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Python ui.infoWindow函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中ui_tools.ui.infoWindow函数的典型用法代码示例。如果您正苦于以下问题:Python infoWindow函数的具体用法?Python infoWindow怎么用?Python infoWindow使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了infoWindow函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。

示例1: checkoutLightingFile

def checkoutLightingFile():
    print("checkoutLightingFile")
    shotPaths = glob.glob(os.path.join(os.environ["SHOTS_DIR"], "*"))
    selections = []
    for sp in shotPaths:
        selections.append(os.path.basename(sp))
    selections.sort()
    print("Im calling ui")
    answer = ui.listWindow(selections, wmessage="Select shot file to checkout:")
    print("Im done calling ui")
    if answer:
        answer = answer[0]
        toCheckout = os.path.join(os.environ["SHOTS_DIR"], selections[answer], "lighting")

        try:
            destpath = amu.checkout(toCheckout, True)
        except Exception as e:
            if not amu.checkedOutByMe(toCheckout):
                ui.infoWindow("Can Not Checkout: " + str(e))
                return
            else:
                destpath = amu.getCheckoutDest(toCheckout)

        toOpen = os.path.join(destpath, get_filename(toCheckout) + ".hipnc")

        if os.path.exists(toOpen):
            hou.hipFile.load(toOpen)
        else:
            hou.hipFile.clear()
            hou.hipFile.save(toOpen)
开发者ID:kgoulding,项目名称:byu-animation-tools,代码行数:30,代码来源:hou_asset_mgr.py


示例2: checkFiles

def checkFiles(files):
	'''
		Checks the list of output files against which files were actually created
	
		@param: files - a list of strings representing full paths
			
		@return: a list of paths to files that do not exist
	'''

	missingFiles = []
	
	for filename in files:
		print "CHECKING********** " + filename
		if not os.path.exists(filename):
			missingFiles.append(filename)
	
	if not len(missingFiles) == 0:
		errorMessage = ""
		for f in missingFiles:
			errorMessage += "MISSING FILE: " + f + "\n"
		print(errorMessage)
		errorMessage = str(len(missingFiles)) + " Files Missing:\n\n" + errorMessage
		#mc.confirmDialog(title="Error exporting files", message=errorMessage)
		ui.infoWindow(errorMessage, wtitle="Error exporting files", msev=messageSeverity.Error)
	
	return missingFiles
开发者ID:byu-animation,项目名称:ramshorn-tools,代码行数:26,代码来源:maya_geo_export.py


示例3: checkin

def checkin():
    """Checks in the selected node.  EXACTLY ONE node may be selected, and it MUST be a digital asset.
        The node must already exist in the database, and USERNAME must have the lock."""
    updateDB()
    node = getSelectedNode()
    if node != None:
        if not isDigitalAsset(node):
            ui.infoWindow("Not a Digital Asset.")
        else:
            libraryPath = node.type().definition().libraryFilePath()
            filename = os.path.basename(libraryPath)
            info = getFileInfo(filename)
            if info == None:
                ui.infoWindow("Add the OTL first")
            elif info[2]:
                if not node.isLocked() and info[3] == USERNAME:
                    saveOTL(node) # This save is not strictly necessary since we save again two lines down
                    lockAsset(node, False)
                    saveOTL(node)
                    moveToOtlDir(node, filename)
                    unlockOTL(filename)
                    ui.infoWindow("Checkin Successful!")
                else:
                    ui.infoWindow(lockedBy(info[3].encode('utf-8')))
            else:
                ui.infoWindow("Already checked in.")
    else:
        #ui.infoWindow("Select EXACTLY one node.")
        checkinLightingFile()
开发者ID:splodingsocks,项目名称:byu-animation-tools,代码行数:29,代码来源:hou_asset_mgr.py


