refactor(auto_export): cleanups

This commit is contained in:
kaosat.dev 2024-04-03 13:07:13 +02:00
parent 2dae2c41b4
commit b19e54b3bd
8 changed files with 48 additions and 615 deletions

View File

@ -35,61 +35,16 @@ from .ui.main import (GLTF_PT_auto_export_main,
GLTF_PT_auto_export_scenes,
GLTF_PT_auto_export_blueprints,
GLTF_PT_auto_export_collections_list,
GLTF_PT_auto_export_gltf,
SCENE_UL_GLTF_auto_export,
HelloWorldOperator,
#GLTF_PT_export_data,
#GLTF_PT_export_data_scene
GLTF_PT_auto_export_SidePanel
)
from .ui.operators import (SCENES_LIST_OT_actions)
######################################################
""" there are two places where we load settings for auto_export from:
- in ui/main AutoExportGLTF -> invoke
- in auto_export.py -> auto_export
This is a workaround needed because of the way the settings are stored , perhaps there is a better way to deal with it ? ie by calling the AutoExportGLTF operator from the auto_export function ?
"""
from io_scene_gltf2 import (ExportGLTF2, GLTF_PT_export_main, GLTF_PT_export_include)
class Auto_Export_SidePanel(bpy.types.Panel):
bl_idname = "Auto_Export_SidePanel"
bl_label = ""
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Auto Export"
bl_context = "objectmode"
def draw_header(self, context):
layout = self.layout
layout.label(text="Gltf auto export ")
def draw(self, context):
layout = self.layout
layout.label(text="MAKE SURE TO KEEP 'REMEMBER EXPORT SETTINGS' !!")
op = layout.operator("EXPORT_SCENE_OT_gltf", text='Gltf Settings')#'glTF 2.0 (.glb/.gltf)')
#op.export_format = 'GLTF_SEPARATE'
op.use_selection=True
op.will_save_settings=True
op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
op.use_renderable=True
op.use_active_collection = True
op.use_active_collection_with_nested=True
op.use_active_scene = True
op.filepath="____dummy____"
op.gltf_export_id = "gltf_auto_export" # we specify that we are in a special case
op = layout.operator("EXPORT_SCENES_OT_auto_gltf", text="Auto Export Settings")
#op.will_save_settings=True
#print("GLTF_PT_export_main", GLTF_PT_export_main.bl_parent_id)
# glTF extensions are named following a convention with known prefixes.
# See: https://github.com/KhronosGroup/glTF/tree/main/extensions#about-gltf-extensions
# also: https://github.com/KhronosGroup/glTF/blob/main/extensions/Prefixes.md
@ -135,8 +90,7 @@ class glTF2ExportUserExtension:
def gather_gltf_hook(self, active_scene_idx, scenes, animations, export_settings):
if self.properties.enabled:
print("extension enabled")
#print("gather_gltf_hook", self, active_scene_idx, scenes, animations, export_settings)
#print("gather_gltf_hook", self, active_scene_idx, scenes, animations, export_settings)"""
#see here for original gltf exporter infos https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/__init__.py
@ -150,8 +104,6 @@ classes = [
AutoExportGLTF,
#AutoExportGltfAddonPreferences,
HelloWorldOperator,
CollectionToExport,
CollectionsToExport,
@ -161,10 +113,10 @@ classes = [
GLTF_PT_auto_export_scenes,
GLTF_PT_auto_export_blueprints,
GLTF_PT_auto_export_collections_list,
GLTF_PT_auto_export_SidePanel,
AutoExportTracker,
Auto_Export_SidePanel,
]
def glTF2_pre_export_callback(data):
@ -174,7 +126,6 @@ def glTF2_pre_export_callback(data):
def cleanup_file():
gltf_filepath = "/home/ckaos/projects/bevy/Blender_bevy_components_worklflow/testing/bevy_example/assets/____dummy____.glb"
if os.path.exists(gltf_filepath):
print("removing dummy file", gltf_filepath)
os.remove(gltf_filepath)
return None
else:
@ -183,7 +134,6 @@ def cleanup_file():
def glTF2_post_export_callback(data):
#print("post_export", data)
gltf_settings_backup = bpy.context.window_manager.gltf_settings_backup
print("gltf_settings_backup", gltf_settings_backup)
gltf_filepath = data["gltf_filepath"]
gltf_export_id = data['gltf_export_id']
if gltf_export_id == "gltf_auto_export":
@ -204,10 +154,8 @@ def glTF2_post_export_callback(data):
export_settings.write(json.dumps(dict(settings)))
# now reset the original gltf_settings
if gltf_settings_backup != "":
print("resetting original gltf settings")
scene["glTF2ExportSettings"] = json.loads(gltf_settings_backup)
else:
print("no pre_existing settings")
if "glTF2ExportSettings" in scene:
del scene["glTF2ExportSettings"]
bpy.context.window_manager.gltf_settings_backup = ""
@ -241,8 +189,8 @@ def register():
bpy.types.TOPBAR_MT_file_export.append(menu_func_import)
bpy.types.WindowManager.gltf_settings_backup = StringProperty(default="")
bpy.utils.register_class(AutoExportExtensionProperties)
bpy.types.Scene.AutoExportExtensionProperties = bpy.props.PointerProperty(type=AutoExportExtensionProperties)
"""bpy.utils.register_class(AutoExportExtensionProperties)
bpy.types.Scene.AutoExportExtensionProperties = bpy.props.PointerProperty(type=AutoExportExtensionProperties)"""
def unregister():
for cls in classes:
@ -252,7 +200,7 @@ def unregister():
bpy.app.handlers.depsgraph_update_post.remove(post_update)
bpy.app.handlers.save_post.remove(post_save)
bpy.utils.unregister_class(AutoExportExtensionProperties)
"""bpy.utils.unregister_class(AutoExportExtensionProperties)"""
if "gltf_auto_export" == "__main__":
register()

