Blender_bevy_components_wor.../tools/blenvy/assets/ui.py
kaosat.dev 006e3c16f7 feat(blenvy): split up user added assets from generated assets
* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely
 * overhauled UI to make use of this : also means names & paths are editable after the fact
 * overhauled testing asset hierarchy scan accordingly
 * added expertimental export of bevy_asset_loader compatible asset.ron files per level
 * related tweaks & additions
2024-05-16 14:09:40 +02:00

101 lines
4.8 KiB
Python

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.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
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.
layout.operator(operator="bevyassets.test")
asset_registry = context.window_manager.assets_registry
blueprints_registry = context.window_manager.blueprints_registry
blueprints_registry.add_blueprints_data()
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 = {"export_blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
settings = SimpleNamespace(**settings)
if panel:
for scene in bpy.data.scenes:
if scene.name != "Library": # FIXME: hack for testing
#get_main_scene_assets_tree(scene, blueprints_data, settings)
user_assets = get_user_assets(scene)
row = panel.row()
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)
"""