Bonsai: right-click rename on a material name (#6680)

Adds a "Rename Material" entry to the context menu that already
extends every button in the properties editor (UI_MT_button_context_menu),
triggered when right-clicking a material name button
(bim.select_by_material) that points to a real IfcMaterial. This
gives a quick entry point to renaming from the Object Material panel
without navigating to the scene Materials list.

This follows the pattern that #6680's thread converged on: theoryshaw
requested a right-click entry (rather than a pencil icon or
double-click) that keeps the existing single-click select-by-material
behaviour intact. falken10vdl is the issue's assignee; this is offered
as a starting point for that discussion, not a replacement for it.

Generated with the assistance of an AI coding tool.

(cherry picked from commit 8c667b8ae0)
This commit is contained in:
Petru Conduraru
2026-07-21 15:54:59 +03:00
committed by Dion Moult
parent 3885d98def
commit d1c4b39e17
4 changed files with 45 additions and 0 deletions
@@ -56,6 +56,7 @@ classes = (
operator.RemoveMaterial,
operator.RemoveMaterialSet,
operator.RemoveProfile,
operator.RenameMaterial,
operator.ReorderMaterialSetItem,
operator.SelectByMaterial,
operator.SelectMaterialInMaterialsUI,
@@ -102,6 +102,26 @@ class EditMaterial(bpy.types.Operator, tool.Ifc.Operator):
core.edit_material(tool.Ifc, tool.Material, material=tool.Ifc.get().by_id(self.material))
class RenameMaterial(bpy.types.Operator, tool.Ifc.Operator):
bl_idname = "bim.rename_material"
bl_label = "Rename Material"
bl_description = "Rename an IfcMaterial"
bl_options = {"REGISTER", "UNDO"}
material: bpy.props.IntProperty()
name: bpy.props.StringProperty(name="Name")
def invoke(self, context, event):
material = tool.Ifc.get().by_id(self.material)
self.name = material.Name or ""
return context.window_manager.invoke_props_dialog(self)
def draw(self, context):
self.layout.prop(self, "name")
def _execute(self, context):
core.rename_material(tool.Ifc, tool.Material, material=tool.Ifc.get().by_id(self.material), name=self.name)
class DisableEditingMaterial(bpy.types.Operator):
bl_idname = "bim.disable_editing_material"
bl_label = "Disable Editing Material"
+16
View File
@@ -41,6 +41,7 @@ import bonsai.bim.helper
import bonsai.tool as tool
from bonsai.bim.ifc import is_cache_locked_by_other_process
from bonsai.bim.module.bsdd.prop import BIMBSDDProperties, BSDDProperty
from bonsai.bim.module.material.operator import SelectByMaterial
from bonsai.bim.module.model import prop as _model_prop
from bonsai.bim.module.model import ui as _model_ui
from bonsai.bim.module.pset.prop import IfcProperty
@@ -1844,6 +1845,21 @@ def draw_statusbar(self, context):
def draw_custom_context_menu(self: bpy.types.Menu, context: bpy.types.Context) -> None:
# https://blender.stackexchange.com/a/275555/86891
# Context menu for material name buttons (e.g. `bim.select_by_material`),
# offering a quick "Rename Material" entry instead of having to look up
# the material in the scene Materials panel to rename it.
button_operator = getattr(context, "button_operator", None)
if button_operator is not None and button_operator.bl_rna.identifier == SelectByMaterial.bl_rna.identifier:
ifc_file = tool.Ifc.get()
material = ifc_file.by_id(button_operator.material) if ifc_file else None
if material is not None and material.is_a("IfcMaterial"):
assert self.layout
self.layout.separator()
op = self.layout.operator("bim.rename_material", text="Rename Material", icon="GREASEPENCIL")
op.material = material.id()
return
if (
not hasattr(context, "button_pointer")
or not hasattr(context, "button_prop")
+8
View File
@@ -107,6 +107,14 @@ def disable_editing_material(material_tool: type[tool.Material]) -> None:
material_tool.disable_editing_material()
def rename_material(
ifc: type[tool.Ifc], material_tool: type[tool.Material], material: ifcopenshell.entity_instance, name: str
) -> None:
ifc.run("material.edit_material", material=material, attributes={"Name": name})
if material_tool.is_editing_materials():
material_tool.import_material_definitions(material_tool.get_active_material_type())
def assign_material(
ifc: type[tool.Ifc],
material_tool: type[tool.Material],