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# ##### BEGIN GPL LICENSE BLOCK ##### | |
# | |
# This program is free software; you can redistribute it and/or | |
# modify it under the terms of the GNU General Public License | |
# as published by the Free Software Foundation; either version 2 | |
# of the License, or (at your option) any later version. | |
# | |
# This program is distributed in the hope that it will be useful, | |
# but WITHOUT ANY WARRANTY; without even the implied warranty of | |
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
# GNU General Public License for more details. | |
# | |
# You should have received a copy of the GNU General Public License | |
# along with this program; if not, write to the Free Software Foundation, | |
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | |
# | |
# ##### END GPL LICENSE BLOCK ##### | |
bl_info = { | |
"name": "material-pointer-uilist-dev", | |
"description": "", | |
"author": "p2or", | |
"version": (0, 2), | |
"blender": (2, 80, 0), | |
"location": "Text Editor", | |
"warning": "", # used for warning icon and text in addons panel | |
"wiki_url": "", | |
"tracker_url": "", | |
"category": "Development" | |
} | |
import bpy | |
from bpy.props import (IntProperty, | |
BoolProperty, | |
StringProperty, | |
CollectionProperty, | |
PointerProperty) | |
from bpy.types import (Operator, | |
Panel, | |
PropertyGroup, | |
UIList) | |
# ------------------------------------------------------------------- | |
# Operators | |
# ------------------------------------------------------------------- | |
class CUSTOM_OT_actions(Operator): | |
"""Move items up and down, add and remove""" | |
bl_idname = "custom.list_action" | |
bl_label = "List Actions" | |
bl_description = "Move items up and down, add and remove" | |
bl_options = {'REGISTER'} | |
action: bpy.props.EnumProperty( | |
items=( | |
('UP', "Up", ""), | |
('DOWN', "Down", ""), | |
('REMOVE', "Remove", ""), | |
('ADD', "Add", ""))) | |
def random_color(self): | |
from mathutils import Color | |
from random import random | |
return Color((random(), random(), random())) | |
def invoke(self, context, event): | |
scn = context.scene | |
idx = scn.custom_index | |
try: | |
item = scn.custom[idx] | |
except IndexError: | |
pass | |
else: | |
if self.action == 'DOWN' and idx < len(scn.custom) - 1: | |
item_next = scn.custom[idx+1].name | |
scn.custom.move(idx, idx+1) | |
scn.custom_index += 1 | |
info = 'Item "%s" moved to position %d' % (item.name, scn.custom_index + 1) | |
self.report({'INFO'}, info) | |
elif self.action == 'UP' and idx >= 1: | |
item_prev = scn.custom[idx-1].name | |
scn.custom.move(idx, idx-1) | |
scn.custom_index -= 1 | |
info = 'Item "%s" moved to position %d' % (item.name, scn.custom_index + 1) | |
self.report({'INFO'}, info) | |
elif self.action == 'REMOVE': | |
item = scn.custom[scn.custom_index] | |
mat = item.material | |
if mat: | |
mat_obj = bpy.data.materials.get(mat.name, None) | |
if mat_obj: | |
bpy.data.materials.remove(mat_obj, do_unlink=True) | |
info = 'Item %s removed from scene' % (item) | |
scn.custom.remove(idx) | |
if scn.custom_index == 0: | |
scn.custom_index = 0 | |
else: | |
scn.custom_index -= 1 | |
self.report({'INFO'}, info) | |
if self.action == 'ADD': | |
item = scn.custom.add() | |
item.id = len(scn.custom) | |
item.material = bpy.data.materials.new(name="Material") | |
item.name = item.material.name | |
col = self.random_color() | |
item.material.diffuse_color = (col.r, col.g, col.b, 1.0) | |
scn.custom_index = (len(scn.custom)-1) | |
info = '%s added to list' % (item.name) | |
self.report({'INFO'}, info) | |
return {"FINISHED"} | |
class CUSTOM_OT_addBlendMaterials(Operator): | |
"""Add all materials of the current Blend-file to the UI list""" | |
bl_idname = "custom.add_bmaterials" | |
bl_label = "Add all available Materials" | |
bl_description = "Add all available materials to the UI list" | |
bl_options = {'REGISTER', 'UNDO'} | |
@classmethod | |
def poll(cls, context): | |
return len(bpy.data.materials) | |
def execute(self, context): | |
scn = context.scene | |
for mat in bpy.data.materials: | |
if not context.scene.custom.get(mat.name): | |
item = scn.custom.add() | |
item.id = len(scn.custom) | |
item.material = mat | |
item.name = item.material.name | |
scn.custom_index = (len(scn.custom)-1) | |
info = '%s added to list' % (item.name) | |
self.report({'INFO'}, info) | |
return{'FINISHED'} | |
class CUSTOM_OT_printItems(Operator): | |
"""Print all items and their properties to the console""" | |
bl_idname = "custom.print_items" | |
bl_label = "Print Items to Console" | |
bl_description = "Print all items and their properties to the console" | |
bl_options = {'REGISTER', 'UNDO'} | |
reverse_order: BoolProperty( | |
default=False, | |
name="Reverse Order") | |
@classmethod | |
def poll(cls, context): | |
return bool(context.scene.custom) | |
def execute(self, context): | |
scn = context.scene | |
if self.reverse_order: | |
for i in range(scn.custom_index, -1, -1): | |
