Panel(bpy_struct)¶
Basic Panel Example¶
This script is a simple panel which will draw into the object properties section.
Notice the ‘CATEGORY_PT_name’ Panel.bl_idname
, this is a naming
convention for panels.
Note
Panel subclasses must be registered for blender to use them.
import bpy
class HelloWorldPanel(bpy.types.Panel):
bl_idname = "OBJECT_PT_hello_world"
bl_label = "Hello World"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
self.layout.label(text="Hello World")
bpy.utils.register_class(HelloWorldPanel)
Simple Object Panel¶
This panel has a Panel.poll
and Panel.draw_header
function,
even though the contents is basic this closely resembles blenders panels.
import bpy
class ObjectSelectPanel(bpy.types.Panel):
bl_idname = "OBJECT_PT_select"
bl_label = "Select"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object is not None)
def draw_header(self, context):
layout = self.layout
obj = context.object
layout.prop(obj, "select", text="")
def draw(self, context):
layout = self.layout
obj = context.object
row = layout.row()
row.prop(obj, "hide_select")
row.prop(obj, "hide_render")
box = layout.box()
box.label("Selection Tools")
box.operator("object.select_all").action = 'TOGGLE'
row = box.row()
row.operator("object.select_all").action = 'INVERT'
row.operator("object.select_random")
bpy.utils.register_class(ObjectSelectPanel)
Mix-in Classes¶
A mix-in parent class can be used to share common properties and
Menu.poll
function.
import bpy
class View3DPanel:
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
@classmethod
def poll(cls, context):
return (context.object is not None)
class PanelOne(View3DPanel, bpy.types.Panel):
bl_idname = "VIEW3D_PT_test_1"
bl_label = "Panel One"
def draw(self, context):
self.layout.label("Small Class")
class PanelTwo(View3DPanel, bpy.types.Panel):
bl_idname = "VIEW3D_PT_test_2"
bl_label = "Panel Two"
def draw(self, context):
self.layout.label("Also Small Class")
bpy.utils.register_class(PanelOne)
bpy.utils.register_class(PanelTwo)
base class — bpy_struct
subclasses —
IMAGE_UV_sculpt
, IMAGE_UV_sculpt_curve
-
class
bpy.types.
Panel
(bpy_struct)¶ Panel containing UI elements
-
bl_category
¶ Type: string, default “”, (never None)
-
bl_context
¶ The context in which the panel belongs to. (TODO: explain the possible combinations bl_context/bl_region_type/bl_space_type)
Type: string, default “”, (never None)
-
bl_idname
¶ If this is set, the panel gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is “OBJECT_PT_hello”, and bl_idname is not set by the script, then bl_idname = “OBJECT_PT_hello”
Type: string, default “”, (never None)
-
bl_label
¶ The panel label, shows up in the panel header at the right of the triangle used to collapse the panel
Type: string, default “”, (never None)
-
bl_options
¶ Options for this panel type
DEFAULT_CLOSED
Default Closed, Defines if the panel has to be open or collapsed at the time of its creation.HIDE_HEADER
Hide Header, If set to False, the panel shows a header, which contains a clickable arrow to collapse the panel and the label (see bl_label).
Type: enum set in {‘DEFAULT_CLOSED’, ‘HIDE_HEADER’}, default {‘DEFAULT_CLOSED’}
-
bl_region_type
¶ The region where the panel is going to be used in
Type: enum in [‘WINDOW’, ‘HEADER’, ‘CHANNELS’, ‘TEMPORARY’, ‘UI’, ‘TOOLS’, ‘TOOL_PROPS’, ‘PREVIEW’], default ‘WINDOW’
-
bl_space_type
¶ The space where the panel is going to be used in
EMPTY
Empty.VIEW_3D
3D View, 3D viewport.TIMELINE
Timeline, Timeline and playback controls.GRAPH_EDITOR
Graph Editor, Edit drivers and keyframe interpolation.DOPESHEET_EDITOR
Dope Sheet, Adjust timing of keyframes.NLA_EDITOR
NLA Editor, Combine and layer Actions.IMAGE_EDITOR
UV/Image Editor, View and edit images and UV Maps.CLIP_EDITOR
Movie Clip Editor, Motion tracking tools.SEQUENCE_EDITOR
Video Sequence Editor, Video editing tools.NODE_EDITOR
Node Editor, Editor for node-based shading and compositing tools.TEXT_EDITOR
Text Editor, Edit scripts and in-file documentation.LOGIC_EDITOR
Logic Editor, Game logic editing.PROPERTIES
Properties, Edit properties of active object and related data-blocks.OUTLINER
Outliner, Overview of scene graph and all available data-blocks.USER_PREFERENCES
User Preferences, Edit persistent configuration settings.INFO
Info, Main menu bar and list of error messages (drag down to expand and display).FILE_BROWSER
File Browser, Browse for files and assets.CONSOLE
Python Console, Interactive programmatic console for advanced editing and script development.
Type: enum in [‘EMPTY’, ‘VIEW_3D’, ‘TIMELINE’, ‘GRAPH_EDITOR’, ‘DOPESHEET_EDITOR’, ‘NLA_EDITOR’, ‘IMAGE_EDITOR’, ‘CLIP_EDITOR’, ‘SEQUENCE_EDITOR’, ‘NODE_EDITOR’, ‘TEXT_EDITOR’, ‘LOGIC_EDITOR’, ‘PROPERTIES’, ‘OUTLINER’, ‘USER_PREFERENCES’, ‘INFO’, ‘FILE_BROWSER’, ‘CONSOLE’], default ‘EMPTY’
-
bl_translation_context
¶ Type: string, default “*”, (never None)
-
text
¶ XXX todo
Type: string, default “”, (never None)
-
use_pin
¶ Type: boolean, default False
-
classmethod
poll
(context)¶ If this method returns a non-null output, then the panel can be drawn
Return type: boolean
-
draw
(context)¶ Draw UI elements into the panel UI layout
-
draw_header
(context)¶ Draw UI elements into the panel’s header UI layout
-
Inherited Properties
Inherited Functions