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@ -1,172 +0,0 @@
import bpy
from bpy.props import (BoolProperty,
IntProperty,
StringProperty,
EnumProperty,
CollectionProperty
)
bl_info = {
"name": "auto_export",
"category": "Generic",
"version": (1, 0, 0),
"blender": (2, 80, 0),
'location': 'File > Export > glTF 2.0',
'description': 'Example addon to add a custom extension to an exported glTF file.',
'tracker_url': "https://github.com/KhronosGroup/glTF-Blender-IO/issues/", # Replace with your issue tracker
'isDraft': False,
'developer': "(Your name here)", # Replace this
'url': 'https://your_url_here', # Replace this
}
# glTF extensions are named following a convention with known prefixes.
# See: https://github.com/KhronosGroup/glTF/tree/main/extensions#about-gltf-extensions
# also: https://github.com/KhronosGroup/glTF/blob/main/extensions/Prefixes.md
glTF_extension_name = "EXT_auto_export"
# Support for an extension is "required" if a typical glTF viewer cannot be expected
# to load a given model without understanding the contents of the extension.
# For example, a compression scheme or new image format (with no fallback included)
# would be "required", but physics metadata or app-specific settings could be optional.
extension_is_required = False
from io_scene_gltf2 import (GLTF_PT_export_main, GLTF_PT_export_include)
class ExampleExtensionProperties(bpy.types.PropertyGroup):
enabled: bpy.props.BoolProperty(
name=bl_info["name"],
description='Include this extension in the exported glTF file.',
default=True
)
auto_export_main_scene_name: StringProperty(
name='Main scene',
description='The name of the main scene/level/world to auto export',
default='Scene'
)
auto_export_output_folder: StringProperty(
name='Export folder (relative)',
description='The root folder for all exports(relative to current file) Defaults to current folder',
default=''
)
auto_export_library_scene_name: StringProperty(
name='Library scene',
description='The name of the library scene to auto export',
default='Library'
)
# scene components
auto_export_scene_settings: BoolProperty(
name='Export scene settings',
description='Export scene settings ie AmbientLighting, Bloom, AO etc',
default=False
)
# blueprint settings
auto_export_blueprints: BoolProperty(
name='Export Blueprints',
description='Replaces collection instances with an Empty with a BlueprintName custom property',
default=True
)
auto_export_blueprints_path: StringProperty(
name='Blueprints path',
description='path to export the blueprints to (relative to the Export folder)',
default='library'
)
auto_export_materials_library: BoolProperty(
name='Export materials library',
description='remove materials from blueprints and use the material library instead',
default=False
)
auto_export_materials_path: StringProperty(
name='Materials path',
description='path to export the materials libraries to (relative to the root folder)',
default='materials'
)
def register():
bpy.utils.register_class(ExampleExtensionProperties)
bpy.types.Scene.ExampleExtensionProperties = bpy.props.PointerProperty(type=ExampleExtensionProperties)
def register_panel():
# Register the panel on demand, we need to be sure to only register it once
# This is necessary because the panel is a child of the extensions panel,
# which may not be registered when we try to register this extension
try:
bpy.utils.register_class(GLTF_PT_UserExtensionPanel)
except Exception:
pass
# If the glTF exporter is disabled, we need to unregister the extension panel
# Just return a function to the exporter so it can unregister the panel
return unregister_panel
def unregister_panel():
# Since panel is registered on demand, it is possible it is not registered
try:
bpy.utils.unregister_class(GLTF_PT_UserExtensionPanel)
except Exception:
pass
def unregister():
unregister_panel()
bpy.utils.unregister_class(ExampleExtensionProperties)
del bpy.types.Scene.ExampleExtensionProperties
class GLTF_PT_UserExtensionPanel(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Enabled"
bl_parent_id = "GLTF_PT_export_user_extensions"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw_header(self, context):
props = bpy.context.scene.ExampleExtensionProperties
self.layout.prop(props, 'enabled')
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
props = bpy.context.scene.ExampleExtensionProperties
layout.active = props.enabled
props = bpy.context.scene.ExampleExtensionProperties
for bla in props.__annotations__:
layout.prop(props, bla)
class glTF2ExportUserExtension:
def __init__(self):
# We need to wait until we create the gltf2UserExtension to import the gltf2 modules
# Otherwise, it may fail because the gltf2 may not be loaded yet
from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
self.Extension = Extension
self.properties = bpy.context.scene.ExampleExtensionProperties
def gather_node_hook(self, gltf2_object, blender_object, export_settings):
if self.properties.enabled:
if gltf2_object.extensions is None:
gltf2_object.extensions = {}
print("bla bla")
gltf2_object.extensions[glTF_extension_name] = self.Extension(
name=glTF_extension_name,
extension={"auto_export_blueprints": self.properties.auto_export_blueprints},
required=extension_is_required
)
def glTF2_pre_export_callback(data):
print("pre_export", data)
def glTF2_post_export_callback(data):
print("post_export", data)

