blender/scripts/templates_py/ui_list.py

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import bpy
class MESH_UL_mylist(bpy.types.UIList):
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# 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",
# )
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# 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.
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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pass
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# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type == 'GRID':
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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). The upper 16 bits (including self.bitflag_filter_item) are
# reseverd for internal use, the lower 16 bits are free for custom use. Here we use the first bit to mark
# VGROUP_EMPTY.
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# * 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