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blender
blender-addons
Commits
026c9fe1
Commit
026c9fe1
authored
10 years ago
by
Bastien Montagne
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Move named layer manager addon from contrib to community addons (see T41317).
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026c9fe1
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
#
bl_info
=
{
"
name
"
:
"
Layer Management
"
,
"
author
"
:
"
Alfonso Annarumma
"
,
"
version
"
:
(
1
,
5
,
1
),
"
blender
"
:
(
2
,
70
,
0
),
"
location
"
:
"
View3D > Properties panel > Layer Management
"
,
"
warning
"
:
""
,
"
description
"
:
"
Display and Edit Layer Name
"
,
"
wiki_url
"
:
"
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/layer_manager
"
,
"
category
"
:
"
3D View
"
,
}
import
bpy
from
bpy.types
import
Menu
,
Panel
,
UIList
,
PropertyGroup
from
bpy.props
import
StringProperty
,
BoolProperty
,
IntProperty
,
CollectionProperty
,
BoolVectorProperty
,
PointerProperty
from
bpy.app.handlers
import
persistent
EDIT_MODES
=
{
'
EDIT_MESH
'
,
'
EDIT_CURVE
'
,
'
EDIT_SURFACE
'
,
'
EDIT_METABALL
'
,
'
EDIT_TEXT
'
,
'
EDIT_ARMATURE
'
}
class
NamedLayer
(
PropertyGroup
):
name
=
StringProperty
(
name
=
"
Layer Name
"
)
use_lock
=
BoolProperty
(
name
=
"
Lock Layer
"
,
default
=
False
)
use_object_select
=
BoolProperty
(
name
=
"
Object Select
"
,
default
=
True
)
use_wire
=
BoolProperty
(
name
=
"
Wire Layer
"
,
default
=
False
)
class
NamedLayers
(
PropertyGroup
):
layers
=
CollectionProperty
(
type
=
NamedLayer
)
use_hide_empty_layers
=
BoolProperty
(
name
=
"
Hide Empty Layer
"
,
default
=
False
)
use_extra_options
=
BoolProperty
(
name
=
"
Show Extra Options
"
,
default
=
True
)
use_layer_indices
=
BoolProperty
(
name
=
"
Show Layer Indices
"
,
default
=
False
)
use_classic
=
BoolProperty
(
name
=
"
Classic
"
,
default
=
False
,
description
=
"
Use a classic layer selection visibility
"
)
use_init
=
BoolProperty
(
default
=
True
,
options
=
{
'
HIDDEN
'
})
# Stupid, but only solution currently is to use a handler to init that layers collection...
@persistent
def
check_init_data
(
scene
):
namedlayers
=
scene
.
namedlayers
if
namedlayers
.
use_init
:
while
namedlayers
.
layers
:
namedlayers
.
layers
.
remove
(
0
)
for
i
in
range
(
20
):
layer
=
namedlayers
.
layers
.
add
()
layer
.
name
=
"
Layer%.2d
"
%
i
namedlayers
.
use_init
=
False
class
LayerGroup
(
PropertyGroup
):
use_toggle
=
BoolProperty
(
name
=
""
,
default
=
False
)
use_wire
=
BoolProperty
(
name
=
""
,
default
=
False
)
use_lock
=
BoolProperty
(
name
=
""
,
default
=
False
)
layers
=
BoolVectorProperty
(
name
=
"
Layers
"
,
default
=
([
False
]
*
20
),
size
=
20
,
subtype
=
'
LAYER
'
)
class
SCENE_OT_namedlayer_group_add
(
bpy
.
types
.
Operator
):
"""
Add and select a new layer group
"""
bl_idname
=
"
scene.namedlayer_group_add
"
bl_label
=
"
Add Layer Group
"
layers
=
BoolVectorProperty
(
name
=
"
Layers
"
,
default
=
([
False
]
*
20
),
size
=
20
)
@classmethod
def
poll
(
cls
,
context
):
return
bool
(
context
.
scene
)
def
execute
(
self
,
context
):
scene
=
context
.
scene
layergroups
=
scene
.
layergroups
layers
=
self
.
layers
group_idx
=
len
(
layergroups
)
layer_group
=
layergroups
.
add
()
layer_group
.
name
=
"
LayerGroup.%.3d
"
%
group_idx
layer_group
.
layers
=
layers
scene
.
layergroups_index
=
group_idx
return
{
'
FINISHED
'
}
class
SCENE_OT_namedlayer_group_remove
(
bpy
.
types
.
