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blender-archive/release/scripts/startup/bl_ui/__init__.py
Luna Rood 8a799b00f8 Fix T100423: Addon's custom context menu entries get overridden by other addons
This introduces a new `UI_MT_button_context_menu` class which is
registered at startup. Addons can append/prepend draw functions to this
class, in order to add their custom context menu entries.

The new class replaces the old `WM_MT_button_context` class, thus
requiring a small change in addons using this feature. This is done
because addons were previously required to register the class
themselves, which caused addons to override each other's context menu
entries.

Now the class registration is handled by Blender, and addons need only
append their draw functions. The new class name ensures that addons
using the old method don't override menu entries made using the new
class.

Menu entries added with the legacy `WM_MT_button_context` class are
still drawn for backwards compatibility, but this class must not be used
going forward, as any addon using it still runs the risk of having its
menu entries overridden, and support for the legacy class is subject to
removal in a future version.

Reviewed By: campbellbarton

Maniphest Tasks: T100423

Differential Revision: https://developer.blender.org/D15702
2022-08-18 14:46:30 +02:00

262 lines
8.0 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
# note, properties_animviz is a helper module only.
# support reloading sub-modules
if "bpy" in locals():
from importlib import reload
_modules_loaded[:] = [reload(val) for val in _modules_loaded]
del reload
_modules = [
"properties_animviz",
"properties_constraint",
"properties_data_armature",
"properties_data_bone",
"properties_data_camera",
"properties_data_curve",
"properties_data_curves",
"properties_data_empty",
"properties_data_gpencil",
"properties_data_light",
"properties_data_lattice",
"properties_data_mesh",
"properties_data_metaball",
"properties_data_modifier",
"properties_data_pointcloud",
"properties_data_shaderfx",
"properties_data_lightprobe",
"properties_data_speaker",
"properties_data_volume",
"properties_mask_common",
"properties_material",
"properties_material_gpencil",
"properties_object",
"properties_paint_common",
"properties_grease_pencil_common",
"properties_particle",
"properties_physics_cloth",
"properties_physics_common",
"properties_physics_dynamicpaint",
"properties_physics_field",
"properties_physics_rigidbody",
"properties_physics_rigidbody_constraint",
"properties_physics_fluid",
"properties_physics_softbody",
"properties_render",
"properties_output",
"properties_view_layer",
"properties_scene",
"properties_texture",
"properties_world",
"properties_collection",
# Generic Space Modules
#
# Depends on DNA_WORKSPACE_TOOL (C define).
"space_toolsystem_common",
"space_toolsystem_toolbar",
"space_clip",
"space_console",
"space_dopesheet",
"space_filebrowser",
"space_graph",
"space_image",
"space_info",
"space_nla",
"space_node",
"space_outliner",
"space_properties",
"space_sequencer",
"space_spreadsheet",
"space_statusbar",
"space_text",
"space_time",
"space_topbar",
"space_userpref",
"space_view3d",
"space_view3d_toolbar",
# XXX, keep last so panels show after all other tool options.
"properties_workspace",
]
import bpy
if bpy.app.build_options.freestyle:
_modules.append("properties_freestyle")
__import__(name=__name__, fromlist=_modules)
_namespace = globals()
_modules_loaded = [_namespace[name] for name in _modules]
del _namespace
def register():
from bpy.utils import register_class
for mod in _modules_loaded:
for cls in mod.classes:
register_class(cls)
space_filebrowser.register_props()
from bpy.props import (
EnumProperty,
StringProperty,
)
from bpy.types import (
WindowManager,
)
# space_userprefs.py
def addon_filter_items(_self, _context):
import addon_utils
items = [
('All', "All", "All Add-ons"),
('User', "User", "All Add-ons Installed by User"),
]
items_unique = set()
for mod in addon_utils.modules(refresh=False):
info = addon_utils.module_bl_info(mod)
items_unique.add(info["category"])
items.extend([(cat, cat, "") for cat in sorted(items_unique)])
