03806d0b67
This commit implements described in the #104573. The goal is to fix the confusion of the submodule hashes change, which are not ideal for any of the supported git-module configuration (they are either always visible causing confusion, or silently staged and committed, also causing confusion). This commit replaces submodules with a checkout of addons and addons_contrib, covered by the .gitignore, and locale and developer tools are moved to the main repository. This also changes the paths: - /release/scripts are moved to the /scripts - /source/tools are moved to the /tools - /release/datafiles/locale is moved to /locale This is done to avoid conflicts when using bisect, and also allow buildbot to automatically "recover" wgen building older or newer branches/patches. Running `make update` will initialize the local checkout to the changed repository configuration. Another aspect of the change is that the make update will support Github style of remote organization (origin remote pointing to thy fork, upstream remote pointing to the upstream blender/blender.git). Pull Request #104755
259 lines
7.4 KiB
Python
259 lines
7.4 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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"""
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This module (in particular the draw_ui_list function) lets you draw the commonly
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used UIList layout, seen all over Blender.
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This includes the list itself, and a column of buttons to the right of it, which
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contains buttons to add, remove, and move entries up or down, as well as a
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drop-down menu.
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You can get an example of how to use this via the Blender Text Editor->
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Templates->Ui List Generic.
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"""
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import bpy
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from bpy.types import Operator
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from bpy.props import (
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EnumProperty,
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StringProperty,
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)
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__all__ = (
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"draw_ui_list",
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)
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def draw_ui_list(
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layout,
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context,
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class_name="UI_UL_list",
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*,
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unique_id="",
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list_path,
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active_index_path,
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insertion_operators=True,
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move_operators=True,
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menu_class_name="",
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**kwargs,
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):
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"""
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Draw a UIList with Add/Remove/Move buttons and a menu.
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:arg layout: UILayout to draw the list in.
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:type layout: :class:`UILayout`
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:arg context: Blender context to get the list data from.
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:type context: :class:`Context`
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:arg class_name: Name of the UIList class to draw. The default is the UIList class that ships with Blender.
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:type class_name: str
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:arg unique_id: Optional identifier, in case wanting to draw multiple unique copies of a list.
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:type unique_id: str
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:arg list_path: Data path of the list relative to context, eg. "object.vertex_groups".
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:type list_path: str
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:arg active_index_path: Data path of the list active index integer relative to context,
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eg. "object.vertex_groups.active_index".
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:type active_index_path: str
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:arg insertion_operators: Whether to draw Add/Remove buttons.
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:type insertion_operators: bool
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:arg move_operators: Whether to draw Move Up/Down buttons.
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:type move_operators: str
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:arg menu_class_name: Identifier of a Menu that should be drawn as a drop-down.
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:type menu_class_name: str
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:returns: The right side column.
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:rtype: :class:`UILayout`.
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Additional keyword arguments are passed to :class:`UIList.template_list`.
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"""
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row = layout.row()
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list_owner_path, list_prop_name = list_path.rsplit('.', 1)
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list_owner = _get_context_attr(context, list_owner_path)
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index_owner_path, index_prop_name = active_index_path.rsplit('.', 1)
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index_owner = _get_context_attr(context, index_owner_path)
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list_to_draw = _get_context_attr(context, list_path)
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row.template_list(
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class_name,
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unique_id,
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list_owner, list_prop_name,
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index_owner, index_prop_name,
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rows=4 if list_to_draw else 1,
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**kwargs
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)
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col = row.column()
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if insertion_operators:
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_draw_add_remove_buttons(
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layout=col,
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list_path=list_path,
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active_index_path=active_index_path,
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list_length=len(list_to_draw)
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)
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layout.separator()
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if menu_class_name:
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col.menu(menu_class_name, icon='DOWNARROW_HLT', text="")
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col.separator()
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if move_operators and list_to_draw:
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_draw_move_buttons(
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layout=col,
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list_path=list_path,
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active_index_path=active_index_path,
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list_length=len(list_to_draw)
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)
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# Return the right-side column.