Operator
):
"""
Remove selected layer group
"""
bl_idname
=
"
scene.namedlayer_group_remove
"
bl_label
=
"
Remove Layer Group
"
group_idx
=
bpy
.
props
.
IntProperty
()
@classmethod
def
poll
(
cls
,
context
):
return
bool
(
context
.
scene
)
def
execute
(
self
,
context
):
scene
=
context
.
scene
group_idx
=
self
.
group_idx
scene
.
layergroups
.
remove
(
group_idx
)
if
scene
.
layergroups_index
>
len
(
scene
.
layergroups
)
-
1
:
scene
.
layergroups_index
=
len
(
scene
.
layergroups
)
-
1
return
{
'
FINISHED
'
}
class
SCENE_OT_namedlayer_toggle_visibility
(
bpy
.
types
.
Operator
):
"""
Show or hide given layer (shift to extend)
"""
bl_idname
=
"
scene.namedlayer_toggle_visibility
"
bl_label
=
"
Show/Hide Layer
"
layer_idx
=
IntProperty
()
group_idx
=
IntProperty
()
use_spacecheck
=
BoolProperty
()
extend
=
BoolProperty
(
options
=
{
'
SKIP_SAVE
'
})
@classmethod
def
poll
(
cls
,
context
):
return
context
.
scene
and
(
context
.
area
.
spaces
.
active
.
type
==
'
VIEW_3D
'
)
def
execute
(
self
,
context
):
scene
=
context
.
scene
layer_cont
=
context
.
area
.
spaces
.
active
if
self
.
use_spacecheck
else
context
.
scene
layer_idx
=
self
.
layer_idx
if
layer_idx
==
-
1
:
group_idx
=
self
.
group_idx
layergroups
=
scene
.
layergroups
[
group_idx
]
group_layers
=
layergroups
.
layers
layers
=
layer_cont
.
layers
if
layergroups
.
use_toggle
:
layer_cont
.
layers
=
[
not
group_layer
and
layer
for
group_layer
,
layer
in
zip
(
group_layers
,
layers
)]
layergroups
.
use_toggle
=
False
else
:
layer_cont
.
layers
=
[
group_layer
or
layer
for
group_layer
,
layer
in
zip
(
group_layers
,
layers
)]
layergroups
.
use_toggle
=
True
else
:
if
self
.
extend
:
layer_cont
.
layers
[
layer_idx
]
=
not
layer_cont
.
layers
[
layer_idx
]
else
:
layers
=
[
False
]
*
20
layers
[
layer_idx
]
=
True
layer_cont
.
layers
=
layers
return
{
'
FINISHED
'
}
def
invoke
(
self
,
context
,
event
):
self
.
extend
=
event
.
shift
return
self
.
execute
(
context
)
class
SCENE_OT_namedlayer_move_to_layer
(
bpy
.
types
.
Operator
):
"""
Move selected objects to this Layer (shift to extend)
"""
bl_idname
=
"
scene.namedlayer_move_to_layer
"
bl_label
=
"
Move Objects To Layer
"
layer_idx
=
IntProperty
()
extend
=
BoolProperty
(
options
=
{
'
SKIP_SAVE
'
})
@classmethod
def
poll
(
cls
,
context
):
return
context
.
scene
def
execute
(
self
,
context
):
layer_idx
=
self
.
layer_idx
scene
=
context
.
scene
# Cycle all objects in the layer
for
obj
in
scene
.
objects
:
if
obj
.
select
:
# If object is in at least one of the scene's visible layers...
if
True
in
{
ob_layer
and
sce_layer
for
ob_layer
,
sce_layer
in
zip
(
obj
.
layers
,
scene
.
layers
)}:
if
self
.
extend
:
obj
.
layers
[
layer_idx
]
=
not
obj
.
layers
[
layer_idx
]
else
:
layer
=
[
False
]
*
20
layer
[
layer_idx
]
=
True
obj
.
layers
=
layer
return
{
'
FINISHED
'
}
def
invoke
(
self
,
context
,
event
):
self
.
extend
=
event
.
shift
return
self
.
execute
(
context
)
class
SCENE_OT_namedlayer_toggle_wire
(
bpy
.
types
.
