Asset Pipeline v2 #145
@ -7,11 +7,22 @@ def draw_transfer_data_type(
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layout: bpy.types.UILayout, transfer_data: bpy.types.CollectionProperty
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) -> None:
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"""Draw UI Element for items of a transfer data type"""
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asset_pipe = bpy.context.scene.asset_pipeline
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if transfer_data == []:
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return
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name, icon = constants.TRANSFER_DATA_TYPES[transfer_data[0].type]
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box = layout.box()
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box.label(text=name, icon=icon)
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row = box.row()
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row.prop(
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asset_pipe,
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f"{icon}_BOOL",
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icon=icon,
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text="",
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)
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row.label(text=name)
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if not bool(asset_pipe.get(f"{icon}_BOOL")):
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return
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scene = bpy.context.scene
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for transfer_data_item in transfer_data:
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row = box.row()
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@ -98,6 +98,21 @@ class AssetPipeline(bpy.types.PropertyGroup):
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all_task_layers: bpy.props.CollectionProperty(type=TaskLayerSettings)
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local_task_layers: bpy.props.CollectionProperty(type=TaskLayerSettings)
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# UI BOOLS
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# The names of the bools are the ICON keys for each transfer data type with the name _BOOL appened to it
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# TODO See if there is a better way to handle hide/expand panels without creating bools like this
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GROUP_VERTEX_BOOL: bpy.props.BoolProperty(
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name="Show/Hide Vertex Groups", default=False
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)
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MODIFIER_BOOL: bpy.props.BoolProperty(name="Show/Hide Modifiers", default=False)
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CONSTRAINT_BOOL: bpy.props.BoolProperty(name="Show/Hide Constraints", default=False)
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MATERIAL_BOOL: bpy.props.BoolProperty(name="Show/Hide Materials", default=False)
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SHAPEKEY_DATA_BOOL: bpy.props.BoolProperty(
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name="Show/Hide Shape Keys", default=False
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)
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EVENT_A_BOOL: bpy.props.BoolProperty(name="Show/Hide Attributes", default=False)
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FILE_PARENT_BOOL: bpy.props.BoolProperty(name="Show/Hide Parent", default=False)
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classes = (
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AssetTransferData,
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