Extra Image List - Blender Addon
Have you ever struggled with the tiny pop-up list in the UV/Image Editor? So have I!
Therefore, I made an addon that enables to pop-up an extra image list with specified number of rows and columns. Optionally, you can display all images in a plain list.
Moreover, the addon contains a button to clear all users for the selected image datablock. So, the image datablock can disappear after save and reload of the blend file and you can easily get rid of unwanted image datablocks.
Features
- Two display options (preview and plain list)
- Button to clear all users for the selected image datablock
- Double click on an image in the Node Editor opens the image in the UV/Image Editor
- Located in UV/Image Editor - Tools panel (T)
Download
blender-addons/extra-image-list/0.2/ExtraImageList.py (Source)
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#------------------------------------------------------------------------------- # Extra Image List - Addon for Blender # # - Two display options (preview and plain list) # - Button to clear all users for the selected image datablock # - Double click on image in Node Editor opens the image in UV/Image Editor # # Version: 0.2 # Revised: 30.05.2017 # Author: Miki (meshlogic) #------------------------------------------------------------------------------- bl_info = { "name": "Extra Image List", "author": "Miki (meshlogic)", "category": "UV", "description": "An alternative image list for UV/Image Editor.", "location": "UV/Image Editor > Tools > Image List", "version": (0, 2), "blender": (2, 78, 0) } import bpy from bpy.props import * from bpy.types import Menu, Operator, Panel, UIList from bpy.app.handlers import persistent #------------------------------------------------------------------------------- # UI PANEL - Extra Image List #------------------------------------------------------------------------------- class ExtraImageList_PT_ImagePreview(Panel): bl_space_type = 'IMAGE_EDITOR' bl_region_type = 'TOOLS' bl_category = "Image List" bl_label = "Extra Image List" def draw(self, context): layout = self.layout cs = context.scene props = cs.extra_image_list #--- Get the current image in the UV editor and list of all images img = context.space_data.image img_list = bpy.data.images #--- List style buttons row = layout.row() row.prop(props, "style", expand=True) #----------------------------------------------------------------------- # PREVIEW List Style #----------------------------------------------------------------------- if props.style == 'PREVIEW': #--- Num. of rows & cols for image preview list row = layout.row() split = row.split(percentage=0.6) col = split.column(True) col.prop(props, "rows") col.prop(props, "cols") #--- Navigation button PREV sub = split.column() sub.scale_y = 2 sub.operator("extra_image_list.nav", text="", icon='BACK').dir = 'PREV' # Disable button for the first image or for no images sub.enabled = (img!=img_list[0] if (img!=None and len(img_list)>0) else False) #--- Navigation button NEXT sub = split.column() sub.scale_y = 2 sub.operator("extra_image_list.nav", text="", icon='FORWARD').dir = 'NEXT' # Disable button for the last image or for no images sub.enabled = (img!=img_list[-1] if (img!=None and len(img_list)>0) else False) #--- Image preview list layout.template_ID_preview( context.space_data, "image", new = "image.new", open = "image.open", rows = props.rows, cols = props.cols ) #----------------------------------------------------------------------- # LIST Style #----------------------------------------------------------------------- elif props.style == 'LIST': layout.row() layout.template_list( "extra_image_list.image_list", "", bpy.data, "images", props, "image_id", rows = len(bpy.data.images) ) #----------------------------------------------------------------------- # Image Source #----------------------------------------------------------------------- if img != None: #--- Image source row = layout.row() row.label("Image Source:", icon='DISK_DRIVE') row = layout.row(True) if img.source == 'FILE': if img.packed_file: row.operator("image.unpack", text="", icon='PACKAGE') else: