diff options
Diffstat (limited to 'doc/python_api')
-rw-r--r-- | doc/python_api/examples/bpy.types.UIList.py | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/doc/python_api/examples/bpy.types.UIList.py b/doc/python_api/examples/bpy.types.UIList.py new file mode 100644 index 00000000000..f2017e3883d --- /dev/null +++ b/doc/python_api/examples/bpy.types.UIList.py @@ -0,0 +1,89 @@ +""" +Basic UIList Example ++++++++++++++++++++ +This script is the UIList subclass used to show material slots, with a bunch of additional commentaries. + +Notice the name of the class, this naming convention is similar as the one for panels or menus. + +.. note:: + + UIList subclasses must be registered for blender to use them. +""" +import bpy + + +class MATERIAL_UL_matslots_example(bpy.types.UIList): + # The draw_item function is called for each item of the collection that is visible in the list. + # data is the RNA object containing the collection, + # item is the current drawn item of the collection, + # icon is the "computed" icon for the item (as an integer, because some objects like materials or textures + # have custom icons ID, which are not available as enum items). + # active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the + # active item of the collection). + # active_propname is the name of the active property (use 'getattr(active_data, active_propname)'). + # index is index of the current item in the collection. + def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): + ob = data + slot = item + ma = slot.material + # draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code. + if self.layout_type in {'DEFAULT', 'COMPACT'}: + # You should always start your row layout by a label (icon + text), this will also make the row easily + # selectable in the list! + # We use icon_value of label, as our given icon is an integer value, not an enum ID. + layout.label(ma.name if ma else "", icon_value=icon) + # And now we can add other UI stuff... + # Here, we add nodes info if this material uses (old!) shading nodes. + if ma and not context.scene.render.use_shading_nodes: + manode = ma.active_node_material + if manode: + # The static method UILayout.icon returns the integer value of the icon ID "computed" for the given + # RNA object. + layout.label("Node %s" % manode.name, icon_value=layout.icon(manode)) + elif ma.use_nodes: + layout.label("Node <none>") + else: + layout.label("") + # 'GRID' layout type should be as compact as possible (typically a single icon!). + elif self.layout_type in {'GRID'}: + layout.alignment = 'CENTER' + layout.label("", icon_value=icon) + + +# And now we can use this list everywhere in Blender. Here is a small example panel. +class UIListPanelExample(bpy.types.Panel): + """Creates a Panel in the Object properties window""" + bl_label = "UIList Panel" + bl_idname = "OBJECT_PT_ui_list_example" + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "object" + + def draw(self, context): + layout = self.layout + + obj = context.object + + # template_list now takes two new args. + # The first one is the identifier of the registered UIList to use (if you want only the default list, + # with no custom draw code, use "UI_UL_list"). + layout.template_list("MATERIAL_UL_matslots_example", "", obj, "material_slots", obj, "active_material_index") + + # The second one can usually be left as an empty string. It's an additional ID used to distinguish lists in case you + # use the same list several times in a given area. + layout.template_list("MATERIAL_UL_matslots_example", "compact", obj, "material_slots", + obj, "active_material_index", type='COMPACT') + + +def register(): + bpy.utils.register_class(MATERIAL_UL_matslots_example) + bpy.utils.register_class(UIListPanelExample) + + +def unregister(): + bpy.utils.unregister_class(MATERIAL_UL_matslots_example) + bpy.utils.unregister_class(UIListPanelExample) + + +if __name__ == "__main__": + register()
\ No newline at end of file |