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@ -69,7 +69,7 @@ class AutoExportTracker(PropertyGroup):
active_operator.will_save_settings = True
# we set the last operator here so we can clear the specific settings (yeah for overly complex logic)
cls.last_operator = active_operator
print("active_operator", active_operator.has_active_exporter_extensions, active_operator.__annotations__.keys(), active_operator.filepath, active_operator.gltf_export_id)
#print("active_operator", active_operator.has_active_exporter_extensions, active_operator.__annotations__.keys(), active_operator.filepath, active_operator.gltf_export_id)
if active_operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf":
# we force saving params
active_operator.will_save_settings = True

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@ -361,3 +361,7 @@ def invoke_override(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
from io_scene_gltf2 import (ExportGLTF2, GLTF_PT_export_main, GLTF_PT_export_include)

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@ -65,7 +65,8 @@ def test_export_complex(setup_data):
# "export_format":'GLTF_SEPARATE'
}
gltf_settings = {
"export_animations": True
"export_animations": True,
"export_optimize_animation_size": False
}
# store settings for the auto_export part
@ -76,7 +77,7 @@ def test_export_complex(setup_data):
# and store settings for the gltf part
stored_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_gltf_settings")
stored_gltf_settings.clear()
stored_gltf_settings.write(str(gltf_settings))
stored_gltf_settings.write(json.dumps(gltf_settings))
# move the main cube
bpy.data.objects["Cube"].location = [1, 0, 0]

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@ -17,6 +17,39 @@ from ..helpers.helpers_collections import (get_exportable_collections)
######################################################
## ui logic & co
# side panel that opens auto_export specific gltf settings & the auto export settings themselves
class GLTF_PT_auto_export_SidePanel(bpy.types.Panel):
bl_idname = "GLTF_PT_auto_export_SidePanel"
bl_label = ""
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Auto Export"
bl_context = "objectmode"
def draw_header(self, context):
layout = self.layout
layout.label(text="Gltf auto export ")
def draw(self, context):
layout = self.layout
layout.label(text="MAKE SURE TO KEEP 'REMEMBER EXPORT SETTINGS' TOGGLED !!")
op = layout.operator("EXPORT_SCENE_OT_gltf", text='Gltf Settings')#'glTF 2.0 (.glb/.gltf)')
#op.export_format = 'GLTF_SEPARATE'
op.use_selection=True
op.will_save_settings=True
op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
op.use_renderable=True
op.use_active_collection = True
op.use_active_collection_with_nested=True
op.use_active_scene = True
op.filepath="____dummy____"
op.gltf_export_id = "gltf_auto_export" # we specify that we are in a special case
op = layout.operator("EXPORT_SCENES_OT_auto_gltf", text="Auto Export Settings")
#print("GLTF_PT_export_main", GLTF_PT_export_main.bl_parent_id)
# main ui in the file => export
class GLTF_PT_auto_export_main(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
@ -247,37 +280,6 @@ class GLTF_PT_auto_export_collections_list(bpy.types.Panel):
row = layout.row()
row.label(text=collection.name)
class HelloWorldOperator(bpy.types.Operator):
bl_idname = "export_scenes.wrapper"
bl_label = "Minimal Operator"
def execute(self, context):
print("Hello World")
return {'FINISHED'}
def invoke(self, context: Context, event: Event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
def draw(self, context: Context):
layout = self.layout
op = layout.operator("EXPORT_SCENE_OT_gltf", text='Gltf settings')#'glTF 2.0 (.glb/.gltf)')
op.use_selection=True
op.will_save_settings=True
op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
op.use_renderable=True
op.use_active_collection = True
op.use_active_collection_with_nested=True
op.use_active_scene = True
op.filepath="dummy"
#export_scenes.auto_gltf
class GLTF_PT_auto_export_gltf(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'

