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@p2or
Last active September 23, 2024 15:48
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Basic-UI-Template (Blender 3+) for https://blender.stackexchange.com/a/57332 #Blender
# ##### 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": "Add-on Template",
"description": "A demo that adds a custom panel to the 'Tool Shelf' of the '3d View'",
"author": "p2or",
"version": (0, 4),
"blender": (3, 0, 0),
"location": "3D View > Tools",
"warning": "", # used for warning icon and text in addons panel
"doc_url": "https://blender.stackexchange.com/a/57332",
"tracker_url": "https://gist.github.com/p2or/2947b1aa89141caae182526a8fc2bc5a",
"support": "COMMUNITY",
"category": "Development"
}
import bpy
from bpy.props import (StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
PointerProperty,
)
from bpy.types import (Panel,
Menu,
Operator,
PropertyGroup,
)
# ------------------------------------------------------------------------
# Scene Properties
# ------------------------------------------------------------------------
class MY_PG_SceneProperties(PropertyGroup):
my_bool: BoolProperty(
name="Bool",
description="Bool property",
default = False
)
my_int: IntProperty(
name = "Int",
description="Integer property",
default = 23,
min = 10,
max = 100
)
my_float: FloatProperty(
name = "Float",
description = "Float Property",
default = 23.7,
min = 0.01,
max = 30.0
)
my_float_vector: FloatVectorProperty(
name = "Float Vector",
description="Float Vector Property",
default=(0.0, 0.0, 0.0),
#subtype='COLOR',
min= 0.0, # float
max = 0.1
)
my_string: StringProperty(
name="String",
description="String Property",
default="",
maxlen=1024,
)
my_path: StringProperty(
name = "Directory",
description="Choose a Directory:",
default="",
maxlen=1024,
subtype='DIR_PATH' # FILE_PATH
)
my_enum: EnumProperty(
name="Enum",
description="Enum Property",
items=[ ('OP1', "Option 1", ""),
('OP2', "Option 2", ""),
]
)
# ------------------------------------------------------------------------
# Operators
# ------------------------------------------------------------------------
class WM_OT_HelloWorld(Operator):
bl_label = "Print Values to the Console"
bl_idname = "wm.hello_world"
# WindowManager namespace (wm.hello...) serves as example,
# You could also use a custom one like: my_category.hello_world
def execute(self, context):
scene = context.scene
mytool = scene.my_tool
# print the values to the console
print("Hello World")
print("bool state:", mytool.my_bool)
print("int value:", mytool.my_int)
print("float value:", mytool.my_float)
print("string value:", mytool.my_string)
print("enum selection:", mytool.my_enum)
return {'FINISHED'}
# ------------------------------------------------------------------------
# Menus
# ------------------------------------------------------------------------
class OBJECT_MT_CustomMenu(Menu):
bl_label = "Select"
bl_idname = "OBJECT_MT_custom_menu"
def draw(self, context):
layout = self.layout
# Built-in operators
layout.operator("object.select_all", text="Select/Deselect All").action = 'TOGGLE'
layout.operator("object.select_all", text="Inverse").action = 'INVERT'
layout.operator("object.select_random", text="Random")
# ------------------------------------------------------------------------
# Panel in Object Mode
# ------------------------------------------------------------------------
class OBJECT_PT_CustomPanel(Panel):
bl_label = "My Panel"
bl_idname = "OBJECT_PT_custom_panel"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Tools"
bl_context = "objectmode"
@classmethod
def poll(self,context):
return context.object is not None
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
mytool = scene.my_tool
layout.prop(mytool, "my_bool")
layout.prop(mytool, "my_enum", expand=True)
layout.prop(mytool, "my_int")
layout.prop(mytool, "my_float")
layout.prop(mytool, "my_float_vector")
layout.prop(mytool, "my_string")
layout.prop(mytool, "my_path")
layout.separator(factor=1.5)
layout.menu(OBJECT_MT_CustomMenu.bl_idname, text="Presets", icon="SCENE")
layout.operator("wm.hello_world")
layout.separator()
# ------------------------------------------------------------------------
# Registration
# ------------------------------------------------------------------------
classes = (
WM_OT_HelloWorld,
MY_PG_SceneProperties,
OBJECT_MT_CustomMenu,
OBJECT_PT_CustomPanel
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
bpy.types.Scene.my_tool = PointerProperty(type=MY_PG_SceneProperties)
def unregister():
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
del bpy.types.Scene.my_tool
if __name__ == "__main__":
register()
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