import bpy


class MATERIAL_UL_matslots_example(bpy.types.UIList):
    # The draw_item function is called for each item of the collection that is visible in the list.
    #   data is the RNA object containing the collection,
    #   item is the current drawn item of the collection,
    #   icon is the "computed" icon for the item (as an integer, because some objects like materials or textures
    #   have custom icons ID, which are not available as enum items).
    #   active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the
    #   active item of the collection).
    #   active_propname is the name of the active property (use 'getattr(active_data, active_propname)').
    #   index is index of the current item in the collection.
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        ob = data
        slot = item
        ma = slot.material
        # draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            # You should always start your row layout by a label (icon + text), this will also make the row easily
            # selectable in the list!
            # We use icon_value of label, as our given icon is an integer value, not an enum ID.
            # Note "data" names should never be translated!
            layout.label(text=ma.name if ma else "", translate=False, icon_value=icon)
            # And now we can add other UI stuff...
            # Here, we add nodes info if this material uses (old!) shading nodes.
            if ma and not context.scene.render.use_shading_nodes:
                manode = ma.active_node_material
                if manode:
                    # The static method UILayout.icon returns the integer value of the icon ID "computed" for the given
                    # RNA object.
                    layout.label(text="Node %s" % manode.name, translate=False, icon_value=layout.icon(manode))
                elif ma.use_nodes:
                    layout.label(text="Node <none>", translate=False)
                else:
                    layout.label(text="")
        # 'GRID' layout type should be as compact as possible (typically a single icon!).
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon_value=icon)


# And now we can use this list everywhere in Blender. Here is a small example panel.
class UIListPanelExample(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "UIList Panel"
    bl_idname = "OBJECT_PT_ui_list_example"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        obj = context.object

        # template_list now takes two new args.
        # The first one is the identifier of the registered UIList to use (if you want only the default list,
        # with no custom draw code, use "UI_UL_list").
        layout.template_list("MATERIAL_UL_matslots_example", "", obj, "material_slots", obj, "active_material_index")

        # The second one can usually be left as an empty string. It's an additional ID used to distinguish lists in case you
        # use the same list several times in a given area.
        layout.template_list("MATERIAL_UL_matslots_example", "compact", obj, "material_slots",
                             obj, "active_material_index", type='COMPACT')


def register():
    bpy.utils.register_class(MATERIAL_UL_matslots_example)
    bpy.utils.register_class(UIListPanelExample)


def unregister():
    bpy.utils.unregister_class(MATERIAL_UL_matslots_example)
    bpy.utils.unregister_class(UIListPanelExample)


if __name__ == "__main__":
    register()