示例4: checkout

def checkout(node):
    """Checks out the selected node.  EXACTLY ONE node may be selected, and it MUST be a digital asset.
        The node must already exist in the database."""
    updateDB()
    if not isDigitalAsset(node):
        ui.infoWindow("Not a Digital Asset.")
    else:
        if node.type().name() == "geometryTemplate":
            ui.infoWindow("Cannot checkout geometry template node.")
            return False
        libraryPath = node.type().definition().libraryFilePath()
        filename = os.path.basename(libraryPath)
        info = getFileInfo(filename)
        if info == None:
            ui.infoWindow("Add OTL First.")
        elif not info[2] or (info[2] and info[3].encode("utf-8") == USERNAME):
            copyToUsrDir(node, filename)
            lockAsset(node, True)
            saveOTL(node)
            node.allowEditingOfContents()
            lockOTL(filename)
            ui.infoWindow("Checkout Successful!", wtitle="Success!")
        else:
            logname, realname = amu.lockedBy(info[3].encode("utf-8"))
            whoLocked = "User Name: " + logname + "\nReal Name: " + realname + "\n"
            errstr = "Cannot checkout asset. Locked by: \n\n" + whoLocked
            ui.infoWindow(errstr, wtitle="Asset Locked", msev=messageSeverity.Error)
开发者ID:kgoulding,项目名称:byu-animation-tools,代码行数:27,代码来源:hou_asset_mgr.py


示例5: checkout

def checkout():
    """Checks out the selected node.  EXACTLY ONE node may be selected, and it MUST be a digital asset.
        The node must already exist in the database."""
    updateDB()
    node = getSelectedNode()
    if node != None:
        if not isDigitalAsset(node):
            ui.infoWindow("Not a Digital Asset.")
        else:
            if node.type().name() == "geometryTemplate":
                ui.infoWindow("Cannot checkout geometry template node.")
                return False
            libraryPath = node.type().definition().libraryFilePath()
            filename = os.path.basename(libraryPath)
            info = getFileInfo(filename)
            if info == None:
                ui.infoWindow("Add OTL First.")
            elif not info[2]: #or (info[2] and info[3] == USERNAME):
                copyToUsrDir(node, filename)
                lockAsset(node, True)
                saveOTL(node)
                node.allowEditingOfContents()
                lockOTL(filename)
                ui.infoWindow("Checkout Successful!", wtitle='Success!')
            else:
                ui.infoWindow(lockedBy(info[3].encode('utf-8')))
    else:
        #ui.infoWindow("Select EXACTLY one node.")
        checkoutLightingFile()
开发者ID:splodingsocks,项目名称:byu-animation-tools,代码行数:29,代码来源:hou_asset_mgr.py


示例6: checkoutLightingFile

def checkoutLightingFile():
    shotPaths = glob.glob(os.path.join(os.environ['SHOTS_DIR'], '*'))
    selections = []
    for sp in shotPaths:
        selections.append(os.path.basename(sp))
    selections.sort()
    answer = ui.listWindow(selections, wmessage='Select shot file to checkout:')
    if answer:
        answer = answer[0]
        toCheckout = os.path.join(os.environ['SHOTS_DIR'], selections[answer], 'lighting')

        try:
            destpath = amu.checkout(toCheckout, True)
        except Exception as e:
            if not amu.checkedOutByMe(toCheckout):
                ui.infoWindow('Can Not Checkout: '+str(e))
                return
            else:
                destpath = amu.getCheckoutDest(toCheckout)

        toOpen = os.path.join(destpath, get_filename(toCheckout)+'.hipnc')

        if os.path.exists(toOpen):
            hou.hipFile.load(toOpen)
        else:
            hou.hipFile.clear()
            hou.hipFile.save(toOpen)
开发者ID:splodingsocks,项目名称:byu-animation-tools,代码行数:27,代码来源:hou_asset_mgr.py


示例7: checkin

def checkin(node = None):
    """Checks in the selected node.  EXACTLY ONE node may be selected, and it MUST be a digital asset.
        The node must already exist in the database, and USERNAME must have the lock."""
    updateDB()
    if node != None:
        if not isDigitalAsset(node):
            ui.infoWindow("Not a Digital Asset.")
        else:
            libraryPath = node.type().definition().libraryFilePath()
            filename = os.path.basename(libraryPath)
            info = getFileInfo(filename)
            if info == None:
                ui.infoWindow("Add the OTL first")
            elif info[2]:
                if not node.isLocked() and info[3] == USERNAME:
                    saveOTL(node) # This save is not strictly necessary since we save again two lines down
                    lockAsset(node, False)
                    saveOTL(node)
                    moveToOtlDir(node, filename)
                    unlockOTL(filename)
                    ui.infoWindow("Checkin Successful!")
                else:
                    logname, realname = amu.lockedBy(info[3].encode('utf-8'))
                    whoLocked = 'User Name: ' + logname + '\nReal Name: ' + realname + '\n'
                    errstr = 'Cannot checkin asset. Locked by: \n\n' + whoLocked
                    ui.infoWindow(errstr, wtitle='Asset Locked', msev=messageSeverity.Error)
            else:
                ui.infoWindow("Already checked in.")
    else:
        #ui.infoWindow("Select EXACTLY one node.")
        checkinLightingFile()
开发者ID:garretthoyos,项目名称:byu-animation-tools,代码行数:31,代码来源:hou_asset_mgr.py