return items
WindowManager.addon_search = StringProperty(
name="Filter",
description="Filter by add-on name, author & category",
options={'TEXTEDIT_UPDATE'},
)
WindowManager.addon_filter = EnumProperty(
items=addon_filter_items,
name="Category",
description="Filter add-ons by category",
)
WindowManager.addon_support = EnumProperty(
items=[
('OFFICIAL', "Official", "Officially supported"),
('COMMUNITY', "Community", "Maintained by community developers"),
('TESTING', "Testing", "Newly contributed scripts (excluded from release builds)")
],
name="Support",
description="Display support level",
default={'OFFICIAL', 'COMMUNITY'},
options={'ENUM_FLAG'},
)
# done...
def unregister():
from bpy.utils import unregister_class
for mod in reversed(_modules_loaded):
for cls in reversed(mod.classes):
if cls.is_registered:
unregister_class(cls)
# Define a default UIList, when a list does not need any custom drawing...
# Keep in sync with its #defined name in UI_interface.h
class UI_UL_list(bpy.types.UIList):
# These are common filtering or ordering operations (same as the default C ones!).
@staticmethod
def filter_items_by_name(pattern, bitflag, items, propname="name", flags=None, reverse=False):
"""
Set FILTER_ITEM for items which name matches filter_name one (case-insensitive).
pattern is the filtering pattern.
propname is the name of the string property to use for filtering.
flags must be a list of integers the same length as items, or None!
return a list of flags (based on given flags if not None),
or an empty list if no flags were given and no filtering has been done.
"""
import fnmatch
if not pattern or not items: # Empty pattern or list = no filtering!
return flags or []
if flags is None:
flags = [0] * len(items)
# Implicitly add heading/trailing wildcards.
pattern = "*" + pattern + "*"
for i, item in enumerate(items):
name = getattr(item, propname, None)
# This is similar to a logical xor
if bool(name and fnmatch.fnmatch(name, pattern)) is not bool(reverse):
flags[i] |= bitflag
return flags
@staticmethod
def sort_items_helper(sort_data, key, reverse=False):
"""
Common sorting utility. Returns a neworder list mapping org_idx -> new_idx.
sort_data must be an (unordered) list of tuples [(org_idx, ...), (org_idx, ...), ...].
key must be the same kind of callable you would use for sorted() builtin function.
reverse will reverse the sorting!
"""
sort_data.sort(key=key, reverse=reverse)
neworder = [None] * len(sort_data)
for newidx, (orgidx, *_) in enumerate(sort_data):
neworder[orgidx] = newidx
return neworder
@classmethod
def sort_items_by_name(cls, items, propname="name"):
"""
Re-order items using their names (case-insensitive).
propname is the name of the string property to use for sorting.
return a list mapping org_idx -> new_idx,
or an empty list if no sorting has been done.
"""
_sort = [(idx, getattr(it, propname, "")) for idx, it in enumerate(items)]
return cls.sort_items_helper(_sort, lambda e: e[1].lower())
bpy.utils.register_class(UI_UL_list)
class UI_MT_list_item_context_menu(bpy.types.Menu):
"""
UI List item context menu definition. Scripts can append/prepend this to
add own operators to the context menu. They must check context though, so
their items only draw in a valid context and for the correct UI list.
"""
bl_label = "List Item"
bl_idname = "UI_MT_list_item_context_menu"
def draw(self, context):
# Dummy function. This type is just for scripts to append their own
# context menu items.
pass
bpy.utils.register_class(UI_MT_list_item_context_menu)
class UI_MT_button_context_menu(bpy.types.Menu):
"""
UI button context menu definition. Scripts can append/prepend this to
add own operators to the context menu. They must check context though, so
their items only draw in a valid context and for the correct buttons.
"""
bl_label = "List Item"
bl_idname = "UI_MT_button_context_menu"
def draw(self, context):
# Draw menu entries created with the legacy `WM_MT_button_context` class.
# This is deprecated, and support will be removed in a future release.
if hasattr(bpy.types, "WM_MT_button_context"):
self.layout.menu_contents("WM_MT_button_context")
bpy.utils.register_class(UI_MT_button_context_menu)