Menu(bpy_struct)#
Basic Menu Example#
Here is an example of a simple menu. Menus differ from panels in that they must reference from a header, panel or another menu.
Notice the ‘CATEGORY_MT_name’ in Menu.bl_idname
, this is a naming
convention for menus.
Note
Menu subclasses must be registered before referencing them from blender.
Note
Menus have their Layout.operator_context
initialized as
‘EXEC_REGION_WIN’ rather than ‘INVOKE_DEFAULT’ (see Execution Context).
If the operator context needs to initialize inputs from the
Operator.invoke
function, then this needs to be explicitly set.
import bpy
class BasicMenu(bpy.types.Menu):
bl_idname = "OBJECT_MT_select_test"
bl_label = "Select"
def draw(self, context):
layout = self.layout
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")
bpy.utils.register_class(BasicMenu)
# test call to display immediately.
bpy.ops.wm.call_menu(name="OBJECT_MT_select_test")
Submenus#
This menu demonstrates some different functions.
import bpy
class SubMenu(bpy.types.Menu):
bl_idname = "OBJECT_MT_select_submenu"
bl_label = "Select"
def draw(self, context):
layout = self.layout
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")
# access this operator as a submenu
layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type...")
layout.separator()
# expand each operator option into this menu
layout.operator_enum("object.light_add", "type")
layout.separator()
# use existing memu
layout.menu("VIEW3D_MT_transform")
bpy.utils.register_class(SubMenu)
# test call to display immediately.
bpy.ops.wm.call_menu(name="OBJECT_MT_select_submenu")
Extending Menus#
When creating menus for add-ons you can’t reference menus in Blender’s default scripts. Instead, the add-on can add menu items to existing menus.
The function menu_draw acts like Menu.draw
.
import bpy
def menu_draw(self, context):
self.layout.operator("wm.save_homefile")
bpy.types.TOPBAR_MT_file.append(menu_draw)
Preset Menus#
Preset menus are simply a convention that uses a menu sub-class to perform the common task of managing presets.
This example shows how you can add a preset menu.
This example uses the object display options, however you can use properties defined by your own scripts too.
import bpy
from bpy.types import Operator, Menu
from bl_operators.presets import AddPresetBase
class OBJECT_MT_display_presets(Menu):
bl_label = "Object Display Presets"
preset_subdir = "object/display"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class AddPresetObjectDisplay(AddPresetBase, Operator):
'''Add a Object Display Preset'''
bl_idname = "camera.object_display_preset_add"
bl_label = "Add Object Display Preset"
preset_menu = "OBJECT_MT_display_presets"
# variable used for all preset values
preset_defines = [
"obj = bpy.context.object"
]
# properties to store in the preset
preset_values = [
"obj.display_type",
"obj.show_bounds",
"obj.display_bounds_type",
"obj.show_name",
"obj.show_axis",
"obj.show_wire",
]
# where to store the preset
preset_subdir = "object/display"
# Display into an existing panel
def panel_func(self, context):
layout = self.layout
row = layout.row(align=True)
row.menu(OBJECT_MT_display_presets.__name__, text=OBJECT_MT_display_presets.bl_label)
row.operator(AddPresetObjectDisplay.bl_idname, text="", icon='ZOOM_IN')
row.operator(AddPresetObjectDisplay.bl_idname, text="", icon='ZOOM_OUT').remove_active = True
classes = (
OBJECT_MT_display_presets,
AddPresetObjectDisplay,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.OBJECT_PT_display.prepend(panel_func)
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
bpy.types.OBJECT_PT_display.remove(panel_func)
if __name__ == "__main__":
register()
Extending the Button Context Menu#
This example enables you to insert your own menu entry into the common right click menu that you get while hovering over a UI button (e.g. operator, value field, color, string, etc.)
To make the example work, you have to first select an object then right click on an user interface element (maybe a color in the material properties) and choose Execute Custom Action.
Executing the operator will then print all values.
import bpy
def dump(obj, text):
for attr in dir(obj):
print("%r.%s = %s" % (obj, attr, getattr(obj, attr)))
class WM_OT_button_context_test(bpy.types.Operator):
"""Right click entry test"""
bl_idname = "wm.button_context_test"
bl_label = "Run Context Test"
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
value = getattr(context, "button_pointer", None)
if value is not None:
dump(value, "button_pointer")
value = getattr(context, "button_prop", None)
if value is not None:
dump(value, "button_prop")
value = getattr(context, "button_operator", None)
if value is not None:
dump(value, "button_operator")
return {'FINISHED'}
def draw_menu(self, context):
layout = self.layout
layout.separator()
layout.operator(WM_OT_button_context_test.bl_idname)
def register():
bpy.utils.register_class(WM_OT_button_context_test)
bpy.types.UI_MT_button_context_menu.append(draw_menu)
def unregister():
bpy.types.UI_MT_button_context_menu.remove(draw_menu)
bpy.utils.unregister_class(WM_OT_button_context_test)
if __name__ == "__main__":
register()
base class — bpy_struct
- class bpy.types.Menu(bpy_struct)#
Editor menu containing buttons
- bl_description#
- Type:
string, default “”
- bl_idname#
If this is set, the menu gets a custom ID, otherwise it takes the name of the class used to define the menu (for example, if the class name is “OBJECT_MT_hello”, and bl_idname is not set by the script, then bl_idname = “OBJECT_MT_hello”)
- Type:
string, default “”, (never None)
- bl_label#
The menu label
- Type:
string, default “”, (never None)
- bl_options#
Options for this menu type
SEARCH_ON_KEY_PRESS
Search on Key Press – Open a menu search when a key pressed while the menu is open.
- Type:
enum set in {‘SEARCH_ON_KEY_PRESS’}, default {‘SEARCH_ON_KEY_PRESS’}
- bl_owner_id#
- Type:
string, default “”, (never None)
- bl_translation_context#
- Type:
string, default “*”, (never None)
- classmethod poll(context)#
If this method returns a non-null output, then the menu can be drawn
- Return type:
boolean
- draw(context)#
Draw UI elements into the menu UI layout
- draw_preset(_context)#
Define these on the subclass: - preset_operator (string) - preset_subdir (string)
Optionally: - preset_add_operator (string) - preset_extensions (set of strings) - preset_operator_defaults (dict of keyword args)
- path_menu(searchpaths, operator, *, props_default=None, prop_filepath='filepath', filter_ext=None, filter_path=None, display_name=None, add_operator=None)#
Populate a menu from a list of paths.
- Parameters:
searchpaths (sequence of strings.) – Paths to scan.
operator (string) – The operator id to use with each file.
prop_filepath (string) – Optional operator filepath property (defaults to “filepath”).
props_default (dict) – Properties to assign to each operator.
filter_ext (Callable that takes a string and returns a bool.) –
Optional callback that takes the file extensions.
Returning false excludes the file from the list.
display_name (Callable that takes a string and returns a string.) – Optional callback that takes the full path, returns the name to display.
- classmethod bl_rna_get_subclass(id, default=None)#
- Parameters:
id (string) – The RNA type identifier.
- Returns:
The RNA type or default when not found.
- Return type:
bpy.types.Struct
subclass
- classmethod bl_rna_get_subclass_py(id, default=None)#
- Parameters:
id (string) – The RNA type identifier.
- Returns:
The class or default when not found.
- Return type:
type
Inherited Properties
Inherited Functions