Operator
):
"""
Toggle all objects on this layer draw as wire
"""
bl_idname
=
"
scene.namedlayer_toggle_wire
"
bl_label
=
"
Toggle Objects Draw Wire
"
layer_idx
=
IntProperty
()
use_wire
=
BoolProperty
()
group_idx
=
IntProperty
()
@classmethod
def
poll
(
cls
,
context
):
return
context
.
scene
and
(
context
.
area
.
spaces
.
active
.
type
==
'
VIEW_3D
'
)
def
execute
(
self
,
context
):
scene
=
context
.
scene
layer_idx
=
self
.
layer_idx
use_wire
=
self
.
use_wire
view_3d
=
context
.
area
.
spaces
.
active
# Check if layer have some thing
if
view_3d
.
layers_used
[
layer_idx
]
or
layer_idx
==
-
1
:
display
=
'
WIRE
'
if
use_wire
else
'
TEXTURED
'
# Cycle all objects in the layer.
for
obj
in
context
.
scene
.
objects
:
if
layer_idx
==
-
1
:
group_idx
=
self
.
group_idx
group_layers
=
scene
.
layergroups
[
group_idx
].
layers
layers
=
obj
.
layers
if
True
in
{
layer
and
group_layer
for
layer
,
group_layer
in
zip
(
layers
,
group_layers
)}:
obj
.
draw_type
=
display
scene
.
layergroups
[
group_idx
].
use_wire
=
use_wire
else
:
if
obj
.
layers
[
layer_idx
]:
obj
.
draw_type
=
display
scene
.
namedlayers
.
layers
[
layer_idx
].
use_wire
=
use_wire
return
{
'
FINISHED
'
}
class
SCENE_OT_namedlayer_lock_selected
(
bpy
.
types
.
Operator
):
"""
Lock all selected objects on this layer
"""
bl_idname
=
"
scene.namedlayer_lock_selected
"
bl_label
=
"
Lock Objects
"
layer_idx
=
IntProperty
()
use_lock
=
BoolProperty
()
group_idx
=
IntProperty
()
@classmethod
def
poll
(
cls
,
context
):
return
context
.
scene
and
(
context
.
area
.
spaces
.
active
.
type
==
'
VIEW_3D
'
)
def
execute
(
self
,
context
):
scene
=
context
.
scene
view_3d
=
context
.
area
.
spaces
.
active
layer_idx
=
self
.
layer_idx
group_idx
=
self
.
group_idx
group_layers
=
scene
.
layergroups
[
group_idx
].
layers
use_lock
=
self
.
use_lock
# check if layer have some thing
if
layer_idx
==
-
1
or
view_3d
.
layers_used
[
layer_idx
]:
# Cycle all objects in the layer.
for
obj
in
context
.
scene
.
objects
:
if
layer_idx
==
-
1
:
layers
=
obj
.
layers
if
True
in
{
layer
and
group_layer
for
layer
,
group_layer
in
zip
(
layers
,
group_layers
)}:
obj
.
hide_select
=
not
use_lock
obj
.
select
=
False
scene
.
layergroups
[
group_idx
].
use_lock
=
not
use_lock
else
:
if
obj
.
layers
[
layer_idx
]:
obj
.
hide_select
=
not
use_lock
obj
.
select
=
False
scene
.
namedlayers
.
layers
[
layer_idx
].
use_lock
=
not
use_lock
return
{
'
FINISHED
'
}
class
SCENE_OT_namedlayer_select_objects_by_layer
(
bpy
.
types
.
Operator
):
"""
Select all the objects on this Layer (shift for multi selection, ctrl to make active the last selected object)
"""
bl_idname
=
"
scene.namedlayer_select_objects_by_layer
"
bl_label
=
"
Select Objects In Layer
"
select_obj
=
BoolProperty
()
layer_idx
=
IntProperty
()
extend
=
BoolProperty
(
options
=
{
'
SKIP_SAVE
'
})
active
=
BoolProperty
(
options
=
{
'
SKIP_SAVE
'
})
@classmethod
def
poll
(
cls
,
context
):
return
context
.
scene
and
(
context
.
area
.
spaces
.
active
.
