pymel.core.uitypes.PyUI

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class PyUI
asQtObject(mayaName)

Given the name of a May UI control, return the corresponding QWidget. If the object does not exist, returns None

Note

Requires PySide

delete(*args, **kwargs)

This command deletes UI objects such as windows and controls. Deleting a layout or window will also delete all of its children. If a flag is used then all objects being deleted must be of the specified type. This command may not be edited or queried. NOTE: it is recommended that the type flags be used to disambiguate different kinds of objects with the same name.

Flags:

Long Name / Short Name Argument Types Properties
collection / cl bool ../../../_images/create.gif
  Object names for deletion are all radio or tool collections.
control / ctl bool ../../../_images/create.gif
  Object names for deletion are all controls.
editor / ed bool ../../../_images/create.gif
  Object names for deletion are all editors.
layout / lay bool ../../../_images/create.gif
  Object names for deletion are all layouts.
menu / m bool ../../../_images/create.gif
  Object names for deletion are all menus.
menuItem / mi bool ../../../_images/create.gif
  Object names for deletion are all menu items.
panel / pnl bool ../../../_images/create.gif
  Object names for deletion are all panels.
panelConfig / pc bool ../../../_images/create.gif
  Object names for deletion are panel configurations.
radioMenuItemCollection / ric bool ../../../_images/create.gif
  Object names for deletion are all radio menu item collections.
toolContext / tc bool ../../../_images/create.gif
  Object names for deletion are all tool contexts.
uiTemplate / uit bool ../../../_images/create.gif
  Object names for deletion are all UI templates.
window / wnd bool ../../../_images/create.gif
  Object names for deletion are all windows. Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.deleteUI

Example:

import pymel.core as pm

#    Example 1.
#
#    Create a simple window and then delete it and all of its children
#    with one 'deleteUI -window' command.
#
window = pm.window()
pm.paneLayout()
# Result: ui.PaneLayout('window1|paneLayout2') #
pm.button()
# Result: ui.Button('window1|paneLayout2|button15') #
pm.showWindow( window )

pm.deleteUI( window, window=True )
# Result: u'' #

#    Example 2.
#
#    Create a window with a number of buttons and delete a few of the
#    buttons with the 'deleteUI -control' command.
#
window = pm.window()
pm.columnLayout()
# Result: ui.ColumnLayout('window1|columnLayout25') #
pm.button()
# Result: ui.Button('window1|columnLayout25|button16') #
pm.button()
# Result: ui.Button('window1|columnLayout25|button17') #
pm.button()
# Result: ui.Button('window1|columnLayout25|button18') #
b1 = pm.button()
b2 = pm.button()
b3 = pm.button()
pm.showWindow( window )

pm.deleteUI( b1, b2, b3, control=True )
# Result: u'' #
classmethod exists(name)
getParent()
name()
parent()
rename(*args, **kwargs)

This command renames the UI object passed as first arument to the new name specified as second argument. If the new name is a duplicate, or not valid, then re-naming fails and the old name is returned.

Derived from mel command maya.cmds.renameUI

Example:

import pymel.core as pm

#    Create a window with a single button.
#
window = pm.window()
pm.columnLayout()
# Result: ui.ColumnLayout('window1|columnLayout78') #
pm.button( 'exampleButton', label='Example' )
# Result: ui.Button('window1|columnLayout78|exampleButton') #
pm.showWindow( window )

#    Edit the button label.
#
pm.button( 'exampleButton', edit=True, label='New Label' )
# Result: ui.Button('window1|columnLayout78|exampleButton') #

#    Rename the button.
#
pm.renameUI( 'exampleButton', 'newButton' )
# Result: u'newButton' #

#    Query the button label using the new object name.
#
pm.button( 'newButton', query=True, label=True )
# Result: u'New Label' #
shortName()
type(name, **kwargs)

This command returns the type of UI element such as button, sliders, etc.

Flags:

Long Name / Short Name Argument Types Properties
isType / i unicode ../../../_images/create.gif
  Returns true|false if the object is of the specified type.
listAll / la bool ../../../_images/create.gif
  Returns a list of all known UI commands and their respective types. Each entry contains three strings which are the command name, ui type and class name. Note that the class name is internal and is subject to change.
superClasses / sc bool ../../../_images/create.gif
  Returns a list of the names of all super classes for the given object. Note that all class names are internal and are subject to change. Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.objectTypeUI

Example:

import pymel.core as pm

print(pm.objectTypeUI( 'viewPanes' ))

# show all commands as their types
import sys
for c,e in enumerate(pm.objectTypeUI(listAll=True)):
    c += 1
    sys.stdout.write(e + " ")
    if c % 3 == 0:
        sys.stdout.write('\n')

# show Qt inheritence hierachy for buttons
pm.window()
pm.rowColumnLayout()
b = pm.button()
pm.showWindow()
print(pm.objectTypeUI(b,sc=True))
window()