示例8: newGeo

def newGeo(hpath):
    templateNode = hou.node(hpath).createNode("geometryTemplate")
    alist = listContainers()
    resp = ui.inputWindow("Enter the New Operator Label", wtitle="OTL Label")
    filename = str()
    if resp != None and resp.strip() != "":
        name = formatName(resp)
        filename = name.replace(" ", "_")
        templateNode.setName(filename, unique_name=True)
    answer = ui.listWindow(alist, wmessage="Select Container Asset this belongs to:")
    if not answer:
        ui.infoWindow(
            "Geometry must be associated with a container asset! Geometry asset not created.",
            msev=messageSeverity.Error,
        )
        templateNode.destroy()
        return
    answer = answer[0]
    sdir = "$JOB/PRODUCTION/assets/"
    gfile = ui.fileChooser(
        start_dir=sdir + alist[answer] + "/geo",
        wtitle="Choose Geometry",
        mode=fileMode.Read,
        extensions="*.bjson, *.obj",
    )
    if len(gfile) > 4 and gfile[:4] != "$JOB":
        ui.infoWindow(
            "Path must start with '$JOB'. Default geometry used instead.",
            wtitle="Path Name",
            msev=messageSeverity.Error,
        )
        templateNode.destroy()
    elif gfile != "":
        hou.parm(templateNode.path() + "/read_file/file").set(gfile)
开发者ID:kgoulding,项目名称:byu-animation-tools,代码行数:34,代码来源:hou_asset_mgr.py


示例9: newTexture

def newTexture():
    # Get a list of assets 
    assetList = glob.glob(os.path.join(os.environ['ASSETS_DIR'], '*'))
    selections = []
    for aL in assetList:
        # basename takes last folder in path.
        selections.append(os.path.basename(aL)) 
        # sort alphabetically
    selections.sort()
    answer = ui.listWindow(selections, wmessage='Choose an asset to add/update textures for')
    if answer:
        answer = answer[0]
        assetName = selections[answer]
        assetImageDir = os.path.join(os.environ['ASSETS_DIR'], assetName, 'images')

        # Direct user to geometry file path and have them choose the correct one
        sdir = '$JOB/PRODUCTION/assets/'+assetName+'/geo/bjsonFiles'
        geoPath = ui.fileChooser(start_dir=sdir, wtitle='Choose Asset Geometry for Texture', mode=fileMode.Read, extensions='*.bjson, *.obj')
        geoName, ext = os.path.splitext(os.path.basename(geoPath))

        # Show a list of shading passes
        shadingPassList = ['diffuse','specular','bump','scalar_displacement','vector_displacement', 'opacity', 'single_SSS', 'multi_SSS', 'other']
        answer = ui.listWindow(shadingPassList, wmessage='Which texture will you be creating/updating?')
        if answer: 
            answer = answer[0]
            shadingPass = shadingPassList[answer]

            # Allow user to choose texture map in user local directory   
            userDirectory = os.environ['USER_DIR']
            userTextureMap = ui.fileChooser(start_dir=userDirectory, wtitle='Browse to the Texture Map in your User Directory', image=True, extensions='*.jpg,*.jpeg,*.tiff,*.tif,*.png,*.exr') 
            #Allow user to search for texture in any directory
            userTextureMap = os.path.expandvars(userTextureMap)

            # Set Variables for texture paths
            newTexture = '/tmp/newTexture.png'
            convertedTexture = '/tmp/convertedTexture.png'
            finalTexture = '/tmp/finalTexture.exr'