type
==
'
VIEW_3D
'
)
def
execute
(
self
,
context
):
scene
=
context
.
scene
view_3d
=
context
.
area
.
spaces
.
active
select_obj
=
self
.
select_obj
layer_idx
=
self
.
layer_idx
not_all_selected
=
0
# check if layer have some thing
if
view_3d
.
layers_used
[
layer_idx
]:
objects
=
[]
for
obj
in
context
.
scene
.
objects
:
if
obj
.
layers
[
layer_idx
]:
objects
.
append
(
obj
)
not_all_selected
-=
1
if
self
.
active
:
context
.
scene
.
objects
.
active
=
obj
if
obj
.
select
:
not_all_selected
+=
1
if
not
not_all_selected
:
for
obj
in
objects
:
obj
.
select
=
False
else
:
bpy
.
ops
.
object
.
select_by_layer
(
extend
=
self
.
extend
,
layers
=
layer_idx
+
1
)
return
{
'
FINISHED
'
}
def
invoke
(
self
,
context
,
event
):
self
.
extend
=
event
.
shift
self
.
active
=
event
.
ctrl
return
self
.
execute
(
context
)
class
SCENE_OT_namedlayer_show_all
(
bpy
.
types
.
Operator
):
"""
Show or hide all layers in the scene
"""
bl_idname
=
"
scene.namedlayer_show_all
"
bl_label
=
"
Select All Layers
"
show
=
BoolProperty
()
@classmethod
def
poll
(
cls
,
context
):
return
context
.
scene
and
(
context
.
area
.
spaces
.
active
.
type
==
'
VIEW_3D
'
)
def
execute
(
self
,
context
):
scene
=
context
.
scene
view_3d
=
context
.
area
.
spaces
.
active
show
=
self
.
show
active_layer
=
scene
.
active_layer
# check for lock camera and layer is active
layer_cont
=
scene
if
view_3d
.
lock_camera_and_layers
else
view_3d
if
show
:
layer_cont
.
layers
[:]
=
[
True
]
*
20
# Restore active layer (stupid, but Scene.active_layer is readonly).
layer_cont
.
layers
[
active_layer
]
=
False
layer_cont
.
layers
[
active_layer
]
=
True
else
:
layers
=
[
False
]
*
20
# Keep selection of active layer
layers
[
active_layer
]
=
True
layer_cont
.
layers
[:]
=
layers
return
{
'
FINISHED
'
}
class
SCENE_PT_namedlayer_layers
(
bpy
.
types
.
Panel
):
bl_space_type
=
'
VIEW_3D
'
bl_region_type
=
'
TOOLS
'
bl_label
=
"
Layer Management
"
bl_options
=
{
'
DEFAULT_CLOSED
'
}
bl_category
=
"
Layer
"
@classmethod
def
poll
(
self
,
context
):
return
((
getattr
(
context
,
"
mode
"
,
'
EDIT_MESH
'
)
not
in
EDIT_MODES
)
and
(
context
.
area
.
spaces
.
active
.
type
==
'
VIEW_3D
'
))
def
draw
(
self
,
context
):
scene
=
context
.
scene
view_3d
=
context
.
area
.
spaces
.
active
actob
=
context
.
object
namedlayers
=
scene
.
namedlayers
use_extra
=
namedlayers
.
use_extra_options
use_hide
=
namedlayers
.
use_hide_empty_layers
use_indices
=
namedlayers
.
use_layer_indices
use_classic
=
namedlayers
.
use_classic
# Check for lock camera and layer is active
if
view_3d
.
lock_camera_and_layers
:
layer_cont
=
scene
use_spacecheck
=
False
else
:
layer_cont
=
view_3d
use_spacecheck
=
True
layout
=
self
.
layout
row
=
layout
.
row
()
col
=
row
.
column
()
col
.
prop
(
view_3d
,
"
lock_camera_and_layers
"
,
text
=
""
)
# Check if there is a layer off
show
=
(
False
in
{
layer
for
layer
in
layer_cont
.
layers
})
icon
=
'
RESTRICT_VIEW_ON
'
if
show
else
'
RESTRICT_VIEW_OFF
'
col
.
operator
(
"
scene.namedlayer_show_all
"
,
emboss
=
False
,
icon
=
icon
,
text
=
""
).
show
=
show
col
=
row
.
