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feat(blenvy): experimenting with new combined tooling
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@ -52,6 +52,10 @@ from .blueprints.operators import OT_select_blueprint
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from .helpers.generate_complete_preferences_dict import generate_complete_preferences_dict_gltf
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from .blenvy.ui import BLENVY_PT_SidePanel
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from .blenvy.blenvy_manager import BlenvyManager
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from .blenvy.operators import OT_switch_bevy_tooling
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######################################################
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"""
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@ -126,6 +130,14 @@ classes = [
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GLTF_PT_auto_export_SidePanel,
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AutoExportTracker,
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BlenvyManager,
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OT_switch_bevy_tooling,
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BLENVY_PT_SidePanel,
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AssetsRegistry,
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OT_add_bevy_asset,
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OT_remove_bevy_asset,
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@ -134,7 +146,6 @@ classes = [
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BlueprintsRegistry,
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OT_select_blueprint,
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GLTF_PT_auto_export_blueprints_list,
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]
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def glTF2_pre_export_callback(data):
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@ -4,9 +4,13 @@ class GLTF_PT_auto_export_assets(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_label = "Assets"
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bl_parent_id = "GLTF_PT_auto_export_SidePanel"
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bl_parent_id = "BLENVY_PT_SidePanel"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.window_manager.blenvy.mode == 'ASSETS'
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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0
tools/gltf_auto_export/blenvy/__init__.py
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0
tools/gltf_auto_export/blenvy/__init__.py
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32
tools/gltf_auto_export/blenvy/blenvy_manager.py
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32
tools/gltf_auto_export/blenvy/blenvy_manager.py
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@ -0,0 +1,32 @@
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import bpy
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import json
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import os
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import uuid
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from pathlib import Path
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from bpy_types import (PropertyGroup)
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from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
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class BlenvyManager(PropertyGroup):
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mode: EnumProperty(
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items=(
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('COMPONENTS', "Components", ""),
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('BLUEPRINTS', "Blueprints", ""),
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('ASSETS', "Assets", ""),
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('SETTINGS', "Settings", ""),
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)
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) # type: ignore
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@classmethod
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def register(cls):
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bpy.types.WindowManager.blenvy = PointerProperty(type=BlenvyManager)
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.blenvy
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def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
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pass
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28
tools/gltf_auto_export/blenvy/operators.py
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28
tools/gltf_auto_export/blenvy/operators.py
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@ -0,0 +1,28 @@
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import os
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import bpy
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from bpy_types import (Operator)
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from bpy.props import (StringProperty, EnumProperty)
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class OT_switch_bevy_tooling(Operator):
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"""Switch bevy tooling"""
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bl_idname = "bevy.tooling_switch"
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bl_label = "Switch bevy tooling"
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bl_options = {"UNDO"}
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tool: EnumProperty(
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items=(
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('COMPONENTS', "Components", ""),
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('BLUEPRINTS', "Blueprints", ""),
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('ASSETS', "Assets", ""),
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('SETTINGS', "Settings", ""),
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)
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) # type: ignore
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def execute(self, context):
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context.window_manager.blenvy.mode = self.tool
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return {'FINISHED'}
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99
tools/gltf_auto_export/blenvy/ui.py
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99
tools/gltf_auto_export/blenvy/ui.py
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@ -0,0 +1,99 @@
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import bpy
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import json
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######################################################
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## ui logic & co
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# side panel
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class BLENVY_PT_SidePanel(bpy.types.Panel):
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bl_idname = "BLENVY_PT_SidePanel"
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bl_label = ""
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Bevy"
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bl_context = "objectmode"
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def draw_header(self, context):
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layout = self.layout
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layout.label(text="Blenvy")
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def draw(self, context):
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layout = self.layout
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row = layout.row()
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blenvy = context.window_manager.blenvy
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active_mode = blenvy.mode
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world_scene_active = False
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library_scene_active = False
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current_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else None
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current_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else None
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if current_auto_settings is not None:
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current_auto_settings = json.loads(current_auto_settings.as_string())
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print("current_auto_settings", current_auto_settings)
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main_scene_names = current_auto_settings["main_scene_names"]
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library_scene_names = current_auto_settings["library_scene_names"]
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world_scene_active = context.scene.name in main_scene_names
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library_scene_active = context.scene.name in library_scene_names
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# Now to actual drawing of the UI
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target = row.box() if active_mode == 'COMPONENTS' else row
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tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PROPERTIES")
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tool_switch_components.tool = "COMPONENTS"
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target = row.box() if active_mode == 'BLUEPRINTS' else row
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tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PACKAGE")
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tool_switch_components.tool = "BLUEPRINTS"
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target = row.box() if active_mode == 'ASSETS' else row
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tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="ASSET_MANAGER")
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tool_switch_components.tool = "ASSETS"
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target = row.box() if active_mode == 'SETTINGS' else row
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tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="TOOL_SETTINGS")
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tool_switch_components.tool = "SETTINGS"
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"""row.label(text="", icon="PROPERTIES")
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row.label(text="", icon="PACKAGE")
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row.label(text="", icon="ASSET_MANAGER")
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row.label(text="", icon="TOOL_SETTINGS")"""
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layout.label(text="World scene active: "+ str(world_scene_active))
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layout.label(text="Library scene active: "+ str(library_scene_active))
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layout.label(text=blenvy.mode)
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if blenvy.mode == "SETTINGS":
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header, panel = layout.panel("auto_export", default_closed=False)
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header.label(text="Auto Export")
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if panel:
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layout = panel
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layout.label(text="MAKE SURE TO KEEP 'REMEMBER EXPORT SETTINGS' TOGGLED !!")
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op = layout.operator("EXPORT_SCENE_OT_gltf", text='Gltf Settings')#'glTF 2.0 (.glb/.gltf)')
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#op.export_format = 'GLTF_SEPARATE'
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op.use_selection=True
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op.will_save_settings=True
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op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
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op.use_renderable=True
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op.use_active_collection = True
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op.use_active_collection_with_nested=True
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op.use_active_scene = True
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op.filepath="____dummy____"
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op.gltf_export_id = "gltf_auto_export" # we specify that we are in a special case
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op = layout.operator("EXPORT_SCENES_OT_auto_gltf", text="Auto Export Settings")
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op.auto_export = True
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header, panel = layout.panel("components", default_closed=False)
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header.label(text="Components")
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if panel:
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panel.label(text="YOOO")
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@ -4,9 +4,13 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_label = "Blueprints"
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bl_parent_id = "GLTF_PT_auto_export_SidePanel"
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bl_parent_id = "BLENVY_PT_SidePanel"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.window_manager.blenvy.mode == 'BLUEPRINTS'
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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