            # Change to 16 bits and convert to png 
            os.system('iconvert -d 16 ' +userTextureMap+ newTexture)
        
            # Gamma correct for linear workflow
            if shadingPass == 'diffuse' or shadingPass == 'specular' or shadingPass == 'single_SSS' or shadingPass == 'multi_SSS' or shadingPass == 'other':
                os.system('icomposite' +convertedTexture +'= gamma 0.4545454545' +newTexture) 
            
            # Convert to .exr with otimized settings
            os.system('iconvert -d half '+convertedTexture+finalTexture+' storage tile 64 tiley 65 compression zip')
            
            # Seperate extension from filename and rename texture to production pipeline name 
            finalTextureName, ext = os.path.splitext(os.path.basename(finalTexture))

            newTextureName = assetName+'_'+geoName+'_'+shadingPass+ext
 
            newfilepath = os.path.join(assetImageDir,newTextureName)

            shutil.copy(finalTexture,newfilepath)

            # Output final success message
            ui.infoWindow('Your texture was saved to: '+newfilepath+' as a .exr image file')
开发者ID:garretthoyos,项目名称:byu-animation-tools,代码行数:59,代码来源:hou_asset_mgr.py


示例10: convert_texture

def convert_texture(userTextureMap, assetImageDir, folder_name=''):
    print userTextureMap

    if os.path.isdir(userTextureMap):
        return

    extensions = ['.jpg','.jpeg','.tiff','.tif','.png','.exr']
    userFileName, userExt = os.path.splitext(os.path.basename(userTextureMap))
    if userExt not in extensions:
        return

    # Set Variables for texture paths
    convertedTexture = os.path.join('/tmp','intermediate'+userFileName+'.exr')
    print "convertedTexture:: "+convertedTexture
    finalTexture = os.path.join('/tmp','finished'+userFileName+'.exr')
    print "finalTexture:: "+finalTexture

    # Gamma correct for linear workflow
    if 'DIFF' in userTextureMap or 'diffuse' in userTextureMap:
        args = ['icomposite',convertedTexture,'=','gamma',str(1/2.2),userTextureMap]
        subprocess.check_call(args)
        didgamma = '\nIt has been gamma corrected.'
    else:
        convertedTexture = userTextureMap
        didgamma = ''
    
    # Convert to .exr with otimized settings. Also, setting compatible with RenderMan (in case we need to render there)
    args = ['txmake','-mode','periodic','-compression','zip']
    args += ['-format','openexr','-half',convertedTexture,finalTexture]

    # Uncomment the following and comment out the previous call if PRMan is not present
    """
    args = 'iconvert -d half ' + convertedTexture + ' ' 
    args += finalTexture + ' storage tile tilex 32 tiley 32 compression zip'

    subprocess.check_call( args.split() )
    """

    try:
        subprocess.check_call(args)
    except subprocess.CalledProcessError as e:
        ui.infoWindow('Failed to convert texture. The following error occured:\n' + str(e))
    else:
        # Rename texture and move into production pipeline 
        newTextureName = userFileName + '.exr'

        newfilepath = os.path.join(assetImageDir, folder_name, newTextureName)
        print "new file path:: "+newfilepath

        try:
            fileutil.move(finalTexture, newfilepath)  
        except Exception as e:
            os.remove(finalTexture)
            ui.infoWindow('Failed to move texture. The following error occured:\n' + str(e), msev=messageSeverity.Error)
        finally:
            if convertedTexture != userTextureMap:
                os.remove(convertedTexture)
开发者ID:mybikeislost,项目名称:byu-animation-tools,代码行数:57,代码来源:hou_asset_mgr.py


示例11: rollbackOTL

def rollbackOTL(node = None):
	"""Pulls a rollback window for the user to select a version to rollback to. EXACTLY ONE node may be selected, and it MUST be a digital asset.
	    The node must already exist in the database.
	"""
	print 'RollbackOTL'