mat = scn.custom[i].material | |
print ("Material:", mat,"-",mat.name, mat.diffuse_color) | |
else: | |
for item in scn.custom: | |
mat = item.material | |
print ("Material:", mat,"-",mat.name, mat.diffuse_color) | |
return{'FINISHED'} | |
class CUSTOM_OT_clearList(Operator): | |
"""Clear all items of the list and remove from scene""" | |
bl_idname = "custom.clear_list" | |
bl_label = "Clear List and Remove Materials" | |
bl_description = "Clear all items of the list and remove from scene" | |
bl_options = {'INTERNAL'} | |
@classmethod | |
def poll(cls, context): | |
return bool(context.scene.custom) | |
def invoke(self, context, event): | |
return context.window_manager.invoke_confirm(self, event) | |
def execute(self, context): | |
if bool(context.scene.custom): | |
# Remove materials from the scene | |
for i in context.scene.custom: | |
if i.material: | |
mat_obj = bpy.data.materials.get(i.material.name, None) | |
if mat_obj: | |
info = 'Item %s removed from scene' % (i.material.name) | |
bpy.data.materials.remove(mat_obj, do_unlink=True) | |
# Clear the list | |
context.scene.custom.clear() | |
self.report({'INFO'}, "All materials removed from scene") | |
else: | |
self.report({'INFO'}, "Nothing to remove") | |
return{'FINISHED'} | |
# ------------------------------------------------------------------- | |
# Drawing | |
# ------------------------------------------------------------------- | |
class CUSTOM_UL_items(UIList): | |
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): | |
mat = item.material | |
if self.layout_type in {'DEFAULT', 'COMPACT'}: | |
split = layout.split(factor=0.3) | |
split.label(text="Index: %d" % (index)) | |
# static method UILayout.icon returns the integer value of the icon ID | |
# "computed" for the given RNA object. | |
split.prop(mat, "name", text="", emboss=False, icon_value=layout.icon(mat)) | |
elif self.layout_type in {'GRID'}: | |
layout.alignment = 'CENTER' | |
layout.label(text="", icon_value=layout.icon(mat)) | |
def invoke(self, context, event): | |
pass | |
class CUSTOM_PT_materialList(Panel): | |
"""Adds a custom panel to the TEXT_EDITOR""" | |
bl_idname = 'TEXT_PT_my_panel' | |
bl_space_type = "TEXT_EDITOR" | |
bl_region_type = "UI" | |
bl_category = "Dev" | |
bl_label = "Custom Material List Demo" | |
def draw(self, context): | |
layout = self.layout | |
scn = bpy.context.scene | |
rows = 2 | |
row = layout.row() | |
row.template_list("CUSTOM_UL_items", "custom_def_list", scn, "custom", | |
scn, "custom_index", rows=rows) | |
col = row.column(align=True) | |
col.operator(CUSTOM_OT_actions.bl_idname, icon='ADD', text="").action = 'ADD' | |
col.operator(CUSTOM_OT_actions.bl_idname, icon='REMOVE', text="").action = 'REMOVE' | |
col.separator() | |
col.operator(CUSTOM_OT_actions.bl_idname, icon='TRIA_UP', text="").action = 'UP' | |
col.operator(CUSTOM_OT_actions.bl_idname, icon='TRIA_DOWN', text="").action = 'DOWN' | |
row = layout.row() | |
row.template_list("CUSTOM_UL_items", "custom_grid_list", scn, "custom", | |
scn, "custom_index", rows=2, type='GRID') | |
row = layout.row() | |
row.operator(CUSTOM_OT_addBlendMaterials.bl_idname, icon="NODE_MATERIAL") | |
row = layout.row() | |
col = row.column(align=True) | |
row = col.row(align=True) | |
row.operator(CUSTOM_OT_printItems.bl_idname, icon="LINENUMBERS_ON") | |
row = col.row(align=True) | |
row.operator(CUSTOM_OT_clearList.bl_idname, icon="X") | |
# ------------------------------------------------------------------- | |
# Collection | |
# ------------------------------------------------------------------- | |
class CUSTOM_PG_materialCollection(PropertyGroup): | |
#name: StringProperty() -> Instantiated by default | |
material: PointerProperty( | |
name="Material", | |
type=bpy.types.Material) | |
# ------------------------------------------------------------------- | |
# Register & Unregister | |
# ------------------------------------------------------------------- | |
classes = ( | |
CUSTOM_OT_actions, | |
CUSTOM_OT_addBlendMaterials, | |
CUSTOM_OT_printItems, | |
CUSTOM_OT_clearList, | |
CUSTOM_UL_items, | |
CUSTOM_PT_materialList, | |
CUSTOM_PG_materialCollection | |
) | |
def register(): | |
from bpy.utils import register_class | |
for cls in classes: | |
register_class(cls) | |
# Custom scene properties | |
bpy.types.Scene.custom = CollectionProperty(type=CUSTOM_PG_materialCollection) | |
bpy.types.Scene.custom_index = IntProperty() | |
def unregister(): | |
from bpy.utils import unregister_class | |
for cls in reversed(classes): | |
unregister_class(cls) | |
del bpy.types.Scene.custom | |
del bpy.types.Scene.custom_index | |
if __name__ == "__main__": | |
register() |
Hi @DB3D,
I guess that's not really a python thing you can control at the moment. Have a look at the Shape Keys list to see what's possible to implement. There is a Bool Property to set the actual state for each item and you can select multiple shape key values at once to edit them simultaneously, which should possible for a custom list as well (by default).