row.operator("image.pack", text="", icon='UGLYPACKAGE') row.prop(img, "filepath", text="") row.operator("image.reload", text="", icon='FILE_REFRESH') else: row.label(img.source + " : " + img.type) #--- Image size row = layout.row(True) row.alignment = 'LEFT' if img.has_data: row.label("Size:", icon='TEXTURE') row.label("%d x %d x %db" % (img.size[0], img.size[1], img.depth)) else: row.label("Can't load image file!", icon='ERROR') #--- Clear image users row = layout.row(True) row = row.split(percentage=0.4, align=True) row.operator("extra_image_list.clear", text="Clear", icon='RADIO') row.prop(props, "clear_mode", text="") row = layout.row() #------------------------------------------------------------------------------- # CUSTOM TEMPLATE_LIST FOR IMAGES #------------------------------------------------------------------------------- class ExtraImageList_UL(UIList): bl_idname = "extra_image_list.image_list" def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): # Image name and icon row = layout.row(True) row.prop(item, "name", text="", emboss=False, icon_value=icon) # Image status (fake user, zero users, packed file) row = row.row(True) row.alignment = 'RIGHT' if item.use_fake_user: row.label("F") else: if item.users == 0: row.label("0") if item.packed_file: #row.label(icon='PACKAGE') row.operator("image.unpack", text="", icon='PACKAGE', emboss=False) #--- Update the active image when you select another item in the template_list def update_active_image(self, context): try: id = bpy.context.scene.extra_image_list.image_id if id < len(bpy.data.images): img = bpy.data.images[id] bpy.context.space_data.image = img except: pass #------------------------------------------------------------------------------- # IMAGE NAVIGATION OPERATOR #------------------------------------------------------------------------------- class ExtraImageList_PT_Nav(Operator): bl_idname = "extra_image_list.nav" bl_label = "Nav" bl_description = "Navigation button" dir = EnumProperty( items = [ ('NEXT', "PREV", "PREV"), ('PREV', "PREV", "PREV") ], name = "dir", default = 'NEXT') def execute(self, context): # Get list of all images img_list = list(bpy.data.images) # Get index of the current image in UV editor, return if there is none image img = context.space_data.image if img in img_list: id = img_list.index(img) else: return{'FINISHED'} # Navigate if self.dir == 'NEXT': if id+1 < len(img_list): context.space_data.image = img_list[id+1] if self.dir == 'PREV': if id > 0: context.space_data.image = img_list[id-1] return{'FINISHED'} #------------------------------------------------------------------------------- # CLEAR IMAGE USERS OPERATOR #------------------------------------------------------------------------------- BAKE_TYPES = ('COMBINED', 'AO', 'SHADOW', 'NORMAL', 'UV', 'EMIT', 'ENVIRONMENT', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE', 'GRID', 'FULL', 'NORMALS', 'TEXTURE', 'DISPLACEMENT', 'DERIVATIVE', 'VERTEX_COLORS', 'EMIT', 'ALPHA', 'MIRROR_INTENSITY', 'MIRROR_COLOR', 'SPEC_INTENSITY', 'SPEC_COLOR') class ExtraImageList_PT_Clear(Operator): bl_idname = "extra_image_list.clear" bl_label = "Clear Users" bl_description = """Use with caution !! Clear all users for selected image datablocks. So the image datablock can disappear after save and reload of the blend file.""" def execute(self, context): cs = context.scene props = cs.extra_image_list #--- SELECTED IMAGE ---------------------------------------------------- if props.clear_mode == 'SELECTED': # Get image in the editor img = context.space_data.image if img != None: img.user_clear() #--- INVALID IMAGES ---------------------------------------------------- elif props.clear_mode == 'INVALID': for img in bpy.data.images: # Load image in the editor context.space_data.image = img try: img.update() except: pass # Clear if loaded image has no data if img.has_data == False: img.user_clear() #--- GENERATED IMAGES -------------------------------------------------- elif props.clear_mode == 'GENERATED': for img in bpy.data.images: if img.source == 'GENERATED': img.user_clear() #--- BAKED IMAGES ------------------------------------------------------ elif props.clear_mode == 'BAKED': # Seek for images ending with "_baketype" bake_types = tuple(["_"+s for s in BAKE_TYPES]) for img in bpy.data.images: # Get image name without extension name = img.name.upper() if len(name.split(".")