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return col
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def _draw_add_remove_buttons(
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*,
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layout,
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list_path,
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active_index_path,
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list_length,
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):
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"""Draw the +/- buttons to add and remove list entries."""
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add_op = layout.operator(UILIST_OT_entry_add.bl_idname, text="", icon='ADD')
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add_op.list_path = list_path
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add_op.active_index_path = active_index_path
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row = layout.row()
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row.enabled = list_length > 0
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remove_op = row.operator(UILIST_OT_entry_remove.bl_idname, text="", icon='REMOVE')
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remove_op.list_path = list_path
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remove_op.active_index_path = active_index_path
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def _draw_move_buttons(
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*,
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layout,
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list_path,
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active_index_path,
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list_length,
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):
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"""Draw the up/down arrows to move elements in the list."""
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col = layout.column()
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col.enabled = list_length > 1
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move_up_op = layout.operator(UILIST_OT_entry_move.bl_idname, text="", icon='TRIA_UP')
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move_up_op.direction = 'UP'
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move_up_op.list_path = list_path
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move_up_op.active_index_path = active_index_path
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move_down_op = layout.operator(UILIST_OT_entry_move.bl_idname, text="", icon='TRIA_DOWN')
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move_down_op.direction = 'DOWN'
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move_down_op.list_path = list_path
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move_down_op.active_index_path = active_index_path
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def _get_context_attr(context, data_path):
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"""Return the value of a context member based on its data path."""
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return context.path_resolve(data_path)
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def _set_context_attr(context, data_path, value) -> None:
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"""Set the value of a context member based on its data path."""
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owner_path, attr_name = data_path.rsplit('.', 1)
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owner = context.path_resolve(owner_path)
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setattr(owner, attr_name, value)
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class GenericUIListOperator:
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"""Mix-in class containing functionality shared by operators
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that deal with managing Blender list entries."""
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bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
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list_path: StringProperty()
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active_index_path: StringProperty()
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def get_list(self, context) -> str:
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return _get_context_attr(context, self.list_path)
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def get_active_index(self, context) -> str:
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return _get_context_attr(context, self.active_index_path)
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def set_active_index(self, context, index):
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_set_context_attr(context, self.active_index_path, index)
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class UILIST_OT_entry_remove(GenericUIListOperator, Operator):
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"""Remove the selected entry from the list"""
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bl_idname = "uilist.entry_remove"
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bl_label = "Remove Selected Entry"
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def execute(self, context):
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my_list = self.get_list(context)
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active_index = self.get_active_index(context)
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my_list.remove(active_index)
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to_index = min(active_index, len(my_list) - 1)
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self.set_active_index(context, to_index)
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return {'FINISHED'}
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class UILIST_OT_entry_add(GenericUIListOperator, Operator):
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"""Add an entry to the list after the current active item"""
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bl_idname = "uilist.entry_add"
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bl_label = "Add Entry"
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def execute(self, context):
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my_list = self.get_list(context)
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active_index = self.get_active_index(context)
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to_index = min(len(my_list), active_index + 1)
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my_list.add()
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my_list.move(len(my_list) - 1, to_index)
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self.set_active_index(context, to_index)
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return {'FINISHED'}
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class UILIST_OT_entry_move(GenericUIListOperator, Operator):
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"""Move an entry in the list up or down"""
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bl_idname = "uilist.entry_move"
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bl_label = "Move Entry"
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direction: EnumProperty(
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name="Direction",
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items=(('UP', 'UP', 'UP'),
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('DOWN', 'DOWN', 'DOWN')),
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default='UP'
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)
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def execute(self, context):
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my_list = self.get_list(context)
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active_index = self.get_active_index(context)
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delta = {
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"DOWN": 1,
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"UP": -1,
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}[self.direction]
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to_index = (active_index + delta) % len(my_list)
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my_list.move(active_index, to_index)
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self.set_active_index(context, to_index)
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return {'FINISHED'}
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# Registration.
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classes = (
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UILIST_OT_entry_remove,
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UILIST_OT_entry_add,
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UILIST_OT_entry_move,
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)
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register, unregister = bpy.utils.register_classes_factory(classes)
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