[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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