from types import SimpleNamespace import bpy from .assets_scan import get_main_scene_assets_tree from .asset_helpers import get_user_assets, does_asset_exist def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []): nesting_indent = 0.05 number_of_user_assets = len(user_assets) number_of_generated_assets = len(generated_assets) header, panel = layout.panel(f"assets{name}", default_closed=True) header.label(text=title + f"({number_of_user_assets})", icon="ASSET_MANAGER") blueprint_assets = target_type == 'BLUEPRINT' if blueprint_assets: target = bpy.data.collections[target_name] else: target = bpy.data.scenes[target_name] add_possible = does_asset_exist(target, {"path": asset_registry.asset_path_selector}) #"name": asset_registry.asset_name_selector, if header and editable: row = header.row() row.alert = add_possible row.prop(asset_registry, "asset_name_selector", text="") row.label(text=asset_registry.asset_path_selector) row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER") add_asset_layout = row.column() add_asset_layout.enabled = not add_possible add_asset = add_asset_layout.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 if panel: if editable: row = panel.row() #panel.separator() print("here", user_assets) for asset in user_assets: print("asset", asset) row = panel.row() split = row.split(factor=nesting_indent) col = split.column() col.label(text=" ") col = split.column() row = col.row() row.label(icon="ASSET_MANAGER") row.prop(asset, "name", text="") row.label(text=asset.path) asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER") 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 return panel 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(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False # No animation. blenvy = context.window_manager.blenvy layout.operator(operator="bevyassets.test") asset_registry = context.window_manager.assets_registry blueprints_registry = context.window_manager.blueprints_registry #blueprints_registry.refresh_blueprints() blueprints_data = blueprints_registry.blueprints_data name = "world" header, panel = layout.box().panel(f"assets{name}", default_closed=False) header.label(text="World/Level Assets") settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"} settings = SimpleNamespace(**settings) if panel: for scene in blenvy.main_scenes: user_assets = get_user_assets(scene) row = panel.row() row.prop(scene, "always_export") scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name) """if scene.name in blueprints_data.blueprint_instances_per_main_scene: for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys(): blueprint = blueprints_data.blueprints_per_name[blueprint_name] blueprint_assets = get_user_assets(blueprint.collection) if scene_assets_panel: row = scene_assets_panel.row() draw_assets(layout=row, name=blueprint.name, title=f"{blueprint.name} Assets", asset_registry=asset_registry, assets=blueprint_assets, target_type="BLUEPRINT", target_name=blueprint.name) """