mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
b424a73a46
* 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
81 lines
3.5 KiB
Python
81 lines
3.5 KiB
Python
import bpy
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import json
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from ..assets.asset_helpers import get_user_assets, get_generated_assets
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from ..assets.ui import draw_assets
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def draw_blueprints(layout, name, title, generated_assets):
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nesting_indent = 0.05
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number_of_generated_assets = len(generated_assets)
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header, panel = layout.panel(f"assets{name}", default_closed=True)
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header.label(text=title + f"({number_of_generated_assets})", icon="XRAY")
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if panel:
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for asset in generated_assets:
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row = panel.row()
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split = row.split(factor=nesting_indent)
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col = split.column()
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col.label(text=" ")
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col = split.column()
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sub_header, sub_panel = col.panel(f"assets_sub{asset.name}", default_closed=False)
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sub_header.label(text=f"{asset.name} ({asset.path})", icon="XRAY")
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if sub_panel:
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sub_panel.label(text=" some stuff")
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class BLENVY_PT_blueprints_panel(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_label = "Blueprints"
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bl_parent_id = "BLENVY_PT_SidePanel"
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bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'}
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@classmethod
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def poll(cls, context):
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return context.window_manager.blenvy.mode == 'BLUEPRINTS' if 'blenvy' in context.window_manager else False
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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asset_registry = context.window_manager.assets_registry
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blueprint_registry = context.window_manager.blueprints_registry
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blueprint_registry.refresh_blueprints()
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for blueprint in blueprint_registry.blueprints_data.blueprints:
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header, panel = layout.box().panel(f"blueprint_assets{blueprint.name}", default_closed=True)
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if header:
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header.label(text=blueprint.name, icon="XRAY")
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header.prop(blueprint.collection, "always_export")
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if blueprint.local:
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select_blueprint = header.operator(operator="blenvy.blueprint_select", text="", icon="RESTRICT_SELECT_OFF")
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if blueprint.collection and blueprint.collection.name:
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select_blueprint.blueprint_collection_name = blueprint.collection.name
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select_blueprint.blueprint_scene_name = blueprint.scene.name
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if panel:
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split = panel.split(factor=0.005)
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col = split.column()
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col.label(text=" ")
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col = split.column()
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if blueprint.local:
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user_assets = get_user_assets(blueprint.collection)
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generated_assets = get_generated_assets(blueprint.collection)
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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)
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else:
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user_assets = get_user_assets(blueprint.collection)
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generated_assets = get_generated_assets(blueprint.collection)
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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)
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panel.label(text="External blueprint, assets are not editable")
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