column
()
col
.
prop
(
namedlayers
,
"
use_classic
"
)
col
.
prop
(
namedlayers
,
"
use_extra_options
"
,
text
=
"
Options
"
)
col
=
row
.
column
()
col
.
prop
(
namedlayers
,
"
use_layer_indices
"
,
text
=
"
Indices
"
)
col
.
prop
(
namedlayers
,
"
use_hide_empty_layers
"
,
text
=
"
Hide Empty
"
)
col
=
layout
.
column
()
for
layer_idx
in
range
(
20
):
namedlayer
=
namedlayers
.
layers
[
layer_idx
]
is_layer_used
=
view_3d
.
layers_used
[
layer_idx
]
if
(
use_hide
and
not
is_layer_used
):
# Hide unused layers and this one is unused, skip.
continue
row
=
col
.
row
(
align
=
True
)
# layer index
if
use_indices
:
row
.
label
(
text
=
"
%.2d.
"
%
(
layer_idx
+
1
))
# visualization
icon
=
'
RESTRICT_VIEW_OFF
'
if
layer_cont
.
layers
[
layer_idx
]
else
'
RESTRICT_VIEW_ON
'
if
use_classic
:
op
=
row
.
operator
(
"
scene.namedlayer_toggle_visibility
"
,
text
=
""
,
icon
=
icon
,
emboss
=
True
)
op
.
layer_idx
=
layer_idx
op
.
use_spacecheck
=
use_spacecheck
else
:
row
.
prop
(
layer_cont
,
"
layers
"
,
index
=
layer_idx
,
emboss
=
True
,
icon
=
icon
,
toggle
=
True
,
text
=
""
)
# Name (use special icon for active layer).
icon
=
'
FILE_TICK
'
if
(
getattr
(
layer_cont
,
"
active_layer
"
,
-
1
)
==
layer_idx
)
else
'
NONE
'
row
.
prop
(
namedlayer
,
"
name
"
,
text
=
""
,
icon
=
icon
)
if
use_extra
:
use_lock
=
namedlayer
.
use_lock
# Select by type operator
sub
=
row
.
column
(
align
=
True
)
sub
.
enabled
=
not
use_lock
sub
.
operator
(
"
scene.namedlayer_select_objects_by_layer
"
,
icon
=
'
RESTRICT_SELECT_OFF
'
,
text
=
""
,
emboss
=
True
).
layer_idx
=
layer_idx
# Lock operator
icon
=
'
LOCKED
'
if
use_lock
else
'
UNLOCKED
'
op
=
row
.
operator
(
"
scene.namedlayer_lock_selected
"
,
text
=
""
,
emboss
=
True
,
icon
=
icon
)
op
.
layer_idx
=
layer_idx
op
.
use_lock
=
use_lock
# Merge layer
# check if layer has something
has_active
=
(
actob
and
actob
.
layers
[
layer_idx
])
icon
=
(
'
LAYER_ACTIVE
'
if
has_active
else
'
LAYER_USED
'
)
if
is_layer_used
else
'
RADIOBUT_OFF
'
row
.
operator
(
"
scene.namedlayer_move_to_layer
"
,
text
=
""
,
emboss
=
True
,
icon
=
icon
).
layer_idx
=
layer_idx
# Wire view
use_wire
=
namedlayer
.
use_wire
icon
=
'
WIRE
'
if
use_wire
else
'
POTATO
'
op
=
row
.
operator
(
"
scene.namedlayer_toggle_wire
"
,
text
=
""
,
emboss
=
True
,
icon
=
icon
)
op
.
layer_idx
=
layer_idx
op
.
use_wire
=
not
use_wire
if
len
(
scene
.
objects
)
==
0
:
layout
.
label
(
text
=
"
No objects in scene
"
)
class
SCENE_UL_namedlayer_groups
(
UIList
):
def
draw_item
(
self
,
context
,
layout
,
data
,
item
,
icon
,
active_data
,
active_propname
,
index
):
layer_group
=
item
# check for lock camera and layer is active
view_3d
=
context
.
area
.
spaces
.
active
# Ensured it is a 'VIEW_3D' in panel's poll(), weak... :/
use_spacecheck
=
False
if
view_3d
.
lock_camera_and_layers
else
True
if
self
.
