_VS_WARNING.
echo.
:: Check for the directory that we need. Note that mkdir will create any directories
:: that may be needed in the path
:ENSURE_DIR
if not exist "%PM_PACKAGES_ROOT%" (
echo Creating directory %PM_PACKAGES_ROOT%
mkdir "%PM_PACKAGES_ROOT%"
)
if %errorlevel% neq 0 ( goto ERROR_MKDIR_PACKAGES_ROOT )
:: The Python interpreter may already be externally configured
if defined PM_PYTHON_EXT (
set PM_PYTHON=%PM_PYTHON_EXT%
goto PACKMAN
)
set PM_PYTHON_VERSION=3.7.9-windows-x86_64
set PM_PYTHON_BASE_DIR=%PM_PACKAGES_ROOT%\python
set PM_PYTHON_DIR=%PM_PYTHON_BASE_DIR%\%PM_PYTHON_VERSION%
set PM_PYTHON=%PM_PYTHON_DIR%\python.exe
if exist "%PM_PYTHON%" goto PACKMAN
if not exist "%PM_PYTHON_BASE_DIR%" call :CREATE_PYTHON_BASE_DIR
set PM_PYTHON_PACKAGE=python@%PM_PYTHON_VERSION%.cab
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0\generate_temp_file_name.ps1"') do set TEMP_FILE_NAME=%%a
set TARGET=%TEMP_FILE_NAME%.zip
call "%~dp0fetch_file_from_packman_bootstrap.cmd" %PM_PYTHON_PACKAGE% "%TARGET%"
if %errorlevel% neq 0 (
echo !!! Error fetching python from CDN !!!
goto ERROR
)
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0\generate_temp_folder.ps1" -parentPath "%PM_PYTHON_BASE_DIR%"') do set TEMP_FOLDER_NAME=%%a
echo Unpacking Python interpreter ...
"%SystemRoot%\system32\expand.exe" -F:* "%TARGET%" "%TEMP_FOLDER_NAME%" 1> nul
del "%TARGET%"
:: Failure during extraction to temp folder name, need to clean up and abort
if %errorlevel% neq 0 (
echo !!! Error unpacking python !!!
call :CLEAN_UP_TEMP_FOLDER
goto ERROR
)
:: If python has now been installed by a concurrent process we need to clean up and then continue
if exist "%PM_PYTHON%" (
call :CLEAN_UP_TEMP_FOLDER
goto PACKMAN
) else (
if exist "%PM_PYTHON_DIR%" ( rd /s /q "%PM_PYTHON_DIR%" > nul )
)
:: Perform atomic rename
rename "%TEMP_FOLDER_NAME%" "%PM_PYTHON_VERSION%" 1> nul
:: Failure during move, need to clean up and abort
if %errorlevel% neq 0 (
echo !!! Error renaming python !!!
call :CLEAN_UP_TEMP_FOLDER
goto ERROR
)
:PACKMAN
:: The packman module may already be externally configured
if defined PM_MODULE_DIR_EXT (
set PM_MODULE_DIR=%PM_MODULE_DIR_EXT%
) else (
set PM_MODULE_DIR=%PM_PACKAGES_ROOT%\packman-common\%PM_PACKMAN_VERSION%
)
set PM_MODULE=%PM_MODULE_DIR%\packman.py
if exist "%PM_MODULE%" goto ENSURE_7ZA
set PM_MODULE_PACKAGE=packman-common@%PM_PACKMAN_VERSION%.zip
for /f "delims=" %%a in ('powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0\generate_temp_file_name.ps1"') do set TEMP_FILE_NAME=%%a
set TARGET=%TEMP_FILE_NAME%
call "%~dp0fetch_file_from_packman_bootstrap.cmd" %PM_MODULE_PACKAGE% "%TARGET%"
if %errorlevel% neq 0 (
echo !!! Error fetching packman from CDN !!!
goto ERROR
)
echo Unpacking ...
