From b7e2cd5948a437cc5c599dec966f9dfc05212aeb Mon Sep 17 00:00:00 2001 From: Bastien Montagne Date: Thu, 29 Aug 2013 13:34:36 +0000 Subject: UIList: update examples and templates. --- release/scripts/templates_py/ui_list.py | 112 +++++++++---------------- release/scripts/templates_py/ui_list_simple.py | 82 ++++++++++++++++++ 2 files changed, 121 insertions(+), 73 deletions(-) create mode 100644 release/scripts/templates_py/ui_list_simple.py (limited to 'release/scripts/templates_py') diff --git a/release/scripts/templates_py/ui_list.py b/release/scripts/templates_py/ui_list.py index f71b342c854..61ad0ae0435 100644 --- a/release/scripts/templates_py/ui_list.py +++ b/release/scripts/templates_py/ui_list.py @@ -1,79 +1,45 @@ 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. +class MESH_UL_mylist(UIList): + # Constants (flags) + # Be careful not to shadow FILTER_ITEM (i.e. UIList().bitflag_filter_item)! + # E.g. VGROUP_EMPTY = 1 << 0 + + # Custom properties, saved with .blend file. E.g. + # use_filter_empty = bpy.props.BoolProperty(name="Filter Empty", default=False, options=set(), + # description="Whether to filter empty vertex groups") + + # Called for each drawn item. + def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index, flt_flag): + # 'DEFAULT' and 'COMPACT' layout types should usually use the same draw 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. - # Note "data" names should never be translated! - layout.label(text=ma.name if ma else "", translate=False, 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(text="Node %s" % manode.name, translate=False, icon_value=layout.icon(manode)) - elif ma.use_nodes: - layout.label(text="Node ", translate=False) - else: - layout.label(text="") + pass # 'GRID' layout type should be as compact as possible (typically a single icon!). elif self.layout_type in {'GRID'}: - layout.alignment = 'CENTER' - layout.label(text="", 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 + pass + + # Called once to draw filtering/reordering options. + def draw_filter(self, context, layout): + # Nothing much to say here, it's usual UI code... + pass + + # Called once to filter/reorder items. + def filter_items(self, context, data, propname): + # This function gets the collection property (as the usual tuple (data, propname)), and must return two lists: + # * The first one is for filtering, it must contain 32bit integers were self.bitflag_filter_item marks the + # matching item as filtered (i.e. to be shown), and 31 other bits are free for custom needs. Here we use the + # first one to mark VGROUP_EMPTY. + # * The second one is for reordering, it must return a list containing the new indices of the items (which + # gives us a mapping org_idx -> new_idx). + # Please note that the default UI_UL_list defines helper functions for common tasks (see its doc for more info). + # If you do not make filtering and/or ordering, return empty list(s) (this will be more efficient than + # returning full lists doing nothing!). + + # Default return values. + flt_flags = [] + flt_neworder = [] + + # Do filtering/reordering here... + + return flt_flags, flt_neworder diff --git a/release/scripts/templates_py/ui_list_simple.py b/release/scripts/templates_py/ui_list_simple.py new file mode 100644 index 00000000000..815d62ad734 --- /dev/null +++ b/release/scripts/templates_py/ui_list_simple.py @@ -0,0 +1,82 @@ +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. + # flt_flag is the result of the filtering process for this item. + # Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't + # need them. + def draw_item(self, context, layout, data, item, icon, active_data, active_propname): + 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. + # Note "data" names should never be translated! + layout.label(text=ma.name if ma else "", translate=False, 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(text="Node %s" % manode.name, translate=False, icon_value=layout.icon(manode)) + elif ma.use_nodes: + layout.label(text="Node ", translate=False) + else: + layout.label(text="") + # 'GRID' layout type should be as compact as possible (typically a single icon!). + elif self.layout_type in {'GRID'}: + layout.alignment = 'CENTER' + layout.label(text="", 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() -- cgit v1.2.3