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Basic-UI-Template for Blender 2.7+ #Blender #BSE
# -> For a Blender 2.8+ version, go to https://gist.github.com/p2or/2947b1aa89141caae182526a8fc2bc5a
# https://blender.stackexchange.com/q/57306/3710, https://blender.stackexchange.com/q/79779/3710
# ##### 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": "",
"author": "",
"version": (0, 0, 2),
"blender": (2, 70, 0),
"location": "3D View > Tools",
"warning": "", # used for warning icon and text in addons panel
"wiki_url": "",
"tracker_url": "",
"category": "Development"
}
import bpy
from bpy.props import (StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
EnumProperty,
PointerProperty,
)
from bpy.types import (Panel,
Operator,
PropertyGroup,
)
# ------------------------------------------------------------------------
# Scene Properties
# ------------------------------------------------------------------------
class MySettings(PropertyGroup):
my_bool = BoolProperty(
name="Enable or Disable",
description="A bool property",
default = False
)
my_int = IntProperty(
name = "Int Value",
description="A integer property",
default = 23,
min = 10,
max = 100
)
my_float = FloatProperty(
name = "Float Value",
description = "A float property",
default = 23.7,
min = 0.01,
max = 30.0
)
my_string = StringProperty(
name="User Input",
description=":",
default="",
maxlen=1024,
)
my_enum = EnumProperty(
name="Dropdown:",
description="Apply Data to attribute.",
items=[ ('OP1', "Option 1", ""),
('OP2', "Option 2", ""),
('OP3', "Option 3", ""),
]
)
# ------------------------------------------------------------------------
# Operators
# ------------------------------------------------------------------------
class WM_OT_HelloWorld(bpy.types.Operator):
bl_label = "Print Values Operator"
bl_idname = "wm.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 state:", mytool.my_enum)
return {'FINISHED'}
# ------------------------------------------------------------------------
# Menus
# ------------------------------------------------------------------------
class OBJECT_MT_CustomMenu(bpy.types.Menu):
bl_label = "Select"
bl_idname = "OBJECT_MT_custom_menu"
def draw(self, context):
layout = self.layout
# Built-in example 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 = "TOOLS"
bl_category = "Tools"
bl_context = "objectmode"
@classmethod
def poll(self,context):
return context.object is not None
def draw(self, context):
layout = self.layout
scene = context.scene
mytool = scene.my_tool
layout.prop(mytool, "my_bool")
layout.prop(mytool, "my_enum", text="")
layout.prop(mytool, "my_int")
layout.prop(mytool, "my_float")
layout.prop(mytool, "my_string")
layout.operator("wm.hello_world")
layout.menu(OBJECT_MT_CustomMenu.bl_idname, text="Presets", icon="SCENE")
layout.separator()
# ------------------------------------------------------------------------
# Registration
# ------------------------------------------------------------------------
def register():
bpy.utils.register_module(__name__)
bpy.types.Scene.my_tool = PointerProperty(type=MySettings)
def unregister():
bpy.utils.unregister_module(__name__)
del bpy.types.Scene.my_tool
if __name__ == "__main__":
register()
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