"%PM_PYTHON%" -S -s -u -E "%~dp0\install_package.py" "%TARGET%" "%PM_MODULE_DIR%"
if %errorlevel% neq 0 (
echo !!! Error unpacking packman !!!
goto ERROR
)
del "%TARGET%"
:ENSURE_7ZA
set PM_7Za_VERSION=16.02.4
set PM_7Za_PATH=%PM_PACKAGES_ROOT%\7za\%PM_7ZA_VERSION%
if exist "%PM_7Za_PATH%" goto END
set PM_7Za_PATH=%PM_PACKAGES_ROOT%\chk\7za\%PM_7ZA_VERSION%
if exist "%PM_7Za_PATH%" goto END
"%PM_PYTHON%" -S -s -u -E "%PM_MODULE%" pull "%PM_MODULE_DIR%\deps.packman.xml"
if %errorlevel% neq 0 (
echo !!! Error fetching packman dependencies !!!
goto ERROR
)
goto END
:ERROR_MKDIR_PACKAGES_ROOT
echo Failed to automatically create packman packages repo at %PM_PACKAGES_ROOT%.
echo Please set a location explicitly that packman has permission to write to, by issuing:
echo.
echo setx PM_PACKAGES_ROOT {path-you-choose-for-storing-packman-packages-locally}
echo.
echo Then launch a new command console for the changes to take effect and run packman command again.
exit /B %errorlevel%
:ERROR
echo !!! Failure while configuring local machine :( !!!
exit /B %errorlevel%
:CLEAN_UP_TEMP_FOLDER
rd /S /Q "%TEMP_FOLDER_NAME%"
exit /B
:CREATE_PYTHON_BASE_DIR
:: We ignore errors and clean error state - if two processes create the directory one will fail which is fine
md "%PM_PYTHON_BASE_DIR%" > nul 2>&1
exit /B 0
:END
|
NVIDIA-Omniverse/kit-extension-template/tools/packman/bootstrap/fetch_file_from_packman_bootstrap.cmd | :: Copyright 2019 NVIDIA CORPORATION
::
:: Licensed under the Apache License, Version 2.0 (the "License");
:: you may not use this file except in compliance with the License.
:: You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing, software
:: distributed under the License is distributed on an "AS IS" BASIS,
:: WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
:: See the License for the specific language governing permissions and
:: limitations under the License.
:: You need to specify <package-name> <target-path> as input to this command
@setlocal
@set PACKAGE_NAME=%1
@set TARGET_PATH=%2
@echo Fetching %PACKAGE_NAME% ...
@powershell -ExecutionPolicy ByPass -NoLogo -NoProfile -File "%~dp0download_file_from_url.ps1" ^
-source "http://bootstrap.packman.nvidia.com/%PACKAGE_NAME%" -output %TARGET_PATH%
:: A bug in powershell prevents the errorlevel code from being set when using the -File execution option
:: We must therefore do our own failure analysis, basically make sure the file exists and is larger than 0 bytes:
@if not exist %TARGET_PATH% goto ERROR_DOWNLOAD_FAILED
@if %~z2==0 goto ERROR_DOWNLOAD_FAILED
@endlocal
@exit /b 0
:ERROR_DOWNLOAD_FAILED
@echo Failed to download file from S3
@echo Most likely because endpoint cannot be reached or file %PACKAGE_NAME% doesn't exist
@endlocal
@exit /b 1 |
NVIDIA-Omniverse/kit-extension-template/tools/packman/bootstrap/download_file_from_url.ps1 | <#
Copyright 2019 NVIDIA CORPORATION
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
#>
param(
[Parameter(Mandatory=$true)][string]$source=$null,
[string]$output="out.exe"
)
$filename = $output
$triesLeft = 3
do
{
$triesLeft -= 1
try
{
Write-Host "Downloading from bootstrap.packman.nvidia.com ..."
$wc = New-Object net.webclient
$wc.Downloadfile($source, $fileName)
$triesLeft = 0
}
catch
{
Write-Host "Error downloading $source!"
Write-Host $_.Exception|format-list -force
}
} while ($triesLeft -gt 0)
|
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