	#Need to check if a particular node is a digital asset first. Rollback is will only work as a DA, with model, rigs and animation.
	if node != None:

		if not ham.isDigitalAsset(node):
			ui.infoWindow('Wait! You can only rollback Digital Assets!')
			print "NOT A DIGITAL ASSET."
		else:
			# First, we need to see if this is checked out or not. If it is checked out, then we can proceed. If not, state so.
			# For the productions path			
			libraryPath = node.type().definition().libraryFilePath()
			filename = os.path.basename(libraryPath)

			asset_name, ext = os.path.splitext(filename)
			#print "asset_name " + asset_name
			toCheckout = os.path.join(ASSETSDIR, asset_name, 'otl')
			#print "toCheckout " + toCheckout
			myCheckout = False

			myCheckout = amu.isCheckedOut(toCheckout)
			if myCheckout: #If it has been checked out
				myCheckout = amu.checkedOutByMe(toCheckout)
				if myCheckout: #If user was the last to checkout
					#Here we rollback.
					versionedFolders = os.path.join(toCheckout, "src")
					#print "versionedFolders ", versionedFolders
					versions = glob.glob(os.path.join(versionedFolders, '*'))
					#print "selections ", versions
					#Wooohoooo!!!
					selections = []
					selectionInfo = []
					nodeInfoDest = toCheckout

					for vr in versions:
						selections.append(os.path.basename(vr))
						comment = amu.getVersionComment(nodeInfoDest,os.path.basename(vr))
						selectionInfo.append(comment)
					selections.sort()
					dialog = VersionDialog()
					dialog.addItems(selections,selectionInfo)
					dialog.show()
					dialog.setParams(versionedFolders,asset_name,toCheckout,True)
					pyqt_houdini.exec_(dialog)
					
				else:
					hou.ui.displayMessage('Already checked out.')
					return
			else:
				hou.ui.displayMessage('Please checkout asset first.')
	else:
		print "Node does not exist"
开发者ID:byu-animation,项目名称:ramshorn-tools,代码行数:56,代码来源:houdini_rollback.py


示例12: checkinLightingFile

def checkinLightingFile():
    print 'checkin lighting file'
    filepath = hou.hipFile.path()
    toCheckin = os.path.join(amu.getUserCheckoutDir(), os.path.basename(os.path.dirname(filepath)))
    if amu.canCheckin(toCheckin):
        hou.hipFile.save()
        hou.hipFile.clear()
        dest = amu.checkin(toCheckin)
    else:
        ui.infoWindow('Checkin Failed')
开发者ID:splodingsocks,项目名称:byu-animation-tools,代码行数:10,代码来源:hou_asset_mgr.py


示例13: unlockOTL1

def unlockOTL1():
    """Calls unlockOTL with the selected node"""
    node = getSelectedNode()
    if node != None:
        if not isDigitalAsset(node):
            ui.infoWindow("Not a Digital Asset.")
        else:
            libraryPath = node.type().definition().libraryFilePath()
            filename = os.path.basename(libraryPath)
            #TODO save this somewhere
            unlockOTL(filename)
开发者ID:splodingsocks,项目名称:byu-animation-tools,代码行数:11,代码来源:hou_asset_mgr.py


示例14: checkinLightingFile

def checkinLightingFile():
    print("checkin lighting file")
    filepath = hou.hipFile.path()
    toCheckin = os.path.join(amu.getUserCheckoutDir(), os.path.basename(os.path.dirname(filepath)))
    if amu.canCheckin(toCheckin):
        hou.hipFile.save()
        hou.hipFile.clear()
        dest = amu.checkin(toCheckin, False)
        srcFile = amu.getAvailableInstallFiles(dest)[0]
        amu.install(dest, srcFile)
    else:
        ui.infoWindow("Checkin Failed")
开发者ID:kgoulding,项目名称:byu-animation-tools,代码行数:12,代码来源:hou_asset_mgr.py


示例15: getNodeInfo

def getNodeInfo(node):
    if node != None and isDigitalAsset(node):
        updateDB()
        libraryPath = node.type().definition().libraryFilePath()
        filename = os.path.basename(libraryPath)
        nodeInfo = getFileInfo(filename)
        message = ""
        if nodeInfo[2]:
            logname, realname = amu.lockedBy(nodeInfo[3].encode("utf-8"))
            message = "Checked out by " + realname + " (" + logname + ")"
        else:
            message = "Not checked out."
        ui.infoWindow(message, wtitle="Node Info")
开发者ID:kgoulding,项目名称:byu-animation-tools,代码行数:13,代码来源:hou_asset_mgr.py


