57
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I was watching this video on making a custom UI tab using Python, and in the line from bpy.types import Menu, Panel, UIList, I see the names of objects that look like they can all be used to make different UI elements. Does bpy.types contain all the objects that people use when they want to make custom UI elements?

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1
  • 3
    $\begingroup$ A type is a class that can be used as a template for additional classes by way of inheritance, e.g. class MyPanel(bpy.types.Panel): blender.org/api/blender_python_api_current/bpy.types.html . My suggestion is look thru the "Text Editor > templates > python > Ui *" examples that come with blender. $\endgroup$
    – batFINGER
    Commented Jul 6, 2016 at 10:32

2 Answers 2

180
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Designing an UI or Add-on is basically a combination of supplying Properties and the inheritance of built-in Type classes (Panel, Operator, Menu etc.).


Properties

Start by defining your Properties first. Properties are basically 'data types', they can be displayed in the UI for basic user interaction and are accessible from almost anywhere. To populate a complete list use python's dir() method on bpy.props:

enter image description here

Appearance

Property Definition

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       EnumProperty,
                       )

my_bool: BoolProperty(
    name="Enable or Disable",
    description="Bool property",
    default = False
    )

my_int: IntProperty(
    name = "Set a value",
    description="Integer property",
    default = 23,
    min = 10,
    max = 100
    )
...

Note that as of Blender 2.8x, properties should be assigned to variables using a single colon : instead of the usual assignment operator = like in Blender 2.7x or older versions of Blender.


Types

The contents of bpy.types are class templates built for inheritance.

Panel

Panels are everywhere in Blender so it's the most basic element of the user interface. Where the panel is going to be used is defined by bl_space_type. Blenders interface is 'context sensitive' so you can define bl_context to get the Panel in one respective Mode (Object Mode, Edit Mode etc.). Further reading: How can I add a checkbox in the tools UI?

enter image description here

class HelloWorldPanel(bpy.types.Panel):
    bl_idname = "OBJECT_PT_hello_world"
    bl_label = "Hello World"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        self.layout.label(text="Hello World")

bpy.utils.register_class(HelloWorldPanel)

Sub Panels

enter image description here

As of Blender 2.8x we can have sub panels by assigning a certain panel (parent) to bl_parent_id:

import bpy

class HelloWorldPanel:
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tools"
    bl_options = {"DEFAULT_CLOSED"}


class HELLO_PT_World1(HelloWorldPanel, bpy.types.Panel):
    bl_idname = "HELLO_PT_World1"
    bl_label = "Panel 1"

    def draw(self, context):
        layout = self.layout
        layout.label(text="This is the main panel.")


class HELLO_PT_World2(HelloWorldPanel, bpy.types.Panel):
    bl_parent_id = "HELLO_PT_World1"
    bl_label = "Panel 2"

    def draw(self, context):
        layout = self.layout
        layout.label(text="First Sub Panel of Panel 1.")


class HELLO_PT_World3(HelloWorldPanel, bpy.types.Panel):
    bl_parent_id = "HELLO_PT_World1"
    bl_label = "Panel 3"

    def draw(self, context):
        layout = self.layout
        layout.label(text="Second Sub Panel of Panel 1.")


classes = (
    HELLO_PT_World1,
    HELLO_PT_World2, 
    HELLO_PT_World3
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)


if __name__ == "__main__":
    register()

See also: Text Editor > Templates > Python > UI Panel.

Operator

The Operator is the most important bit to understand. You can display 'operators' as Buttons and once registered and you can call it from everywhere via bpy.ops.IDNAME(). That's also the way blender is designed, all real Buttons are 'operators' under the hood, mostly written in C but then exposed to python. See also: Text Editor > Templates > Python > Operator....

enter image description here

import bpy

class WM_OT_HelloWorld(bpy.types.Operator):
    bl_idname = "wm.hello_world"
    bl_label = "Minimal Operator"

    def execute(self, context):
        # Report "Hello World" to the Console
        self.report({'INFO'}, "Hello World")
        return {'FINISHED'}

bpy.utils.register_class(WM_OT_HelloWorld)

# test call the operator
bpy.ops.wm.hello_world()

The Operator class template comes with predefined methods, in fact poll, invoke, execute, draw, modal, and cancel which can be used along custom properties for all different kinds of operations and also to provide user interaction, see: Is there an addon for renaming an object with a keyboard shortcut? for a complete example of an operator.

