* Show asset path in a (read only) text button. Makes it possible to see the full path in the tooltip, brings support for copying the path and integrates better with the sourrounding layout. Previous label needed lots of space to show the full path without clipping. * Remove "Details" panel, it only contained one item (description). That is moved next to the name and asset path button. * Use property split layout for name source and description buttons. Now that there are multiple buttons, it's better to have a label for them. * Always show operators for asset previews, just gray them out if not applicable instead of hiding. Keeps the layout consistent and graying out is less confusing than hiding UI elements.
259 lines
8.0 KiB
Python
259 lines
8.0 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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# note, properties_animviz is a helper module only.
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# support reloading sub-modules
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if "bpy" in locals():
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from importlib import reload
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_modules_loaded[:] = [reload(val) for val in _modules_loaded]
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del reload
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_modules = [
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"properties_animviz",
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"properties_constraint",
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"properties_data_armature",
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"properties_data_bone",
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"properties_data_camera",
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"properties_data_curve",
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"properties_data_empty",
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"properties_data_gpencil",
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"properties_data_hair",
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"properties_data_light",
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"properties_data_lattice",
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"properties_data_mesh",
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"properties_data_metaball",
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"properties_data_modifier",
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"properties_data_pointcloud",
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"properties_data_shaderfx",
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"properties_data_lightprobe",
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"properties_data_speaker",
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"properties_data_volume",
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"properties_mask_common",
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"properties_material",
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"properties_material_gpencil",
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"properties_object",
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"properties_paint_common",
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"properties_grease_pencil_common",
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"properties_particle",
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"properties_physics_cloth",
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"properties_physics_common",
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"properties_physics_dynamicpaint",
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"properties_physics_field",
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"properties_physics_rigidbody",
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"properties_physics_rigidbody_constraint",
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"properties_physics_fluid",
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"properties_physics_softbody",
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"properties_render",
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"properties_output",
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"properties_view_layer",
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"properties_scene",
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"properties_texture",
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"properties_world",
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"properties_collection",
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# Generic Space Modules
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#
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# Depends on DNA_WORKSPACE_TOOL (C define).
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"space_toolsystem_common",
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"space_toolsystem_toolbar",
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"space_clip",
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"space_console",
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"space_dopesheet",
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"space_filebrowser",
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"space_graph",
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"space_image",
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"space_info",
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"space_nla",
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"space_node",
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"space_outliner",
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"space_properties",
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"space_sequencer",
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"space_spreadsheet",
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"space_statusbar",
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"space_text",
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"space_time",
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"space_topbar",
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"space_userpref",
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"space_view3d",
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"space_view3d_toolbar",
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# XXX, keep last so panels show after all other tool options.
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"properties_workspace",
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]
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import bpy
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if bpy.app.build_options.freestyle:
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_modules.append("properties_freestyle")
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__import__(name=__name__, fromlist=_modules)
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_namespace = globals()
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_modules_loaded = [_namespace[name] for name in _modules]
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del _namespace
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def register():
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from bpy.utils import register_class
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for mod in _modules_loaded:
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for cls in mod.classes:
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register_class(cls)
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space_filebrowser.register_props()
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from bpy.props import (
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EnumProperty,
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StringProperty,
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)
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from bpy.types import (
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WindowManager,
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)
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# space_userprefs.py
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def addon_filter_items(_self, _context):
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import addon_utils
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items = [
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('All', "All", "All Add-ons"),
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('User', "User", "All Add-ons Installed by User"),
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]
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items_unique = set()
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for mod in addon_utils.modules(refresh=False):
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info = addon_utils.module_bl_info(mod)
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items_unique.add(info["category"])
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items.extend([(cat, cat, "") for cat in sorted(items_unique)])
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return items
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WindowManager.addon_search = StringProperty(
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name="Search",
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description="Search within the selected filter",
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options={'TEXTEDIT_UPDATE'},
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)
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WindowManager.addon_filter = EnumProperty(
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items=addon_filter_items,
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name="Category",
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description="Filter add-ons by category",
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)
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WindowManager.addon_support = EnumProperty(
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items=[
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('OFFICIAL', "Official", "Officially supported"),
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('COMMUNITY', "Community", "Maintained by community developers"),
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('TESTING', "Testing", "Newly contributed scripts (excluded from release builds)")
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],
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name="Support",
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description="Display support level",
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default={'OFFICIAL', 'COMMUNITY'},
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options={'ENUM_FLAG'},
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)
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# done...
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def unregister():
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from bpy.utils import unregister_class
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for mod in reversed(_modules_loaded):
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for cls in reversed(mod.classes):
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if cls.is_registered:
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unregister_class(cls)
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# Define a default UIList, when a list does not need any custom drawing...
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# Keep in sync with its #defined name in UI_interface.h
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class UI_UL_list(bpy.types.UIList):
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# These are common filtering or ordering operations (same as the default C ones!).
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@staticmethod
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def filter_items_by_name(pattern, bitflag, items, propname="name", flags=None, reverse=False):
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"""
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Set FILTER_ITEM for items which name matches filter_name one (case-insensitive).
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pattern is the filtering pattern.
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propname is the name of the string property to use for filtering.
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flags must be a list of integers the same length as items, or None!
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return a list of flags (based on given flags if not None),
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or an empty list if no flags were given and no filtering has been done.
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"""
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import fnmatch
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if not pattern or not items: # Empty pattern or list = no filtering!
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return flags or []
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if flags is None:
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flags = [0] * len(items)
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# Implicitly add heading/trailing wildcards.
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pattern = "*" + pattern + "*"
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for i, item in enumerate(items):
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name = getattr(item, propname, None)
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# This is similar to a logical xor
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if bool(name and fnmatch.fnmatch(name, pattern)) is not bool(reverse):
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flags[i] |= bitflag
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return flags
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@staticmethod
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def sort_items_helper(sort_data, key, reverse=False):
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"""
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Common sorting utility. Returns a neworder list mapping org_idx -> new_idx.
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sort_data must be an (unordered) list of tuples [(org_idx, ...), (org_idx, ...), ...].
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key must be the same kind of callable you would use for sorted() builtin function.
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reverse will reverse the sorting!
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"""
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sort_data.sort(key=key, reverse=reverse)
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neworder = [None] * len(sort_data)
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for newidx, (orgidx, *_) in enumerate(sort_data):
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neworder[orgidx] = newidx
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return neworder
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@classmethod
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def sort_items_by_name(cls, items, propname="name"):
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"""
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Re-order items using their names (case-insensitive).
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propname is the name of the string property to use for sorting.
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return a list mapping org_idx -> new_idx,
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or an empty list if no sorting has been done.
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"""
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_sort = [(idx, getattr(it, propname, "")) for idx, it in enumerate(items)]
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return cls.sort_items_helper(_sort, lambda e: e[1].lower())
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bpy.utils.register_class(UI_UL_list)
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class UI_MT_list_item_context_menu(bpy.types.Menu):
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"""
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UI List item context menu definition. Scripts can append/prepend this to
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add own operators to the context menu. They must check context though, so
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their items only draw in a valid context and for the correct UI list.
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"""
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bl_label = "List Item"
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bl_idname = "UI_MT_list_item_context_menu"
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def draw(self, context):
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# Dummy function. This type is just for scripts to append their own
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# context menu items.
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pass
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bpy.utils.register_class(UI_MT_list_item_context_menu)
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