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
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class
bpy.types.Panel(bpy_struct)¶ Panel containing UI elements
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bl_category¶ Type: string, default “”, (never None)
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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)
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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)
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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)
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bl_options¶ Options for this panel type
DEFAULT_CLOSEDDefault Closed, Defines if the panel has to be open or collapsed at the time of its creation.HIDE_HEADERHide 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’}
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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’
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bl_space_type¶ The space where the panel is going to be used in
EMPTYEmpty.VIEW_3D3D View, 3D viewport.TIMELINETimeline, Timeline and playback controls.GRAPH_EDITORGraph Editor, Edit drivers and keyframe interpolation.DOPESHEET_EDITORDope Sheet, Adjust timing of keyframes.NLA_EDITORNLA Editor, Combine and layer Actions.IMAGE_EDITORUV/Image Editor, View and edit images and UV Maps.SEQUENCE_EDITORVideo Sequence Editor, Video editing tools.CLIP_EDITORMovie Clip Editor, Motion tracking tools.TEXT_EDITORText Editor, Edit scripts and in-file documentation.NODE_EDITORNode Editor, Editor for node-based shading and compositing tools.LOGIC_EDITORLogic Editor, Game logic editing.PROPERTIESProperties, Edit properties of active object and related data-blocks.OUTLINEROutliner, Overview of scene graph and all available data-blocks.USER_PREFERENCESUser Preferences, Edit persistent configuration settings.INFOInfo, Main menu bar and list of error messages (drag down to expand and display).FILE_BROWSERFile Browser, Browse for files and assets.CONSOLEPython 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’, ‘SEQUENCE_EDITOR’, ‘CLIP_EDITOR’, ‘TEXT_EDITOR’, ‘NODE_EDITOR’, ‘LOGIC_EDITOR’, ‘PROPERTIES’, ‘OUTLINER’, ‘USER_PREFERENCES’, ‘INFO’, ‘FILE_BROWSER’, ‘CONSOLE’], default ‘EMPTY’
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bl_translation_context¶ Type: string, default “*”, (never None)
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text¶ XXX todo
Type: string, default “”, (never None)
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use_pin¶ Type: boolean, default False
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classmethod
poll(context)¶ If this method returns a non-null output, then the panel can be drawn
Return type: boolean
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draw(context)¶ Draw UI elements into the panel UI layout
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draw_header(context)¶ Draw UI elements into the panel’s header UI layout
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Inherited Properties
Inherited Functions