Fixed the UI to be much better
- ui for materials is now a list with no duplicates - auto detects that materials have changed and prompts the user to reload - due to context limitations in code, user is needed to reload the materials, but the ui is made so the user is forced to reload the materials to see them - later on, we should prevent user from atlasing if the material list is not up to date.
This commit is contained in:
+57
-40
@@ -1,7 +1,38 @@
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from bpy.types import UIList, Panel, UILayout, Object,Context,MaterialSlot
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from bpy.types import UIList, Panel, UILayout, Object, Context,Material, Operator
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import bpy
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from ..core.register import register_wrap
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from .panel import AvatarToolkitPanel
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from ..core.properties import SceneMatClass, material_list_bool
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@register_wrap
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class ExpandSection_Materials(Operator):
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bl_idname = 'avatar_toolkit.expand_section_materials'
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bl_label = ""
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bl_description = ""
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@classmethod
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def poll(cls, context: Context) -> bool:
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return True
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def execute(self, context: Context) -> set:
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if not context.scene.texture_atlas_Has_Mat_List_Shown:
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context.scene.materials.clear()
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newlist: list[Material] = []
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for obj in bpy.context.scene.objects:
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if len(obj.material_slots)>0:
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for mat_slot in obj.material_slots:
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if mat_slot.material:
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if mat_slot.material not in newlist:
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newlist.append(mat_slot.material)
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newitem: SceneMatClass = context.scene.materials.add()
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newitem.mat = mat_slot.material
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material_list_bool.old_list = newlist
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else:
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context.scene.texture_atlas_Has_Mat_List_Shown = False
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return {'FINISHED'}
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@register_wrap
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class MaterialTextureAtlasProperties(UIList):
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@@ -11,46 +42,25 @@ class MaterialTextureAtlasProperties(UIList):
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bl_region_type = 'UI'
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def draw_item(self, context: Context, layout: UILayout, data: bpy.types.Object, item:MaterialSlot, icon, active_data, active_propname, index):
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def draw_item(self , context: Context, layout: UILayout, data: bpy.types.Object, item:SceneMatClass, icon, active_data, active_propname, index):
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if item.material:
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if context.scene.texture_atlas_Has_Mat_List_Shown:
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box = layout.box()
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col = box.row()
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col.label(text="Material: \""+item.material.name+"\"")
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if data.active_material_index == index:
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col = box.row()
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col.prop(item.material, "texture_atlas_albedo")
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col = box.row()
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col.prop(item.material, "texture_atlas_normal")
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col = box.row()
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col.prop(item.material, "texture_atlas_emission")
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col = box.row()
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col.prop(item.material, "texture_atlas_ambient_occlusion")
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col = box.row()
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col.prop(item.material, "texture_atlas_height")
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else:
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box = layout.box()
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col = box.row()
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col.label(text="Empty Material Slot.")
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@register_wrap
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class MaterialListPanel(UIList):
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bl_label = "Texture Atlas Material List"
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bl_idname = "Material_UL_avatar_toolkit_texture_atlas_mat_list"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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def draw_item(self, context: Context, layout: UILayout, data, item:Object, icon, active_data, active_propname, index):
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custom_icon = "OBJECT_DATAMODE"
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box = layout.box()
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row = box.row()
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row.label(text=item.name, icon = custom_icon)
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if context.scene.texture_atlas_material_index == index:
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row = box.row()
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box = row.box()
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row.label(text=item.mat.name, icon = "MATERIAL")
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col = box.row()
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col.prop(item.mat, "texture_atlas_albedo")
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col = box.row()
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col.prop(item.mat, "texture_atlas_normal")
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col = box.row()
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col.prop(item.mat, "texture_atlas_emission")
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col = box.row()
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col.prop(item.mat, "texture_atlas_ambient_occlusion")
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col = box.row()
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col.prop(item.mat, "texture_atlas_height")
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box.template_list("Material_UL_avatar_toolkit_texture_atlas_mat_list_mat", "The_Texture_Atlas_List_mat_"+item.name, item, "material_slots", item, "active_material_index")
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@register_wrap
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class TextureAtlasPanel(Panel):
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@@ -65,7 +75,14 @@ class TextureAtlasPanel(Panel):
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layout = self.layout
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row = layout.row()
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boxoutter = row.box()
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direction_icon = 'RIGHTARROW' if not context.scene.texture_atlas_Has_Mat_List_Shown else 'DOWNARROW_HLT'
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row = boxoutter.row()
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row.label(text=MaterialListPanel.bl_label)
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row = boxoutter.row()
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row.template_list("Material_UL_avatar_toolkit_texture_atlas_mat_list", "The_Texture_Atlas_List", context.scene, "objects", context.scene, "texture_atlas_material_index")
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row.operator(ExpandSection_Materials.bl_idname, text=("Reload Texture Atlas Material List" if not context.scene.texture_atlas_Has_Mat_List_Shown else "Loaded Texture Atlas Material List"), icon=direction_icon)
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if context.scene.texture_atlas_Has_Mat_List_Shown:
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#get_texture_node_list(bpy.context)
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row = boxoutter.row()
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row.template_list(MaterialTextureAtlasProperties.bl_idname, 'material_list', context.scene, 'materials',
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context.scene, 'texture_atlas_material_index', rows=12, type='DEFAULT')
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