import bpy

class WM_OT_HelloWorld(bpy.types.Operator):
    bl_idname = "wm.hello_world"
    bl_label = "Minimal Operator"
    bl_options = {'REGISTER'}

    # Operator user properties, should be assigned using a single colon :
    # instead of using an equal sign = in Blender 2.8
    report_flag: bpy.props.BoolProperty(
        name = "Report",
        default = True)

    @classmethod # Will never run when poll returns false
    def poll(cls, context):
        return context.object

    def invoke(self, context, event): # Used for user interaction
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

    def draw(self, context): # Draw options (typically displayed in the tool-bar)
        row = self.layout
        row.prop(self, "report_flag", text="Report Hello World")

    def execute(self, context): # Runs by default 
        if self.report_flag:
            self.report({'INFO'}, "Hello World")
        else:
            print ("Hello World")
        return {'FINISHED'}

bpy.utils.register_class(WM_OT_HelloWorld)

# For interaction, pass 'INVOKE_DEFAULT' when calling 
# the operator, this way invoke runs before execute method 
bpy.ops.wm.hello_world('INVOKE_DEFAULT')

Further reading: How to call a confirmation dialog box? (for tremendously dangerous operators).

Menu

For a custom menu define/inherit a Menu Class. Add your operators and properties to the draw() function properly (see also: Text Editor > Templates > Python > UI Menu templates).

enter image description here

import bpy

class MyCustomMenu(bpy.types.Menu):
    bl_label = "Simple Custom Menu"
    bl_idname = "MY_MT_custom_menu"

    def draw(self, context):
        layout = self.layout

        layout.operator("wm.open_mainfile")
        layout.operator("wm.save_as_mainfile") 

bpy.utils.register_class(MyCustomMenu)

# The menu can also be called from scripts
bpy.ops.wm.call_menu(name=MyCustomMenu.bl_idname)

You can also draw a button to call the menu without declaring any extra operator by layout.operator("wm.call_menu").name="bl_idname"

Submenu

To get a submenu, call the second one within the parent menu via layout.menu(bl_idname).

enter image description here

class MyCustomMenu(bpy.types.Menu):
    bl_label = "First Menu"
    bl_idname = "OBJECT_MT_custom_menu"

    def draw(self, context):
        layout = self.layout
        layout.label(text="Hello First Menu!", icon='WORLD_DATA')
        
         # call the second custom menu
        layout.menu("OBJECT_MT_sub_menu", icon="COLLAPSEMENU")
        
class MyCustomSubMenu(bpy.types.Menu):
    bl_label = "Sub Menu"
    bl_idname = "OBJECT_MT_sub_menu"

    def draw(self, context):
        layout = self.layout
        layout.label(text="Hello Second Menu!", icon='WORLD_DATA')
        
        # call another predefined menu
        layout.operator("wm.call_menu", text="Unwrap").name = "VIEW3D_MT_uv_map" 


# draw a button within the panel to call the first menu
class OBJECT_PT_my_panel(bpy.types.Panel):
    ...
    def draw(self, context):
        layout.operator("wm.call_menu", text="Call My Menu").name = "OBJECT_MT_custom_menu"
        ...

Add-on Template

When creating an Add-on, usually a lot of properties are requiered. For a better organisation you can create a 'settings class' by using a PropertyGroup.

class MySettings(PropertyGroup):

    my_bool: BoolProperty()
    my_int: IntProperty()
    my_float: FloatProperty()
    ...

Note that as of Blender 2.8x, module/class registration has changed to prevent name conflicts. bpy.utils.register_module(__name__) isn't available anymore so you basically have to register/unregister each class separately or within a loop (best practice). In addition to the old naming conventions you also have to add a seperator like _OT_, _MT_ or _PT_ to the name of your class based on the inherited class type (Operator, Menu, Panel).

classes = (
    WM_OT_HelloWorld,
    OBJECT_PT_CustomPanel,
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls) 

The following add-on adds a custom panel to the Tool Shelf of the 3D View and prints the current 'user values' of all custom properties to the console:

enter image description here

# ##### 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 #####


bl_info = {
    "name": "Add-on Template",
    "description": "A demo that adds a custom panel to the 'Tool Shelf' of the '3d View'",
    "author": "p2or",
    "version": (0, 4),
    "blender": (3, 0, 0),
    "location": "3D View > Tools",
    "warning": "", # used for warning icon and text in addons panel
    "doc_url": "https://blender.stackexchange.com/a/57332",
    "tracker_url": "https://gist.github.com/p2or/2947b1aa89141caae182526a8fc2bc5a",
    "support": "COMMUNITY",
    "category": "Development"
}


import bpy

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       Menu,
                       Operator,
                       PropertyGroup,
                       )


