from types import SimpleNamespace import bpy from .assets_scan import get_main_scene_assets_tree from .asset_helpers import get_user_assets def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []): header, panel = layout.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 panel.separator() for asset in user_assets: row = panel.row() row.prop(asset, "name", text="") #row.prop(asset, "path", 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 """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="")""" for asset in generated_assets: pass 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: #print("dfs") for scene_selector in blenvy.main_scenes: scene = bpy.data.scenes[scene_selector.name] #get_main_scene_assets_tree(scene, blueprints_data, settings) user_assets = get_user_assets(scene) #print("user assets", 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) """