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@ -1,267 +0,0 @@
import bpy
from bpy.types import Operator
from bpy_extras.io_utils import ExportHelper
from bpy.props import (BoolProperty,
IntProperty,
StringProperty,
EnumProperty,
CollectionProperty
)
from ..auto_export import auto_export
from ..auto_export.preferences import (AutoExportGltfAddonPreferences, AutoExportGltfPreferenceNames)
from ..helpers.helpers_scenes import (get_scenes)
from ..helpers.helpers_collections import (get_exportable_collections)
######################################################
## ui logic & co
class GLTF_PT_auto_export_main(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = ""
#bl_options = {'HIDE_HEADER'}
bl_category = "Gltf auto_export"
bl_context = "objectmode"
""" @classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf"
"""
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
class GLTF_PT_auto_export_root(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Auto export"
bl_parent_id = "GLTF_PT_auto_export_main"
#bl_options = {'DEFAULT_CLOSED'}
"""@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf"
"""
"""def draw_header(self, context):
sfile = context.space_data
operator = sfile.active_operator
self.layout.prop(operator, "auto_export", text="")"""
def draw(self, context):
pass
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = layout.operator("export_scenes.auto_gltf")#bpy.ops.export_scenes.auto_gltf #sfile.active_operator
layout.prop(context.window_manager.operator_properties_last("export_scenes.auto_gltf"), "export_change_detection")
layout.prop(context.window_manager.operator_properties_last("export_scenes.auto_gltf"), "export_output_folder")
#layout.active = operator.auto_export
layout.prop(operator, 'will_save_settings')
layout.prop(operator, "export_change_detection")
layout.prop(operator, "export_output_folder")
layout.prop(operator, "export_scene_settings")
layout.prop(operator, "export_legacy_mode")
# scene selectors
row = layout.row()
col = row.column(align=True)
col.separator()
source = operator
rows = 2
# main/level scenes
layout.label(text="main scenes")
layout.prop(context.window_manager, "main_scene", text='')
row = layout.row()
row.template_list("SCENE_UL_GLTF_auto_export", "level scenes", source, "main_scenes", source, "main_scenes_index", rows=rows)
col = row.column(align=True)
sub_row = col.row()
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
add_operator.action = 'ADD'
add_operator.scene_type = 'level'
#add_operator.source = operator
sub_row.enabled = context.window_manager.main_scene is not None
sub_row = col.row()
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
remove_operator.action = 'REMOVE'
remove_operator.scene_type = 'level'
col.separator()
#up_operator = col.operator("scene_list.list_action", icon='TRIA_UP', text="")
#up_operator.action = 'UP'
#col.operator("scene_list.list_action", icon='TRIA_DOWN', text="").action = 'DOWN'
# library scenes
layout.label(text="library scenes")
layout.prop(context.window_manager, "library_scene", text='')
row = layout.row()
row.template_list("SCENE_UL_GLTF_auto_export", "library scenes", source, "library_scenes", source, "library_scenes_index", rows=rows)
col = row.column(align=True)
sub_row = col.row()
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
add_operator.action = 'ADD'
add_operator.scene_type = 'library'
sub_row.enabled = context.window_manager.library_scene is not None
sub_row = col.row()
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
remove_operator.action = 'REMOVE'
remove_operator.scene_type = 'library'
col.separator()
class GLTF_PT_auto_export_blueprints(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Blueprints"
bl_parent_id = "GLTF_PT_auto_export_main"
"""@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf" #"EXPORT_SCENE_OT_gltf"
"""
"""def draw_header(self, context):
layout = self.layout
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, "export_blueprints", text="")"""
#self.layout.prop(operator, "auto_export", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = layout.operator("export_scenes.auto_gltf")#bpy.ops.export_scenes.auto_gltf #sfile.active_operator
#sfile.active_operator
layout.active = operator.export_blueprints
# collections/blueprints
layout.prop(operator, "export_blueprints_path")
layout.prop(operator, "collection_instances_combine_mode")
layout.prop(operator, "export_marked_assets")
layout.prop(operator, "export_separate_dynamic_and_static_objects")
layout.separator()
# materials
layout.prop(operator, "export_materials_library")
layout.prop(operator, "export_materials_path")
class GLTF_PT_auto_export_collections_list(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Blueprints: Exported Collections"
bl_parent_id = "GLTF_PT_auto_export_blueprints"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf" #"EXPORT_SCENE_OT_gltf"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
for collection in bpy.context.window_manager.exportedCollections:
row = layout.row()
row.label(text=collection.name)
class GLTF_PT_auto_export_gltf(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Gltf"
bl_parent_id = "GLTF_PT_auto_export_main"
bl_options = {'DEFAULT_CLOSED'}
"""@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf" #"EXPORT_SCENE_OT_gltf"
"""
def draw(self, context):
preferences = context.preferences
layout = self.layout
layout.label(text="MAKE SURE TO KEEP 'REMEMBER EXPORT SETTINGS' !!")
op = layout.operator("EXPORT_SCENE_OT_gltf", text='Gltf settings')#'glTF 2.0 (.glb/.gltf)')
#op.export_format = 'GLTF_SEPARATE'
op.use_selection=True
op.will_save_settings=True
op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
op.use_renderable=True
op.use_active_collection = True
op.use_active_collection_with_nested=True
op.use_active_scene = True
op.filepath="dummy"
class SCENE_UL_GLTF_auto_export(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.
# flt_flag is the result of the filtering process for this item.
# Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't
# need them.
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
ob = data
# 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), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# 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!
#if ma:
# layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
#else:
# layout.label(text="", translate=False, icon_value=icon)
layout.label(text=item.name, icon_value=icon)
#layout.prop(item, "name", text="", emboss=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)