# ------------------------------------------------------------------------
#    Scene Properties
# ------------------------------------------------------------------------

class MY_PG_SceneProperties(PropertyGroup):

    my_bool: BoolProperty(
        name="Bool",
        description="A bool property",
        default = False
        )

    my_int: IntProperty(
        name = "Int",
        description="Integer property",
        default = 23,
        min = 10,
        max = 100
        )

    my_float: FloatProperty(
        name = "Float",
        description = "Float Property",
        default = 23.7,
        min = 0.01,
        max = 30.0
        )

    my_float_vector: FloatVectorProperty(
        name = "Float Vector",
        description="Float Vector Property",
        default=(0.0, 0.0, 0.0),
        #subtype='COLOR',
        min= 0.0, # float
        max = 0.1
    ) 

    my_string: StringProperty(
        name="String",
        description="String Property",
        default="",
        maxlen=1024,
        )

    my_path: StringProperty(
        name = "Directory",
        description="Choose a Directory:",
        default="",
        maxlen=1024,
        subtype='DIR_PATH' # FILE_PATH
        )
        
    my_enum: EnumProperty(
        name="Enum",
        description="Enum Property",
        items=[ ('OP1', "Option 1", ""),
                ('OP2', "Option 2", ""),
              ]
        )


# ------------------------------------------------------------------------
#    Operators
# ------------------------------------------------------------------------

class WM_OT_HelloWorld(Operator):
    bl_label = "Print Values to the Console"
    bl_idname = "wm.hello_world" 
    # WindowManager namespace (wm.hello...) serves as example,
    # You could also use a custom one like: my_category.hello_world
    
    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        # print the values to the console
        print("Hello World")
        print("bool state:", mytool.my_bool)
        print("int value:", mytool.my_int)
        print("float value:", mytool.my_float)
        print("string value:", mytool.my_string)
        print("enum selection:", mytool.my_enum)

        return {'FINISHED'}


# ------------------------------------------------------------------------
#    Menus
# ------------------------------------------------------------------------

class OBJECT_MT_CustomMenu(Menu):
    bl_label = "Select"
    bl_idname = "OBJECT_MT_custom_menu"

    def draw(self, context):
        layout = self.layout

        # Built-in operators
        layout.operator("object.select_all", text="Select/Deselect All").action = 'TOGGLE'
        layout.operator("object.select_all", text="Inverse").action = 'INVERT'
        layout.operator("object.select_random", text="Random")
        

# ------------------------------------------------------------------------
#    Panel in Object Mode
# ------------------------------------------------------------------------

class OBJECT_PT_CustomPanel(Panel):
    bl_label = "My Panel"
    bl_idname = "OBJECT_PT_custom_panel"
    bl_space_type = "VIEW_3D"   
    bl_region_type = "UI"
    bl_category = "Tools"
    bl_context = "objectmode"   


    @classmethod
    def poll(self,context):
        return context.object is not None

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        scene = context.scene
        mytool = scene.my_tool

        layout.prop(mytool, "my_bool")
        layout.prop(mytool, "my_enum", expand=True)
        layout.prop(mytool, "my_int")
        layout.prop(mytool, "my_float")
        layout.prop(mytool, "my_float_vector")
        layout.prop(mytool, "my_string")
        layout.prop(mytool, "my_path")
        
        layout.separator(factor=1.5)
        layout.menu(OBJECT_MT_CustomMenu.bl_idname, text="Presets", icon="SCENE")
        layout.operator("wm.hello_world")
        layout.separator()


# ------------------------------------------------------------------------
#    Registration
# ------------------------------------------------------------------------

classes = (
    WM_OT_HelloWorld,
    MY_PG_SceneProperties,
    OBJECT_MT_CustomMenu,
    OBJECT_PT_CustomPanel
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    bpy.types.Scene.my_tool = PointerProperty(type=MY_PG_SceneProperties)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.my_tool


if __name__ == "__main__":
    register()

Note: There is also a gist of this template that can easily be forked. For the Blender 2.7+ or 2.8+ versions of the template, please have look into to the revisions of this answer.


