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:
989onan
2024-07-14 15:36:01 -04:00
parent 23b4656859
commit e875f9192a
2 changed files with 103 additions and 45 deletions
+57 -40
View File
@@ -1,7 +1,38 @@
from bpy.types import UIList, Panel, UILayout, Object,Context,MaterialSlot
from bpy.types import UIList, Panel, UILayout, Object, Context,Material, Operator
import bpy
from ..core.register import register_wrap
from .panel import AvatarToolkitPanel
from ..core.properties import SceneMatClass, material_list_bool
@register_wrap
class ExpandSection_Materials(Operator):
bl_idname = 'avatar_toolkit.expand_section_materials'
bl_label = ""
bl_description = ""
@classmethod
def poll(cls, context: Context) -> bool:
return True
def execute(self, context: Context) -> set:
if not context.scene.texture_atlas_Has_Mat_List_Shown:
context.scene.materials.clear()
newlist: list[Material] = []
for obj in bpy.context.scene.objects:
if len(obj.material_slots)>0:
for mat_slot in obj.material_slots:
if mat_slot.material:
if mat_slot.material not in newlist:
newlist.append(mat_slot.material)
newitem: SceneMatClass = context.scene.materials.add()
newitem.mat = mat_slot.material
material_list_bool.old_list = newlist
else:
context.scene.texture_atlas_Has_Mat_List_Shown = False
return {'FINISHED'}
@register_wrap
class MaterialTextureAtlasProperties(UIList):
@@ -11,46 +42,25 @@ class MaterialTextureAtlasProperties(UIList):
bl_region_type = 'UI'
def draw_item(self, context: Context, layout: UILayout, data: bpy.types.Object, item:MaterialSlot, icon, active_data, active_propname, index):
def draw_item(self , context: Context, layout: UILayout, data: bpy.types.Object, item:SceneMatClass, icon, active_data, active_propname, index):
if item.material:
if context.scene.texture_atlas_Has_Mat_List_Shown:
box = layout.box()
col = box.row()
col.label(text="Material: \""+item.material.name+"\"")
if data.active_material_index == index:
col = box.row()
col.prop(item.material, "texture_atlas_albedo")
col = box.row()
col.prop(item.material, "texture_atlas_normal")
col = box.row()
col.prop(item.material, "texture_atlas_emission")
col = box.row()
col.prop(item.material, "texture_atlas_ambient_occlusion")
col = box.row()
col.prop(item.material, "texture_atlas_height")
else:
box = layout.box()
col = box.row()
col.label(text="Empty Material Slot.")
@register_wrap
class MaterialListPanel(UIList):
bl_label = "Texture Atlas Material List"
bl_idname = "Material_UL_avatar_toolkit_texture_atlas_mat_list"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
def draw_item(self, context: Context, layout: UILayout, data, item:Object, icon, active_data, active_propname, index):
custom_icon = "OBJECT_DATAMODE"
box = layout.box()
row = box.row()
row.label(text=item.name, icon = custom_icon)
if context.scene.texture_atlas_material_index == index:
row = box.row()
box = row.box()
row.label(text=item.mat.name, icon = "MATERIAL")
col = box.row()
col.prop(item.mat, "texture_atlas_albedo")
col = box.row()
col.prop(item.mat, "texture_atlas_normal")
col = box.row()
col.prop(item.mat, "texture_atlas_emission")
col = box.row()
col.prop(item.mat, "texture_atlas_ambient_occlusion")
col = box.row()
col.prop(item.mat, "texture_atlas_height")
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")
@register_wrap
class TextureAtlasPanel(Panel):
@@ -65,7 +75,14 @@ class TextureAtlasPanel(Panel):
layout = self.layout
row = layout.row()
boxoutter = row.box()
direction_icon = 'RIGHTARROW' if not context.scene.texture_atlas_Has_Mat_List_Shown else 'DOWNARROW_HLT'
row = boxoutter.row()
row.label(text=MaterialListPanel.bl_label)
row = boxoutter.row()
row.template_list("Material_UL_avatar_toolkit_texture_atlas_mat_list", "The_Texture_Atlas_List", context.scene, "objects", context.scene, "texture_atlas_material_index")
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)
if context.scene.texture_atlas_Has_Mat_List_Shown:
#get_texture_node_list(bpy.context)
row = boxoutter.row()
row.template_list(MaterialTextureAtlasProperties.bl_idname, 'material_list', context.scene, 'materials',
context.scene, 'texture_atlas_material_index', rows=12, type='DEFAULT')