Blender_bevy_components_wor.../tools/blenvy/assets/assets_registry.py
Mark Moissette d1b5d2627d
feat(Blenvy): complete overhaul and re branding to : Blenvy (#192)
- replaced the various crates with a single one
- replaced the Blender add-ons with a single one
- this is an alpha release !
- for features etc see the various docs
2024-08-14 16:40:59 +02:00

68 lines
2.4 KiB
Python

import bpy
from pathlib import Path
from bpy_types import (PropertyGroup)
from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
# Asset property group
class Asset(PropertyGroup):
name: StringProperty(name="asset name") # type: ignore
path: StringProperty(name="asset path") # type: ignore
# this is where we store the information for all available assets
#
class AssetsRegistry(PropertyGroup):
assets_list = []
asset_name_selector: StringProperty(
name="asset name",
description="name of asset to add",
) # type: ignore
asset_type_selector: EnumProperty(
name="asset type",
description="type of asset to add",
items=(
('MODEL', "Model", ""),
('AUDIO', "Audio", ""),
('IMAGE', "Image", ""),
('TEXT', "Text", ""),
)
) # type: ignore
asset_path_selector: StringProperty(
name="asset path",
description="path of asset to add",
#subtype='FILE_PATH'
) # type: ignore
@classmethod
def register(cls):
bpy.types.Scene.user_assets = CollectionProperty(name="user assets", type=Asset)
bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset)
bpy.types.Scene.generated_assets = CollectionProperty(name="generated assets", type=Asset)
bpy.types.Collection.generated_assets = CollectionProperty(name="generated assets", type=Asset)
bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
@classmethod
def unregister(cls):
del bpy.types.WindowManager.assets_registry
del bpy.types.Scene.user_assets
del bpy.types.Collection.user_assets
del bpy.types.Scene.generated_assets
del bpy.types.Collection.generated_assets
def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
in_list = [asset for asset in self.assets_list if (asset["path"] == path)]
in_list = len(in_list) > 0
if not in_list:
self.assets_list.append({"name": name, "type": type, "path": path, "internal": internal})
def remove_asset(self, path):
self.assets_list[:] = [asset for asset in self.assets_list if (asset["path"] != path)]