More complex examples

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4
  • 2
    $\begingroup$ Goodness, this was really thorough! There's way more to Python UI than just bpy.types then haha. Thanks! $\endgroup$
    – DragonautX
    Commented Jul 6, 2016 at 17:23
  • 8
    $\begingroup$ This is an amazingly concise and clear overview that would be great as part of the docs. It took me weeks to figure this out over many, many examples. $\endgroup$ Commented Dec 7, 2018 at 18:54
  • 3
    $\begingroup$ A lot better than official document. You saved my day! $\endgroup$
    – cliwo
    Commented Dec 7, 2020 at 11:15
  • 2
    $\begingroup$ I wanted to start messing around with Blender UI, to get familiar in preparation for developing some basic music sequencing/sequencing for Blender (I just love Blender's UI style and highly-consistent hotkey style). A really minimal LMMS-like addon. After reading this mammoth of an answer, I think I'm ready to go straight to prototyping! Thanks! $\endgroup$ Commented Mar 5, 2021 at 19:49
20
$\begingroup$

Modified version -- for blender 2.80

# https://blender.stackexchange.com/q/57306/3710
# https://blender.stackexchange.com/q/79779/3710

#
# modified for blender 2.80 
# last modification: 2019-09-12 -- add custom-preferences panel -- Emanuel Rumpf --

bl_info = {
    "name": "Add-on Template",
    "description": "",
    "author": "",
    "version": (0, 0, 2),
    "blender": (2, 80, 0),
    "location": "3D View > Tools",
    "warning": "", # used for warning icon and text in addons panel
    "wiki_url": "",
    "tracker_url": "",
    "category": "Development"
}

"""
This is an addon - template for blender 2.80 
Use it as base for new addons.
--
Some changes made for blender 2.80 version (from 2.79):
- Properties are annotations now, assigned with : not =
- bl_region_type now is "UI" not "TOOLS"
- Registration procedure changed: 
  Use bpy.utils.register_class() not register_module()

More information see: python api blender 2.80
"""

import bpy

#import collections
#import importlib

#import mathutils
#import math


from bpy.utils import ( register_class, unregister_class )
from bpy.props import ( StringProperty,
                        BoolProperty,
                        IntProperty,
                        FloatProperty,
                        FloatVectorProperty,
                        EnumProperty,
                        PointerProperty,
                       )
from bpy.types import ( Panel,
                        AddonPreferences,
                        Operator,
                        PropertyGroup,
                      )



# this must match the addon name, use '__package__'
# when defining this in a submodule of a python package.
addon_name = __name__      # when single file 
#addon_name = __package__   # when file in package 


# ------------------------------------------------------------------------
#   settings in addon-preferences panel 
# ------------------------------------------------------------------------


# panel update function for PREFS_PT_MyPrefs panel 
def _update_panel_fnc (self, context):
    #
    # load addon custom-preferences 
    print( addon_name, ': update pref.panel function called' )
    #
    main_panel =  OBJECT_PT_my_panel
    #
    main_panel .bl_category = context .preferences.addons[addon_name] .preferences.tab_label
    # re-register for update 
    unregister_class( main_panel )
    register_class( main_panel )


class PREFS_PT_MyPrefs( AddonPreferences ):
    ''' Custom Addon Preferences Panel - in addon activation panel -
    menu / edit / preferences / add-ons  
    '''
    
    bl_idname = addon_name
    
    tab_label: StringProperty(
            name="Tab Label",
            description="Choose a label-name for the panel tab",
            default="New Addon",
            update=_update_panel_fnc
    )

    def draw(self, context):
        layout = self.layout

        row = layout.row()
        col = row.column()
        col.label(text="Tab Label:")
        col.prop(self, "tab_label", text="")





# ------------------------------------------------------------------------
#   properties visible in the addon-panel 
# ------------------------------------------------------------------------

class PG_MyProperties (PropertyGroup):

    my_bool : BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False
        )

    my_int : IntProperty(
        name = "Int Value",
        description="A integer property",
        default = 23,
        min = 10,
        max = 100
        )

    my_float : FloatProperty(
        name = "Float Value",
        description = "A float property",
        default = 23.7,
        min = 0.01,
        max = 30.0
        )
    
    my_float_vector : FloatVectorProperty(
        name = "Float Vector Value",
        description="Something",
        default=(0.0, 0.0, 0.0), 
        min= 0.0, # float
        max = 0.1
    ) 

    my_string : StringProperty(
        name="User Input",
        description=":",
        default="",
        maxlen=1024,
        )

    my_enum : EnumProperty(
        name="Dropdown:",
        description="Apply Data to attribute.",
        items=[ ('OP1', "Option 1", ""),
                ('OP2', "Option 2", ""),
                ('OP3', "Option 3", ""),
               ]
        )

