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.lamp_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 addons you can’t reference menus in Blender’s default scripts. Instead, the addon 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.INFO_MT_file.append(menu_draw)
base class — bpy_struct
subclasses —
GPENCIL_PIE_settings_palette
, GPENCIL_PIE_tool_palette
, GPENCIL_PIE_tools_more
-
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_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_extensions (set of strings) - preset_operator_defaults (dict of keyword args)
-
path_menu
(searchpaths, operator, props_default=None, filter_ext=None)¶
-
Inherited Properties
Inherited Functions