示例16: getNodeInfo

def getNodeInfo(node):
    if isDigitalAsset(node):
        updateDB()
        libraryPath = node.type().definition().libraryFilePath()
        filename = os.path.basename(libraryPath)
        nodeInfo = getFileInfo(filename)
        message = ''
        logname, realname = amu.lockedBy(nodeInfo[3].encode('utf-8'))
        if nodeInfo[2]:
            message = 'Checked out by '+realname+' ('+logname+')'
        else:
            message = 'Not checked out. Last checked in by '+realname+' ('+logname+')'
        ui.infoWindow(message, wtitle='Node Info')
开发者ID:melissaEdge,项目名称:byu-animation-tools,代码行数:13,代码来源:hou_asset_mgr.py


示例17: unlockOTLbyNode

def unlockOTLbyNode(node = None):
    """Calls unlockOTL with the selected node"""
    if node != None:
        if not isDigitalAsset(node):
            ui.infoWindow("Not a Digital Asset.")
        else:
            reply = ui.warningWindow('WARNING! You are unlocking the Database! \n If you are being dumb, please click \n CANCEL!')
            if reply == 0:
                libraryPath = node.type().definition().libraryFilePath()
                filename = os.path.basename(libraryPath)
                #TODO save this somewhere
                unlockOTL(filename)
            else:
                ui.infoWindow('Thank you for being safe. \n If you have question please talk to someone in charge.')
开发者ID:mybikeislost,项目名称:byu-animation-tools,代码行数:14,代码来源:hou_asset_mgr.py


示例18: revertChanges

def revertChanges():
    updateDB()
    node= getSelectedNode()
    if node != None:
        if not isDigitalAsset(node):
            ui.infoWindow("Not a Digital Asset.")
        else:
            libraryPath = node.type().definition().libraryFilePath()
            filename = os.path.basename(libraryPath)
            info = getFileInfo(filename)
            if info == None:
                ui.infoWindow("OTL not in globals folder. Can not revert.")
            elif info[2]:
                if not node.isLocked() and info[3] == USERNAME:
                    newfilepath = os.path.join(OTLDIR, filename)
                    oldfilepath = os.path.join(USERDIR, filename)
                    switchOPLibraries(oldfilepath, newfilepath)
                    os.remove(oldfilepath)
                    createMe = node.type().name()
                    node.destroy()
                    hou.node('/obj').createNode(createMe)
                    unlockOTL(filename)
                    ui.infoWindow("Revert Successful!")
    else:
        ui.infoWindow("Select EXACTLY one node.")
开发者ID:splodingsocks,项目名称:byu-animation-tools,代码行数:25,代码来源:hou_asset_mgr.py


示例19: checkinLightingFile

def checkinLightingFile():
    print('checkin lighting file')
    filepath = hou.hipFile.path()
    toCheckin = os.path.join(amu.getUserCheckoutDir(), os.path.basename(os.path.dirname(filepath)))
    backups = os.path.join(toCheckin, 'backup')
    print 'backup = ' + backups
    if os.path.isdir(backups):
        os.system('rm -rf '+backups)
    if amu.canCheckin(toCheckin):
        hou.hipFile.save()
        hou.hipFile.clear()
        dest = amu.checkin(toCheckin, False)
        srcFile = amu.getAvailableInstallFiles(dest)[0]
        amu.install(dest, srcFile)
    else:
        ui.infoWindow('Checkin Failed')
开发者ID:mybikeislost,项目名称:byu-animation-tools,代码行数:16,代码来源:hou_asset_mgr.py


示例20: new

def new():
    updateDB()
    otb = ("Container", "Geometry", "Cancel")
    optype = ui.infoWindow("Choose operator type.", wbuttons=otb, wtitle="Asset Type")
    hpath = determineHPATH()
    if optype == 0:
        newContainer(hpath)
    elif optype == 1:
        newGeo(hpath)
开发者ID:kgoulding,项目名称:byu-animation-tools,代码行数:9,代码来源:hou_asset_mgr.py



注:本文中的ui_tools.ui.infoWindow函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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Python uiautomator.d函数代码示例发布时间:2022-05-27
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