[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [59634] trunk/blender: UIList: update examples and templates.

Bastien Montagne montagne29 at wanadoo.fr
Thu Aug 29 15:34:36 CEST 2013


Revision: 59634
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=59634
Author:   mont29
Date:     2013-08-29 13:34:36 +0000 (Thu, 29 Aug 2013)
Log Message:
-----------
UIList: update examples and templates.

Modified Paths:
--------------
    trunk/blender/release/scripts/templates_py/ui_list.py

Added Paths:
-----------
    trunk/blender/doc/python_api/examples/bpy.types.UIList.1.py
    trunk/blender/doc/python_api/examples/bpy.types.UIList.2.py
    trunk/blender/release/scripts/templates_py/ui_list_simple.py

Removed Paths:
-------------
    trunk/blender/doc/python_api/examples/bpy.types.UIList.py

Copied: trunk/blender/doc/python_api/examples/bpy.types.UIList.1.py (from rev 59631, trunk/blender/doc/python_api/examples/bpy.types.UIList.py)
===================================================================
--- trunk/blender/doc/python_api/examples/bpy.types.UIList.1.py	                        (rev 0)
+++ trunk/blender/doc/python_api/examples/bpy.types.UIList.1.py	2013-08-29 13:34:36 UTC (rev 59634)
@@ -0,0 +1,93 @@
+"""
+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.
+    #   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 <none>", 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()

Added: trunk/blender/doc/python_api/examples/bpy.types.UIList.2.py
===================================================================
--- trunk/blender/doc/python_api/examples/bpy.types.UIList.2.py	                        (rev 0)
+++ trunk/blender/doc/python_api/examples/bpy.types.UIList.2.py	2013-08-29 13:34:36 UTC (rev 59634)
@@ -0,0 +1,160 @@
+"""
+Advanced UIList Example - Filtering and Reordering
+++++++++++++++++++++++++++++++++++++++++++++++++++
+This script is an extended version of the UIList subclass used to show vertex groups. It is not used 'as is',
+because iterating over all vertices in a 'draw' function is a very bad idea for UI performances! However, it's a good
+example of how to create/use filtering/reordering callbacks.
+"""
+import bpy
+
+
+class MESH_UL_vgroups_slow(UIList):
+    # Constants (flags)
+    # Be careful not to shadow FILTER_ITEM!
+    VGROUP_EMPTY = 1 << 0
+
+    # Custom properties, saved with .blend file.
+    use_filter_empty = bpy.props.BoolProperty(name="Filter Empty", default=False, options=set(),
+                                              description="Whether to filter empty vertex groups")
+    use_filter_empty_reverse = bpy.props.BoolProperty(name="Reverse Empty", default=False, options=set(),
+                                                      description="Reverse empty filtering")
+    use_filter_name_reverse = bpy.props.BoolProperty(name="Reverse Name", default=False, options=set(),
+                                                     description="Reverse name filtering")
+
+    # This allows us to have mutually exclusive options, which are also all disable-able!
+    def _gen_order_update(name1, name2):
+        def _u(self, ctxt):
+            if (getattr(self, name1)):
+                setattr(self, name2, False)
+        return _u
+    use_order_name = bpy.props.BoolProperty(name="Name", default=False, options=set(),
+                                            description="Sort groups by their name (case-insensitive)",
+                                            update=_gen_order_update("use_order_name", "use_order_importance"))
+    use_order_importance = bpy.props.BoolProperty(name="Importance", default=False, options=set(),
+                                                  description="Sort groups by their average weight in the mesh",
+                                                  update=_gen_order_update("use_order_importance", "use_order_name"))
+
+    # Usual draw item function.
+    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index, flt_flag):
+        # Just in case, we do not use it here!
+        self.use_filter_invert = False
+
+        # assert(isinstance(item, bpy.types.VertexGroup)
+        vgroup = item
+        if self.layout_type in {'DEFAULT', 'COMPACT'}:
+            # Here we use one feature of new filtering feature: it can pass data to draw_item, through flt_flag
+            # parameter, which contains exactly what filter_items set in its filter list for this item!
+            # In this case, we show empty groups grayed out.
+            if flt_flag & self.VGROUP_EMPTY:
+                col = layout.column()
+                col.enabled = False
+                col.alignment = 'LEFT'
+                col.label(text=vgroup.name, translate=False, icon_value=icon)
+            else:
+                layout.label(text=vgroup.name, translate=False, icon_value=icon)
+            icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
+            layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
+        elif self.layout_type in {'GRID'}:
+            layout.alignment = 'CENTER'
+            if flt_flag & self.VGROUP_EMPTY:
+                layout.enabled = False
+            layout.label(text="", icon_value=icon)
+
+    def draw_filter(self, context, layout):
+        # Nothing much to say here, it's usual UI code...
+        row = layout.row()
+
+        subrow = row.row(align=True)
+        subrow.prop(self, "filter_name", text="")
+        icon = 'ZOOM_OUT' if self.use_filter_name_reverse else 'ZOOM_IN'
+        subrow.prop(self, "use_filter_name_reverse", text="", icon=icon)
+
+        subrow = row.row(align=True)
+        subrow.prop(self, "use_filter_empty", toggle=True)
+        icon = 'ZOOM_OUT' if self.use_filter_empty_reverse else 'ZOOM_IN'
+        subrow.prop(self, "use_filter_empty_reverse", text="", icon=icon)
+
+        row = layout.row(align=True)
+        row.label("Order by:")
+        row.prop(self, "use_order_name", toggle=True)
+        row.prop(self, "use_order_importance", toggle=True)
+        icon = 'TRIA_UP' if self.use_filter_orderby_invert else 'TRIA_DOWN'
+        row.prop(self, "use_filter_orderby_invert", text="", icon=icon)
+
+    def filter_items_empty_vgroups(self, context, vgroups):
+        # This helper function checks vgroups to find out whether they are empty, and what's their average weights.
+        # TODO: This should be RNA helper actually (a vgroup prop like "raw_data: ((vidx, vweight), etc.)").
+        #       Too slow for python!
+        obj_data = context.active_object.data
+        ret = {vg.index: [True, 0.0] for vg in vgroups}
+        if hasattr(obj_data, "vertices"):  # Mesh data
+            if obj_data.is_editmode:
+                import bmesh
+                bm = bmesh.from_edit_mesh(obj_data)
+                # only ever one deform weight layer

@@ Diff output truncated at 10240 characters. @@



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