layout_type
in
{
'
DEFAULT
'
,
'
COMPACT
'
}:
layout
.
prop
(
layer_group
,
"
name
"
,
text
=
""
,
emboss
=
False
)
# lock operator
use_lock
=
layer_group
.
use_lock
icon
=
'
LOCKED
'
if
use_lock
else
'
UNLOCKED
'
op
=
layout
.
operator
(
"
scene.namedlayer_lock_selected
"
,
text
=
""
,
emboss
=
False
,
icon
=
icon
)
op
.
use_lock
=
use_lock
op
.
group_idx
=
index
op
.
layer_idx
=
-
1
# view operator
icon
=
'
RESTRICT_VIEW_OFF
'
if
layer_group
.
use_toggle
else
'
RESTRICT_VIEW_ON
'
op
=
layout
.
operator
(
"
scene.namedlayer_toggle_visibility
"
,
text
=
""
,
emboss
=
False
,
icon
=
icon
)
op
.
use_spacecheck
=
use_spacecheck
op
.
group_idx
=
index
op
.
layer_idx
=
-
1
# wire operator
use_wire
=
layer_group
.
use_wire
icon
=
'
WIRE
'
if
use_wire
else
'
POTATO
'
op
=
layout
.
operator
(
"
scene.namedlayer_toggle_wire
"
,
text
=
""
,
emboss
=
False
,
icon
=
icon
)
op
.
use_wire
=
not
use_wire
op
.
group_idx
=
index
op
.
layer_idx
=
-
1
elif
self
.
layout_type
in
{
'
GRID
'
}:
layout
.
alignment
=
'
CENTER
'
class
SCENE_PT_namedlayer_groups
(
bpy
.
types
.
Panel
):
bl_space_type
=
'
VIEW_3D
'
bl_region_type
=
'
TOOLS
'
bl_category
=
"
Layer
"
bl_label
=
"
Layer Groups
"
bl_options
=
{
'
DEFAULT_CLOSED
'
}
@classmethod
def
poll
(
self
,
context
):
return
((
getattr
(
context
,
"
mode
"
,
'
EDIT_MESH
'
)
not
in
EDIT_MODES
)
and
(
context
.
area
.
spaces
.
active
.
type
==
'
VIEW_3D
'
))
def
draw
(
self
,
context
):
scene
=
context
.
scene
group_idx
=
scene
.
layergroups_index
layout
=
self
.
layout
row
=
layout
.
row
()
row
.
template_list
(
"
SCENE_UL_namedlayer_groups
"
,
""
,
scene
,
"
layergroups
"
,
scene
,
"
layergroups_index
"
)
col
=
row
.
column
(
align
=
True
)
col
.
operator
(
"
scene.namedlayer_group_add
"
,
icon
=
'
ZOOMIN
'
,
text
=
""
).
layers
=
scene
.
layers
col
.
operator
(
"
scene.namedlayer_group_remove
"
,
icon
=
'
ZOOMOUT
'
,
text
=
""
).
group_idx
=
group_idx
if
bool
(
scene
.
layergroups
):
layout
.
prop
(
scene
.
layergroups
[
group_idx
],
"
layers
"
,
text
=
""
,
toggle
=
True
)
layout
.
prop
(
scene
.
layergroups
[
group_idx
],
"
name
"
,
text
=
"
Name:
"
)
def
register
():
bpy
.
utils
.
register_module
(
__name__
)
bpy
.
types
.
Scene
.
layergroups
=
CollectionProperty
(
type
=
LayerGroup
)
# Unused, but this is needed for the TemplateList to work...
bpy
.
types
.
Scene
.
layergroups_index
=
IntProperty
(
default
=-
1
)
bpy
.
types
.
Scene
.
namedlayers
=
PointerProperty
(
type
=
NamedLayers
)
bpy
.
app
.
handlers
.
scene_update_post
.
append
(
check_init_data
)
def
unregister
():
bpy
.
app
.
handlers
.
scene_update_post
.
remove
(
check_init_data
)
del
bpy
.
types
.
Scene
.
layergroups
del
bpy
.
types
.
Scene
.
layergroups_index
del
bpy
.
types
.
Scene
.
namedlayers
bpy
.
utils
.
unregister_module
(
__name__
)
if
__name__
==
"
__main__
"
:
register
()
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