Cheers,
Christian
Hello @p2or,
how can I update list according to selection (to view only the materials of selected object)? Without any "add or "remove" operators.
Thanks!
Hi @ikakupa,
that's actually pretty easy to do since this is the behavior of the regular material list. Right-click the list (Material Properties), choose 'Edit Source' and just copy-paste the draw method of the CYCLES_PT_context_material
class to your custom panel. Demo based on 'UI Panel Simple' template that comes with Blender:
import bpy
class HelloWorldPanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Hello World Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
is_sortable = len(ob.material_slots) > 1
rows = 1
if (is_sortable):
rows = 4
row = layout.row()
row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ADD', text="")
col.operator("object.material_slot_remove", icon='REMOVE', text="")
col.menu("MATERIAL_MT_context_menu", icon='DOWNARROW_HLT', text="")
if is_sortable:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
'''
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.operator("object.material_slot_assign", text="Assign")
row.operator("object.material_slot_select", text="Select")
row.operator("object.material_slot_deselect", text="Deselect")
'''
split = layout.split(factor=0.65)
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if slot:
row.prop(slot, "link", text="")
else:
row.label()
elif mat:
split.template_ID(space, "pin_id")
split.separator()
def register():
bpy.utils.register_class(HelloWorldPanel)
def unregister():
bpy.utils.unregister_class(HelloWorldPanel)
if __name__ == "__main__":
register()
Cheers,
Christian
Thank you for your answer. Sorry, I misspelled object/objectS in my last comment. I want to view materials (and edit their name) of multiple selected objects simultaneously. I tried to change 'UI Panel Simple' template to achieve this, sadly my py skills are not good enough.
Objects are selected:
https://pasteboard.co/JTVzC2Vs.jpg
Thanks,
Irakli
Hi @ikakupa,
aha, need to investigate, not sure. I don't think there is an easy way to get that due to the nature of the UI list. I suggest ask a question on https://blender.stackexchange.com/ or https://devtalk.blender.org/ if you need a solution rather quick.
Cheers,
Christian
Thank you Christian, I am going to give it a try and post it on Devtalk.
Hi @ikakupa,
is it possible to show only "non-greasepencil-materials" in the list?
I tried it with a simple "if material.is_grease_pencil: return" in the draw_item-function, but then I get empty slots in the list...
Thank you very much,
Sergej
Hi @squindt,
If you don't want to show grease pencil materials I wouldn't even add them to the PropertyGroup
:
class CUSTOM_OT_addBlendMaterials(Operator):
"""Add all materials of the current Blend-file to the UI list"""
bl_idname = "custom.add_bmaterials"
bl_label = "Add all available Materials"
bl_description = "Add all available materials to the UI list"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return len(bpy.data.materials)
def execute(self, context):
scn = context.scene
materials = [m for m in bpy.data.materials if not m.is_grease_pencil]
for mat in materials:
if not context.scene.custom.get(mat.name):
item = scn.custom.add()
...
Cheers,
Christian
Sorry @p2or,
I forgot to mention, that I am trying to populate the list without an operator but automatically by referencing "bpy.data" as the "dataptr" and "materials" as propname arguments in the template_list-function. That way every new material which is created is automatically in the custom list, but unfortunately also the grease pencil materials. Is there a possibility to prevent this?
Thank you very much for the fast response! :)
Sergej
Hi @squindt,
see e.g. How to populate UIList with all material slot in scene? @batFINGER's code displays all materials used the scene (even using pointers), simple and clean IMHO.
Cheers, Christian
Hi @p2or,
thank you very much! That is exactly what I need!
I saw this example of @batFINGER before, but didn't consider it as a solution for my problem because in his demo-GIF he pushed a button to repopulate the list after he created new materials. Now I tried it myself and the materials got added automatically, but I don't understand why :D
hello @p2or
is it possible to have multiples selected slots at the same time with this GUI ?