[-1]) <= 3: name = name.rsplit(".", 1)[0] # Clear if name ends with a bake type if name.endswith(bake_types): img.user_clear() #--- ALL IMAGES -------------------------------------------------------- elif props.clear_mode == 'ALL': for img in bpy.data.images: if img != None: img.user_clear() return{'FINISHED'} #------------------------------------------------------------------------------- # SHOW NODE IMAGE OPERATOR # - Show node image in the IMAGE_EDITOR after double click on the node #------------------------------------------------------------------------------- IMG_NODES = ("ShaderNodeTexImage", "ShaderNodeTexEnvironment") class ShowNodeImage_PT(Operator): bl_idname = "node.show_image" bl_label = "Show node image in the UV/Image Editor" def execute(self, context): node = context.active_node #--- Test if the active node is image type if node and node.bl_idname in IMG_NODES: # Find IMAGE_EDITOR for area in bpy.context.screen.areas: if area.type == 'IMAGE_EDITOR': space = area.spaces.active # Show image in IMAGE_EDITOR if node.image: space.image = node.image return {"FINISHED"} #------------------------------------------------------------------------------- # CUSTOM HANDLER (scene_update_post) # - This handler is invoked after the scene updates # - Keeps template_list synced with the active image #------------------------------------------------------------------------------- @persistent def update_image_list(context): try: props = bpy.context.scene.extra_image_list # Try to find the active image in the IMAGE_EDITOR img = None for area in bpy.context.screen.areas: if area.type == 'IMAGE_EDITOR': img = area.spaces.active.image break # Update selected item in the template_list if img != None: id = bpy.data.images.find(img.name) if id != -1 and id != props.image_id: props.image_id = id except: pass #------------------------------------------------------------------------------- # CUSTOM SCENE PROPS #------------------------------------------------------------------------------- class ExtraImageList_Props(bpy.types.PropertyGroup): style = EnumProperty( items = [ ('PREVIEW', "Preview", "", 0), ('LIST', "List", "", 1), ], default = 'PREVIEW', name = "Style", description = "Image list style") clear_mode = EnumProperty( items = [ ('SELECTED', "Selected Image", "Clear the image selected in the editor", 0), ('INVALID', "Invalid Images", "Clear invalid images (has_data == False)", 1), ('GENERATED', "Generated Images", "Clear generated images (source == 'GENERATED')", 2), ('BAKED', "Baked Images", "Clear images ending with a bake type e.g. '_COMBINED'", 3), ('ALL', "All Images", "Clear all images", 4), ], default = 'SELECTED', name = "Image Selection", description = "Select images to be cleared") rows = IntProperty( name = "Rows", description = "Num. of rows in the preview list", default = 5, min = 1, max = 15) cols = IntProperty( name = "Cols", description = "Num. of columns in the preview list", default = 10, min = 1, max = 30) # Index of the active image in the template_list image_id = IntProperty( default = 0, update = update_active_image) #------------------------------------------------------------------------------- # REGISTER/UNREGISTER ADDON CLASSES #------------------------------------------------------------------------------- keymaps = [] def register(): bpy.utils.register_module(__name__) bpy.types.Scene.extra_image_list = PointerProperty(type=ExtraImageList_Props) bpy.app.handlers.scene_update_post.append(update_image_list) # Add custom shortcut (image node double click) kc = bpy.context.window_manager.keyconfigs.addon km = kc.keymaps.new(name="Node Editor", space_type='NODE_EDITOR') kmi = km.keymap_items.new("node.show_image", 'ACTIONMOUSE', 'DOUBLE_CLICK') keymaps.append((km, kmi)) def unregister(): bpy.utils.unregister_module(__name__) del bpy.types.Scene.extra_image_list bpy.app.handlers.scene_update_post.remove(update_image_list) # Remove custom shortcuts for km, kmi in keymaps: km.keymap_items.remove(kmi) keymaps.clear() if __name__ == "__main__": register() |
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