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@ -1,83 +0,0 @@
import bpy
from bpy.types import Operator
class SCENES_LIST_OT_actions(Operator):
"""Move items up and down, add and remove"""
bl_idname = "scene_list.list_action"
bl_label = "List Actions"
bl_description = "Move items up and down, add and remove"
bl_options = {'REGISTER'}
action: bpy.props.EnumProperty(
items=(
('UP', "Up", ""),
('DOWN', "Down", ""),
('REMOVE', "Remove", ""),
('ADD', "Add", "")))
scene_type: bpy.props.StringProperty()#TODO: replace with enum
def invoke(self, context, event):
source = context.space_data.active_operator
target_name = "library_scenes"
target_index = "library_scenes_index"
if self.scene_type == "level":
target_name = "main_scenes"
target_index = "main_scenes_index"
target = getattr(source, target_name)
idx = getattr(source, target_index)
current_index = getattr(source, target_index)
try:
item = target[idx]
except IndexError:
pass
else:
if self.action == 'DOWN' and idx < len(target) - 1:
target.move(idx, idx + 1)
setattr(source, target_index, current_index +1 )
info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
self.report({'INFO'}, info)
elif self.action == 'UP' and idx >= 1:
target.move(idx, idx - 1)
setattr(source, target_index, current_index -1 )
info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
self.report({'INFO'}, info)
elif self.action == 'REMOVE':
info = 'Item "%s" removed from list' % (target[idx].name)
setattr(source, target_index, current_index -1 )
target.remove(idx)
self.report({'INFO'}, info)
if self.action == 'ADD':
new_scene_name = None
if self.scene_type == "level":
if context.window_manager.main_scene:
new_scene_name = context.window_manager.main_scene.name
else:
if context.window_manager.library_scene:
new_scene_name = context.window_manager.library_scene.name
if new_scene_name:
item = target.add()
item.name = new_scene_name#f"Rule {idx +1}"
if self.scene_type == "level":
context.window_manager.main_scene = None
else:
context.window_manager.library_scene = None
#name = f"Rule {idx +1}"
#target.append({"name": name})
setattr(source, target_index, len(target) - 1)
#source[target_index] = len(target) - 1
info = '"%s" added to list' % (item.name)
self.report({'INFO'}, info)
return {"FINISHED"}