Blender_bevy_components_wor.../tools/blenvy/assets/ui.py

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import bpy
from .asset_helpers import get_assets
def draw_assets(layout, name, title, asset_registry, assets, target_type, target_name, editable=True):
header, panel = layout.box().panel(f"assets{name}", default_closed=False)
header.label(text=title)
if panel:
if editable:
row = panel.row()
row.prop(asset_registry, "asset_name_selector", text="")
row.prop(asset_registry, "asset_type_selector", text="")
asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
if asset_registry.asset_type_selector == 'IMAGE':
asset_selector.filter_glob = '*.jpg;*.jpeg;*.png;*.bmp'
if asset_registry.asset_type_selector == 'MODEL':
asset_selector.filter_glob="*.glb;*.gltf"
if asset_registry.asset_type_selector == 'TEXT':
asset_selector.filter_glob="*.txt;*.md;*.ron;*.json"
if asset_registry.asset_type_selector == 'AUDIO':
asset_selector.filter_glob="*.mp3;*.wav;*.flac"
add_asset = row.operator(operator="bevyassets.add", text="", icon="ADD")
add_asset.target_type = target_type
add_asset.target_name = target_name
add_asset.asset_name = asset_registry.asset_name_selector
add_asset.asset_type = asset_registry.asset_type_selector
add_asset.asset_path = asset_registry.asset_path_selector
#assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
for asset in assets:
row = panel.row()
row.label(text=asset["name"])
row.label(text=asset["type"])
row.label(text=asset["path"])
if not asset["internal"] and editable:
remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
remove_asset.target_type = target_type
remove_asset.target_name = target_name
remove_asset.asset_path = asset["path"]
else:
row.label(text="")
class Blenvy_assets(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = ""
bl_parent_id = "BLENVY_PT_SidePanel"
bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'}
@classmethod
def poll(cls, context):
return context.window_manager.blenvy.mode == 'ASSETS'
"""def draw_header(self, context):
layout = self.layout
name = ""
if context.collection is not None and context.collection.name == 'Scene Collection':
name = f"WORLD/LEVEL: {context.scene.name}"
else:
name = f"BLUEPRINT: {context.collection.name}"
layout.label(text=f"Assets For {name}")"""
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
asset_registry = context.window_manager.assets_registry
name = "world"
header, panel = layout.box().panel(f"assets{name}", default_closed=False)
header.label(text="World/Level Assets")
if panel:
for scene in bpy.data.scenes:
if scene.name != "Library": # FIXME: hack for testing
direct_assets = get_assets(scene)
row = panel.row()
draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, assets=direct_assets, target_type="SCENE", target_name=scene.name)