Context overrides are sometimes necessary depending on the functionality of your operator but should be avoided if possible, in my opinion. I can think of these options to avoid context overrides:
- If your operator performs a very complicated task spanning over
multiple context areas inside Blender, think about splitting the operators functionality into multiple operators that require only one context
- If you already know that your operator is performing a certain task
that requires a specific context, make sure to call the operator
from within that context. In your case, it sounds like you are performing Image related tasks. Calling the operator from the Image Editor Window itself, can solve your issue. This can be done by adding your operator to existing menus or a custom panel of the Image Editors sidebar
import bpy
from bpy.types import Operator, Panel
class A_OP_ContextualOperator(bpy.types.Operator):
bl_idname = "image.contextual_operator"
bl_label = "Contextual Operator"
bl_description = "Operator called with appropriate context"
bl_options = {'REGISTER', 'UNDO'}
# check for appropriate context in case this operator is searched using F3-Search
@classmethod
def poll(cls, context):
return context.space_data.type == 'IMAGE_EDITOR'
def execute(self, context):
print(f"Calling contextual operator - Current Context is: {context.space_data.type}")
return {'FINISHED'}
class A_PT_CustomImageEditor_Panel(Panel):
# custom panel added to the Image Editor Sidebar
bl_space_type = 'IMAGE_EDITOR'
bl_region_type = "UI"
bl_label = "Custom Panel"
bl_category = "Custom Tab"
bl_options = {"DEFAULT_CLOSED"}
def draw(self, context):
layout = self.layout
layout.operator("image.contextual_operator")
def custom_menu_entries(self, context) -> None:
# custom draw method to add entries to existing menus
self.layout.separator()
self.layout.operator("image.contextual_operator")
classes = (A_OP_ContextualOperator, A_PT_CustomImageEditor_Panel)
def register():
for c in classes:
bpy.utils.register_class(c)
# add operator to Image Menu in Image Editor
bpy.types.IMAGE_MT_image.append(custom_menu_entries)
# add operator to View Menu in Image Editor
bpy.types.IMAGE_MT_view.append(custom_menu_entries)
if __name__ == "__main__":
register()
If you still need context overrides however, as of Blender 3.2 there is an easier way to do this: context.temp_override()
An operator with an "Image Editor" context override called from the 3D-View sidebar could look like this:
import bpy
from bpy.types import Operator, Panel
class A_OP_ContextOverrideOperator(Operator):
bl_idname = "image.contextoverride_operator"
bl_label = "Context Override Operator"
bl_description = "Operator called with context override"
bl_options = {'REGISTER', 'UNDO'}
# verify appropriate context is available in current workspace and save reference in context_area variable
context_area: bpy.types.Area = None
@classmethod
def poll(cls, context):
cls.context_area = None
for area in context.screen.areas:
if area.type == 'IMAGE_EDITOR':
cls.context_area = area
break
if not cls.context_area:
cls.poll_message_set("Need Image Editor window in workspace")
return False
return cls.context_area.type == 'IMAGE_EDITOR'
def execute(self, context):
print("Calling context override operator...")
print(f"\tOperator called with context: {context.space_data.type}")
with context.temp_override(area=self.context_area):
# put Image Editor related code here
print(f"\tContext after override: {context.space_data.type}")
return {'FINISHED'}
class A_PT_CustomView3D_Panel(Panel):
# custom panel added to the 3D View Sidebar
bl_space_type = 'VIEW_3D'
bl_region_type = "UI"
bl_label = "Custom Panel"
bl_category = "Custom Tab"
bl_options = {"DEFAULT_CLOSED"}
def draw(self, context):
layout = self.layout
layout.operator("image.contextoverride_operator")
classes = (A_OP_ContextOverrideOperator, A_PT_CustomView3D_Panel)
def register():
for c in classes:
bpy.utils.register_class(c)
if __name__ == "__main__":
register()
Please note that the operator is coded to only work, as long as an Image Editor Window is open in the workspace. Depending on your operators or other Blender operators functionality, this may not be necessary.