# ------------------------------------------------------------------------
#   operators
# ------------------------------------------------------------------------

class OT_HelloWorldOperator (bpy.types.Operator):
    bl_idname = "wm.hello_world"
    bl_label = "Print Values Operator"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        # print the values to the console
        print("Hello World")
        print("bool state:", mytool.my_bool)
        print("int value:", mytool.my_int)
        print("float value:", mytool.my_float)
        print("string value:", mytool.my_string)
        print("enum state:", mytool.my_enum)

        return {'FINISHED'}

# ------------------------------------------------------------------------
#   menus
# ------------------------------------------------------------------------

class MT_BasicMenu (bpy.types.Menu):
    bl_idname = "OBJECT_MT_select_test"
    bl_label = "Select"

    def draw(self, context):
        layout = self.layout

        # built-in example operators
        layout.operator("object.select_all", text="Select/Deselect All").action = 'TOGGLE'
        layout.operator("object.select_all", text="Inverse").action = 'INVERT'
        layout.operator("object.select_random", text="Random")


# ------------------------------------------------------------------------
#   addon - panel -- visible in objectmode
# ------------------------------------------------------------------------

class OBJECT_PT_my_panel (Panel):
    bl_idname = "OBJECT_PT_my_panel"
    bl_label = "My Panel"
    bl_space_type = "VIEW_3D"   
    bl_region_type = "UI"
    bl_category = "Tool"  # note: replaced by preferences-setting in register function 
    bl_context = "objectmode"   

    
#   def __init(self):
#       super( self, Panel ).__init__()
#       bl_category = bpy.context.preferences.addons[__name__].preferences.category 
    
    @classmethod
    def poll(self,context):
        return context.object is not None

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        layout.prop( mytool, "my_bool")
        layout.prop( mytool, "my_enum", text="") 
        layout.prop( mytool, "my_int")
        layout.prop( mytool, "my_float")
        layout.prop( mytool, "my_float_vector", text="")
        layout.prop( mytool, "my_string")
        layout.operator( "wm.hello_world")
        layout.menu( "OBJECT_MT_select_test", text="Presets", icon="SCENE")





# ------------------------------------------------------------------------
# register and unregister
# ------------------------------------------------------------------------

classes = (
    PG_MyProperties,
    #
    OT_HelloWorldOperator,
    MT_BasicMenu,
    OBJECT_PT_my_panel, 
    #
    PREFS_PT_MyPrefs, 
)

def register():
    #
    for cls in classes:
        register_class(cls)
    #
    bpy.types.Scene.my_tool = PointerProperty(type=PG_MyProperties)
    
    #

def unregister():
    #
    for cls in reversed(classes):
        unregister_class(cls)
    #
    del bpy.types.Scene.my_tool  # remove PG_MyProperties 




if __name__ == "__main__":
    pass
    #register()


Some changes made for blender 2.80 version:

  • Properties are annotations now, assigned with : not =
  • bl_region_type now is "UI" not "TOOLS"
  • Registration procedure changed:
  • Use bpy.utils.register_class() not register_module()

More information: python api blender 2.80

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5
  • $\begingroup$ OMG. Thank you so much. I am learning python in blender. I code a lot in VB.net & C#. Was struggling with the UI stuff. This explained it very well and $\endgroup$
    – user2850
    Commented Sep 29, 2019 at 17:02
  • $\begingroup$ hi, i would like to know what scene.my_tool was refering to? because I didnt see where it was first defined? $\endgroup$
    – adrian li
    Commented Apr 17, 2020 at 10:21
  • $\begingroup$ oh now i get it, so i hv to register a pointer property to store say some other properties? $\endgroup$
    – adrian li
    Commented Apr 17, 2020 at 10:24
  • $\begingroup$ Late to the party. Check the quickUI add on. The version on gumroad is free [1]. [1] gumroad.com/l/quickUI $\endgroup$
    – Mo Hossny
    Commented Apr 23, 2021 at 16:53
  • $\begingroup$ good synthesis, it would be perfect to add some updates on properties in property group to see where to put them $\endgroup$ Commented Aug 8, 2021 at 16:21

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