Blender_bevy_components_wor.../tools/blenvy/blueprints/ui.py
kaosat.dev b424a73a46 feat(Blenvy): renaming/coherency & component workflow pass
* all operators, panels etc are now respecting the Blender naming convention
 * tweaks & improvements to some of the component operators
 * clearer naming for the "advanced" tools for components
2024-06-12 12:41:50 +02:00

81 lines
3.5 KiB
Python

import bpy
import json
from ..assets.asset_helpers import get_user_assets, get_generated_assets
from ..assets.ui import draw_assets
def draw_blueprints(layout, name, title, generated_assets):
nesting_indent = 0.05
number_of_generated_assets = len(generated_assets)
header, panel = layout.panel(f"assets{name}", default_closed=True)
header.label(text=title + f"({number_of_generated_assets})", icon="XRAY")
if panel:
for asset in generated_assets:
row = panel.row()
split = row.split(factor=nesting_indent)
col = split.column()
col.label(text=" ")
col = split.column()
sub_header, sub_panel = col.panel(f"assets_sub{asset.name}", default_closed=False)
sub_header.label(text=f"{asset.name} ({asset.path})", icon="XRAY")
if sub_panel:
sub_panel.label(text=" some stuff")
class BLENVY_PT_blueprints_panel(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Blueprints"
bl_parent_id = "BLENVY_PT_SidePanel"
bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'}
@classmethod
def poll(cls, context):
return context.window_manager.blenvy.mode == 'BLUEPRINTS' if 'blenvy' in context.window_manager else False
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
asset_registry = context.window_manager.assets_registry
blueprint_registry = context.window_manager.blueprints_registry
blueprint_registry.refresh_blueprints()
for blueprint in blueprint_registry.blueprints_data.blueprints:
header, panel = layout.box().panel(f"blueprint_assets{blueprint.name}", default_closed=True)
if header:
header.label(text=blueprint.name, icon="XRAY")
header.prop(blueprint.collection, "always_export")
if blueprint.local:
select_blueprint = header.operator(operator="blenvy.blueprint_select", text="", icon="RESTRICT_SELECT_OFF")
if blueprint.collection and blueprint.collection.name:
select_blueprint.blueprint_collection_name = blueprint.collection.name
select_blueprint.blueprint_scene_name = blueprint.scene.name
if panel:
split = panel.split(factor=0.005)
col = split.column()
col.label(text=" ")
col = split.column()
if blueprint.local:
user_assets = get_user_assets(blueprint.collection)
generated_assets = get_generated_assets(blueprint.collection)
draw_assets(layout=col, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, generated_assets=generated_assets, target_type="BLUEPRINT", target_name=blueprint.name)
else:
user_assets = get_user_assets(blueprint.collection)
generated_assets = get_generated_assets(blueprint.collection)
draw_assets(layout=col, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, generated_assets=generated_assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
panel.label(text="External blueprint, assets are not editable")